This mod is inspired by classic RTS and RPG games, as well as a number of other mods.
Kingdomcraft is a mod, that includes many elements of already existing mods but marries them together with territory based pvp-rts gameplay and potential for player-based RPG elements. In which a player, or a group of players can create or join a kingdom, claim territory, build cities and strongholds, create armies, battle for territory, or fight and survive as a humble adventurer. Allowing players and servers, to create organic player-driven worlds.
Ideally, this mod would include overhauls too combat, as well as additional items, blocks, mobs, and bosses.
But, too simplify the mod. I believe it would be best if this mod was divided into separate "Expansion" mods, each of which can be installed separately on their own.
Kings, Lords, & Adventurers-
Not all who play with this mod, will be interested in running a kingdom. When starting out, the player can choose whether to start their own kingdom, or to be an "Adventurer" and play a more classic Minecraft experience.
But not to fret, at any point an "Adventurer" can choose to either join an existing kingdom as a "Lord", or rule over a naturally generated community that does not possess a "King" of it's own.
Also replacing classic villages, new randomly generated kingdoms and empires will naturally spawn in your world. These lordless fiefs will generally be quite small, and will neither develop or expand without the intervention of the player.
Kingdoms & Empires-
Kingdoms, are created by players, and are pretty much similar to server factions. But, what makes Kingdomcraftâs faction feature different, is itâs customizability and mechanics.
To get an accurate idea of it, think of each kingdom as its own player-made ânationâ, each kingdom has different names, terminology, and skins, different item styles, and even itâs own set banner. These features can use imported assets, while some are customized in-game. These elements are customized by the kingdom's âKingâ. Allowing each Kingdom to be visually different from each other.
These kingdoms also have the ability to claim territory. This is achieved through a territory system based on biomes rather than chunks. Similar to the biome borders mod. This is intended to create faction controlled territory that conforms more to the world itself rather than small blocky chunks. Thus making player-made and randomly generated kingdoms feel more organic.
Factions, Regions, "landmarks", and Cities, are visible on maps. And while the world is still generated in chunks, areas and maps are discovered based on biomes, when a player or faction discovers a new region they have the honor of naming that region. Players and Factions also have the ability to name landmarks, as well as the cities and castles they control. Maps are revealed on a per map basis, and can be traded among players and factions freely, and can be copied at a cartography table.
Territory is claimed through the placement of a banner. New or respawning players, who are part of a new or smaller kingdom, are automatically spawned with one banner in their inventory. This banner is bound to their inventory, and can only have one banner in their inventory at a time. Once a player has claimed a region with this banner, they will no longer spawn with banners, and thus will need to craft new ones in order to continue claiming territory.
Territory can only be claimed if it is neutral and âuncontestedâ. Players and NPCs that are not part of a kingdom will be limited in their ability to destroy blocks that are inside another kingdomâs territory. And all blocks placed within a kingdomâs territory or a neutral area, by a player from another kingdom, will naturally decay overtime. Blocks placed in other kingdoms will decay faster, then blocks placed in a neutral region. In order for a faction to claim a territory, they must destroy the banner of the opposing faction, and/or eliminate any players and âMilitary NPCsâ belonging to any other faction. "Lords" without beds will automatically spawn at their kingdomâs âcapitalâ banner.
There also other other ways for kingdoms to claim territory. A kingdom can also purchase land from another kingdom. Kingdom can also merge with other kingdoms, as well as convert other kingdoms into vassals. "Kingdoms" that are composed of more than one kingdom, are classified as "Empires".
Cities & Armies-
A kingdom is nothing without its people. And players, will be able to amass populations of their own. These plebeian masses will inhabit, defend, and maintain their kingdom and itâs economy. But for such a tremendous undertaking, the players themselves will need to set this ball in motion, and keep it rolling.
In many ways, this portion of the mod would very similar to MineColonies, and Tango Tekâs Improved Villagers mod. However, it would be really unique in itâs customization, and the ability for players to order NPCs, to perform various tasks. This includes the ability to build, and upgrade, structures based on saved building schematics. Ideally these schematics could be created in-game, as well as imported/exported online.
In a similar fashion to other mods before it, players will need to start their journey to lordship by establishing a community, and a functioning economy. Then, through the playerâs continued input, this community will continue to grow until becomes a formidable nation. But like every community, growing or conquering, your new kingdom will need a military. Not only to defend itself from various monsters and beasts, but to also protect its land and resources from invaders. Players will be able to train and amass armies of troops, to fend off invaders as well as wage war, and conquer rival kingdoms.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/12/2014
Posts:
85
Location:
Germany
Minecraft:
NextInima
Member Details
sry for the late replay, but its Winter
I just like how you try to work out the endgame of the server. There used to be many such servers with cities and factions. This time I had gambled a lot. It's certainly great to have something like mod, but it has to be done properly so that you have a chance with every size of the playergroup, because nobody builds something that he simply loses
Leave a comment and follow the discussionđ
LEAVE A REPLY PLZ ;_;
This mod is inspired by classic RTS and RPG games, as well as a number of other mods.
Kingdomcraft is a mod, that includes many elements of already existing mods but marries them together with territory based pvp-rts gameplay and potential for player-based RPG elements. In which a player, or a group of players can create or join a kingdom, claim territory, build cities and strongholds, create armies, battle for territory, or fight and survive as a humble adventurer. Allowing players and servers, to create organic player-driven worlds.
Ideally, this mod would include overhauls too combat, as well as additional items, blocks, mobs, and bosses.
But, too simplify the mod. I believe it would be best if this mod was divided into separate "Expansion" mods, each of which can be installed separately on their own.
Kings, Lords, & Adventurers-
Not all who play with this mod, will be interested in running a kingdom. When starting out, the player can choose whether to start their own kingdom, or to be an "Adventurer" and play a more classic Minecraft experience.
But not to fret, at any point an "Adventurer" can choose to either join an existing kingdom as a "Lord", or rule over a naturally generated community that does not possess a "King" of it's own.
Also replacing classic villages, new randomly generated kingdoms and empires will naturally spawn in your world. These lordless fiefs will generally be quite small, and will neither develop or expand without the intervention of the player.
Kingdoms & Empires-
Kingdoms, are created by players, and are pretty much similar to server factions. But, what makes Kingdomcraftâs faction feature different, is itâs customizability and mechanics.
To get an accurate idea of it, think of each kingdom as its own player-made ânationâ, each kingdom has different names, terminology, and skins, different item styles, and even itâs own set banner. These features can use imported assets, while some are customized in-game. These elements are customized by the kingdom's âKingâ. Allowing each Kingdom to be visually different from each other.
These kingdoms also have the ability to claim territory. This is achieved through a territory system based on biomes rather than chunks. Similar to the biome borders mod. This is intended to create faction controlled territory that conforms more to the world itself rather than small blocky chunks. Thus making player-made and randomly generated kingdoms feel more organic.
Factions, Regions, "landmarks", and Cities, are visible on maps. And while the world is still generated in chunks, areas and maps are discovered based on biomes, when a player or faction discovers a new region they have the honor of naming that region. Players and Factions also have the ability to name landmarks, as well as the cities and castles they control. Maps are revealed on a per map basis, and can be traded among players and factions freely, and can be copied at a cartography table.
Territory is claimed through the placement of a banner. New or respawning players, who are part of a new or smaller kingdom, are automatically spawned with one banner in their inventory. This banner is bound to their inventory, and can only have one banner in their inventory at a time. Once a player has claimed a region with this banner, they will no longer spawn with banners, and thus will need to craft new ones in order to continue claiming territory.
Territory can only be claimed if it is neutral and âuncontestedâ. Players and NPCs that are not part of a kingdom will be limited in their ability to destroy blocks that are inside another kingdomâs territory. And all blocks placed within a kingdomâs territory or a neutral area, by a player from another kingdom, will naturally decay overtime. Blocks placed in other kingdoms will decay faster, then blocks placed in a neutral region. In order for a faction to claim a territory, they must destroy the banner of the opposing faction, and/or eliminate any players and âMilitary NPCsâ belonging to any other faction. "Lords" without beds will automatically spawn at their kingdomâs âcapitalâ banner.
There also other other ways for kingdoms to claim territory. A kingdom can also purchase land from another kingdom. Kingdom can also merge with other kingdoms, as well as convert other kingdoms into vassals. "Kingdoms" that are composed of more than one kingdom, are classified as "Empires".
Cities & Armies-
A kingdom is nothing without its people. And players, will be able to amass populations of their own. These plebeian masses will inhabit, defend, and maintain their kingdom and itâs economy. But for such a tremendous undertaking, the players themselves will need to set this ball in motion, and keep it rolling.
In many ways, this portion of the mod would very similar to MineColonies, and Tango Tekâs Improved Villagers mod. However, it would be really unique in itâs customization, and the ability for players to order NPCs, to perform various tasks. This includes the ability to build, and upgrade, structures based on saved building schematics. Ideally these schematics could be created in-game, as well as imported/exported online.
In a similar fashion to other mods before it, players will need to start their journey to lordship by establishing a community, and a functioning economy. Then, through the playerâs continued input, this community will continue to grow until becomes a formidable nation. But like every community, growing or conquering, your new kingdom will need a military. Not only to defend itself from various monsters and beasts, but to also protect its land and resources from invaders. Players will be able to train and amass armies of troops, to fend off invaders as well as wage war, and conquer rival kingdoms.
Here is a list of Expansion Ideas
Races & Cultures- https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/2990616-kingdomcraft-expansion-races-cultures
Swords & Sorcery- https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/2990617-kingdomcraft-expansion-sword-sorcery
thats a nice idea
Oh my gosh first reply since I uploaded!!!
Thanks I'm glad you liked it
So what do you like about this mod?
sry for the late replay, but its Winter
I just like how you try to work out the endgame of the server. There used to be many such servers with cities and factions. This time I had gambled a lot. It's certainly great to have something like mod, but it has to be done properly so that you have a chance with every size of the playergroup, because nobody builds something that he simply loses
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