promotional bannermobile promotional banner

Ancient Warfare 2 - M&B

Ancient Warfare 2: M&B. A Mount & Blade style fork of Ancient Warfare 2 for Minecraft 1.12.2: dynamic faction wars, cities, sieges, military service, and your own kingdom with a governor.
Back to Files

ancientwarfare-1.12.2-1.1.5-beta.1.jar

File nameancientwarfare-1.12.2-1.1.5-beta.1.jar
Uploader
Cece96Cece96
Uploaded
Oct 21, 2026
Downloads
124
Size
71.6 MB
Mod Loaders
Forge
File ID
9281692
Type
B
Beta
Supported game versions
  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:ancient-warfare-2-m-b-1754594:9281692")

Learn more about Curse Maven

What's new

Ancient Warfare 2: M&B 1.1.5-beta.1

Changes from 1.1.3-beta.1 (1.1.4 was never released)

City markets

  • Every faction city has a market, in the manner of Mount & Blade. Right click one of its traders inside the city to open it. A golden "Trader" title now shows above every faction trader.
  • The window: your goods on the left with the price the city pays, the city's goods on the right with their stock and the price you pay. Click to add one to the deal (shift: ten), right click to take it back, and the bar at the bottom shows what you pay or receive. Green prices are good for you, red ones bad.
  • Prices follow the stock: a good the city has little of is dear, one it has plenty of is cheap, and every unit you buy makes the next one dearer (every unit you sell, the next one cheaper).
  • Buying and selling are not the same price: about +12% and -11% of the value for most goods, +30% and -50% for weapons and armor, so selling loot is a poor business.
  • The city pays with its own treasury (its taxes). A poor city cannot buy much, and a city stops buying a good when it is full of it.
  • Every day the stocks move back toward what the city's culture produces: goods are cheap where they are made and dear elsewhere. 23 cultures have a profile (Empire grain, tools and armor; Norska fish, wood and hides; dwarves ore and tools...).
  • Standing with the city's faction lowers the margins, up to a quarter at 200 standing.
  • Enemies cannot trade, and nobody trades while the city is under attack. Plunder and conquest halve the stocks.
  • 13 groups of goods and about 200 items (grain, produce, meat, fish, wood, fuel, stone, ore, tools, weapons, armor, hides, cloth, potions), with values calibrated from the old trade lists and checked against crafting. Edit them in registry/economy/goods.json.
  • Specials: the old fixed trade list of a trader in a city is replaced by the market. Its items the market does not deal in are sold as specials, at twice their old price, and never bought back. Set market_replaces_trade_lists=false to keep the old list behind an "Other trades" button.
  • Traders outside cities and in player kingdoms keep their old list.
  • Operators: /awmarket info [city], /awmarket set, /awmarket reset.

Cities

  • Manpower grows with the size of the city: each day a city regains 5% of its maximum manpower (at least 1), so large cities recover much faster. New key manpower_regen_ratio.
  • The ruler carries the treasury: when the ruler of a city is killed, all the coins of its treasury drop where he dies.
  • Taxes stop adding up while a treasury is at its maximum, but coins from trade can take it above; nothing is lost.
  • /awsettlement info shows the daily manpower regained, the daily taxes and the treasury with its maximum.

Config notes

  • New keys are added on the first start: manpower_regen_ratio, market_enabled, market_replaces_trade_lists, special_price_multiplier, market_standing_discount, market_discount_standing, market_equilibrium_speed, market_max_stock_ratio, market_min_need.

This mod has no additional files