0.4.1 (NeoForge 1.21.1)
Curse Maven Snippet
What's new
v0.4.1 — Balance & Settlements
A new country no longer goes broke in half an hour, and a large one no longer hits the treasury limit in two cycles. Land now costs more the bigger the country is, and colonies and villages of two popular mods become part of it.
⏱️ Shorter Cycle, Daily Report
- The economy cycle is 3 minutes instead of 8⅓, so a new tax block pays off almost at once.
- No more chat message after every cycle, and no salary message every 3 minutes. Instead, at dawn every citizen gets one report for the past day: income, expenses, net and the treasury, with a breakdown by source on hover (ⓘ). Leaders also see unpaid salaries and money lost to a full treasury; players see their salary and plot rent for the day.
- Turn the report off with
economyDailyReport. Without the daylight cycle a report comes every 20 minutes of play. - Amounts per cycle are smaller to match, so the economy per hour stays the same. Loans may now last up to 140 cycles (7 hours, as before), and wallets keep the last 50 operations instead of 20.
⚖️ Economy Balance
| 0.4 | 0.4.1 | |
|---|---|---|
| Economy cycle | 8⅓ min | 3 min |
| Treasury of a new country | 1 000$ | 2 500$ (startingTreasury) |
| Upkeep per chunk | 10$ per cycle (72$/h) | 2$ per cycle (40$/h); the first 9 chunks (the capital's core) are free |
| Upkeep of the 25 founding chunks | 1 800$/h | 640$/h |
| Income per tax block | 50$ per cycle (360$/h) | 16$ per cycle (320$/h) |
| Tax blocks per chunk | 4 | 2 |
| Embassy | 100$ per cycle (720$/h) | 40$ per cycle (800$/h) |
- A starting country now breaks even with two tax blocks instead of five, and has about four hours instead of half an hour to set them up.
- The ceiling on income is lower: a fully taxed chunk brings 640$ instead of 1 440$ per hour, so the treasury limit is no longer reached right after founding.
🗺️ Cost of New Territory
- The price grows with the country. A chunk costs 300$ while the country has up to 25 chunks; each chunk above that makes the next one 2% dearer, up to 5 000$. That is 450$ at 50 chunks, 750$ at 100 and 1 350$ at 200.
- Outposts cost ×3. A chunk that does not touch the country's land costs three times more.
- The Map tab shows what the selected chunks will cost before buying, including outposts. Connected chunks are bought in an order that touches the country, so a selection next to the border never counts as outposts.
- A mayor who adds a chunk to their own city from the Map tab now pays from the city treasury, like with
/politicsmod claim <city>; before, the nation paid. - New config keys:
startingTreasury,chunkPriceGrowthPercent,chunkPriceGrowthStart,maxChunkPrice,outpostPriceMultiplier,upkeepFreeChunks. - Existing servers: values still at the 0.4 defaults are replaced with the new ones on the first start; values you changed yourself stay as they are. A server with its own cycle length keeps its own amounts per cycle.
🏘️ MineColonies and Millénaire (NeoForge)
Both mods are optional and work for Minecraft 1.21.1 on NeoForge (MineColonies 1.1, Millénaire 9 — tested with 9.0.2). Colonies and villages become part of political life instead of standing beside it.
- New Settlements tab in the country dashboard (shown when either mod is on the server): every colony and village of the country with its population, happiness or reputation, tax and location, plus the villages it may annex. They are also marked on the Map tab.
/politicsmod settlementlists them in chat. - Colonies belong to their owner's country. A colony of a citizen pays 4$ per colonist every cycle (
colonyTaxPerCitizen), more when the colonists are happy: ×0.5 at happiness 0, ×1.5 at 10 (colonyTaxFollowsHappiness). - Colonies follow diplomacy. Citizens and allies get the Friend rank in a citizen's colony; players of a country at war with it get the Hostile rank, so the colony's guards attack them. When peace is made or a player leaves the country, PoliticsMod takes its ranks back; ranks the owner set by hand are never touched (
colonyRanksFollowDiplomacy). - Villages a citizen controls in Millénaire belong to the country and pay 2$ per villager every cycle (
villageTaxPerVillager). - Annex villages by reputation. When a citizen becomes a friend of the village (8 192 reputation) in a Millénaire village nobody controls, the leader can annex it from the Settlements tab or with
/politicsmod settlement annex <village>. It pays half the village tax as tribute (annexedVillageTributePercent). If no citizen keeps at least 1 024 reputation there, or a citizen becomes its public enemy, the village breaks away (villageAnnexReputation,villageKeepReputation). - Settlement land: land of the country's own colonies and villages is free for it to claim; land of other players' colonies and of villages the country neither controls nor annexed can't be claimed or founded on (
settlementsBlockClaims). - Taxes from settlements in a city go to the city treasury and are shared with the nation by the federal tax, like tax blocks. The Economy tab and the daily report show them as Colonies & villages.
- The news feed tells when a colony or village joins a country, is annexed, released or breaks away.
- Each integration can be switched off (
minecoloniesEnabled,millenaireEnabled). If a future version of either mod changes its API, the integration turns itself off with a warning in the log instead of crashing the server.
❤️ Support
- The first time you join a world or a server, a welcome tells where to start (the guide, the
Kmenu). Later joins show one line about supporting the mod and following its news on Ko-fi (click to open). Turn both off withshowSupportMessage.
🌍 Languages
Four New Languages
- Korean, Chinese (Traditional), Turkish and Dutch.
🐛 Bug Fixes
- Long guide pages were cut off at the bottom in most languages; a page that does not fit now continues on the next one.
This mod has no additional files

