A metropolis is a complete urban area with buildings and a dense population. As a project, players may find building a metropolis of their own to be an outstanding project, though it should be remembered that building a metropolis requires using a large number of resources and a lot of time.

This tutorial should only be a reference, not a step-by-step lecture. You should make up your own ideas along the way. When editing, keep the buildings list in alphabetical order. This tutorial is aimed for fantasy, medieval and modern buildings, feel free to find the tone that fits better for your world or multiplayer modded server.

A landscape based on ancient Greece

Preparation [ edit ]

Before starting a metropolis, the player should decide on their project's theme, limitations, goals and tools. If the player needs help with finding a theme, there are suggestions down below. For some players, building a metropolis in Survival mode may be the most rewarding. Others may want to work on the project in Creative mode so they do not have to spend time gathering resources. To make building quicker and easier, the player may also want help in their project in the form of friends, commands and structure blocks or even third-party programs. Plans also have to account for what the project's future use is, who will view it and what will those viewers' needs are.

For most themes, the easiest location to build would be somewhere that is generally flat as it removes the need to clear-out large areas. Such an area can be found through a variety of ways including finding a generally-flat biome (such as plains and oceans) or loading a different world type such as superflat or buffet. The player could also use a third-party program such as WorldEdit, MCEdit, VoxelSniper, and WorldPainter to clear an area. The theme may work best in specific biome and the terrain generations, and as such, the player will need to consider those things while finding/preparing an area.

If the player plans on building their project in Survival mode, they should ensure they have the basic materials they need to keep the project going, such as good tools and armor, food, and perhaps even a beacon or scaffolding. The player also needs methods to collect all the blocks they will need for building their project. As such, they may want to try using more common blocks.

Getting started [ edit ]

The player should start planning out where a couple of large features of the city will go before they begin building. Then they can ensure they and any other players can begin building the structures. The player should note that their first buildings will most likely end up near the center of their metropolis.

Before building, it's best for the player to know what blocks to use in their theme. A project will usually look better if similar blocks are used near each other. The best blocks to use together will vary throughout the build, but generally the block types used will gradually shift from area to area. Lighting should be remembered throughout the build. Building interiors are something the player may want to work as well. If the metropolis will be used for a multiplayer world or custom map, the player probably should be careful to not use blocks in their builds which players can easily abuse. This includes making builds not easily grief-able. Also, the player should plan for the residents of their town. The needs of villagers are different than those of a couple of friends.

The player may also want to avoid overusing rare and hard to acquire blocks such as emerald, gold, and diamond since they work best as attention draws to areas such as spires, corners, or doors and not for main building materials.

Materials [ edit ]

Minecraft has a variety of blocks and ornaments you may use. Try to find a color that matches the theme.

Building Up [ edit ]

Important to the building will be consistency and planning. It's best if a town can keep its theming, block choices, sizes, and areas somewhat similar between buildings. The player should make sure that their first buildings and roads are close in size and appearance to how they want the rest of the city to be. Part of a natural city flow are zones--different areas which better fulfill certain needs for town members than other areas. If the player allows the city to develop into zones as it is built, the city will appear more natural. Building outward and in zones allows different portions of the metropolis to have a different feel to the builds as different building heights, materials, and the amount of space changes. Planning of where to place and how large to make certain zones should ensure that the build fulfills the needs of any actual or imagined residents of the metropolis.

The rest of this section focuses on some general zones which a town may find beneficial to include.

Roads and Paths [ edit ]

An important piece of planning and building a metropolis is the roads. Roads and pathways connect all the buildings and zones together and usually act to keep a sense of order to the space. Generally, larger areas should include more orderly roads while smaller spaces should have rougher, more mixed pathways. The sizes of roads should also differ by area to fit the spacing of buildings. For this reason, roads should generally be created as needed and not used to force buildings to follow their path. Materials such as cobblestone, coal blocks, obsidian, gravel, stone, sandstone, nether bricks, concrete, grass paths, and terracotta are all popular blocks for roads and paths. Roads can also be decorated with plants, road lines, and lights. Generally, paths should be fairly flat so they can be easily used for quick travel. Adding options for travel along different roads such as minecart rails, ice lanes, or even just fences to tie horses to can increase the efficiency of roads. If you make a tunnel, it should be at least three blocks tall so players riding horses can use it. You should also be able to navigate the roads easily.

Scale [ edit ]

You should also consider what scale your city is. A smaller-scale city will be faster to build and consume less resources, but a larger-scale city can be more detailed. In a larger-scale city, it is also possible to construct interiors to the buildings, which is not possible in smaller scale.

Lighting [ edit ]

One light source for a metropolis is lampposts. A lamppost can be built with a redstone lamp hooked up to an inverted daylight detector so that the lamp will turn on when it gets dark. You can also use a torch, as you can put them in houses. Another indoor lighting trick is to put the light source under carpets. The source of light will be hidden from sight, but the light will still shine through the carpets.

Residential Zone [ edit ]

Primarily a metropolis needs to have places for its citizens to live. Generally, these areas should be large, yet organized. Smaller roads, shorter buildings, more greenery, and small blocks keep the area more friendly while the opposite create a larger, busier feel. Most residential areas will keep houses spaced close together. Some areas may work best with tall apartments. A residential zone usually feels more lively if the player includes a couple of small shops in the area. Some shops can be added as part of a living space. When working with multiple players, it may work best to allow players to build their own housing.

The deeper within the city, the more urbanized the housing generally should be with larger buildings. If the metropolis works well with it, smaller, single housing can make up surrounding suburbs and even further out rural zones can allow large swaths of land to be lived in by a very spread out population.

Commercial Zone [ edit ]

These zones are for trade such as through markets, shops, malls, restaurants, or grocery stores. Trade allows for citizens of a city to get all types of items and services without having to specifically work for each type of item or service. Some shops work better mixed in with residential zones. A commercial zone can allow for lots of shops to be clustered together and for large stores to be neatly separated from the housing. If the citizens are players, commercial zones can create extra opportunities for player interactions.

Public Transportation and Transit Stations [ edit ]

Since a metropolis should be quite large, efficient transportation is important to keep the city together. Public transportation hubs can create efficient travel. Some cities might work best with ice roads, minecart rails, or piston bolts. Some metropolises might work best using the Nether to decrease the distance between places. Command blocks or signs with commands could teleport players when triggered. Infrastructure fitting to the theme of the metropolis should also be used to give more life to the city.

Industrial Zone [ edit ]

Mass production greatly decreases the space needed for many people to live, but it isn't the prettiest sight. Nobody likes to have a house with cluttered views of smog-belching factories, so make sure your industrial zone is not next to any nicer houses, and preferably none that are owned by those who don't work in the industrial zone. Plan a green area in the 100 blocks, or maybe a river. Industrial zones keep giant farms or mass production plants away from where residents live. If the farms or mob farms actually produce items, this also may reduce lag by keeping these large, item creating structures unloaded when unneeded. These areas are generally best kept further from any type of residential or commercial zone since their function is often practicality over appearance.

Capitol [ edit ]

A city really can appear to have more pride just by adding a capitol area. Adding larger, flashier buildings to stick out in the city skyline adds perceived power to the city. The area can be easily decorated with many statues and monuments. Such areas are usually more expensive to live in, so rarer materials fit into the block pallet well.

Buildings [ edit ]

Industrial Zone [ edit ]

Trash System [ edit ]

Here's a trash system you can add to the Industrial Zone.

Bin [ edit ]

Place the trash into the bin (chest) and it will be taken away without doing anything else, using a redstone comparator. The hopper will empty the chest into the dropper, and then the dropper, facing downwards, will empty the trash into the disposal pipe. The pipe will transport it with water to an Incinerator. To start up the redstone repeater, place a lever at one of the corners then press the lever and quickly remove it. Then you should see the redstone repeater pulse and repeat.

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Disposal Pipe [ edit ]

The hole is for the dropper to empty trash into the pipe. The water should flow down and push the items left into another hopper and dropper to drop into either the Incinerator or Recycling Center. You can skip this part and build an Incinerator underneath the dropper. The hopper leads to the Incinerator/Recycling Center.

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Side View:

Side View

Incinerator [ edit ]

A simple cost-effective Incinerator. The hole is for the dropper to empty trash into the Incinerator. You can also recycle some of the items. See the next part, the Recycling Center.

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Basic Recycling Center [ edit ]

The Recycling Center gives the workers in the Center items to join together to make new blocks/items.

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This input of items can be brought to a shulker box storage system, which can store common materials, like cobblestone, in bulk. You can even put in an item-request system to retrieve the shulker boxes on demand.

To sort the items, you can put in a hopper sorter. They look like this:

Blueprint

The top hopper needs to face the comparator, and the bottom hopper leads to the output stream. The top hopper is the one that sorts the items. Place 41 of the items you want to sort into the first slot of the hopper. The remaining four slots need to be filled with one item that does not go anywhere else in the storage system. This unsuitable item can be a named item. This hopper storage system can be tiled indefinitely without any risk of the sorters overflowing.

Suggestions [ edit ]

Here are some ideas to help the player get started on their city. You can mix and match multiple, e.g. a disordered Hyrule populated by animals.

City Themes [ edit ]

A - D [ edit ]

Ancient Civilization: Using a style based off of historical civilizations such as ancient Greece, ancient Egypt, ancient Rome, native American villages, English colonies, wild west settlements, medieval cities or caveman life can allow for some fun block choices and zoning. Game block choices also match up easier with older time periods, so using such a style may save the player the difficulty of creating modern objects in-game. Creating a metropolis based off of ancient civilizations can help the player understand old challenges and understand history.

Animal Town: Creating a town for non-human creatures can add extra creativity for a build. The player would need to figure out how animals or other creatures would live in a city environment. Sometimes this would require a different space for the city such as underground tunnels, high in the sky or space, or deep underwater. Needs and desires need to be met for those odd citizens, so the player can put their creativity to the test to meld the life of humans to other creatures. The citizens could be primarily anthropomorphic animals, and in that case, you could invite players with animal skins to join, or it could be for regular creatures.

Atlantis: Build a city underwater that you imagine Atlantis would look like. Build domed roofs or build ruins like it was flooded. Spawn some drowned to inhabit the city if you want it to be more "lively". This should probably be done in creative, unless you have a huge amount of potions of water breathing or conduits to help you breathe underwater.

Cloud City: Build your city in the sky. Use snow or wool for buildings and use glass for the street. You can build the ground out of white blocks to look like clouds, and maybe even actually build it at cloud level. (Another option is to use mods that add actual cloud blocks.)

Cultural Obsession: The citizens of a city could have a common obsession. Whether it be a sport, craft, or trend the city could reflect that through its decorations. This gives the player opportunities to create many different decorations. It also adds a personality to the city, since it can be somewhat seen what is important to the citizens of the metropolis.

The citizens of a city could have a common obsession. Whether it be a sport, craft, or trend the city could reflect that through its decorations. This gives the player opportunities to create many different decorations. It also adds a personality to the city, since it can be somewhat seen what is important to the citizens of the metropolis. Disorder: If the player makes certain areas disordered while creating them, they can add a special story to parts of the city and make something unusual. The player could also make a point of making a certain feature to always appear disordered such as city walls.

Dome City: Build your city completely out of glass domes in the sky. Connect the domes with bridges, and make each house a small dome made out of any material, preferably glass or stained glass

E - H [ edit ]

East Asian City: Base your domain around Asian architecture. Add a statues of Chinese dragons, pagodas and some junks in your harbor. Add lots of bamboo around the city and spawn some pandas to make the city's surroundings more lively. Make sure to style your city around the East Asian region or nation you've chosen to base your metropolis around.

Ecumenopolis: Turn the whole world into a ecumenopolis (read: an extremely big city), stretching from bedrock level to the world height limit. At the top, there could be high-rise penthouses with panoramic windows, while at the bottom, there are slums and gang headquarters. If you have limited time or resources, you can skip the underground part and just make your city a colossal skyscraper. Regardless of how you do it, this project will be very time-consuming in Survival mode.

Electric City: Use nothing but redstone! Build out of redstone blocks and use iron doors. Also use lots of complicated redstone machines, like doorbells, elevators, and flashing indicator lights. Use flying machines and minecart subways for player transportation and an item transportation system for post services. Try using redstone for defense too, like hooking up dispenser machine guns and "spike traps" made by arrows shooting out of the ground. Tech mods like IndustrialCraft2, EnderIO, Applied Energistics 2, and Thermal Foundation/Expansion/Dynamics also can enhance this city. Iron golems fit well in this city, due to their robot-like appearance.

Empire: Instead of building just one city, build a lot of cities. Make one city to be larger than others, and make it the capital of the empire. Connect the cities with roads or a minecart network. Add smaller villages and farms outside the larger cities. If you want a more militant country, build huge walls around the borders, build many large military bases and add battle damage or wipe entire cities off the map with TNT to make it look like they were conquered.

Instead of building just one city, build a lot of cities. Make one city to be larger than others, and make it the capital of the empire. Connect the cities with roads or a minecart network. Add smaller villages and farms outside the larger cities. If you want a more militant country, build huge walls around the borders, build many large military bases and add battle damage or wipe entire cities off the map with TNT to make it look like they were conquered. Flame City Make a town and set it on fire. Netherrack and magma blocks are good for this purpose. Next, make a well, but fill it with lava. If there are any rivers or lakes in the city, fill them with lava. Walking is recommended for transportation. Striders are another possibility for transportation, but make sure they won't be exposed to rain, as it damages them. Make the population blazes and magma cubes. Possibly, you could also allow players with Fire Protection armor or ample potions of Fire Resistance to visit from time to time. You can also use mycelium instead of grass and gray concrete powder instead of sand because they look like ash (you can also use basalt as burnt logs. You can also outlaw water, and if you need to execute somebody, do it by burning them alive. Make sure not to build with any flammable blocks, for obvious reasons.

Floating: Make a city on the water, preferably on the middle of an ocean, as there is most space for this city type. The houses could be boats or rafts, and the main building could be a big flagship. The city can be also built on a large, floating platform on the top layer of water, so it looks like it is floating on water. For transportation, you could build a nether portal in the city, build another nether portal in the mainland, and in the nether. After doing so, build a railroad there to the other portal. Boats are also a good form of transportation in this city type. The city can be also built inside a single, giant ship. If you choose to make only one giant ship, you can fill it with animals of all kinds, to make it resemble the Noah's Ark.

Forest: Build your city in a forest, but rather than cutting the trees down, build your city on top of them, construct some hollow giant trees with logs, bark, stripped logs and stripped bark blocks and build inside them, and make buildings to hang from the trees or wrap around them. You can connect the trees with wooden bridges. This city can be quite easy to hide, if you use blocks that look like wood or leaves. For added stealth have your citizens wear brown or green leather armor or use brown or green skins. If you want to defend this city, construct hideouts in the trees for archers. Using lava or fire is heavily discouraged, as almost everything in this city is flammable. The best place to build this is the jungle biome, due to the abundance of the trees here, but any kind of forest works.

An example of a forest city

Forge-City : Build a city entirely around producing things from raw materials. Mods are optional, but ones with 'industrial'-style machines and textures will be the best. Heavily advised that you build near large ore deposits. Architecture should be mostly "Industrial": use a lot of iron blocks and paving, try and create a grimy, dirty, polluted feeling around the city as a whole. Factories, forges, power plants, and research labs should be the main sort of building style - you may want to include such details as smokestacks with either black wool or cobweb pouring out of the top, or have a campfire inside them producing real smoke, and have glass-covered channels of lava running into factories to stand for molten metal. Heavy use of redstone mechanisms for doors and transport is advised - try setting up redstone-powered rails with minecarts on. Large logistics networks should be set up - minecart trains carrying ore from mines to the smelters, carrying food from farms to processing plants, etc. Everyone has to work, as a worker in one of the factories or as a guard for the city - anyone who won't is to be either exiled from the city or killed. You can also add several iron golems to guard the city. Due to their robotic look, they fit very well in the industrial theme. Workers should have their performance at work tracked, either through a mod or a server rule. As an example, if they work at an iron-smelting plant, the furnaces there should record how many ores to ingots a player has smelted in one in-game day, and how many things they have crafted while in the factory. The same can be applied to mines and farms, though this should track the blocks of ore/stone and crops harvested, respectively. Gunpowder, TNT, weapons, etc. should be closely guarded - workers within reach of these items should have their quarters checked regularly by guards for evidence of them. The city should be divided into zones, as below: Housing = As it says on the tin. This is where the workers of the city should be housed, in large apartment-style buildings. One room per player, with the room size and quality is determined on the player's status and work performance - admins get larger houses in 'Private' zones by default, regular players have their room size and quality based on their individual work output. Higher work output also means more privileges: workers with high output are allowed to keep things like brewing stands and anvils in their housing, along with the potion ingredients. Mining of blocks for regular users is forbidden unless they are specifically given the privilege to do so. Should have a functional, but haphazard aesthetic - try having a mix of materials for each building, with a focus on 'waste' blocks from the Industrial areas. Industrial = Factories, mines, and workshops galore. This should comprise the bulk of the city, with housing being located close to the Industrial zones. This is where the industrial/polluted aesthetic should be at its highest, with a particular focus on the logistics and transport network. Warehouses should also be here, connected by either manual or automated minecarts to the mines and factories. Private = This should be an area entirely separate from the other areas of the city - consider walling it off in a bedrock cube-style structure, and having the only way in or out guarded by iron/diamond weapon and armor equipped soldiers. This place should be used solely for debate among the admins and as a place where players can bring non-report-worthy complaints against other players or admins. The internal structure of the Private area should be more richly decorated - statues, paintings, gold and diamond blocks, etc. should be in abundance. Research = As the name implies, this zone should be dedicated to research and development. Buildings here should mostly have an appearance between that of a lab and a temple, with certain workers being given the ability to 'research' new technologies. In a practical sense, this means testing new building configurations, trying out redstone circuits, creating potions, and recording the results of them all via a book in-game. If bacteria or nuclear mods are present, try and build a few breeding labs or similar here. Military = The soldiers of the city should be housed here, along with the weapon and armor storage. This place should bear signs of heavy fortifications, such as high, multi-layer walls, lava trenches, TNT cannons, and a generally hazardous nature to anyone unfamiliar with it.

: Build a city entirely around producing things from raw materials. Mods are optional, but ones with 'industrial'-style machines and textures will be the best. Heavily advised that you build near large ore deposits. Architecture should be mostly "Industrial": use a lot of iron blocks and paving, try and create a grimy, dirty, polluted feeling around the city as a whole. Factories, forges, power plants, and research labs should be the main sort of building style - you may want to include such details as smokestacks with either black wool or cobweb pouring out of the top, or have a campfire inside them producing real smoke, and have glass-covered channels of lava running into factories to stand for molten metal. Heavy use of redstone mechanisms for doors and transport is advised - try setting up redstone-powered rails with minecarts on. Large logistics networks should be set up - minecart trains carrying ore from mines to the smelters, carrying food from farms to processing plants, etc. Everyone has to work, as a worker in one of the factories or as a guard for the city - anyone who won't is to be either exiled from the city or killed. You can also add several iron golems to guard the city. Due to their robotic look, they fit very well in the industrial theme. Workers should have their performance at work tracked, either through a mod or a server rule. As an example, if they work at an iron-smelting plant, the furnaces there should record how many ores to ingots a player has smelted in one in-game day, and how many things they have crafted while in the factory. The same can be applied to mines and farms, though this should track the blocks of ore/stone and crops harvested, respectively. Gunpowder, TNT, weapons, etc. should be closely guarded - workers within reach of these items should have their quarters checked regularly by guards for evidence of them. The city should be divided into zones, as below:

It's best to use a Technocratic government for this city/server: the top admin should have authority over the entire server, and all forge-cities on it. Beneath this, the other admins rule over the remaining forge-cities, with the admin's position in terms of influence/power over the server being determined based on the resource output of their city. Cities should be free to trade with each other, and try and strike deals with each other - backstabbing a weaker city and taking it over entirely is expected. If a city falls, the admin responsible for the fallen city will be allowed to join the victor's city (albeit with their powers determined by the victorious rival) or become a simple player. If desired, smaller towns can be established in the no-man's-land between cities and occasionally raided for resources/worked with for labor.

Giant City: Make a gigantic city! Build giant buildings, preferably skyscrapers, and have sugar cane, cactus, and tree farms. To cap it off, have the whole population be endermen, and, if you have cheats enabled, giants. (Be sure to have high entryways so your residents can get in and out.)

Giant Village: Make a village or find one and expand it into a sprawling metropolis inhabited by countless villagers. Bring plenty of villager spawn eggs. Easy to make on Superflat.

Heavenly City: Make the city seem divine, using quartz, give each citizen an elytra to make everyone look like angels and maybe build the city in the sky. You also might make a Nether city with a few adjustments to make it look like Hell, And build a guarded portal as a connection between the cities.

Hide-Away City: Build the entire city out of blocks that disappear if a player is too far away from it. Examples are chests, shulker boxes, item frames, and banners. It may be expensive, but it's worth the surprise factor when an entire city suddenly pops into existence.

Hidden Volcano City: Make a volcano with a city hidden inside it. Have a hidden button which causes an entrance to appear. Have a button that you can press to have lava drip down the sides. Make sure you have a way to remove and restore it!

Hole/Cliff City: Make a deep and 1×1 wide hole to the bedrock. Next, fill it with the TNT and detonate it. You will create a very deep hole. Make buildings on the hole's walls and bridges to transport from house to house. Note: Hostile mobs can spawn in this city, as it can be dark. It is recommended to do it on superflat preset Tunneller's Dream)

Holiday Focus: The town could be built based on a specific holiday or season such as Christmas or Autumn. The entire city could have small ways of reminding the other players about that specific focus through the decorations and details of the city.

Hyrule: Hyrule is a kingdom from the Legend of Zelda video games. It is a medieval-style fantasy kingdom. The technology is not very advanced, and magic is common, so you don't need to use a lot of redstone, and you could use command blocks or console commands to give the effect of magic. Minecarts could also be used as the primary means for transportation. The kingdom may be ruled by a single ruler, typically Princess Zelda in the games, and there could be some hidden evil, ready to take over the kingdom, that needs to be dealt with.

I - M [ edit ]

Igloo Village: Make a village out of snow. Packed ice and blue ice can also be used. Using normal ice isn't recommended, as it will melt in light. Make all of the buildings dome-shaped, and place snow golems and tamed wolves around the village for protection. This is a very easy village to build and gather resources for, but it is vulnerable to mobs. If you are using Creative mode, the "Snowy Kingdom" Superflat preset with a few extra layers of stone is ideal.

Invisible City: Make everything in your city made of glass blocks, glass panes, barriers, and/or ice, with no doors for your buildings. However, leave the ground grass, snow, or whatever block it already is. Building an invisible city is pretty risky though, as you can't use any lights, so monsters can spawn in your city. Because of this, it's best to build this city in Peaceful mode, or use the /gamerule doDaylightCycle false command to make it always day.

Industry: For this theme, you may want to limit the citizen population, mainly having workers. The buildings may be made of grimy metal (and possibly stone) and there could be a limited number of buildings that are not for work. The buildings would be huge, with gears, belts and drums to hold goods and you can put security features in place to prevent people from outside or from other cities from seeing (or even stealing!) what you're making. This kind of city might be quite competitive, trying to outsell or accumulate more wealth than other places. It could be run by a mad doctor (e.g. Dr. Robotnik), a dictator or just a greedy mayor.

Impoverished Land: Instead of creating a land of opulent wealth, an interesting challenge may be to make a land of the poor. Instead of large buildings and roads full of expensive materials, the city might be filled with smaller huts squeezed into each other and made with simple resources. The city could be a refreshing build as it moves away from the normal order most cities have.

Island: Find an ocean in the middle of nowhere, or just use the water world in Superflat and reduce the amount of water. Then start building an island, or use a natural one, if you aren't on a superflat, and make the buildings look like you would see them at a real city on an island. Make a coastal city with miles of beaches and beautiful scenery, try imitating palm trees and above all, make thousands of tourist hotels. Don't forget to build a port that connects the island with the outside world.

Mario World: Make this city revolve around the Mario games and media. Build houses in huge mushrooms to mimic the Toad Houses from the games. If you have a roleplay server, you could have each citizen pick a character from the Mario series to portray. Make sure they stay in character, otherwise it might ruin the experience for everybody else. For a more Mario-ish experience, you can't forget Bowser! Get a player (or mob) to be Bowser and have them take on any moustache-wearing heroes who travel to their castle. If you play Minecraft on a Nintendo console try using the Super Mario Mashup Pack.

Maze: Make your city a maze, that is, make it hard to go through without getting lost. Make your city hall/capitol in the middle of your maze city.

Mechanus: Have this city be absolute order, with complex gears grinding above it. No building can be chaotic in any way, and they are all in mint condition. Otherwise, this can follow any other type except ones that are inherently chaotic, such as an Elven city. The government is a very strict hierarchy.

Modern: Just build your city like a city you would see in real life today. Make skyscrapers, train stations, apartments, office buildings, cars, and more!

Monster Village: Make a village out of bedrock, obsidian, monster eggs, bone blocks and other creepy stuff, with lots of monsters. This is definitely a creative mode city to build. Best place to build this is a swamp, due to the murky water and dark foliage. You can also build this around an existing zombie village. Get rid of flowers (except the poisonous ones like wither roses and lily of the valley, which fit well with the spooky theme) and passive mobs, except bats, skeleton and zombie horses, which help to create a scary atmosphere. You can replace grass with mycelium to make the village grimmer. If you have trees in the village, make them leafless to make them appear dead. Plant also many dead bushes. Hide monster spawners under tombs in graveyards and have the difficulty on hard. Be creative and make stuff like huge haunted houses, mob farms and mob arenas. If you're feeling really creative, you could make a villager prison, possibly guarded by illagers. Have potion shops run by witches, archery ranges for skeletons and pillagers, stables for zombie horses, skeleton horses and ravagers and an underwater area inhabited by guardians, pufferfish and drowned. Make guard towers, and put skeletons, ghasts, pillagers and/or blazes in them. Killing the residents is illegal, and the punishment is being trapped in the city forever. You could use /gamerule doDaylightCycle false during the night to have a permanent night. For best results, do this on a full moon at midnight.

Mountain (Dwarven) City: Find a mountainside, and create a metropolis of rooms and chambers. All builders are replaced with miners, whose job it is to excavate rooms and sometimes, to mine for minerals. For an extra futuristic approach (not recommended for dwarves cities), add a semi-floating plaza to act as the common, and also to provide an access point for the outside world, glowstone is recommended for all lighting, and rich people may even be able to afford a chamber (house) on the side of the mountain, where you could have windows!

Movie Town: Make a city/town/village based on a place in your favorite movie or a movie that you liked. It can also be a place from a video game, TV show, or book. Here are some ideas to get you started:

Bricksburg: Everything is awesome here! Place signs everywhere to tell people what and what not to do. Have security cameras to keep an eye on everyone, and if citizens see anything weird, they should report it immediately! Use a LEGO resource pack to make things look as though they're 100% LEGO brick. If you REALLY want to get into The LEGO Movie spirit, put in a big, black thing that blocks out the sun, with Tentacle Arm Kragle Outside Sprayers that freeze players in place, or even have "Everything is Awesome!" playing throughout the city using note blocks!

Futurama: Build a city based on the old TV show Futurama! Build in a retro-futuristic style and have the "old city" in the sewer system. Have potion-powered robots (potion-powered due to Minecraft's lack of alcohol), flying machines in lieu of wheeled vehicles (this basically means no minecarts), and also the occasional head that can be engaged in a conversation with players (this can be done using command blocks). Please note that this would be intended for older players, as sitcoms can be a bit...mature.

A galaxy far far away: Make a city based on Star Wars. Have sections (planets) and recreate scenes from the movies. Have a Death Star too and have a war between the empire and the rebellion. You can even find Star Wars skins and texture packs online! You can also use a lightsaber mod and battle it out.

Harry Potter inspired: Make your city Harry Potter themed. Make your downtown Diagon Alley, have the Hogsmeade village, if you have a bank, make it Gringotts, and if you have a school make it, of course, Hogwarts. For Hogwarts' exterior, add the Black Lake, as well as the Forbidden Forest.

Panem: Hunger Games! Have a city with separate districts for each industry (e.g., mining, lumber, crafting, fishing) and one rich city to rule over them. Every once in a while, have two people from each district fight to the death while the rich city watches.

Robot City: Not to be confused with the Robot City below, this city is based on Robot City from the 2005 film Robots. Have a high-end district where residents are rich, famous, and shiny (this can be done by wearing iron armor), and buildings are shiny and futuristic; a combustion district where there are numerous "rust spots" and residents are rusty (have players wear colored leather armor to achieve this effect); and a steam district where some parts resemble the machines of the Industrial Revolution, with broken things everywhere, and a "Chop Shop" where players caught by "sweepers" (minecarts) are put on a conveyor belt, damaged, and eventually incinerated.

Shire: For Lord of the Rings fans, you could build your buildings out of dirt, grass blocks, and entire trees to make Hobbit-holes! Build it either in the plains or a forest. Make sure to add lots of foliage, because, in every film depiction, there are flowers all over the place. Make the inside of your Hobbit-holes very cozy, but not too elaborate. Be sure to make windows and doors round, and ceilings low! Small hills work best for building Hobbit-holes.

Zootopia: Like the "Multi-Biome City" below, this is based on the movie Zootopia. Build districts like "Tundratown", "Sahara Square", "Little Rodentia", (see "Tiny Town" below) et cetera. Have residents wear skins based on characters from the movie, maybe even with potion effects (Jump Boost for rabbits like Judy, Slowness for sloths like Flash, etc.).

Multi-Biome City: When you make your city have sections for each biome. Sections could be snowy, desert, forest, swamp, jungle, savanna, or the badlands. Have buildings built out of the native materials in each biome, e.g. build houses out of stained terracotta.

Mushroom City: Build your city on the top of huge mushrooms connected with bridges and build some of the houses inside red huge mushrooms. This works in most biomes, but the best place for this is the mushroom island biome.

Mythical Location: The player could recreate some location from mythology, a book or movie series, a fairy tale, or a video game. The city may need to be set in a specific biome or area such as underwater. The details from the source could be carefully added into the city to let other players feel as if they have really stepped into the recreated world. Many details may need to be imagined up by the player since most fictional sources cannot capture the full extent of details in the worlds they create.

N - R [ edit ]

Other Worldly: A metropolis could be made to exist as if in a different world or dimension. As such, the city should have elements depending on the special rules of that dimension. For example, the world could have weird gravity, special technology, exist on clouds or be entirely made out of candy. The way a city functions within a different world would have to be fully considered while creating the metropolis and add many opportunities for creativity.

Panzerstadt/War Machine: Build your city with many military buildings and factories then use a highly resistant block (bedrock, obsidian, etc.) and cover the outer city with it. Then build some TNT cannons to fire at hostile mobs or destroy player bases. Also, you could add a 'police force' of iron and snow golems.

You could try to build it on tiers like this:

1-4 Civilian and poor housing. Add a lot of TNT cannons so the population is well defended.

5-7 Factories and middle-class housing. A few TNT cannons would be useful about.

8-10 Rich houses and maybe PVP (player vs player) or mob vs player arena.

11+ Your choice!

Peaceful Place: Make a city with passive mobs. Put pretty things like flowers, and make the whole population passive mobs. You can build homes out of whatever you want. You can decide whether other players can live there and if shearing sheep is legal. One thing that is illegal, however, is killing anything in the town. If a player does this, they must find or create a new mob of the same type. (If you have any wolves and they kill the mob, you still have to find a new one to replace it.) Taming is legal and is rewarded with cooked meat, the only legal way to obtain this. Note: Do not build this near a hostile hub! Build a high wall, about 4+ blocks high, to keep them out. Also, is a wild wolf is hit, the smacker must lead it back into the wild or into a hostile hub (since it's now technically a hostile mob). It is recommended dividing the Peaceful Place into two parts; one for the hunters (wild ocelots and wolves) and one for the mobs that will never attack (chickens, tame wolves (unless you smack a mob), rabbits, etc.). That way, you won't have to deal with your residents being killed.

Planet City: For a cool twist, make spheres somewhere in the sky with a world-editing tool (such as WorldEdit), and then build your buildings on the top! Be sure to only make one building per planet, though, as it is difficult to make multiple buildings on a planet. Bridges or teleportation hubs are recommended. If you are in singleplayer, make a moon of end stone and slimes as aliens!

Popup City: Use redstone to make the city pop up out of the ground. Bonus if it retracts back into the ground! You can stop interiors from collapsing by placing carpets inside. The redstone may be complex, and the city may look messy, but it would provide for an amazing surprise to anyone trying to attack you.

Rainbow City: This could be made in the sky and should be a lot of different colors, also you could put "rainbow bridges" to get from one cloud to another. Stained glass works well for this. Any sheep you may have should be dyed rainbow colors as well or on java edition name sheep jeb to make their wool all the colors of the rainbow. Have different sections in your city, such as a Red Area, Green Area, etc.

Rough/1984/Dictatorship City: Your city would have a big and rich place in the middle where people can get anything they want for much pretty free. The rich part of town would have a high wall protecting it. The rest of the city would be for the poor. Its inhabitants work very hard for little pay and would be kept under close guard, being treated like animals, and having its children used as spies, even on their own parents. You could even have walls around this part of the city to keep people from running away. For a more dramatic flair, spark a rebellion in the poor part of the city and watch its dictator topple. This type of city would be best created if you have read George Orwell's book 1984 so you know what it feels like.

Ruins: The city could have sections that feel old and forgotten, or at least not maintained. Rougher textured blocks, soil, and plants can be added to create overgrown or damaged feels to city areas. The player could also use less light to the sections appear dark. Larger ruins could have holes, missing windows/doors, and piles of blocks which could appear to come from other parts of the ruins. You can populate the city with zombies and skeletons. You can also blow parts of the city up with TNT or burn it to make it look ruined. Features of the city could hint at why the area is in ruin such as disease, population shift, or just poor management.

S - U [ edit ]

Seaport: Think back to the time of pirates and sea shanties, and build off of that. Be sure to add ships off in the distance, lighthouses, docks, and a tavern or two. Add some parrots and dolphins to make the port more lively. You can also fit the ships with TNT cannons.

Shrunk: The inhabitants of the city may appear normal-sized to the player, but they would exist in this scenario as tiny people in a giant world. Part of creating such a city would be making the area around the city to show how small the inhabitants of the city are. Plant large jungle or spruce trees around the city, and spawn giants and huge slimes with using commands. You can also build large statues depicting other mobs.

Sky: Make a normal city using one of the ideas above (or below) but add something that will make it float (an anti-gravity engine, several jet engines, etc.) in the air.

Make a normal city using one of the ideas above (or below) but add something that will make it float (an anti-gravity engine, several jet engines, etc.) in the air. Soviet: Center your city around a grand square for the government, and construct wide roads and tall concrete buildings for the city's inhabitants. Always include statues of the leader and pixel art illustrating the glory of socialism. Your city should also have an extensive metro system, as well as parks, athletic centers, public bathhouses, and schools, all using one or two materials. The outskirts of the city should consist of large wheat fields and collective farms. Lastly, build a system of prisons and labor camps for the criminals.

Space: Build your city at layer 200 and make the roads obsidian and the buildings iron blocks and stone slabs. Add a lot of redstone circuits to your city. You can also add wormholes (Nether portals) and lasers (flowing lava) to your city. To make it more space-like, you can surround your city in black wool or black terracotta and make some floating masses of stone for asteroids. You can also build spaceports in your city, containing multiple small and a few larger spaceships, and maybe even use a mod to make these spaceships driveable. Go through at least one of your "wormholes", and then expand your city into the Nether. It will look like space at night, as because of a glitch the sun will appear opposite the moon. You can also use minecarts, rails, powered rails and detector rails for futuristic transport systems and command blocks, so it can stay the night time. You can also build the city in the End for more realistic "space", but this will prevent you from building the wormholes, as Nether portals don't work in End, and the Endermen that spawn there will ruin everything you build there, unless you use commands to prevent mob griefing.

An example of a spaceship

Special Feature: The town could, like Venice, Italy, have a special feature. Features could include the city being connected by waterways like the aforementioned Venice, be underwater, underground, hanging from some roof, supported on arches and stilts over the land, be filled with or surrounded by walls, or be deep underground. Fitting such a theme adds a unique element to the metropolis.

Spooky: For a good setting, build your city in the middle of a very large swamp, killing all peaceful mobs and getting rid of anything which would make the atmosphere less spooky, such as colorful flowers. You should use /gamerule doDaylightCycle false, and then set the time to night, it looks even better if it happens to be a full moon or new moon. For extra effect, you can also use the /weather thunder on a repeating command block to create a permanent thunderstorm. Use dark and dilapitated-looking materials for buildings. It is even better if you use stairs and slabs to make it all look like broken masonry. There could be several graveyards (with spawners under tombstones if you want), flooded houses, trampled farms, or anything that would make the place looks really creepy. You can have dark caves right under the city, which produce ambience noises, or use command blocks to produce them. Add shrines and dungeons and maybe right in the middle of the city, you could add Herobrine's castle. If you are bad at building castles, just make a giant statue of him. You could inhabit it with hostile mobs (preferably Overworld mobs: undead mobs, spiders, and witches).

Steampunk: Make a flying city which is "supported" by giant fans, use lots of iron blocks and have factories with cobwebs coming out of chimneys for smoke. Spruce wood and gold blocks also look steampunk-esque.

Stranger Things inspired: Make your city Hawkins from the TV show Stranger Things: have the woods, the quarry with the giant cliffs and the lake, the Byers' house, the school, and of course, Hawkin's Lab. You can even have a portal to the Nether in Hawkin's lab, and completely transform the dimension into the Upside-Down.

Stronghold: Make a Tunneller's Dream superflat world, with only strongholds enabled, then use Eyes of Ender to find one and enlarge it! Have towers coming out of the ground, have plenty of farms of all sorts, only make the rooms out of stone bricks. Have hunting parties go out at night and kill monsters! You could also find villages and make stone brick walls around them, then put a tower in the middle, so you can go outside and trade. Make it feel like a huge disaster just happened and armies of the undead roam the landscape. You can have spawners, but only drowning or lava traps — no redstone (besides potions), no cobwebs, (the place is actually being inhabited).

Teeny Town: Make a little, tiny town! Make the whole population one-block-tall mobs and cave spiders, spiders, small and/or tiny slimes, small and/or tiny magma cubes, and silverfish. Make small houses (you may even think of putting the dragon egg as a roof) out of fences, slabs, pressure plates, and carpet, using fence gates as doors. Use ferns and dead bushes for a touch of plant life. You can also use saplings, but be sure to put them in flower pots, or they'll grow into trees, which are far too big for a town of this scale unless you want a giant redwood forest. If you want to add a touch of Dr. Seuss, place down some alliums to represent Truffula trees. Don't put tall mobs in! Tall mobs are mobs that are at least 2 blocks high, and that includes the player. Coincidentally, as of Java Edition 1.8, the spawn on the seed "Tiny Town" is perfectly suited for such a town. Forge Microblocks is a great mod to help detail this city.

The Settlement: Make log cabins, and instead of shops have general stores and saloons! Another idea is to build a jail for grievers and ride only horses!

Trap City: Fill your city with traps.

Twin Cities: Have two cities next to each other. They could be deadly enemies or a city where the rich live and another where the poor live. Alternatively, they could be opposites, like an Electric and Magic city, an Evil Draconic and Good Draconic city, or an Elven/Elvish and Dwarven/Dwarvish city.

Underground: Build your entire city underground. One way to do this is by building a network of tunnels where the people live. The city can become quite maze-like if done this way. You can also build the city in a cave. If you want to do this, you will need to create an artificial cave, as the naturally occurring ones are too small for a city. An interesting twist is to have the buildings hang from the roof of the cave. One way to do the lighting system is to connect daylight sensors to redstone lamps, or if the cave is close to surface, building a giant skylight out of glass. This city could also have a few mines in it. A city built underground will be quite easy to defend and even easier to hide, unless you chose to build the giant skyglass, as only the entrance will be visible to the surface. If you want the city even more fortified, don't build any entrances leading to the surface and make the only entrance through a nether portal.

Underwater: This city can be very difficult to build, especially in survival, so it's recommended for experienced builders. Build your city in a giant underwater glass dome. Another way to do this is to build lots of small domes, or otherwise normal, but waterproof houses, connected with clean-looking or transparent blocks. The food industry should be dominated by markets that sell fish from local piers, unless you export land animals and plants in the city and make farms. The entrances should be waterproof, possibly made with doors or trapdoors. It is also possible to make the entrance an underground tunnel leading to land, or a vertical tube with a staircase inside leading to the sea level. This city should be quite easy to defend against attackers, assuming you build it deep enough, as any potential attacker would need potions of water breathing just to reach it.

This city can be very difficult to build, especially in survival, so it's recommended for experienced builders. Build your city in a giant underwater glass dome. Another way to do this is to build lots of small domes, or otherwise normal, but waterproof houses, connected with clean-looking or transparent blocks. The food industry should be dominated by markets that sell fish from local piers, unless you export land animals and plants in the city and make farms. The entrances should be waterproof, possibly made with doors or trapdoors. It is also possible to make the entrance an underground tunnel leading to land, or a vertical tube with a staircase inside leading to the sea level. This city should be quite easy to defend against attackers, assuming you build it deep enough, as any potential attacker would need potions of water breathing just to reach it. Unstable: The easily destroyed nature of certain blocks such as TNT or flammable blocks would make a city built out of such blocks entertaining. Backups of the world can be made so the city can be destroyed for the player's entertainment.

Upside-Down: Forget logic! Make your city upside down! Make a giant ceiling, then construct the buildings literally from top to bottom. Have all decorations, such as chairs, tables, or TVs upside down. As for the roads, you can use over-hanging bridges to connect the buildings, or you can use a Railway system. If you can fit creatures inside your upside down houses you can rename them with a "Dinnerbone" name-tag and they will be upside down! Use the flip shader for help. Careful- it's crazy upside-down!

Utopia/Amaurot The opposite of the 1984 city! Build in a square formation, with wide streets. Have all the houses be flat-roofed and uniform enough that a side of a street looks like one house, with lush, fruitful gardens behind each house. Fortify the city with walls and outside the walls put ditches filled with cactus. Divide the city into four sections, with a marketplace in the middle. Have places outside the town for slaughtering animals and washing. Put meeting halls equidistant from each other on the streets, with distinct names for each one. Have four hospitals outside the city walls, one on each side, to take care of injured or sick people. It is suggested that one reads Saint Sir Thomas More's Utopia to better understand how the city is run.

V - Z [ edit ]

Venice: Make your city have canals of water or lava for roads. Add bridges as well. Boats will be used for transportation, but don't use boats in lava, or else they will burn up. Also, if you use lava, you obviously shouldn't use flammable materials in buildings.

Vertical: Build a huge tower out of any material you want. Then, use ladders or scaffoldings to travel across the city and make the buildings stick out of the tower. Make this tower very tall and wide.

Void: Create a superflat world with only one layer of blocks. Build a tall structure and then blow up the ground, exposing the void. Then use the tall structure to build blocks off of and make an awesome Void city! Alternate Strategy: Create a completely empty superflat world and use /setblock ~ ~-1 ~ 1 to add a block to build off of.

Transportation [ edit ]

You need a method of transportation for your city to get around. Here are some ideas:

If in Creative, you could make a series of TNT launchers to work as elevators to higher levels of your city (remember to make with bedrock or obsidian).

Boats: If your metropolis is spread across several islands, then build a boat network. Have harbors at every island and make wool pillars in the water (buoys) with signs directing people to other harbors. You can also have canals, but these might get in the way of your construction.

Buses: You can name a horse or pig 'Bus' and have 'bus stops' along the road. You grab a bus and ride it to the bus stop nearest your destination. Variation: Use command block teleporters, or have a train of minecarts, similar to a tram.

Cars Using command blocks, you can place minecarts on normal blocks and drive them like cars. Saddled pigs and horses act like cars too, and if you have a car mod, you could use that.

Command Hub: High above the city, place a platform with command blocks on it. These command blocks can teleport the player to a new location with the press of a button. Label all the command blocks with signs. All the locations labeled on this platform should have their own command blocks teleporting the player back to the hub. It is also a fantastic place to place a community end portal, nether portal, elytra launcher, and other contraptions.

Elytra: Create several elytra launchers, each with fireworks, and let people fly to wherever they want. Put the launchers in convenient places. You could also have some other transport system (like minecarts) to serve your city, but have a central airport in which you use elytra to get to other cities.

Ferry: If you have plugins or mods, instead of boats you could have a ferry over small/medium-sized oceans.

Flying: Warning, this will need either command blocks or an admin. Basically, have an "airport" where command blocks and/or an admin will give players creative (or spectator) mode so they can fly from the new airport to another. Must have very good security, or else people will start to abuse their creative mode abilities.

Flying Machine You can make a flying machine, if in vanilla use Slime Block Machines, but if you have mods, you can create more realistic airplanes/blimps.

Horse: Build a stable to keep them in. You could create separate horse lanes on your roads, may be marked with a slightly different material than your normal roadblock. At your gas stations sell saddles, horse armor, wheat, etc.

Minecart: You can make a subway or overground railway to get people around. See Tutorials/Train Station for more information. Set up ticket booths and charge people, allowing them to drive the minecarts once they pay. As well, if you have a mod that adds literal trains (i.e. RailCraft or TrainCraft), you can use those instead. An interesting tactic to try out, if you want to have actual trains, is to automate the fare collection process and make people drive trains. An even more interesting way to do this is to have two minecarts be pushed by a furnace minecart on and off of powered/unpowered rails to create a great and automated system. Plus, you get to brag that you have a use for furnace minecart.

Note: Assuming RailCraft is installed, you can make separate high-speed and low-speed railways to further differentiate a class system in your metropolis.

Note: There is a plugin called traincarts. it allows Minecarts to be connected and automated like real life!

Pigs: Pigs can be controlled using carrots on a stick, allowing you to have "cars". You could add "gas" stations selling carrots on sticks.

Sea Roads: Build a small road across the oceans if your city spreads across a few small islands. Half blocks are recommended here, stone and cyan terracotta are examples.

Ships and Planes: If you have plugins or mods such as Flan's mod, you can use commands or special items to move your ship or plane. It will be useful if you build an airport or a port.

Teleporting: You can now create redstone circuits which activate console commands with command blocks. Build "stations" with command blocks in them, which have the command " /tp @p <coordinates> " to teleport the nearest player to the command block to the specified coordinates. You could also have various chests with ender pearls inside.

Walking: The most common way is by walking, so build wide roads out of stone and pavements out of stone slabs or other materials (See the Roads section below for more details). Rest stops are optional, but may be useful for players wishing to log off or stop for a moment without being attacked.

Buildings and Structures [ edit ]

A - D [ edit ]

Acropolis If you have an Ancient Greek city, find a hill, then permeate it with temples and religious complexes. You can build a ruined variation of this in a modern city, too.

Airport Build an airport and add a runway to "fly" planes off of. Most of the largest cities should have one. If you have mods, you can actually make the plane realistically fly. Some things to have in your airport are:

Baggage Claim: This is where players get their items after getting off their flight. You could have chest minecarts continuously go around a little track to imitate the conveyor belts where luggage is retrieved.

Security Checkpoint: Have a long line made with fences leading to a body scanner and an ice conveyor belt that players put their items on. If you want, have a contraband list of things you cannot bring through security, like TNT, firework stars, fire charges, lava buckets, swords, bows, and arrows, and use command blocks with the clear inventory command to execute.

Check-In: Where players can check-in their luggage and present their "boarding pass". This could be a piece of paper or a gold nugget or something else valuable, because airplane tickets are expensive in real life.

Food Court: Nobody wants to wait for a flight with an empty stomach. Have a large room with lots of tables and restaurants to get food from. Think of a good name like "When Pigs Fly".

Departure/Arrival Gates: Where to wait for and board your flight. Have lots of benches and a desk. (See Tutorials/Furniture for furniture types.)

Runway and aircraft: You can use mods to allow the aircraft taxi and fly, but you can use command blocks, two aircrafts in both the destination airport and the departure airport and a third aircraft in the air. Make the command blocks teleport players from the first aircraft to the aircraft in the air and after a few minutes, teleport the passengers to the requested destination airport. Build different types of aircraft classes. You could have windows in a non-moving airplane and using pistons, make wool flash by as if the plane were moving. With slime blocks, you can also make an functional aircraft.

You can build replicas of real-life planes, or design something completely new. In a more fantastic world, consider using airships instead of planes.

Amusement Park Technically, this isn't one building, but multiple buildings. You can build roller coasters made of wood and stone, ticket booths and small shops around the park, and a ferris wheel. You can make the park small or large. You could even build a water park!

Apartments Build a tall building out of bricks and fill it up with rooms with a single bed and small chest in each. People rent the rooms for whatever you are using as currency and can store their stuff there and sleep.

Aquarium An aquarium is like a zoo for water animals. Build huge glass tanks and fill them with water, coral, water plants and, most importantly, animals, such as squids and all kinds of fish. You can even have hostile water animals, like guardians, in the aquarium, but if you have, be careful that they don't attack the visitors or other animals.

Aqueducts Aqueducts are bridges for conveying water across gaps such as valleys, rivers or ravines. Not only is it an aqueduct to supply your town with water, but you can also have a nautical highway.

Arcade Build a building and make the walls out of colorful blocks and fill it with fake games made of iron, paintings, and signs. You could even get/make a resource pack that makes the painting "screens" look like real games!

Archery Range A place where people can practice their archery skills. Use target blocks for normal targets, and if you want, you can have mobs riding minecarts for moving targets.

Area 51 A place for admins to manage private matters. Make a small building far from the city and hire guards to kill intruders on sight. Add lots of rooms for top-secret projects and make sure there are no windows at all. Fill the interior with command blocks with levers and buttons attached, and useful notes.You may want to use illagers as guards.

Arena A player arena and a mob arena in one! You can make it look nice-ish on the outside, but the inside should be bedrock. Have torches and glowstone, and mob spawn egg dispensers or mob spawner's for the arena. Have plenty of temporary weapons for rent in the "arena store" or whatever you want to call it. Be creative.

Armor & Weapons shop Use the city's currency (e.g. emeralds, nether quartz, diamonds) to buy weapons and armor.

Army Outpost A place where your army is held until they go to war. It may be built out of something strong to keep your army safe. You may keep the armor in it, as long as weapons and beds are inside for the army.

Barracks: A place where soldiers protect your outpost live.

Armory: A place where weapons and armor are stored. This would be a building under heavy guard, with chests filled with swords, bows, arrows, and armor, all of the various tiers. If there are mods installed that add new weapons, fill chests with them, too.

Guard Tower: Put guards up here with bows and arrows, swords, and sets of armor. Place these near the walls to protect the outpost.

Walls: Surround your outpost in a wall of strong material (like obsidian) to prevent those with malicious intents from getting in. For extra security, you could place Guard Towers nearby to prevent people from scaling the walls.

Auditorium A place for people to gather and watch something, like a concert, speech, etc. It should be able to seat a lot of people. Can be placed in the Town Hall.

Bakery Make a building with a baker (a player) who sells bread, pumpkin pies, and cakes. If there are mods that add more baked goods, have the baker sell those too. Could be attached to the cake factory. Make a pumpkin, wheat, chicken, cow, and sugar cane farm.

Bank People go here to store their money. Have a trusted person work there and have vaults deep underground to store their gold and diamonds (you can also use dried kelp blocks to represent banknote stacks). Only let the trusted person and the owner of the vault into it. You can use piston doors on the vaults that need a special "key" (Lever) Variation: Use /blockdata ~ ~-1 ~ {Lock:keyname} when standing on a chest. Then, give a player an item named 'keyname' or whatever you typed in the command.

More complex version: Have people have a simple account by giving access to an ATM (ender chest). People can also send a request to have a personal vault underground by writing a book with their name and requested combination and putting it into a minecart with a chest along with their items, and sending the minecart into the main facility. Then, the owner (with redstone knowledge), can build a working vault with combo lock and message the player when they have finished, so the player can access their vault. NOTE: This method will take up a lot of space, build it preferably underground (Think Gringotts from "Harry Potter"!)

Bar Make a store that only sells negative-effect potions, such as potions of Poison. You can make chairs, brewing stands, and note blocks or other music generators. This can be combined with the dance floor to make a night club. If you have IndustrialCraft 2 or GrowthCraft installed, you can instead actually brew drinks in the bar.

Batting Cages Make a building out of cobblestone, making it an ample size, such as 27 by 27 by 17. Spawn or transport a Ghast in the structure. Players can pay admission to practice deflecting the ghast fireballs back at the Ghast. When the Ghast is killed and the player leaves, spawn another Ghast for the next player.

Bookstore Fill a shop with bookshelves. Have a librarian villager work there and have authors write in book and quills to buy or borrow. Also, to make citizens happy, let them write their own books with book and quills.

Breeder Make an Industrial Farm and agricultural rooms with chickens, pigs, etc., and when necessary, kill them for meat.

Butcher's Shop Make a building with the front having a counter, and in the back have furnaces to cook meat. Have a butcher villager worker there and sell the meat. You could also have hunters to go hunt the meat for the butchers, again, just an idea. You could have an automatic furnace to cook food when you aren't there. You need 3 hoppers, 1 furnace, 6 (or 3) chests and 2 levers.

Cake Factory Build a factory that makes cakes. You could connect it to the bakery. Have a chicken, cow, sugar, and wheat farm under it, with automated egg, sugar cane, and wheat harvesting.

Campground Somewhere far from your city (ideally far off from the Rural Zone), you could make a campground! A campground is a place with many sized "campsites" that customers can set up "tents" (triangular structures made out of wool) on. This is a very good alternative to a large hotel, if you want to save time. On each campsite, don't forget to create a fire pit with logs (players who stay would have to buy logs from the service or somewhere else), enough space for at least a medium-sized tent, and maybe add some trees here and there. To add detail, put trees everywhere, as if it's in a forest. Add a gravel path connecting the campsites, perhaps a shack for restrooms (completely optional), a lake or pond (if you're building by water), a playground, and if you wanted to make it very sophisticated, you could make a number of tents that visitors could have on a campsite, and you could even make it in a State or National Park, if you don't want visitors cutting down trees for wood.

Capture the Flag Arena Have a 41 by 20 area split in the middle with a wall using pistons. Add 2 chests with 3 stacks of 20 arrows. Also, have 3 bows. Have 2 trapped chests with your "flag". If someone is shot, they are out. Have a dispenser that shoots fireworks connecting to both trapped chests. The fireworks should be different. This lets people know who won. To make this, you'll need some redstone knowledge. You'll need 20 wool, 2 dispensers, 20 pistons, 4 trapped chests, 4 chests, and a lot of redstone. Or, instead of just shooting people, you could have to kill them to get them out. Also, since Java Edition 1.8 has banners, you can use those as flags.

Casino Have a big fancy building with minecart with a chest slot machines (minecart in, random items out) or pig slot machines (using random pig movements.) Make it out of gold and diamonds. In survival, make it out of lots of fancy wool and obsidian.

Cemetery Build a cemetery building. You could use iron bars to make a fence, and an iron door to enter. Then add graves inside. Make tombstones out of stone bricks and dig holes under them. If you have access to a world editing tool, you can place zombie or skeleton spawners under them. You can also expand the cemetery by building an underground crypt.

Church/Cathedral Have a big building to worship in. Add stained glass windows for an old-fashioned look. If you want this building to look like, say, it was built in the 11th century, it is suggested that you hide any redstone. You may also put a cross made out of gold in or on top of the cathedral (or both!) and build a bell tower.

Cinema/Theater Build a large building with a ticket counter and a hallway leading to the screen rooms. Have a food bar selling "popcorn" (pumpkin seeds) and "cola" (milk buckets or potions). Try to use carpet and/or wool for the floor. If you have the Web Displays or the ComputerCraft mod installed, it would be good for a player to start the films within a certain schedule. You can also have actors or pistons and redstone moving things about. There could be a dark cave under the seats for monster sound effects, or a note block circuit or jukebox for music. Try to have different types of screen like 'low class', 'medium class' 'high class' and (possibly) IMAX (huge proportions!).

Build a large building with a ticket counter and a hallway leading to the screen rooms. Have a food bar selling "popcorn" (pumpkin seeds) and "cola" (milk buckets or potions). Try to use carpet and/or wool for the floor. If you have the Web Displays or the ComputerCraft mod installed, it would be good for a player to start the films within a certain schedule. You can also have actors or pistons and redstone moving things about. There could be a dark cave under the seats for monster sound effects, or a note block circuit or jukebox for music. Try to have different types of screen like 'low class', 'medium class' 'high class' and (possibly) IMAX (huge proportions!). City/Town Hall Have a huge building for the mayor, the mayor's assistants, and the people in charge of certain things (such as law enforcement, health and welfare, ...) A good place to put this is the very heart of your city. Be sure to make it out of diamonds or something else expensive. This will make your city look way more attractive. You could even build a huge political complex around it with a secret service headquarters, embassies for mobs or other cities or servers, and of course, parking for everyone.

Clothes Store Make a lot of leather armor, dye it custom colors, and put it on armor stands for people to buy/trade. You could arrange by color, arrange it in outfits, or whatever other way you come up with. You can also sell other kinds of armor. To look extra authentic, either put the armor on armor stands, or add "models" by luring a skeleton or zombie into a glass case and give it the armor. If you are in creative mode, you can put a human head on as well to make them look more like humans. (If you are using the latter, you must give them name tags to prevent them from despawning.) Make sure that the people who are in your city can't release the monsters. For added safety, you can use barriers instead of glass.

Cobblestone Plant Make a factory that produces cobblestone by the thousands!

Dance Lounge Have a multi-colored wool for a dance floor and use redstone lamps (whatever you want to do with it). You can use obsidian for walls. You'll have a blast! Have note blocks and music discs for the DJ to use.

Department Store/Mall Make a huge building with many floors that sell different items. Have a floor for blocks, armor, food, and mob drops, etc., for different prices. In a mall, have each store in a separate room.

Dog Pound Fill a building with wild wolves in cages and sell them to people. Give them bones until the dog is tamed. Smacking wolves is forbidden and anybody who does will be sent to jail or possibly have to be killed by the wolves it hit. And they should not get their items back!

Dump A place to place all your junk in, Place double chests in a small shack inside the dump where you can store your old tools and junk, And add an area to place your useless blocks in. And when it's full have workers collect the blocks and make them into something new or just throw the blocks in a lava pit. Put a few around the town for citizens to give there old, useless junk. If you have mods such as Tinkers Construct or Twilight Forest, you can also recycle junk, and then sell the products to factories or shops.

Dungeon Arena A dungeon that a player goes into to fight hostile mobs. You could go into the Nether and slay Nether Mobs and the Wither to find the end of the dungeon, a bunker containing a prize and a portal back to the Overworld. Inspired by "Take 'Em All On" in The Legend Of Zelda: Spirit Tracks.

E - H [ edit ]

Editorial A place where people create several books on guides, tips, crafting recipes, etc.

Embassy Make other peoples' voices heard! Build offices that represents another server, a nearby city, or even mobs like villagers, creepers (build its walls out of obsidian, or they will blow up the rest of your city), or endermen! Also, remember to build them next to your city hall.

Enderman Art Show Put endermen in a room of blocks they can pick up. After a set amount of days, see how they changed it! Players can bet on certain blocks being moved. Make sure that the endermen are kept in a glass cage, though, or players might look at them and make the police come in! Make the room out of bedrock, as Endermen cannot teleport through them, and the glass only 2 blocks high as endermen cannot teleport through blocks that are shorter than them. Also remember that Endermen can despawn over time, unless they are named with a renamed enderman spawn egg.

Execution Zone- If somebody cheats or griefs, then you could have them put on trial and if they're found guilty, exile them, make them fight in the arena, or publicly carry out the death sentence in this place (Makes the most sense if it's a dictatorship OR medieval themed.)

Farm Have wheat, melons, pumpkins, and sugar cane growing. Raise and breed cows, chickens, pigs, and sheep. Sell the food and wool you get from the farm for iron and gold. Sell animals for gold.

Fire Station Griefing protection is first and last, but your wood constructions need a plan B. Fill a house with water buckets, lots of splash and lingering water bottles, armor enchanted to fire protection as well as potions of fire resistance, and horses ready to move out in maximum speed. If your city has a minecart network or a channel network, you can use minecarts or boats instead. As an extra measure, you could have a button in all of the houses to call the fire station, connected with redstone. In the fire station, you could have a wall of redstone torches, corresponding to the town's buildings, so when someone presses a fire button, the corresponding torch would turn off. Another way is to have a button in the fire station over the redstone torch connected to dispensers which will flood the house with water. This is not a very good idea since it will wash away all most redstone and decoration blocks, but it will save your city from burning to the ground.

Fountain – An aesthetic addition to any city. Hugely customizable, with many unique designs. Fountains can be used as a centerpiece, on roads, in parks, in buildings, etc.

Garden Make a big grassy area in the center of the town full of trees, flowers, and tall grass. Use street lights along a road to keep hostiles from spawning. If you feel creative, construct a lookout tower with a spiraling staircase up to the top, which has a view of the whole city. You could also add attractions such as caves filled with ores and charge people for a guided tour. Be creative with it, but don't go too far.

Gas Station A place to buy minecarts, carrot on a stick, and 'snacks'. Make a duty so players must show what they're carrying. Pay 1 emerald for 64 items or if you're very greedy, to get 32. Build 'pumps' where you can get food for your horses, pigs, etc., (for transportation). This could be further enhanced with a car mod. For extra decor, you could even build a car wash at the gas station!

Glass Factory A large room with small rooms with many furnaces and glass manufacturing workers, you can also make automatic glass manufacturing with chests, hoppers and furnaces.

Great Under-Tier: This should be built at the very bottom of the city. Add lots of factories, refineries, et cetera. This place is likely to be heavily polluted and can have many workers. Add large "disposal pipes" that eject waste or slag (unwanted trash like smelted stone) either out of the city or into lava pools and fires or incinerators. Build large disposal furnaces that you can burn waste (or execute players) in.

Greek-style Theatre build the half-stadium like theaters just like in Greece and Rome, and use it to hold plays, speeches, and even executions. Be sure to make it out of clean-looking stone material.

Gym This is where you could work out. Have a practice fighting area and a parkour challenge. You could connect it to the swimming pool and other areas.

Hair Salon Make a place with chests and fill them with hair salon tools such as swords or shears for scissors, water bottles as hair gel, etc. Use wool to make "chairs" and make people who work there wear hairstylist suits. Add glass as mirrors so people can see how they look, and black dyed armor (or any color) as the capes that keep your clothes from getting "hairy".

Hall of Crafting Create a large building with displays of crafting recipes. After the introduction of the recipe book, this building serves very little practical purpose.

Harbor/Port Can only be built if your town is near the ocean or a river. It will be useful if your town is spread across several islands. Craft boats and build giant ships. Charge money to rent a canoe or rowboat and charge even more if it breaks. You could also have a fishing area with shops selling fish and fishing rods.

Hardware Store Build a big building and fill it up with hardware materials such as wooden planks (in all colors), cobblestone, stone, etc., make the shelves high and use ladders to get to them easily. Have many checkouts with people manning them.

Highway System Make a highway system in your city! Make exits and entrances in the highway. If your city is a big one, you can make several highway roads around your city and you can have them connected to each other. These can also be used to connect two or more cities. A beltway would be useful for navigating around the city's outskirts. You can even dig a long tunnel under the center of the city.

Hospital A place to care for injured players. Make a big house with a red cross on it, and fill it with beds, healing potions, surgery rooms, and so on. Hire "doctors" and get them to wear nurse and surgeon skins. You can even sleep in one of the beds there, and you will wake up peacefully after a bad episode. This will likely be the most visited building in your city and therefore you may want to hire security to take care of griefers and troublemakers.

Hotel Where players can sleep, among other things. Make it as luxurious as possible - no one wants to sleep in a grimy motel, unless it's very cheap.

Food Bar: Where hungry players can get something to eat. Remember to have both junk food and healthy food. If you want you can have a "Food of the Day" or "Food of the Week", and maybe specials for the different times.

This is an example of a hotel room in Minecraft, a rather small one. It contains two beds , an iron door with a button , and several other accessories.

Rooms: Obviously, the hotel rooms! Put in "dressers" (see Tutorials/Furniture for how to do that), chests for guests to put their luggage, a TV, some couches, perhaps a bathroom, and, never forget, the beds. Add an iron door to the entrance and put a cobblestone wall around it with a stone button, so players can access a room with an authority. However, if you want more privacy in the rooms, consider using dark oak, spruce or birch doors instead, as they don't have windows in them. Don't forget to put an obvious button, lever or pressure plate on the inside of the room, or players won't be able to get out without an authority. You can also add "pro lighting" by adding redstone lamps instead of torches or jack o'lanterns.

Swimming Pool and Spa: Where players of all ages can go to have a good time. For the pool, remember to have a shallow end (players can touch the ground without going underwater), a drop-off (where the water gets deeper), and a deep end (not for the faint of heart or the poor swimmers). For a hot tub, remember to have a seat along the edge and water with no current. This is where players can go to relax. For a more realistic hot tub, place soul sand at the bottom of the pool, so it creates bubble columns in the water.

Minecart with Chest: Some players are willing to carry their luggage all the way to their rooms, but others, well, others don't want to haul their luggage around. Place a few minecarts with chests between the 2 entrances in the hotel. Have an authority send the minecart that leads to your room out. After all, only they know which minecart leads to your room.

Stairs: Make stairs leading to the floors. You can do simple stairs, or you can do fancy spiral staircases. Make sure to add railings - the last thing you want is for your first customer to be your last customer because of falling to their death at the hotel!

Elevators: If you're an elderly user or do not wish to use the stairs, you can just hop onto an elevator. It can be a series of pistons, for example, so the only walking you'll have to do is from one piston to the next.

I - M [ edit ]

Ice Rink This is best built using creative mode, unless you are willing to spend lots of experience trying to get Silk Touch on a pickaxe. Place packed ice or blue ice on the ground inside of a building and skate around on it. Using normal ice is not recommended as it melts easily. Have contests to see who can skate the fastest or spin the longest.

Incinerator Build a chamber open in the front and add lava at the top, or light netherrack at the bottom, then, allow citizens to throw their unwanted items into it so they can be incinerated. Best placed on highly polluted areas like dumps and manufacturing districts. For some extra realism, you could add a chimney with a campfire near the top so that smoke comes out.

Inn This is best to be built using creative mode. It needs an elevator, rooms, bathrooms, a lobby, even some miscellaneous rooms. Make sure that you have some chests, furnaces, a fridge, a crafting table, and maybe even other items. Use this for a passerby who stays for the night.

Jail When people break the rules, send them to jail. Build lots of cells inside of a big building and lock people inside. Make sure an admin changes them to adventure mode so they can't mine their way out. Using bedrock or obsidian for the walls is also a good way to prevent people from escaping. Another way is to put lava inside the walls, so if a prisoner attempts to dig out, the lava will flow on them, killing them. If you don't want a jail, you can fine people, instead if you are using money, or execute them.

A jail cell example.

Another cell.

Library: A place with many bookshelves, lecterns with books written about crafting, or the history of the city, comic books, novels or maybe even books about legends of Herobrine. Have librarian villagers running the place. You can also have a public enchantment table.

Lighthouse Build a tall tower with a light source on the top to serve as a navigational aid for players. Most modern lighthouses are automated and unmanned, and not likely to have much interior space, but older lighthouses typically have enough space inside to accommodate the lighthouse keepers.

Lodestone A place where players can adjust their compasses with a lodestone so they can easily find their way back to the city if they leave. The lodestone can be free to use, or you can have a usage fee. If you are building your city in Nether or End, this building is even more important, because compasses can't work without lodestones in those dimensions. In Nether or End, it might be a good idea to place a lodestone near the return portal.

Maze Mostly for people who get bored. This can be used for prizes. It should be made out of mostly materials that are hard to break, like obsidian.

Memorial What better way to express yourself than build a giant statue/building to your favorite out of Minecraft subjects. How do you show your favorite Pokémon? Make a larger than life version of Pikachu! Or how about a huge statue of your skin? Just double-check where you put the entrances of your building.

Mine More of a service than a building. Build ladders down to layer 12 and let people have easy access to ores. They can extend it and you can block off some caves and ravines. Destroy spawners in dungeons and operate a first come, firstserved policy. You can also use a deep, natural cave for a mine, if you find a good one. Remember, you cannot make any mines if you play on superflat, unless you customize it in certain ways. A good way to mine is to branch-mine. It's efficient, safe and useful. It is recommended in extreme hills because of the emeralds available. It might be a good idea to build this near a surface smelter or refinery.

How to start a branch mine: 1. Dig a 3×3 staircase (Not going straight down). 2. Figure out what level you want to miners to dig at. 3. Dig a 3×3 tunnel connected to the end of your staircase, it can be off any side(s). 4. Dig 1×2 tunnels in your 3×3 tunnel for your miners to use (Optional: Pre-mine some tunnels). 5. Continue your 3×3 tunnel for as long as you wish and add as many 1×2 tunnels as you wish.

Museum Make a huge art museum to show every painting in the game. You can also build pixel art and statues with blocks and put them to your museum. You can also make a historical museum showing the history of your city, a museum to show every block in the game, or reconstruct fossils and Nether fossils with bone blocks.

N - R [ edit ]

Nether Colony. Build a small village in the Nether to expand your city beyond the realm of the Overworld. Add houses of nether bricks and some quartz. Add a large wall with command blocks to give players super-powered bows enchanted with Power, Punch, and Unbreaking. The people who own the bows are the city defenders, who defend the city from ghasts, and less importantly, magma cubes and zombified piglins. No one wants to be greeted with an explosive fireball when they exit their house!

Observatory Make a small-sized building (maybe 5×5×5) with a ladder in the middle and fences on the roof to stop people from getting hurt by falling. Use to see the stars and the moon and the sun. Remind players to switch to far render distance there!

Palace A place for the server creator to consolidate their power and live. Not usually used by the humble. May include a personal tower to overlook the city.

Parkour Arena Make a building of your choice, and start creating parkour stages. Be sure to include a way for players to get back to a starting point if they fail a jump.

Parliament If you choose to make your world a democracy, build a Parliament, Congress or National Assembly where player representatives can meet and discuss issues and vote on national issues. Make it unicameral or bicameral, for example, maybe a Chamber of Representatives that is popularly elected on the server and a Chamber of Elders that is elected by player interest groups (For example, "Miners" elect a representative, "Doctors" elect one, "Farmers" elect their own, as well).

Pet Shop Here, you can sell wolves, parrots and stray cats. They are sold untamed, and then the buyer can tame them if they want to. You can also fill chests with dog food (rotten flesh and bones), bird food (all kinds of seeds) and cat food (raw fish). If you want, you can even sell spawn eggs (Watch out with the hostiles) and golems (iron and snow). Remember to keep the pets in cages, and optionally have a home delivery service. Be careful, as the wild ocelots will despawn.

Pig Racing Stadium Have a rectangle-shaped arena and have racers who have carrots on sticks. See who can get to the finish first! See the race referee section in the command block tutorial, multiplayer applications section. Players can bet on what pig they think will win and prizes will be given to winning riders and their pigs (some form of money and wheat, respectively).

Pig Parking Lot Build parking lots in front of your stores!

Police Station Make a building for admins and iron golems to work in. When a griefer or monster appears in town, send the admin or iron golem to bring them to jail.

Portal Stations Place stations all around your city (depending on the size) so that your residents could easily travel to the End and the Nether. You could decorate the station with end stone and/or netherrack for a cooler touch. Note that you can't create an end portal in survival mode without mods or cheats.

Post Office Make a large building with a main desk and stores off to the side that sells paper, ink sacs, and feathers. Hire people to be mail carriers that carry mail to other users. Users can (for a fee) write letters and send items to other users. You can also make chests on fence posts to be mailboxes.

Power Plant - A large factory-like building that can be a variety of types, used to create energy, possibly in the form of a redstone signal. You can also have "power lines" made of tripwire running from the plant. Nuclear - Use gray blocks to simulate uranium or use mods to add actual uranium. Add large exhaust towers with mass smoke generators inside. Remember to have it maintained and block all griefers. You can use command blocks to inflict the Wither status effect to anyone who comes too close to the reactors, to simulate the effects of radiation. Hydro - Build a dam near a large reservoir. Fire - Use large fires and use wood to fuel them. Furnaces work, too. Mob - Put captured mobs in glass cages to use as a kind of fuel by either suffocating, physically killing them, or dropping gravel or anvils from above. Add fires where the drops will go so that they are a kind of fuel. Solar - Use a lot of daylight sensors to create power. Microwave- Same as solar, but place the daylight sensors on a space station that is beamed down with beacons. Hydrobeams- Put a lot of guardians in a large glass tank and spawn squid with an admin using spawn eggs or a command block. Use the beams they create to kill the squid to power your city. Wind- Build a lot of wind turbines in a relatively open area.

- A large factory-like building that can be a variety of types, used to create energy, possibly in the form of a redstone signal. You can also have "power lines" made of tripwire running from the plant.

Psychic This house may be built with netherrack or any dark blocks. Torches will give it an old feeling, and also hire someone to be psychic, and can use command blocks, chat, books or any other way you like. Place some enchantment tables, if you want. Adding cobwebs is another idea.

Pyrotechnics This shop is where you buy gunpowder, fire charges, firework stars, fireworks, TNT, flint and steel, charcoal, etc. Hire pyrotechnicians to make these items and have them put on a fireworks show every 4th of July or a holiday. Utilizing a fireworks license system will work, too.

Radar Center Build Have a lot of giant satellite dishes and control centers. Make sure to put a map on it to detect vehicles, planes, etc.

Refinery / Smeltery Build a building and add a lava farm and a lot of furnaces. Ores brought from the mines can be smelted and brought to silos or factories for storage or use.

Repair Shop Make a store that repairs items for players, for a fee. Have lots of anvils in it.

Restaurant Sell water and milk for drinks and all kinds of foods. You should be able to order meals. Build blocks above the front counter with signs on them saying the food and drink you can buy and the price. Put wooden stairs for chairs on either side of a fence post with a pressure plate on top (for a table). A piston with a redstone torch under it is another table. There can be chests behind the counter, you can hire people to work at the restaurant behind the counter, or admins on creative could run it. Make sure to fill the chest with food and buckets of water or milk. Just in case the food runs out, there should be a room behind the counter for the kitchen with even more chests of raw food and ingredients and an infinite source of water, with a bunch of furnaces and coal to cook the food, and some crafting tables for cake and cookies and bread and such, then when food is cooked it is transferred to the chests behind the counter, there should be no regular chests, just large chests. Is you are really ambitious, you could automate everything there. Use minecarts with chests to send food to the counter, and automatic farm where it all comes to a single collection point. For cities inhabitated by zombies, put a bunch of redstone cages that can drop villagers so zombies can eat them.

S - U [ edit ]

School Have a school to teach players about building, mining, crafting, brewing, enchanting, fighting, and redstone. Make a building (size depends on the kind of school — for instance, an elementary school would be small (20-50 blocks), while a college would be much, much bigger (150 to 300 blocks) and fill it with desks, chests with textbooks in them, a teacher's desk with an apple, feather, or something else school-related in an item frame. You can have all kinds of rooms at school. For example:

Classrooms: Where your students come to learn. You can teach Science, Social Studies, Arts and Crafts, Magic, etc. Put desks, chairs, a teacher's desk, chests with textbooks (written books), and a "blackboard" (black wool or black terracotta, or use the chalkboard if you're in Education Edition). Perhaps the teacher could have a stock of signs and could use them to 'write' on the board, by putting the signs on it and typing the information.

Detention center: If students are naughty at school, or break the rules, they go to detention! Detention can be anything, from sitting there thinking about what you've done to extra homework. If the students are exceedingly naughty, they could get suspended or even expelled! This is not a room you want to go to.

Cafeteria: After many long school hours, this is where the kids can go to grab some grub. You may have a menu. Maybe the kids need to spend "lunch money" for lunch, food may be free, or the students may bring their own lunches. Make sure no poisonous food gets in.

Nurse's office: If your students are ill (has a negative effect, perhaps an incident during Magic class), send them here! The nurse may be able to detect the problem and give them "medicine". She may also prescribe a prescription (like "Don't eat spider eyes"). Be sure to add lots of milk, healing potions, regeneration potions, and cookies for when the kids feel better!

Halls: Finally, the halls. It may be a simple hallway, or it might be a big, bustling corridor. Don't forget lockers! An exa