MCA: Kingdoms 0.3.0 (Forge 1.20.1)
Curse Maven Snippet
What's new
0.3.0 - November 1st, 2026
Adds succession laws, physical heraldry, optional settlement development and expanded companion-mod support, alongside residence registration, political notices and major reliability improvements.
Clients and servers must update together. Existing worlds retain manual succession, settlement development is off by default, and political notices are opt-in.
Dynasties, courts and heraldry
- Choose how your kingdom passes to its next ruler. Succession laws support named heirs, family inheritance, council confirmation, elections and datapack rules. Player heirs can accept or decline, while young heirs wait under a regency. Succession survives restarts and never overrides an elected ruler.
- Build your court. Added ceremonial ranks, succession claims, ruling-house recognition, memorials and days of mourning. Legitimacy explains the standing of the ruling house without changing anyone’s permissions.
- Display your kingdom’s identity with banners, heraldic shields, court noticeboards, a seal press and kingdom charters. Charters reflect the official record and show when their claims are historical, revoked or unverified.
- Optional settlement development. Fund public works with real material deliveries, with refunds if a project is cancelled. Small construction projects check their plots and protect important existing blocks. An optional abstract economy supports limited trade without creating or moving real items.
Residence and political life
- Register or move your residence through Kingdom Tasks. Registration verifies a bed you have slept in within the settlement while you are there. Moves have a configurable cooldown. New survival players can register and establish their first government without operator help.
- Optional political notices announce foundings, accessions, vacancies and confirmed deaths through chat, with an optional silent banner. Private proposals remain private.
- Office badges show nearby public officeholders’ titles without changing names, skins or equipment. Offices also appear in person pickers and council lists.
Recruits: Living Villages
- Added an optional integration for Recruits 1.15.2 and the verified Living Villages 1.1.0 build. Other builds leave the integration inactive.
- Existing villages connect to settlements without replacing their names, kingdoms or history. Ambiguous matches wait for operator review.
- Wars respect Kingdoms’ rules, including warfare settings, agreements, truces and protected capitals. Realms can negotiate peace, ceasefires, alliances and territorial cessions.
- Conquest records occupation separately from the recognized government. A realm keeps its identity even if its capital falls.
- Integrated residents remain when players leave, workers are promoted in place, and new residents use MCA villagers when MCA Reborn is installed.
- Added deliberate village adoption, supply deliveries, a War Room section and supporting Kingdom Tasks. Construction checks help protect existing settlements, homes and important blocks.
Townstead and MCA Capitals
- Townstead 0.8.0 support, with continued support for 0.7.6. Disabled Townstead systems are respected, and compatibility information updates when they are switched back on.
- New Village life, Village work, Village news, and Government and services pages show residents, needs, culture, spirit, work and local governance.
- Building recognition checks completion. New institutions require complete buildings. An institution whose building becomes incomplete pauses while retaining its charter and history; unloaded villages are treated as temporarily unavailable.
- Guild requirements can check Townstead careers and skills. Guild pages also help locate their contact and explain what their schedule or hangout activity says they are doing.
- Selected institution, agreement and public-work milestones can appear in Townstead’s Chronicles.
- Government conflicts are reported for operator review. MCA Capitals retains control of crowns in its governing capitals, while Kingdoms continues handling civic offices, guilds, agreements and honors.
Books, screens and usability
- Added illustrated Book topics, history filters, a pinnable task display, Ledger directions and a sketch of known nearby places.
- Short screens use a Section picker to keep Kingdom pages readable.
- Task results now distinguish success from pending or refused actions. “Check this action” verifies the current result without submitting it again.
- Inspection and cancellation remain available when a feature is disabled. Unanswered recruit-transfer offers now expire cleanly.
- Improved gallery loading, review screens and translations across English, Spanish and Simplified Chinese.
Reliability and server management
- Civic identity now survives death and returning from the End.
- Unreadable saves stop loading instead of being overwritten with empty data. Failed migrations also stop safely and provide a recovery report.
- Improved settlement browsing, recruit-transfer performance and deadline processing in busy worlds.
- Server health now reports integration availability and record capacity. Operators can preview and archive completed transfers and opportunities.
- Paid workshop jobs are withheld when the installed MCA: Quests build lacks the required support, preventing payment for an unsupported job.
Current limitations
Living Villages integration remains Overworld-only. Its live battles cannot survive a restart; the war continues as an abstract siege. Its map markers still reach all players, and road grading is not covered by construction protection.
Townstead government delegation and item or reward transactions remain unavailable. Physical caravans, JEI recipe links and Map Atlases integration are not included in this release.
This mod has no additional files

