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Villages

kenigvovan edited this page Oct 22, 2026 · 5 revisions

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_ENABLED in claims.json or with /cadmin setcfg village_enabled true.

Founding one

/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.

Supplies

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.

The daily raid window

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.

After a village falls

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.

What a village cannot do

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.

Growing into a city

/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.

Commands

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

Server settings

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.

See also

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