**### 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.
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