Warring NationsWarring Nations MC 1.21.1.NEOFORGE.JAVA 21
01

Warring Nations

THE CORE MOD

Nations are managed from the FTB party interface, with a My Nation button and dedicated nation screens. Nation tags and colors appear in chat, the tab list and teammate nametags; FTB's own interfaces are reskinned in WN's forged-steel style.

BORDERS & MAPS

Relation-based titles and effects on border crossings. Claims are colored by relation and show owner, tier and diplomacy.

WAR HUD

Live war score, capture progress and peace prompts while a war is running.

FLAGS

Paint a custom flag with the heraldry tools, or pick one of 174 built-in designs.

Roles and rank

There is no fixed Leader / Officer / Member ladder. Leadership creates, reorders and deletes roles, assigning any combination of 17 granular permissions. Role order sets rank: higher-ranking members can't be removed or changed by lower-ranking ones, and leaders always keep access. Everything below is editable from the in-game Roles screen, not just by command.

Full mechanics, the 17 permissions, and progression on the wiki →

Inheritance

A role can inherit from a parent instead of copying grants by hand. Any role can be marked supreme for unconditional authority.

Temporary grants

Roles can be assigned for a limited time and fall back to a default on expiry. Addons can register their own permission keys.

Join policy

Open, Application (default) or Invite-only. Players may hold invites or applications with several nations at once.

Territory and tiers

Claim limits scale with membership and level: 8 claims per member by default, ceiling 64, plus any configured administrative bonus. A nation-less player holds 1 claim. Protection runs through FTB Chunks, so blocks, explosions, pistons, mob griefing and crop trampling all follow one relation-aware policy. Nations gain levels from new territory only -- unclaiming and reclaiming the same land generates no extra XP. Tier is assigned by staff and sets war scale.

Full mechanics, villages, capitals, and rebellions on the wiki →

TIERWEIGHTROLE IN WAR
Province1xBaseline war scale
Region2xLarger capture and reserve values
Nation4xStronger defensive position
Empire6xChanges the cost of attacking different tiers
Superpower10xMaximum war scale and leaderboard weight

Leaderboard power combines claims, level, wars won and tier weight. Viewable with /nation top or the in-game leaderboard.

Ten war presets

Each is a different way for nations to compete, all built on the same composable war engine. Declaration rules can weigh nation size, alliances, pacts, treasury costs and optional member votes; wars carry declaration countdowns, time limits, results and leaderboard updates, with optional offline-raid and capital protection.

Every war preset in full depth on the wiki →

01Chunk Capture

Fight over individual claims. Captures are influenced by tier and support; isolated territory becomes vulnerable.

02Attrition

Kills score without moving borders. Casualties reduce manpower, and prolonged losses can cause collapse.

03Breach

Claims form defensive rings around a keep. Attackers break through, then take and hold it.

04Objectives

Capture points, KOTH locations, destructible objectives and payloads decide the war.

05Negotiated

War score becomes leverage for a settlement instead of deciding territory directly.

06Conquest

Manpower takes territory, costed against defender tier. Victories can optionally impose vassalage.

07Risk

Blitz-paced fighting over any claimed chunk. Territory changes hands live; first to a score threshold wins.

08Modern Warfare

Kill-based scoring where every casualty drains treasury as well as war score. Front-line and home-defense kills weigh differently.

09Trench Warfare

Capture points, a KOTH site and a destructible objective, each worth different points. Captures cost treasury as the line grinds.

10Total War

Breach the defender's siege rings -- more at higher tiers -- then hold the keep. Reparations are paid on a successful breach.

Peace

War score becomes dominance, dominance becomes leverage. Demands -- territory, reparations, DMZs, tribute, vassalage -- each consume leverage at a weighted cost, and an offer can't spend more than is available.

Negotiation supports proposals, counter-offers, ultimatums and third-party mediation. Unanswered offers resolve automatically at their deadline.

White peace is always free
Diplomacy

Relations are ally, neutral or enemy, agreed between nations. Non-aggression pacts independently block war declarations and can be revoked by either side.

Alliance blocs let nations organize together without automatically entering each other's wars, backed by a full history log.

Full mechanics, leverage formula, and hierarchical nations on the wiki →

Treasury, bounties, KOTH, seasons

The shared treasury is optional and can connect to supported economy mods or run on its own. Members deposit; withdrawals need permission. Nations can fund bounties that pay when their conditions are met. KOTH locations rotate and award the nation with the highest cumulative presence. Seasons let a server archive rankings and reset economic and progression data while keeping nation identity and history.

Default postureEconomic features are off or free by default and can be enabled as needed.

The government framework, treasury, and betting on the wiki →

Presets

A preset applies a whole scenario in one command instead of configuring settings by hand. 627 are built in, spanning Ancient through Cold War eras plus Fantasy, Post-Apocalyptic and Alternate-History collections, 9 ruleset playstyles and 8 government archetypes.

Discover, apply, undo

Preview what a preset changes first. Apply hands a nation a ready-made government, economy and doctrine; undo rolls it back.

Extend

Server owners can build, check and export their own presets.

Sub-nations

Some presets ship a library of sub-nations founded on demand -- all 50 US states with real capitals under a modern-US preset.

The full 627-preset collection on the wiki →

Villages and capitals

Both are disabled by default and leave zero footprint until a server owner opts in. A village is a non-sovereign nation sharing the exact same protection, claim and sync pipeline every nation already has, not a second bolted-on system.

Villages

A territorial tier below the nation, affiliated with a parent nation or standalone. Holds its own land (default cap 16 chunks) and can be sieged: sustained outnumbering enemy presence (default 5 minutes) flips ownership, then a cooldown (default 60 minutes) before it can change hands again.

Capitals

A named, leader-designated seat pinned to one claimed chunk. Optionally generates passive treasury income per day, and optionally forces that war's capitulation if it falls to an enemy. Moving a capital has a cooldown (default 12 hours); renaming doesn't.

Moving up

/village upgrade migrates an existing village into a full independent nation in place. /nation colony found <name> founds a new host-affiliated colony directly.

Full village and capital mechanics on the wiki →

Rebellions

Opt-in and off by default. Disgruntled members can secretly organize with /rebellion create|join|abandon|info|start and, once enough have joined (a flat minimum plus a fraction of the origin nation's current size, whichever is larger), split off into a new nation immediately at war with the one they left. A minimum age (default 10 minutes) keeps a rebellion from being founded and finalized in the same breath.

Full rebellion mechanics on the wiki →

Hierarchical nations

A nation can be registered as the subordinate of a parent nation under any relationship kind an addon defines — vassal, colony, or anything else — while staying fully independent, with its own members, claims, tier and diplomacy. Warring Nations ships the hierarchy mechanism itself but zero built-in relationship kinds; a subordination link does nothing until an addon registers what a kind actually means.

ONCE A KIND HAS REAL BEHAVIOR

A parent's war can expose its subordinates' territory to the parent's enemies, and rarely the reverse.

GATED ACTIONS

Declaring war, renaming and submitting a banner can each require the parent's sign-off.

Full hierarchical-nations mechanics on the wiki →

Government framework

A nation builds any political structure from a handful of generic primitives: entities (offices, chambers, committees, parties, military ranks, nested arbitrarily deep), memberships and roles, and proposals with votes. A bicameral federal legislature, a hereditary monarchy, a flat tribal council, or an international organization whose own "members" are other nations are all expressible without Warring Nations knowing any of those concepts by name.

PROCEDURES

How a bill becomes law, an election, an impeachment runs through the same sandboxed scripting engine that drives composable war presets, dropped as a JSON file into config/warringnations/gov_procedures/ with no Java required.

FOUNDATION, NOT A SCREEN

Zero built-in offices, parties or procedures ship, and there's no in-game screen for browsing any of it yet. WN Discord is the intended way a nation's members actually run their government once it's built.

Full government-framework mechanics on the wiki →

Admin and the extension API

Admin actions merge into the matching player command where one exists, permission-gated per action rather than by a blanket operator check. A commandNamespacePrefixEnabled toggle (off by default) nests everything under a shared /wn root for servers where another mod already claims one of those names.

Public read API

WarringNationsAPI and event API WnEvents, consumed by addons like WN Discord and WN BlueMap: nations, members, roles, claims, treasury, relations, active wars, war stats, villages, capitals, tier weight, alliance blocs, live siege/objective geometry, battle logs, approval queues and the hierarchical-nations and government-framework primitives above.

Headless mutators

For callers with no online player: nation lifecycle, declaring war, proposing peace, kicking a member, setting a role, placing a war bet and promoting a nation's tier all run through the exact same gates and messages their in-game commands do.

Extension points

Three open, addon-facing registries, each empty and inert until an addon uses it: a veto on voluntary claiming (ClaimEligibilityRegistry), opaque metadata on any nation, war or claim (WnCustomData), and custom script effects a war preset's file can call (EffectHandlerRegistry).

Full architecture, extension points, and the API reference on the wiki →

Running it

Configuration is sectioned in config/warring-nations/wn-core-server.toml. Approval gates and claim protection default on; friendly fire, raid and size-parity protections, contiguous claims, immersion triggers and every economic knob default off or free. /config check reports conflicting or impossible settings.

CONFIG PRESETS
anarchy-pvpcompetitive-factionsciv-diplomacyroleplay-curatedcooperative-no-warno-economy
DATA

No database or external service. State lives in vanilla world saved data, so normal world backups include it.

IMMERSION TRIGGERS . OFF BY DEFAULT

Physical shortcuts for things a command already does: a signed Join: <Nation> book to apply, a goat horn to declare war.

PINNED DEPENDENCIES . INSTALL ON CLIENT AND SERVER
FTB Library2101.1.35
FTB Teams2101.1.10
FTB Chunks2101.1.21

Minecraft 1.21.1 . NeoForge 21.1.0+ . Java 21 . Architectury 13.0.8+. Optional integrations: LuckPerms, TAB, Jade, Curios, Vanishmod, and Impactor / Lightman's Currency / SG-Economy / Ultimate Banking System for the treasury.

Every config key on the wiki → . Every command on the wiki →