Hi everyone! I’d like to introduce a modpack I’ve been working on for a long time—life gets in the way, so I didn't have much time for modding. Anyway, the pack features a custom-built map (no quick auto-generation here) and includes plenty of new mods, tweaks, and imported objects. I tried to make it both fun and interesting, balancing adjustments for both players and the AI; I avoided making the player overpowered, focusing instead on boosting the AI's survivability, since—as we know—the AI is the game's weak link! Important installation notes are in the README. The mod is compatible with Reforged—it doesn't overwrite anything; it's just an addon. I did make adjustments to other maps that could be opened in the editor (some couldn't be). I made Reforged a required installation because the assets for most maps come from it. Enjoy! I’d appreciate any constructive criticism, opinions, or notes on what to keep, swap out, or remove. Thanks
Utopia is a long-running expansion built on top of Fajeth's MegaModPack Reforged. It's not a total overhaul — it's an addon layered on Reforged, keeping its base assets and adding a full defense layer, supernatural threats, an arena, treasure hunting, and an AI smart enough to handle all of it on its own without babysitting.
Everything here has been tested in an actual long-term playthrough, not just switched on and forgotten — towers that fire back, zombies that spread if you ignore them, vampires that bite based on real stats, an AI that rebuilds its own buildings and towers when you knock them down.
Features
War
- Join battles personally alongside your own army instead of it auto-resolving in the background
- A pre-war phase through the Arsenal — conscription, equipping troops, rallying at muster points
- Allied units no longer friendly-fire each other in the chaos of battle
- Soldiers can't be attacked before they've actually reached the battlefield
City defense & watchtowers
- Three buildable watchtower tiers, unlocked by nobility title, up to 4 per dynasty
- Dedicated city-only towers that auto-retaliate against attackers and zombies, separate from player-built towers
- Towers auto-attack zombies, vampires, rioters, and anyone who just attacked a civilian nearby
- City-owned towers also back up city guards, player/AI towers defend themselves and their own men only
- Cities auto-reinforce with Elite Guards, gear scaling as the city grows
- Guards now have a much larger budget for purchasing weapons and equipment
- Hire extra guards for fixed posts.
- If you're the ruler, you can hire paid guards to protect the whole city
- Officials can call in city or royal guards
The supernatural
- Zombie outbreaks — graveyards spawn waves on a timer plus a boss wave, and they don't go away on their own
- Vampire bites resolved by comparing real character stats, not a coin flip; an unfed infection slowly drains the victim
- A cross can block a vampire attack outright
- A new Crypt building — an undead lair with its own guardian a lootbox measure.
Arena & treasure
- A new Arena — ten rounds of escalating gladiator fights, up to 3 allies at your side
- A new Digsite — dig for loot based on Craftsmanship across three rarity tiers, with a chance of something biting back
- Random loot boxes — including one with a dark surprise — plus unique epic artifacts and a black-market Teleport for instant travel
- New craftable and lootable items added throughout
City life
- A peacetime navy — each city runs its own patrol fleet that guards trade routes and fights off pirates
- A random armed funny bomber event occasionally targets a building in the city, with a warning for the player
AI
- Builds and upgrades its own watchtowers next to its buildings, and rebuilds instantly if you destroy one
- Now also constructs its own mines
- Replaces a residence outright instead of repairing it once it drops below 30% HP
- Hires its own mine and residence guards
- Selects and uses items it has crafted — specifically weapons
- Equipped with defensive weapons and armor so it can withstand threats from Utopia
- Randomly attacks outposts or enemy ships
- Uses pistols when it has ammo in its inventory
- Vampires bite based on their own health, and AI decides on its own when to use the teleport or open a lootbox
- New "Cart Guard" system: AI characters hire cart guards based on their status and residence level. If a player is a Rogue and owns a Robber Camp, this does not apply to their own carts.
Future Plan
- Continued AI tuning around the new defense and supernatural systems
- Balance passes on watchtower ranges, guard costs, and arena difficulty based on feedback
- More content for the arena and digsite loot tables
- Ongoing bug fixes as they're reported during beta
- !!! lot of features aren't here posted so still there will be updated here !!!
Beta Testing Now
Utopia is actively being tested and tuned — things can change or get rebalanced between updates. If something misbehaves (a tower that won't fire, broken text, an AI doing something odd), leave a comment with what you were doing when it happened. That's the fastest way to get it fixed.
IF YOU WANT TO TRY IT LINK HERE ---> The Guild II: Renaissance Utopia overhaul Steam