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Civilization AI

A living Minecraft civilization where AI-driven NPCs build, trade, explore, remember, evolve, and react to the world.

**### Civilization AI — Detailed Mod Description

Civilization AI transforms Minecraft villages into dynamic, evolving civilizations. Instead of villagers behaving like simple NPCs, the mod introduces autonomous simulation systems for population, professions, needs, construction, roads, districts, resources, economy, technology, defense, migration, relationships, reputation, memories, and unexpected incidents.

🧠 AI-Driven Civilization

Villagers are registered into civilization systems and receive individual profiles, personalities, professions, needs, memories, and relationships. Their decisions are influenced by food, wood, stone, safety, housing, tools, education, religion, and exploration requirements.

👥 Professions & Population

Villagers can be assigned roles including:

  • Farmer
  • Lumberjack
  • Miner
  • Guard
  • Builder
  • Blacksmith
  • Teacher
  • Priest
  • Scout

Population is tracked per civilization, with configurable population limits and simulation controls.

🏘️ Organic Building & Districts

Civilizations can expand through autonomous construction. Supported structures include houses, warehouses, workshops, guard towers, farms, temples, and schools.

District systems organize settlements into areas such as:

  • Residential
  • Market
  • Industrial
  • Agricultural
  • Military
  • Storage
  • Religious
  • Education
  • Entertainment

Terrain analysis and site-selection systems help determine suitable construction locations.

🛣️ Roads & Infrastructure

Villagers can plan and construct road networks between important locations. Road systems consider terrain, slopes, traffic thresholds, bridges, and available resources.

💰 Economy & Resources

Civilizations maintain resource ledgers and economic systems for materials such as wood, stone, iron, coal, food, seeds, leather, glass, clay, copper, gold, emeralds, and diamonds.

Resource shortages can influence civilization priorities and construction decisions.

🔬 Technology & Progression

Civilizations can progress through technology stages including:

  • Primitive
  • Stone Roads
  • Water Wells
  • Large Farms
  • Windmills
  • Warehouses
  • Markets
  • Watch Towers
  • Defensive Walls
  • Libraries

Technology progression is connected to civilization prosperity.

🛡️ Defense & Threats

Civilizations have defensive decision-making and threat evaluation. Guards and defensive structures can respond to nearby dangers, while attacks and defensive actions can affect civilization reputation.

🧳 Migration & Expansion

Migration systems allow villagers to evaluate opportunities and potentially relocate when another area provides sufficiently better conditions. Civilizations also maintain activity and claim-radius settings for managing their territory.

🧠 Memory System

Villagers maintain persistent memories involving locations, trades, dangers, raids, deaths, weather, and travel routes. Memories can influence future behavior and civilization simulation.

❤️ Relationships & Reputation

The mod includes relationship simulation and a civilization reputation system. Player interactions can affect reputation through actions such as trading, attacking, or defending a civilization.

🌦️ Dynamic Civilization Incidents

Civilizations can experience events such as:

  • Famine
  • Drought
  • Disease
  • Fire
  • Bandit raids
  • Harvest festivals
  • Market booms
  • Civil unrest

These incidents can alter production, resources, security, and overall civilization conditions.

⚙️ Commands

/civilization info Displays information about the nearest civilization.

/civilization list Lists registered civilizations.

/civilization stats Displays civilization statistics such as population and simulation data.

/civilization reputation player <player> Displays a player's reputation with the nearest civilization.

/civilization create <name> Creates a civilization using the specified name. This command requires appropriate permissions.

/civilization reset Resets civilization data. Permission-restricted.

/civilization export <file> Exports civilization data for backup or transfer.

/civilization import <file> Imports previously exported civilization data.

/civilization debug Provides detailed debugging information, including civilization needs and internal simulation values. Permission-restricted.

💾 Persistent Data

Civilization data is saved to the Minecraft world and includes civilization information, villagers, buildings, construction sites, roads, resources, economy, incidents, reputation, technology, and memories. Import/export and migration systems are included for persistent data management.

⚙️ Configuration

The mod provides extensive server-side configuration for simulation frequency, population limits, construction speed, civilization radius, economy, warfare, roads, technology, professions, buildings, reputation, relationships, migration, incidents, difficulty, performance limits, resource storage, housing, road generation, defense, and civilization claims.

Minecraft/Forge: The analyzed JAR targets Minecraft 1.20.1 with Forge 47+.

Important: This description is based on the classes, commands, configuration fields, resources, and systems actually present in the uploaded civilizationai-1.0.0(1).jar; it does not assume features that are absent from the JAR. **

The Civilization AI Team

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