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RealCiv
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An attempt to build a civilisation mod that works alongside Minecraft's gameplay loop rather than forcing players to adhere to real world rules that don't really fit into how Minecraft actually works.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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RealCiv — Civilization Concept Mod
Ever join a "civilization" or "kingdom" roleplay server and realize... none of it is actually real? The king has no power the game enforces. Taxes are just a number someone types in chat and hopes you pay. Land "borders" are lines on a map that anyone can walk through and grief. Wars are just people agreeing not to hit each other, until they don't. It's all larp — a shared story everyone's trusted to follow, with nothing underneath it but goodwill and an admin team that has to babysit every dispute.
RealCiv is my attempt to fix that. It turns civilization roleplay into a civilization game — one where the politics, economy, and consequences are backed by real mechanics instead of the honor system.
What it actually does
- Contribution-based progression. No picking a class for passive bonuses. You gather, craft, fight, and contribute — deposit goods at your civ's Community Hub to earn honour, profession XP, and higher action limits across 19 professions (Farmer, Miner, Warrior, Smithy, Enchanter, Trader, and more). Progress is something you build, not something you're handed.
- Land that's actually protected. Territory is claimed, zoned (Wilderness / Community / Civic / Private / Paid Access), and enforced at the block level — not just agreed on. Built directly on FTB Chunks, so claims are real, not decorative.
- Governance with teeth. Choose Direct Rule, Council Vote, or Popular Vote. Set succession by appointment, election, or coup. Custom roles carry real, enforced permissions — a "Diplomat" role can actually only do diplomat things, a "Tax Officer" can actually only touch tax settings. Small civs (1-2 people) automatically get simplified governance so tiny groups aren't stuck with a broken council vote.
- Diplomacy and war with real stakes. Declare war, set terms (vassalage, land claims, or a resource gamble where the loser's War Chest changes hands), and watch cross-civ PvP actually gate on your relationship status instead of a chat rule nobody checks.
- Taxation that isn't optional. Upkeep is due on a real schedule, with a grace period before repossession — no admin has to chase anyone down.
- A real economy. A shared Hub stock, configurable withdrawal rations, daily allowances, and an auto-generated item catalog that assigns honour value to basically every item in the game (yours and other mods') based on what it actually is.
- GUIs for everything that matters. Census, Role Manager, Tax Office, War Table, Land Claim map, Profession Ledger — right-click and manage your civilization without memorizing forty chat commands (though the commands are all there too, if that's your thing).
- An optional progress bar. Toggle
/realciv xpbarfor a small boss-bar HUD tracking whatever profession you're currently earning XP in. - Deeply configurable for server owners — nearly every number (profession curves, tax rates, land costs, regulated items, governance thresholds) lives in editable TOML files, not buried in code.
Why I made this
Every "civilization" server I've played on runs on the same broken foundation: it's all vibes. The "kingdom" is a WorldGuard region and a role in Discord. The king has a title and zero actual power the game recognizes. Taxes get collected because people feel guilty, not because anything happens if they don't pay. Wars "end" when both sides get bored, not because anyone won or lost anything real. None of it is backed by a single line of enforced game logic — it's a shared story everyone's agreed to perform, propped up entirely by admins manually refereeing every dispute because the game itself has no opinion on any of it.
That always bugged me. Why do we call it a "civilization server" if the game doesn't know civilizations exist? RealCiv is me actually building the thing: land claims the game enforces instead of a rule someone can ignore, taxes that come due on a real clock with real consequences, wars that gate real PvP and cost something to lose, governance where your role's permissions are code, not a promise. If you're going to roleplay a kingdom, the kingdom should actually work.
A concept, open for anyone to run with
RealCiv is a proof of concept more than a finished product — my attempt at answering "what would civilization roleplay look like if the mechanics were real," not the final word on it. It's MIT licensed, so if you've got ideas for where this should go — better balance, new systems, a direction I haven't thought of — take it and run. Fork it, gut it, bolt it onto something else entirely. Source is here: github.com/EliasRipley/RealCiv
This can be put on servers to use, but I wouldn't recommend it. I'm putting it on CF, more for the sake of people being able to find it / contribute to the project. I think it's a very good 'proof of concept' but could do with some more love from the community.
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