promotional bannermobile promotional banner

Recruits: Living Villages

This adds AI villages which expand, fight and thrive amongst other villages completely independently!
Back to Files

Recruits: Living Villages 1.0.4

File namerecruitsvillages-1.0.4.jar
Uploader
____bigd_____bigd_
Uploaded
Aug 4, 2026
Downloads
35
Size
334.8 KB
Mod Loaders
Forge
File ID
8573707
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recruits-living-villages-1619729:8573707")

Learn more about Curse Maven

What's new

Recruits: Living Villages 1.0.4 — Player Faction Compatibility

Added Features

  • Player factions — Creating a faction through Recruits' own menu now registers it as a genuine, player-owned faction in the mod: a virtual capital that carries your identity and holds the villages you conquer.
  • The Faction Ledger — A lectern granted on faction creation. It may only be placed inside your own claim, is immune to breaking and explosions, can be removed only by its owner, and opens your faction screen on right-click.
  • War commitment dialog — Declaring war from the Ledger lets you choose which of your four command groups deploy, and which conquered support villages (8 or more recruits) join the attack.
  • Help Defend — When one of your faction's villages comes under attack, members receive a clickable prompt to join the defence. AI-faction members arrive with their full complement; player-faction owners choose which groups to commit.
  • Post-conquest prompts — After a victory you are asked whether to return to your home faction, and may leave part of your surviving force behind to garrison the captured village.
  • Time-based AI sieges — Unattended AI-versus-AI wars now resolve gradually rather than instantly, with larger battles taking proportionally longer, and escalate into a live battle if a player arrives to watch.
  • Village road networks — Villages lay a dirt-path road system connecting every building to the town hall. Roads are built from straight runs and right-angle turns in the manner of a vanilla village, arrive square-on at each building's door, and route around any building standing in the way. The network grows outward one building at a time, each joining whichever road already runs nearest to it, and a new road leaves the town hall only when a building is closer to a bare side of the hall than to any existing road.
  • Road terrain grading — Where a road meets a step of two blocks or more, it is cut back into a staircase of single-block steps until walkable, to a configurable depth. Roads only excavate and never bank up, so they follow the landscape instead of raising embankments through it. Trees standing on a new road are removed whole, trunk and canopy together, leaving neighbouring trees intact.
  • Player faction screen — Player-owned factions show a focused view of Overview, Roster, Diplomacy and Hiring, listing your personal troops as the roster.
  • Faction status display — The Overview shows whether a faction is Growing or Expanding, and the Diplomacy tab shows a countdown and progress bar for the post-war cooldown beneath the Declare War button.

Polished Features

  • Population growth now follows a legible cadence: two villagers every five minutes, plus up to three civilian-to-recruit conversions, with a live countdown on the Population tab.
  • Sieging forces appear roughly forty blocks outside the target's claim on level ground before advancing.(Allows for future compat of walls and seige weapons)
  • Siegers and defenders now patrol the area they hold rather than freezing on a single point.
  • AI factions alternate between Growing and Expanding stages, and the post-war cooldown now applies only to the attacker, so a successful defender may retaliate immediately.
  • The Population tab gained a scrollbar, so the workers-by-rank listing no longer clips.
  • Recruits no longer sleep in beds, reserving them for the civilian population.
  • The battle log now records how many troops the player committed.

Bug Fixes

  • Fixed Villager Duplication on world reload.
  • Distant villages of a faction contributed nothing to wars, as their troops were spawning into unloaded chunks. A village's territory is now force-loaded before its forces are gathered.
  • Seigeing recruits no longer stutter or lag.
  • Fixed player-owned recruits dissapearing.
  • Fixed enemy declaration of war against a player faction flattened the ground around the Ledger.
  • The Ledger's book duplicated each time the block was broken. The held book is now cleared before removal.
  • The former repel cooldown has been removed entirely, as it left repelled factions unable to retaliate.

This mod has no additional files