
**The old world is gone. What replaces it is up to the players.**
After Terra is a heavily customized Minecraft 1.20.1 Forge modpack designed first and foremost for a shared multiplayer server where players rebuild civilization through **industry, trade, transportation, infrastructure, technology, magic, and eventually space exploration**.
Singleplayer is possible, but After Terra is intentionally designed around its server economy. Playing alone means missing major parts of the intended experience, including the government shop network, global economy, taxation system, player businesses, and the larger social infrastructure that makes specialization matter.
## A Finite World With a Past
After Terra takes place in a finite **25,000 × 25,000 world** filled with ruined cities, highways, abandoned warehouses, underground infrastructure, and remnants of the civilization that came before.
Cities are not just scenery. They are places to explore, salvage, settle, rebuild, and connect.
The long-term goal is to make the world feel like a place where civilization existed before the players arrived — and where a new one is slowly being constructed on top of the ruins.
Players begin with useful survival equipment, some money, a firearm, a backpack, and access to starter transportation. Vehicles and logistics matter almost immediately instead of appearing only after dozens of hours of progression.
## Build an Economy, Not Just a Base
After Terra uses a custom dollar-based economy built around one core principle:
**Players should be better suppliers than the government.**
Government shops provide guaranteed access to important resources, components, food, fuel, ammunition, power, and emergency supplies, but their prices are intentionally high.
If the government sells a component for $200 and your factory can profitably sell it for $110, you have a real business.
That creates room for player-run industries such as:
- Industrial manufacturing
- Power generation
- Fuel production and refining
- Mining
- Farming
- Restaurants and food production
- Gun and ammunition manufacturing
- Vehicle dealerships and repair shops
- Aircraft production
- Freight and logistics companies
- Rail networks
- Warehousing
- Construction
- Trading companies
- Magic-based industries
The server also uses global taxation. Functionally, taxes feed back into the server economy; in the world’s lore, they support government supply stores, infrastructure, and attempts to maintain the surviving road network.
Government shops are intended to exist throughout the world in different forms — from small convenience and highway supply stops to larger regional stores and a major central exchange.
Finding civilization while far from home should actually matter.
## Infrastructure Is the Progression
After Terra includes major technology systems such as **Create, Immersive Engineering, Mekanism, TFMG, Thermal, Refined Storage, Tinkers' Construct**, and many supporting mods.
But this is not intended to be a pack where hundreds of mods simply coexist.
Recipes, prices, progression systems, and production methods are being customized so building infrastructure provides real advantages.
A complicated factory should be more efficient than a crafting bench.
A refinery should make fuel cheaper.
A power station should beat buying electricity from the government.
A specialized manufacturer should be able to undercut government component prices.
The goal is to make engineering worthwhile because the machines solve economic problems — not simply because a quest book told you to craft them.
## Factories, Not Magic Crafting Tables
Ammunition production is one example of this philosophy.
Instead of relying forever on a simple gun workbench, ammunition recipes are being redesigned around Create-based production systems where players build actual manufacturing lines for casings, primers, propellant, and completed cartridges.
The factory route requires substantially more infrastructure, but rewards that investment with much better material efficiency.
Over time, systems like this will make specialized manufacturing an important part of the server economy.
## Transportation and Logistics Matter
After Terra includes cars, trucks, trailers, trains, ships, aircraft, and eventually spacecraft.
They are not intended to be decorative collectibles.
The pack deliberately avoids solving every logistics problem with unlimited inventory space or instant teleportation. Storage is constrained so that warehouses, freight vehicles, railways, pipes, conveyors, shipping routes, and physical supply chains remain relevant.
A remote mine is more interesting when someone has to move its output.
A factory is more interesting when it needs raw-material deliveries.
A city is more interesting when roads, rail lines, warehouses, power, fuel, and businesses are what allow it to function.
## Custom Fuel and Power Economies
After Terra has a customized vehicle-fuel economy using fuels such as:
- Gasoline
- Diesel
- Biodiesel
- Fuelium
- Wood Gas
- Other specialized fuels
Different fuels have different efficiencies and production methods.
Players can also purchase FE electricity from government infrastructure, but government electricity is deliberately expensive.
That creates a natural market for player-built power stations and electrical infrastructure.
A large generator is no longer just something powering one person's base.
It can become the foundation of a power company.
## Resources Have Value
Important materials are priced around scarcity, manufacturing complexity, and infrastructure requirements rather than treating every ingredient as equally easy to obtain.
Resources such as redstone, diamonds, gold, quartz, steel, fuel, power, ammunition, and industrial components retain economic importance.
The government can sell scarce materials as an expensive fallback so progression never becomes frustrating because a player is one diamond or one piece of redstone short.
But buying everything from the government is intentionally a terrible long-term strategy.
Players who mine, manufacture, automate, and trade should always have the advantage.
## Technology and Magic Share the World
Industry is a major focus, but After Terra also includes deep magic systems such as **Ars Nouveau and Blood Magic**.
Magic users can specialize just as engineers, farmers, miners, merchants, mechanics, and manufacturers can.
The goal is not for every player to personally master every system.
The world becomes more interesting when different people become good at different things and trade with each other.
## Rebuild Civilization
You might become the person who builds the electrical grid.
Someone else may operate the largest refinery on the server.
Another player might manufacture ammunition.
Someone may build highways and rail infrastructure.
Others may farm, cook, mine, transport cargo, construct cities, practice magic, operate stores, or build aircraft.
Eventually, civilization may become capable of looking beyond its ruined homeworld and expanding into **space industry and off-world colonization**.
There is no single machine that represents the end of After Terra.
**The civilization the players build is the endgame.**
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### Server-First Experience
After Terra can technically be played in singleplayer, but it is built around the multiplayer server experience.
The official server is where the complete economy, government trading system, taxes, distributed government shops, player businesses, shared infrastructure, specialization, and civilization-building concept come together.
If you want a pack where your factory, power plant, railway, warehouse, farm, city, or business has a reason to exist beyond your own storage room, that is what After Terra is being built to provide.

