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Villages
A village is a small, cheap settlement for a player who cannot afford a full city yet. It lives on food and firewood instead of money, stays out of politics, and is open to raiders for one hour every day.
Under the hood a village is the same object as a city. Plots, permissions, the map and the interface work the same way as in Cities.
Villages are off by default. A server turns them on with
VILLAGE_ENABLEDinclaims.jsonor with/cadmin setcfg village_enabled true.
/village create <name>
You can also press Found a village on the city tab when you have no settlement yet. Founding is free by default (VILLAGE_CREATE_COST), unlike a city.
Two blocks appear right away in the middle of your plot:
| Block | What it does |
|---|---|
| Village pole | The heart of the settlement. Villagers respawn here, and a raider has to break it. |
| Village granary | The clay vessel next to the pole. Food and firewood go in here. The village lives on them. |
Every hour the village uses up one hour of its stock. When the stock runs out, it takes one food and one fuel from the granary. That buys another day (VILLAGE_SUPPLY_HOURS_PER_ITEM, 24 hours by default).
- When there is nothing left to take, the village starts to decay. It falls apart after
VILLAGE_DECAY_HOURS(72 hours). Citizens are warned when decay starts and once a day after that. - The granary window shows how long the current stock lasts. The pole shows the same on hover.
- Nothing is used while nobody is around. If the chunk with the granary is unloaded, the village just waits. A village cannot starve because no one visited it.
VILLAGE_FOOD_ITEMS and VILLAGE_FUEL_ITEMS set what counts as food and fuel. The granary refuses everything else. Hover over the slots to see what it takes.
A village cannot be declared war on, cannot join an alliance and cannot be attacked with capture flags. Instead it is open for one hour every day, at the same time of day it was founded. This starts a week after founding (VILLAGE_RAID_GRACE_DAYS).
While the window is open:
- the village loses all block protection. Outsiders may dig, build and open containers. This covers the whole village, Sub‐Plots included;
- the pole can be broken. It takes
VILLAGE_ANCHOR_BREAKS(50) hits, and the last one destroys the village. Everything in the granary drops on the ground.
Outside the window nothing in the village can be touched, not even the pole.
Who knows when. Citizens see the schedule in /village info and on their city tab. They also get a message when the window opens and closes. Outsiders are told nothing from afar. The only way for them to learn the hour is to walk up to the pole and hit it. The hit shows the schedule instead of breaking anything.
Losing a village costs its people the land:
- every former citizen must wait
VILLAGE_REFOUND_COOLDOWN_HOURS(72) before founding anything; - the site itself is blocked for
VILLAGE_SITE_COOLDOWN_HOURS(72). This applies to a city too, so you cannot dodge the penalty by founding a different kind of settlement on the same spot; - joining an existing city or village is never blocked. You can move in with the neighbours the same minute.
Giving up a village yourself (/village abandon) costs less: VILLAGE_ABANDON_COOLDOWN_HOURS (24). You cannot do it while the raid window is open. So a village cannot be dissolved to dodge a raid and rebuilt an hour later.
| Feature | Village |
|---|---|
| Plots |
VILLAGE_MAX_PLOTS (4). Only the plot types default, farm and orchard (see Plots) |
| Citizens |
VILLAGE_MAX_CITIZENS (8) |
| Treasury, daily upkeep, citizen fees | None. Claiming plots and renaming are free |
| Alliances, wars, peace terms, vassalage | No |
| Prison, summon points, outposts, extra plots | No |
| Plot groups, custom ranks, coat of arms | No |
| Respawn | At the village pole |
The head of a village gets the VILLAGE_MAYOR permission group instead of MAYOR. It is a short whitelist in claims_permissions.json, and a server admin can narrow it further. See Permissions and Ranks.
/village upgrade
You can also press Grow into a city on the village tab. It costs VILLAGE_UPGRADE_COST (150), paid by the head personally. It needs VILLAGE_UPGRADE_MIN_CITIZENS citizens (1 by default, so the head alone is enough).
The pole and the granary are removed and their contents drop. The settlement no longer has a raid window, and everything a city can do becomes available.
| Command | Description |
|---|---|
/village create <name> |
Found a village (alias: new, /v) |
/village info |
Your village, including its raid window |
/village upgrade |
Turn it into a full city |
/village abandon |
Dissolve it |
All of these can be changed live with /cadmin setcfg <key> <value>:
| Key | Default | Meaning |
|---|---|---|
village_enabled |
false |
Villages exist at all |
village_create_cost |
0 |
Cost of founding |
village_max_plots |
4 |
Plot limit |
village_max_citizens |
8 |
Citizen limit |
village_min_distance |
2 |
Plots away from other settlements |
village_supply_hours_per_item |
24 |
Hours one portion buys |
village_decay_hours |
72 |
Hours without supplies before it falls apart |
village_raidable |
true |
Daily raid window at all |
village_raid_duration_seconds |
3600 |
Length of the window |
village_raid_grace_days |
7 |
Days of safety after founding |
village_anchor_breaks |
50 |
Hits the pole takes |
village_refound_cooldown_hours |
72 |
Wait before founding again |
village_site_cooldown_hours |
72 |
How long the ruins block the spot |
village_abandon_cooldown_hours |
24 |
Wait after dissolving one yourself |
village_ruin_radius_plots |
1 |
How far the ruins reach |
village_upgrade_cost |
150 |
Cost of becoming a city |
village_upgrade_min_citizens |
1 |
Citizens needed to become a city |
An admin can also move a settlement between the two tiers by hand:
/cadmin city set tier <name> city|village
A city turned into a village gets a pole and a granary automatically.
For players
- Getting Started
- GUI
- Cities
- Villages
- Plots
- Sub‐Plots
- Plot Groups
- Permissions and Ranks
- Economy
- Land Market
- Shared Boats
- Commands
War and diplomacy
For admins