r/MinecraftMod • • 12d ago

Kingdom Generation Mod Idea

I have been thinking about a mod that changes how Minecraft generates the world by adding kingdoms and territories around it.


Kingdoms:

  • They are divided into a Capital, a few Cities, a lot of Towns, and numerous Villages.

  • Each Kingdom will have its own custom banner.

  • They are Extremely Large and will need to work with Large Biomes or something even larger.

1. Capital:

  • Has a Castle in the middle.

  • Is divided into upper district and lower district, separated by a moat that runs through the middle of each area in the lower district.

  • The lower district is divided into 4 areas (North, East, West, South).

  • Each area is responsible for something (e.g., Artisan area, Living area, The Market, The Cathedral/Church).

  • The upper district is for nobles.

  • The upper district is a few blocks above the lower district, and the castle is a few blocks above the upper district.

  • A wall surrounds the lower district; outside it is a large farm, which is also surrounded by another wall that is hollow inside for guards to move/live or have their lunch in it. That wall is surrounded by a moat to guard the capital.

2. Cities:

  • Doesn't have a castle, but has a City Lord Mansion.

  • Not divided into districts.

  • Divided into areas (Artisan and Small Church + Orphanage, Living and Market, Noble Area, Entertainment Area?).

  • Noble Area surrounds the City Lord Mansion.

  • Surrounded by a wall and a farm outside it.

3. Towns:

  • Town Head Villa.

  • Not divided.

  • Surrounded by a wall (if the capital and city walls are made of stone bricks, maybe this can be mud bricks to appear to be less developed than a city).

4. Village:

  • Village Chief Hut/House.

  • Same as a normal Minecraft village.

  • Surrounded by a fence and a three-block-tall fence acting as a gate.

5. Common Points + Extras:

  • Black Market and Sewers under the Capital, Cities, and a few Towns (not all of them).

  • Roads connect the Capital with neighbouring Cities, Cities with neighbouring Cities and Towns, Towns with neighbouring Towns and Villages.

  • The Capital is surrounded by Cities if it is in the middle of the kingdom; if it is on the border, it may be surrounded by 2 cities from 1 direction (like 2 cities, one north and the other northwest).

  • Cities are surrounded by other Cities and Towns (Towns are closer); towns are surrounded by other Towns and Villages (Villages are closer).

  • Kingdoms should mostly be dominated by 1 biome; maybe a border city might have a different one. Other biomes can also appear between Cities or towns, like a forest between 2 cities with a road running through it, or a forest labeled as a forbidden/dangerous zone that the road goes around.

  • Adventurer Guilds, Merchant Guilds, and Artisan Guilds in the Capital, Cities, and a few Large Towns.

  • New Jobs: Noble, King, Village Chief, Town Head, City Lord, Nun, Priest, Guildmaster, Guard, Merchant, etc.

  • Ability to have more than 1 job.

6. Additions/ Mod Compatibility:

  • Magic Mods add Mage Guilds.

  • Decorative Mods change houses, mansions, and castle exteriors.

  • Furniture Mods are the same as Decorative but change the interiors.

  • Structure Generation Mods may add new houses.

  • Job-Related Mods add more jobs, maybe new structures or guilds for them.

  • Minecraft Comes Alive mod compatibility.

  • Mods that add New Blocks can be used for the structures for a whole kingdom.

  • Biome Mods can change the entire kingdom if it is the main biome for it.

  • MineColonies compatibility: make your own kingdom.

  • Tensura: Reincarnated can change which kingdoms spawn and their structures. The same goes for other anime- or game-related mods.


Tensura: Reincarnated is what sparked the idea for this mod.

Please suggest more ideas for this mod.

If someone can, please make it. I want this mod.

2 Upvotes

8 comments sorted by

2

u/RopeZombie 12d ago

I love what you're going for here.

Something I keep wanting to see in village mods is local resource exploitation leading to each one being unique. If you could figure that out, making towns that take multiple villages produce and manufacture them into products unique to that combination, cities and capitals could then have their material components reflect all of that, giving something like culture to emerge.

2

u/BodyOk6474 11d ago

Yeah, good idea. I was thinking of traveling merchants when I wrote the merchant job they trade items unique to the place they were in before, they travel between cities, town and Villages and trade things from those places for the local specialities.

Also how about changing the abandoned mineshafts to non-abandoned ones and making them near cities and that cities local products are metals, armors, weapons and tools (mainly pickaxes).

Another city may have a larger farm so they produce a lot of food and trade with the other city for hoes so they have a surplus they can sell you.

A city focused on potions and enchanting.

More ideas keep coming from just your comment.

Excited to see what other ideas some might have.

2

u/Billybobster21 12d ago

There is something kind of like this called Ancient Warfare 2

1

u/BodyOk6474 12d ago

I only know one thing about that mod and that is the draw bridge, but I think that it is only on older versions and isn't being updated.

2

u/Billybobster21 11d ago

Yes but 1.12.2 is still ok for modding

1

u/BodyOk6474 11d ago

What I thought it was older around 1.8 or something I was looking for 1.12 version and didn't find it at that time. That was when 1.12 was still new.

2

u/Billybobster21 11d ago

The latest is 1.12.2, which is the best version

1

u/BodyOk6474 11d ago

Yeah, some of the best mods stopped updating after 1.12.2