01
Warring Nations
THE CORE MODNations 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.
Relation-based titles and effects on border crossings. Claims are colored by relation and show owner, tier and diplomacy.
Live war score, capture progress and peace prompts while a war is running.
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 →
A role can inherit from a parent instead of copying grants by hand. Any role can be marked supreme for unconditional authority.
Roles can be assigned for a limited time and fall back to a default on expiry. Addons can register their own permission keys.
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 →
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 →
Fight over individual claims. Captures are influenced by tier and support; isolated territory becomes vulnerable.
Kills score without moving borders. Casualties reduce manpower, and prolonged losses can cause collapse.
Claims form defensive rings around a keep. Attackers break through, then take and hold it.
Capture points, KOTH locations, destructible objectives and payloads decide the war.
War score becomes leverage for a settlement instead of deciding territory directly.
Manpower takes territory, costed against defender tier. Victories can optionally impose vassalage.
Blitz-paced fighting over any claimed chunk. Territory changes hands live; first to a score threshold wins.
Kill-based scoring where every casualty drains treasury as well as war score. Front-line and home-defense kills weigh differently.
Capture points, a KOTH site and a destructible objective, each worth different points. Captures cost treasury as the line grinds.
Breach the defender's siege rings -- more at higher tiers -- then hold the keep. Reparations are paid on a successful breach.
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.
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.
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.
Preview what a preset changes first. Apply hands a nation a ready-made government, economy and doctrine; undo rolls it back.
Server owners can build, check and export their own presets.
Some presets ship a library of sub-nations founded on demand -- all 50 US states with real capitals under a modern-US preset.
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.
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.
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.
/village upgrade migrates an existing village into a full independent nation in place. /nation colony found <name> founds a new host-affiliated colony directly.
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.
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.
A parent's war can expose its subordinates' territory to the parent's enemies, and rarely the reverse.
Declaring war, renaming and submitting a banner can each require the parent's sign-off.
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.
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.
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.
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.
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.
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.
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.
No database or external service. State lives in vanilla world saved data, so normal world backups include it.
Physical shortcuts for things a command already does: a signed Join: <Nation> book to apply, a goat horn to declare war.
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 →