Coherent Villages
Filling your Minecraft world with more varied villages and their cultures!
By TheExceptionist

LOOKING FOR ANY HELP! (DM me if interested)
Pre-Release Version Info:
Original Intent:
My original intention for this mod was to simply allow the player to config where they would like villages to spawn and how frequently. However as I began to add more and more to it, this mod no longer serves just as a way to tinker with how vanilla villages spawn, and add some basic ways for a village to defend itself better. So if you only want something like what I described above, use the alpha and beta versions (I will probably update them across Minecraft versions) instead of the latest pre-release, as the pre-release is drastically different in scope than the other two.
Pre-Release Intent:
My new intention for this mod is to make villages more life-like as well as portray historical cultures inside of Minecraft, possible even fantasy/custom cultures. Don't worry the Testificates will be back, but I will need to tweak before I can add them back.
Enough With The Boring Pre-Faces!
Announcements:
If Interest DM me or post on the GitHub page
The Overview:
The features of the Pre-release are split into categories based on the culture of the village
Commands:
The Create Command
Create NPCs on demand!
Use:
/create list
To list the cultures you can create villagers from
Use:
/create <villager_culture> list
To list the villagers you can create from a culture
Example:
/create nord list
Finally Use:
/create <villager_culture> <villager_type> <number_to_spawn>
To spawn a villager with a specific type and culture into the world with the specified amount.
Example:
/create latin principle 10
Finished Cultures:
Nords

The Nords are a fierce people who've cultivated the forests and oceans. Loosely based off of early medieval Scandinavian culture. Features the strongest soldier types, but has a mediocre archer types and completely lacks mages and alchemists.
Spawn Biomes
Mobs
Warg - A particularly large and evil kind of wolf. Present in Nord Spawn Biomes at Night and in Nord Bandit Villages

Bjornserker - Incredible large bears who can knock multiple enemies back with an "Ground Pound Attack" as well as deal an incredible amount of damage with a standard swipe attack.
**Every now and then a Nord might spawn with the ability to turn into a Bjornserker

NPCS
Soldier Types:
Nord Footman - Standard Recruit for the Nords, typically has an axe and leather armor. Actually quite reliable for a soldier so common.

Nord Axeman - An upgrade to the Nord Footman, has much better stats and equipment. Can upgrade to a Nord Huskarl.

Nord Warrior - An alternative upgrade for the footman, is better-equipped than the Axeman... but can upgrade any further.

Nord Huskarl - The strongest unit the Nords have to offer, physically surpassed by none of the other cultures.

Archer Types:
Nord Archer - Well trained, but mediocre ranged unit for the Nords.

Regular Villagers:
Nord Farmer - Regular Nord farmer, can till soil and plant seeds.
Nord Fisherman - ***AI not implemented***
Nord Lumberman - ***AI not implemented***
Mercenaries:
Nord Mercenaries - Can be hired by the player with emerald, fairly competent in battle... Has a higher damage output than other mercenaries.

Bandits:
Nord Raider - Standard bandit for the Nord cultures. Nothing too special about them

Nord Barbarian - A very poorly skilled archer who works for raiders and vikings.

Nord Berserker - A Nord warrior who typically goes in a frenzy. Does an incredible amount of damage and has high health. Avoid if not well equipped.

Nord Viking - Most well-rounded and best equipped bandit of the Nord culture.

NPCS Ranks
Equipment Ranks
Village Buildings
Romans (Or Latins)

The Latins are an advance civilization who've cultivated many areas. Loosely based off of late Roman culture. Features a variety of soldiers, from soldiers to mages to archers and finally to alchemists. They lack any specialized NPCs however.
Spawn Biomes
Gothics (Or Germans)
Slavs
Arabs
In-Development Cultures:
Greeks <- (Next)
Franks
Britons
Planned Cultures:
Testificate
Custom
General Mechanics:
The Villager Classes are still present from before but are much more flexible. (A Soldier can sometimes wield a bow if they get one)
Bandit Villages are villages filled with bandits and are incredibly dangerous, so you take one on unprepared. There are key differences between regular villages and bandit ones to find out which is which.
Spells:
Beta and Alpha Version Info:
Features:
Increases the spawn rate of vanilla villages and added them to all of the biomes!
The Villager Classes:
Soldier Types - These villagers who were train to use melee weaponry to defend their homes






The Archer Types - These villagers who were train to use ranged weaponry to defend their homes




The Mage Types - These villagers who've studied the arts of magic




The Alchemist Types - These villagers who've studied the arts of alchemy




The Knight Types - These villagers who've tamed a steed and use it in battle






The Bandits - Enemy villagers who spawn in various places in the Overworld.
**Note: Bandits aren't pushovers in terms of combat, and can easily take on a player in full armor. Use smarts and the terrain to gain an advantage.
The Special Types - Any villager who doesn't fall into the 5 other main types
The Merchant - Wanders around in the wild searching for riches
Structures:
Adds new types of structures to make each village more unique:
Barracks
Walls and Fences
Guard Towers
Forts
Hunter's Hut
Alchemy Hut
Inns
Wizard Towers
New Mechanics:
Villager Soldiers like other normal villagers do not regenerate or respawn after death. Basically all villages have a finite supply of soldiers, and there is no way (at the moment) for a village to regain anymore if all of their soldiers die. I'm hoping this actually makes it so not all villages are completely safe all the time. This is why healers are important to the survival of a village garrison. Zombies siege are STILL fairly deadly especially on higher difficulties, as villager soldiers are still turned on death.
Soldiers with special AI:
Guards - Stands guard in a single spot for the day
Peasants - Patrols during the day, rests at night
Militia - Doesn't Patrol, but searches houses frequency
Man-At-Arms & Warrior - Patrols at night
Youtube Videos:
In Progress:
Add Config file for village spawns. ***Finished***
Add Wizard Tower ***Finished***
Add Alchemy Hut ***Finished***
Improve combat ai ***Finished***
Flexibility with other mod content<- Currently working on
Add Inn ***Finished***
Villager Babies can become soldier <- Currently working on
Add University <- Currently working on
Add castle <- Currently working on
Improve Merchants <- Currently working on
Improve Knights <- Currently working on
Improve custom structures
Revamp wells
Fix bugs
Fix Merchant spawning ***Finished***
Improve AI <- Currently working on
FAQ:
How do I install?
I'm experiencing lag... What can I do to improve performance?
Are you looking for texture artists or structure designs?
Where can I make suggestions?
Where do I report bugs?
Can this run on a server?
Can I used this mod in my modpack?
As always, thank you for check out my mod. And I hope you enjoy it if you do download it!
DM me for the link to the discord server if interested.
Special Thanks:
Drakray, V10lator, Sunconure11 For pointing out various issues/bugs with my mod
cursinorock For beta testing
eeeeetdyeeeee and Olkusz_Ssak12 For the Textures
No files available for download.