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Recruits: Living Villages

This adds AI villages which expand, fight and thrive amongst other villages completely independently!
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Recruits: Living Villages 1.0.5

File namerecruitsvillages-1.0.5.jar
Uploader
____bigd_____bigd_
Uploaded
Aug 6, 2026
Downloads
18
Size
389.2 KB
Mod Loaders
Forge
File ID
8587790
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:recruits-living-villages-1619729:8587790")

Learn more about Curse Maven

What's new

Recruits: Living Villages 1.0.5

The Armour Smith and Leather Update


Features Added

Armour Smith

  • A Master butcher creates 12 leather per harvest
  • The Armourer takes 24 leather and forges a full set: helmet, chestplate, leggings, boots, in that order.
  • Each piece passes through four stages, the leather comes out of the barrel, the forge fires catch, the anvil rings, the piece is quenched and is set on the armour stand when it is done.
  • A set takes four minutes at Novice. Every rank the Armourer earns takes a second off each stage, down to 2:56 at Master. Roughly twenty sets to master the trade.
  • The finished set goes to the recruit who most deserves it: the King first, then his Royal Guards from the oldest command to the newest, then the rank and give it to the highest levels first.
  • Nobody can take armour off the stand, not even a member of the faction.

The King and his Royal Guards

  • A capital's leader is styled King; a village that answers to one keeps its Leader.
  • The King commands a party of five. When it is full, the next soldier trained is commissioned a Royal Guard — brought up to level 3 and given a party of three of his own.
  • The roster is now grouped by command, with each man listed under the officer he follows.

Village patrols

The King and each Royal Guard walk a circuit of the village, door to door, day and night — pausing at each building before moving on. Parties keep out of each other's way so the whole village is covered.

Villagers who actually work

Employed villagers no longer stand around while their work happens without them.

  • The butcher keeps to his smoker.
  • The farmer roams his fields.
  • The Armourer walks between barrel, forge, anvil, cauldron and armour stand, arriving at each in time for the work.

The working day

Food, materials and the forge now keep human hours. Work stops at dusk and resumes at dawn, and every timer holds its place overnight rather than resetting.

Villagers go to bed at night. When a village is attacked, whether by another faction or a raid, work stops entirely and everyone shelters indoors.

Around the village

  • A second house varient, to add more variety to villages
  • Lamp posts now stand along the streets
  • Food harvested while you were away is now handed to the troops when you arrive, instead of only ever incrementing a number.

Features Polished

  • Villages are founded larger with two houses, four recruits and four civilians.
  • Population grows twice as fast (every 2m30s).
  • The Resources tab now shows leather in the treasury and a Material production section beneath food.
  • The Employment tab gained a four-minute forge bar, divided at each piece, and an Armourer's card whose icon changes to whatever is currently on his anvil.
  • Recruits never sleep in beds.
  • A repelled attack sounds a the ponder goat horn; a conquest sounds a sing goat horn.
  • Anyone who rode out to help defend a faction is now offered a teleport home when the war ends.

Bugs Fixed

  • Roads sank a little deeper every time a village loaded. Roads are now laid identically every time, and pits already dug are filled back in over a visit or two.
  • Fixed Villagers and workers multipling.
  • Some recruits slept in beds meant for the populace. Wounded or low-morale troops went to bed after dark regardless of the setting that was supposed to stop them; the behaviour has been removed outright.
  • Troops left to garrison a conquered village stayed on your roster.

Upgrading

Delete world/serverconfig/recruitsvillages-server.toml (or edit it by hand) before loading an existing world. This release changes several existing values and lists, and Forge will never overwrite a setting that is already there.


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