Description
All the new villager trades are available to view HERE
Welcome to Conquest and Commerce!
Conquest and Commerce is a Vanilla+ Addon that aims to inspire you as the player to expand your world through building and trading. With a new villager variant for every biome in Minecraft, you always have the reason and ability to create a fresh start for yourself without having to start a new world.
Create new bases, villages, towns, and cities by expanding into new biomes and unlocking new trades to gain better access to resources.
Instead of adding new things to take away from the Vanilla experience, Conquest and Commerce is an addon that encourages you to engage deeper into existing features of the game.
It is essentially the Villager Trade Rebalance expanded on a massive scale, with much better balancing.
Let's go through the Features!
40 New Villager Variants
- A New Villager for every biome in Minecraft! Including all the different types forests, oceans, mountains, nether biomes, and caves (including the new sulfur cave)
- Allows you to expand into neighboring biomes and still find better trades.
- Try to conquer your world and collect all the villagers!
13,000 Different Trades
- Villager Trading has been completely overhauled, but the vanilla feel and system still remains in-tact.
- The majority of blocks and items in Minecraft can be bought and/or sold by villagers depending on the biome they are in.
- Villagers will buy and sell items based on the resources commonly found in the biome they're in.
- If a resource is common in the biome, they will buy it for a lower price, but will also buy more of it, or sell more of it for a lower price.
- If a resource is uncommon to the biome, they will buy it for a higher price, but will also buy less of it, or sell less of it for a higher price.
- More common resources will appear in the novice, apprentice, and journeyman trades, while uncommon and rare trades will be from the master and expert, this is meant to help you level up new villagers easier by working in the land in your new settlement.
- Prices for the same item can vary within the same biome (No two villagers will have the exact same trades)
Better Villager Management!
- Haggling
- Don't like what a villager is offering? Toss a villager an emerald to haggle with them and reroll their trades.
- This can give you different prices, different trades, and different enchantments and levels.
- Haggling also has bonus benefits!
- It will reset their claim to their job block (in case they decide to claim one 50 meters away).
- It will update vanilla trades into Conquest & Commerce trades.
- It will make Nitwits employable.
- Preserved Job Blocks
- Apply Resin to a job block (barrel, smithing table, lectern, etc.) in the crafting table to prevent villagers from claiming it, allowing you to use it for decoration in builds.
- (Disclaimer: a preserved job block's default UI and functionality will not be available, this is not something possible with addons, they are purely for building)
- Totems
- No more boat kidnappings and obnoxious journeys!
- Hold a Totem of Undying in your main hand and villagers will follow you, they appreciate it when you defeat their enemies rather than feeding them.
- Baby villagers spawned in new biomes will have the variant of the new biome.
- Curing
- Zombie Villagers spawn slightly more frequently, allowing you to start new settlements easier
- The time to cure has been decreased, and fire resistance is applied in the zombie villager in the curing process
- The curing discount has been removed.
- Major discounts are now obtained through haggling and trading with distant villagers.
- No more zombie torture chambers :( I'm sorry
- This is due to the fact that curing is the main method for getting new villagers, and the haggling code uses "cured" villagers.
Better Biomes!
- Many of the biomes now have small generation and loot tweaks to increase trading variability and to make each biome feel like a unique place to settle down in and live.
- This generation includes:
- Ores and Stones being more common in specific biomes (similar to gold in the badlands or calcite in the stony peaks).
- Animal Loot varying depending on climate.
- New Vegetation to get you started on farming.
- Biome Based Fishing.
- Temperate Biomes
- Andesite is more common.
- Animals spawn more frequently.
- Oceans have more cod.
- All Forests have more coal, pigs, and the new Wild Carrots.
- Swamps generate with redstone ore, salmon fishing, and the new Wild Beetroot
- Beaches have sporadic Wild Beetroot.
- Rivers have more salmon.
- Cold Biomes
- Granite is more common.
- Cold Animals will drop more wool, leather, and feathers.
- Oceans have more salmon, ink sacs (squids), and occasionally ice.
- Ice Spikes have more Iron Ore.
- All Taigas have more Copper Ore.
- Windswept Hills, Old Growth and regular Taigas have the new Wild Potatoes.
- Warm Biomes
- Diorite is more common.
- Warm Animals drop more meat (except chickens and rabbits).
- Oceans have more Tropical Fish.
- Jungles have more Amethyst Geodes.
- Savannas have more Lapis Lazuli Ore.
- Mangrove Swamps generate Redstone Ore and Wild Beetroot.
- Woodland Mansions
- Generate with significantly more emeralds in the loot chests, making the 10,000 block journey actually worthwhile (they have to put their stolen emeralds somewhere).
Better Professions!
Villager professions have been expanded to provide new items and more blocks.
- Farmers
- Buys and sells all default items
- Now buys: Apples, mushrooms, honeycomb, cake, pumpkin pie, cookies, golden carrots, golden apples, dirt, nether crops, and chorus fruit.
- Now sells: Baked potatoes, beetroot soup, mushroom stew, melon slices, bonemeal, foliage, and golden apples (even enchanted ones in the end for high costs)
- Exports: Wheat, carrots, potatoes, beetroot, sweet berries, glow berries, pumpkins, melons, kelp, sugar cane, and mushrooms
- Butchers
- Buys and sells all default items
- Now buys: Eggs, honey bottles, milk, glow berries, charcoal, packed ice, and powdered snow
- Now sells: Chains, fences, charcoal, flint and steel, and special eggs
- Will cook meat if no animals spawn in the biome
- Exports: Raw meat, leather, feathers
- Fishermen
- Buys and sells all default items
- Now buys: Nautilus shells, slime balls, prismarine crystals, magma cream, sponges, and froglights
- Now sells: Buckets, boats, sea lanterns, soul campfires, sponges, and all aquatic mob buckets
- Will sell cooked fish if the fish spawns in that biome
- Exports: Raw fish, ink sacs, glow ink sacs, slimeballs
- Shepherd
- Buys and sells all default items
- Now buys: Dyed wool, and unique flowers
- Now sells: Wool, beds, and carpet colors based on the dyes in the biome
- Will break down shears into iron nuggets and wool into string
- Exports: White, Black, Gray, Light Gray, and Brown Wool
- Leatherworker
- No longer buys flint
- Now buys: Armadillo scutes, phantom membranes, leads, goat horns, shulker shells, saddles, and wolf armor
- Now sells: Bundles, chests, item frames, leads, harnesses, turtle shells, wolf armor, goat horns, horse armor, nautilus armor, trimmed leather armor, shulker boxes, and even elytra in the end.
- Will make books from paper, and leather from rotten flesh
- Fletcher
- Buys and sells all default items
- Now buys: Logs, stripped logs, bows, and crossbows
- Now sells: Logs, planks, fire charges, scaffolding, dispensers, droppers, fireworks, target blocks, and wind charges
- Will break down arrows into feathers, bows into string, and crossbows into iron nuggets
- Stonemasons
- Buys and sells all default items
- Now buys: Basalt, blackstone, calcite, clay blocks, cobblestone, copper ingots, deepslate, dripstone blocks, end stone, hardened clay, mossy cobblestone, packed mud, nether bricks, popped chorus fruit, prismarine, red sand, resin bricks, sand smooth basalt, and tuff
- Now sells: Stone, andesite, diorite, granite, tuff, deepslate, blackstone, (polished, unpolished, and bricks), end bricks, nether bricks, mud bricks, quartz bricks, prismarine bricks, cut copper, sandstone, red sandstone, concrete, terracotta, and glazed terracotta (with biome based colors)
- Will convert dirt into mud, sandstone into sand, and cobblestone into gravel
- Exports: Raw copper, raw iron, raw gold, coal, amethyst, lapis lazuli, redstone, quartz, andesite, diorite, granite, cobblestone, terracotta, tuff, deepslate, blackstone, packed ice, prismarine, and calcite
- Clerics
- No longer buys turtle scutes
- Now buys: Amethyst shards, spider eyes, glass bottles, blaze powder, ghast tears, ender pearls, obsidian, crying obsidian, shroomlights, sculk catalysts, sculk shriekers
- Now sells: Potions, amethyst blocks, redstone lamps, copper bulbs, obsidian, gunpowder, calibrated sculk sensors, eyes of ender, ender chests, end crystals, and even budding amethyst
- Will now give more experience bottles depending on frequency of life in that biome
- Librarians
- No longer sells lanterns or glass (those have been moved to the cartographer)
- Now buys: Glow ink sacs, lapis lazuli, written books, enchanted books, and music discs
- Now sells: Candles, chiseled bookshelves, shelves, signs, hanging signs, note blocks, jukeboxes, enchanting tables, music discs, and the new music disc Midnight by Gingrayl
- Enchantments are based off of the lifeforms found in that biome and are not restricted to just one biome and one level.
- Some examples include efficiency in biomes with rabbits, protection with wolves, sharpness with wolves, silk touch with mushrooms, fortune with goats, turtles, and armadillos
- Mending is tied to chorus plants and mooshrooms, meaning it's extremely rare in the overworld, but will always be found in the end. This solidifies it as an end game enchantment that has a built in locator (the eye of ender) all gear sold in the end will come with mending equipped.
- To balance this, Unbreaking is tied to coal, meaning that you can find it in just about every biome.
- A full list of enchantments and their ties is available at the bottom of the page.
- Cartographers
- No longer sells non-locator maps
- Now buys: Brushes, clocks, spyglasses, echo shards, totems of undying, trial keys, heavy cores, nether stars, hearts of the sea, conduits, all banner patterns, and all pottery sherds
- Now sells: Brushes, clocks, spyglasses, compasses, lodestones, lanterns, glass, iron bars, copper bars, tinted glass, recovery compasses, end rods, respawn anchors, and the two new pottery sherds, Testificate and Deal
- Will duplicate a specific pottery sherd for a cost depending on the biome, which can then be sold to a distant biome
- Blacksmiths
- Blacksmiths will always sell a full set of gear, but the tiers of iron or diamond will vary depending on the biome
- Diamond gear (with the exception of shovels, hoes, and spears) will require 1-4 diamonds to purchase
- Novices will sell copper gear, unless copper is less frequent, then stone, chainmail, or gold will be sold.
- Apprentices will sell iron gear, and will scrap the journeyman level gear
- Journeymen will sell enchanted (and trimmed) iron gear
- Experts will sell diamond gear, and reshape the master level gear
- Masters will sell enchanted (and trimmed) diamond gear.
- Nether biomes will repair a specific piece of netherite equipment, and one blacksmith will also sell you a netherite upgrade template at the cost of netherite ingots
- Weaponsmith
- No longer buys coal
- Now buys: Copper ingots, breeze rods, gold ingots, gold blocks, diamond weapons, and mob heads
- Now sells: Copper spears, copper swords, copper axes, shields, stone spears, iron spears, golden spears, diamond spears, and tridents
- Will repair maces and tridents
- Toolsmith
- No longer sells bells (exclusive to weaponsmith)
- Now buys: Redstone dust, diamond tools, and diamond blocks
- Now sells: Repeaters, comparators, pistons, sticky pistons, hoppers, minecarts, rails, powered rails, crafters, daylight detectors, and observers
- Armorer
- No longer sells bells and shields
- Now buys: Magma blocks and iron blocks
- Now sells: Armor stands and anvils
- Wandering Traders
- Now buys and sells multiple raw materials at varying prices
- Acts similar to a "stock market" (if the market was completely random)
- Will also buy one rare item
- Nitwits
- now full of goofy silly trades, download to see them
Enchantment List - If the resource generates in the biome, then it will contain the matching enchantment.
- Universal
- Mending - Mooshrooms/Chorus Plants (only Mushroom Islands and the End)
- Unbreaking - Coal (basically every biome)
- Curse of Vanishing - Pale Moss/Mycelium
- Tools
- Efficiency - Rabbits
- Fortune - Goats/Armadillos/Turtles (Keratin)
- Silk Touch - Mushrooms/Sulfur Cube
- Luck of the Sea - Cod
- Lure - Salmon
- Weapons
- Melee/Sword
- Sharpness - Oak Tree
- Smite - Spruce Tree
- Bane of Arthropods - Jungle Tree
- Fire Aspect - Acacia/Crimson Tree
- Knockback - Cherry/Mangrove Tree
- Looting - Birch Tree
- Lunge - Horse/Nautilus/Camel
- Bow
- Power - Oxeye Daisy
- Punch - Allium/Tulip
- Flame - Dead Bush
- Infinity - Eyeblossom
- Crossbow
- Piercing - Rose Bush
- Quick Charge - Wildflowers
- Multishot - Sunflower
- Mace
- Density - Llama
- Breach - Fox
- Wind Burst - Shulker
- Trident
- Impaling - Drowned
- Loyalty - Dolphin
- Riptide - Squid
- Channeling - Coral
- Melee/Sword
- Armor
- Protection - Wolf
- Fire Protection - Parched/Magma Cube
- Blast Protection - Ocelot/Ghast
- Projectile Protection - Stray
- Thorns - Cactus/Sweet Berries
- Respiration - Seagrass
- Aqua Affinity - Kelp
- Feather Falling - Vines
- Depth Strider - Firefly Bush/Dripleaf
- Frost Walker - Polar Bear
- Soul Speed - Ghast
- Swift Sneak - Sculk
- Curse of Binding - Resin






