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Warring Nations

Player-run nations, factions & kingdoms with FTB Teams/Chunks-backed claims, diplomacy, alliances, and 5+ war modes (chunk capture, siege, conquest & more). Custom banners, tags, roles, leaderboards. Seamless FTB integration. NeoForge 1.21.1 Cient+Serv Mod
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warring-nations-neoforge-2.4.0.jar

File namewarring-nations-neoforge-2.4.0.jar
Uploader
TacYEETTacYEET
Uploaded
Jul 15, 2026
Downloads
122
Size
898.2 KB
Mod Loaders
NeoForge
File ID
8440593
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:warring-nations-1609474:8440593"

Learn more about Curse Maven

What's new

2.4.0 (2026-07-15): first public release

Nations are backed by real FTB Teams and territory by real FTB Chunks claims, so this plugs directly into any pack already running those, rather than maintaining a second, competing claim system.

  • Nations: player-run nations with custom, ranked, per-nation roles (not a fixed Leader/Officer/Member split); each role has its own name and permission set. Nations level up through territory growth, raising their claim cap, and staff can assign a Tier (Province up to Superpower) that sets troop caps and unlocks Conquest wars.
  • Tags & banners: a 2-5 character nation tag shown wherever the nation's name appears, plus a custom pixel-art banner, either hand-painted (brush, eraser, hex color entry, heraldic stamps) or picked from 174 premade designs and edited from there. Banner and tag changes can be gated behind staff approval.
  • Territory: claim land with a cap that scales with nation size and level, actually enforced through FTB Chunks (not just shown on a HUD), plus admin-grantable bonus claims that stack on top of the formula cap. Full protection against griefing (blocks, explosions, pistons, mobs, trampling) runs through FTB Chunks' own protection pipeline rather than a second, independently-cancelling layer.
  • Wars: 6 war types:
    • Chunk Capture, hold enemy chunks to claim them; first to the score threshold wins.
    • Attrition, score comes from kills in the war zone, not land taken.
    • Siege, take and hold the enemy capital before the war timer runs out.
    • Objectives, capture and hold every banner point to win.
    • Negotiated, score becomes leverage at the peace table instead of deciding the war outright.
    • Conquest, an all-out war where tier matters most; annex territory until one side falls.

War history and a leaderboard track it all. War declarations can be gated behind staff approval, and claims captured mid-war bypass the normal claim cap for the capturing side.

  • Diplomacy: form alliances, declare enemies, and negotiate peace, all with a full history log. Members are notified in-game on nation rename and on a pending/denied war declaration.
  • UI: rather than a parallel WN interface, the whole UI is built directly into FTB Teams/Chunks' own screens: an embedded nation dashboard in the party-chat panel (stats, live war bars, diplomacy summary, territory), dedicated settings/roles/applicants/leaderboard/records/browser screens, and home markers, capture-pulse icons, claim popups, and relation-colored territory on FTB's own minimap and big map. Every FTB Teams/Chunks label is re-worded to "Nation" throughout, and FTB's remaining screens are reskinned to match.
  • Admin tooling: approval queues for new nations, banners, and wars, plus moderation commands for managing nations, claims, and diplomacy, and a public event/query API addons build on (nation and war lifecycle events, war score/model, claim ownership, ally/war-state checks).
  • Addons: optional companions add claim-aware weapons and vehicles, live map rendering, and Discord integration.

Required Mods

  • FTB Library 2101.1.32
  • FTB Teams 2101.1.10
  • FTB Chunks 2101.1.20
  • Architectury API 13.0.8+