Badges update automatically and link to the mod page on MineUniverse.
Curtain walls your Builder builds and upgrades, towers your guards patrol — and, since 0.2.0, the war itself: warbands that march, sieges at the gate, kingdoms that strike back, peace with terms, convoys and alliances.
MineColonies gives you guards, a barracks and a gatehouse, but it has never had a wall — the thing every town in every picture of a colony has. This mod adds one the Builder treats like any other work: placed as a plan, built piece by piece, upgraded through five levels. And it adds the reason to build one.
0.2.0 is the war. Until now this mod was the walls and the standing map; from 0.2.0 the War Room's guards go out. Declare a war by hand, march, and at the other end there is a real MineColonies raid in the enemy's town when somebody is there to see it, or a battle rolled on strength against strength when nobody is. Plunder comes home to the warehouse; the men come home hurt, or as veterans, or are held for ransom. It is a beta: every piece ran headless on a test server and then in a real modded world before it was uploaded, but it is a lot of new machinery — read the changelog, keep a backup, and report anything odd with your latest.log.
Four pieces — segment, corner, gateway, stair — each at five levels, in three tiers (palisade, stone, fortified). The tier is the strength, never the skin: a palisade dressed as granite does not defend like granite.
The walk along the top is two blocks wide and deliberately clear, so MineColonies pathing sees it as a road and your guards really walk it.
An item, four ways to use it:
Walls from other style packs count too: a Caledonia curtain wall or a Nordic palisade built as a decoration is measured where it stands and credited to the colony.
A guard building that sits in the wall rather than beside it. Its patrol is laid from the wall itself — a point every eight blocks along the run — so a guard posted here walks your wall instead of circling a tower. Two towers on one stretch share it and turn at the midpoint. A man on a wall also sees further. Walk the wall in the tower's settings turns that off and leaves you an ordinary guard tower with a very good view.
Hires like the Barracks — 2 / 4 / 6 / 9 / 12 guards by level, knights and rangers in any mix — plus one Explorer. The distinction that matters: tower guards defend, War Room guards campaign. A colony that empties its towers to march is a colony a thief walks into.
Its window has four tabs of its own: the war table (every target within reach with distance, direction, strength and standing — March, Peace, Accept, Ally, Convoy, Recall, Ransom, Hire, and the war log), expeditions, the convoy (a manifest, and what the couriers have brought so far) and the walls (the score, every piece and its state, raise the whole ring, mend it). Both huts carry the red ? with pages of their own, the way MineColonies' huts do.
/war march <colony> [guards], or March on the table: the guards leave the world the way the Nether Worker does and walk the map at a minute per 200 blocks. Mustering eats rations, every campaign wears both towns down, and /war recall turns them round while they are still on the road.warLevel in the server config — skirmish, siege, conquest — says how far a war may go.Every pair of colonies has a number and a state. Robbery and war lower it; convoys raise it. Below the threshold the War Room unlocks the right to declare war by hand — never automatically, never on a timer — and peace and alliances are made the same way, by hand.
Unlocked by research: Combat → Tactic Training.
Your Hideout can send a thief to scout a target before you move on it, or to sabotage it so it stands weaker for a few days — and thefts are what move standing in the first place.
Requires: MineColonies, Structurize Optional: Colonist Thieves; The Waking World (kingdoms as targets)
Beta. Walls and diplomacy first, and now the war.
Made by Lovkar & Claude.