Run a town, fund its services, and grow a nation.
Civic Frontier brings settlement management to Minecraft through craftable civic blocks and interactive screens. Start with a temporary camp, establish a town, and decide how its land, money, housing, and public services should work. Residents can take paid work, own or rent property, exchange goods, and contribute to development projects that help their community grow.
The mod works on its own, with optional Afterfall and map-mod integrations.
TOWNS, LAND, AND LOCAL GOVERNMENT
• Found towns at a Charter Desk, invite residents, and delegate responsibilities to officials such as Stewards, Treasurers, Surveyors, Recruiters, and Sheriffs.
• Claim connected chunks, establish outposts as your town develops, and organize land into districts with their own District Stewards.
• Give plots a purpose: residential, commercial, civic, farm, wilds, arena, bank, inn, embassy, outpost, or wilderness buffer.
• Manage plot ownership, sales, trusted players, surveyed rooms, and leases for rooms, whole plots, or districts. Tenants have their own access rights within rented space.
• Protect claims through rules for building, containers, switches, PvP, explosions, and fire. A temporary Camp Hearth provides a smaller starting option for players without a town.
MONEY, TAXES, AND TRADE
• Use wallets and town or nation treasuries to fund claims, upkeep, work, and services.
• Buy and sell a configurable selection of materials at Trade Counters, with starter work to help new players begin earning.
• Carry world-stamped Trade Notes in standalone play, or use Supply Tokens when the world is created with Afterfall.
• Set a town's resident tax method, manage nation levies, and review recorded bills, earnings, and debt. Server earnings-tax bands, price indexing, and public-pay limits can be configured.
• Exchange items and money with another player at a Trade Post. Changes clear previous agreements, and unfinished exchanges return held items through deliveries.
PAID WORK WITH CLEAR OBJECTIVES
Job Boards support supply, courier, construction, extraction, task, hunt, escort, and bounty jobs, plus ordered missions that combine supported job stages. Depending on the job kind, listings can offer applications, multiple workers, shared goals, separate copies, or a race to finish.
Rewards are held in escrow. Delivery records, work-zone permissions, human review, and dispute handling support different kinds of work. Towns can fund recurring supply, task, or hunt shifts, while administrators can create server-funded jobs.
DEVELOPMENT YOU BUILD TOGETHER
Towns progress from Hamlet to Village, Town, Borough, City, and Metropolis. Advancement requires more than a payment: projects check materials, services, housing, public work, reserves, and verified readiness time. Promotion consumes contributed supplies while leaving the required treasury reserve in place.
Nations progress from Compact to Confederation, Federation, Commonwealth, and Union through contributions from eligible member towns, pledges, and delegate votes. Development unlocks larger capacities; it does not grant unrestricted land or bypass upkeep. Existing worlds with civic organizations keep development disabled until an administrator enables it.
MAIL, TRAVEL, AND TOWN LIFE
• Tame and breed Carrier Pigeons, maintain personal Carrier Cages or town and royal Dovecotes, and send letters with optional item attachments. Cage upgrades change delivery speed and postage.
• Link Wayposts and use a Homing Charter to travel to eligible town or outpost destinations, with fees, a warmup, and a cooldown. Inns support temporary visitor respawn stays.
• Give towns a motto and shared culture, use an opt-in culture message board, and choose registered music tracks at Town Speakers.
• Compose an anthem at a Bandstand and hold treasury-funded festivals with music, fireworks, and optional travel benefits.
• Activate a Town Ward to suppress qualifying hostile spawns. Separately configurable turn-away rules can remove eligible hostile mobs entering town land while funding is available; exemptions and costs apply.
JUSTICE AND THE PENITENTIARY
Sheriff's Desks provide jurisdiction-based warrants and bounties. Shackles support capture, surrender, and sleeping-target interactions. Configurable play-time requirements, authority limits, and repeat-jailing restrictions govern ordinary custody; administrators have separate moderation powers.
The shared Penitentiary includes a generated prison complex, guards, routines, work, a Commissary, evidence storage, and escape or rescue routes. Prison work and buy-down can reduce remaining time. Caught escape attempts can mean confiscation or solitary, but do not add sentence time. Release returns stored evidence, with overflow handled through deliveries. These systems are configurable for the server's rules.
VERSION, REQUIREMENTS, AND MULTIPLAYER
• Minecraft Java Edition 1.21.1.
• NeoForge: use a compatible 21.1.x build; declared minimum 21.1.200, development target 21.1.252.
• Java 21.
• Install Civic Frontier on both the client and the server. No additional content mod is required for standalone play.
• Designed for single-player and multiplayer, with server-controlled permissions and saved organization data. Dedicated-server development tests exist; broader real-player multiplayer and the owner's Mac play-test remain unverified in the supplied development records.
• NeoForge is the supported loader target. Fabric, Quilt, and Forge are not declared targets for this build.
OPTIONAL COMPATIBILITY
Afterfall is optional. Its older currency integration is declared from version 0.6.0; computer Market-app support requires 0.8.1 or newer with the relevant API. The fuller town-claim, infected-Ward, prisoner-needs, and grid-power hooks require Afterfall 0.14.0 or newer with a working add-on API. Town mains-power billing is optional and off by default. Older or unavailable hooks use fallback behavior, including a shorter prison time cap when survival needs cannot be paused.
Choose whether to use Afterfall before the world's civic economy is created. Adding or removing it afterward pauses money actions because the currency provider is saved with the world.
Optional map adapters support BlueMap, squaremap, JourneyMap, and Xaero's World Map/Minimap. Recorded integration targets are BlueMap 5.7, squaremap 1.3.2, JourneyMap 6.0.9, Xaero's World Map 1.47.0, and Xaero's Minimap 26.6.0. Later versions are unverified. The tested BlueMap/squaremap pair conflicts through bundled libraries, so use one of those web-map options at a time. The built-in Land Survey works without an external map mod.
CONFIGURATION AND DEVELOPMENT STATUS
Version 0.1.0 is a work in progress. The Admin Book and per-world server configuration cover costs, taxes, claim limits, jobs, travel, Wards, justice, culture, development, and integrations. Some lists are file-only, and personal music controls are stored on the client. Back up the complete world, including its civic_frontier data, before updating or testing.
The supplied October 21, 2026 development records report 80 required GameTests passing in standalone mode and with Afterfall 0.13.0 and 0.14.0. This is historical development evidence, not a guarantee of bug-free play or compatibility with every modpack.
PLANNED OR UNFINISHED — NOT CURRENT FEATURES
• War declarations, siege battles, occupation, and related warfare systems.
• The profession-background and ability system.
• Advanced economy systems such as a fair clearing queue, full money-supply target controller, price evidence, item census, wealthy-town surcharge, and automatic rate suggestions. Basic markets, earnings tax, and price indexing already exist; the standalone targeted setting currently only restricts fallback money creation.
• Player shop stalls, loans and bonds, town utility companies, and further government and property features.
• Additional interface polish and development refinements, including a movable project tracker.
Plans may change. These features are not included in the current gameplay claims above.

