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Colonists Recruited

Makes Recruits and Colonists recognise each other and work together, additionally the WnT war system is further developed

This mod beyond AI fixes that enshure friendly colony guards and recruits do not target each other also creates deeper integration with both the Recruit's faction system aswell as the War n' Taxes mod's immersive war and diplomacy systems.

Feature list:

- Recruits and Guards from the same faction no longer target each other, but they will actively seek out designated enemy NPC's during wars.
- Recruits Factions are automatically created and assigned to players depending on what colonies they belong to.
- Vassalization merges these Factions together with the Overlord being the faction leader.
- Multi level Vassal relations are disabled for less confusing kingdom management
- Wars are changed, they last multiple days and do not do anything on their own apart from designating both sides as legible targets
- Sieges and Raids can only be declared after a War is started making them the individualbattles within a longer war
- Sieges and Raids can only be declared if there is an allied colony near the target.
- Secondary colonies are restricted in maximum size
- Non Colony owning players can only be officers in 1 primary colony at a time.
- Defensive war drags the entire faction in automatically, while Attacker allies need to confirm their wish to support the primary Attacker.

Troubleshooting:
- Villager Recruits, War'n Taxes and Minecolonies are all required for this mod to run
- Use Minecolonies version 1.1.1237 and it's dependencies specificly
- Use War'n Taxes 5.0.9 specificly

The Colonists Recruited Team

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