Recruits: Living Villages

This adds AI villages which expand, fight and thrive amongst other villages completely independently!
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Recruits: Living Villages 1.0.3

File namerecruitsvillages-1.0.3.jar
Uploader
____bigd_____bigd_
Uploaded
Jul 29, 2026
Downloads
121
Size
284.5 KB
Mod Loaders
Forge
File ID
8536318
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recruits-living-villages-1619729:8536318")

Learn more about Curse Maven

What's new

Added Features:

  • Added AI Faction Chunk Claiming for buildings placed in chunks not claimed by the faction yet.
  • Added Battle Reports in the Diplomacy Log
  • Added Chunk Claiming to occur server wide, whether chunks are rendered or not

Polished Features:

  • Dynamic Villager and Recruit spawning, they now spawn outside their houses or jobs. Only the leader spawns around the townhall.
  • Dynamic Seiges, attackers spawn on the edge of the factions claim in, and work their way into the enemies town hall.
  • Smarter AI Attacking, they dont try to instantly reattempt to attack an opponent which just reppeled them.
  • Re-add the garrison, 50% of each commited army from each village(Until beds are maxed out.)
  • Every commited army from each village spawns in separately, as their own group and their leader leads them into the defending factions town hall.
  • First 3 buildings constructed are with no additional chunk cost, even if chunks are needed to be claimed to build them.

Bug Fixes:

  • Fixed Construction Timer, Emeralds are subtracted first and then the timer starts.
  • Fixed AI factions when conquered by another AI faction lose all the chunks that were claimed
  • Teleport Horseman and Nomads to and from seiges with their horses
  • Spawning recruits and players on ground, not in water or trees. + teleport players back when a seige is over.
  • Fixed village name duplication
  • Fixed Recruits Duplication/Detection Bug

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