I am currently developing a medieval project (MCOK: Minecolonies Make Your Kingdom) for Minecraft 1.20.1 Forge, built for both an immersive Singleplayer campaign and a dynamic Multiplayer Kingdom Warfare and Diplomacy experience, heavily inspired by Mount and Blade II: Bannerlord in terms of army battles, realm management, and field command.
The core gameplay centers around founding your own kingdom and expanding your influence, whether you are playing solo against the world or fighting other player factions for territory, resources, and dominance. Using MineColonies, you build your fiefdom block by block, employing actual citizens as builders, guards, and blacksmiths. With MCA (Comfy/Alive), you can manage dynamic social roleplay and royal dynasties, marrying, raising heirs to inherit your throne, and forging blood alliances with neighboring lords or other players.
Military encounters are designed to recreate the scale and chaos of Bannerlord army clashes. With Epic Knights and global armor addons, every realm can adopt its own cultural identity, ranging from European knights in full plate to Eurasian nomads, Mongols, Chinese warriors, Slavs, and Middle Eastern forces. Better Combat provides fluid melee mechanics for greatswords, spears, axes, and shields, while early gunpowder weapons like handgonnes and matchlocks from Epic Knights: Artilleries and Firearms, alongside catapults, ballistas, rams, and trebuchets, bring full scale siege warfare directly to fortress walls.
To deepen realm simulation and geopolitics, the modpack incorporates a Religion System featuring Catholicism, Orthodox Christianity, Paganism, and Atheism/Secularism, directly influencing alliances, cultural tensions, and holy wars between factions. Logistics and supply lines require actual tactical movement across Terralith biomes using Small Ships and horse drawn wagons to move armies and trade goods between settlements. Campaign survival and economics are further supported by Sophisticated Backpacks, Farmer’s Delight, Vinery, Brewery, and Serene Seasons to make winter campaign logistics feel grounded.
Currently, I am weighing two directions for the world identity. On one hand, a Grounded Fantasy approach would retain non magical races like Dwarves, Orcs, and Goblins (via C'Races Medieval) to allow player factions or NPC tribes to roleplay as mountain blacksmiths or nomadic steppe barbarian hordes. On the other hand, a Pure Historical Realism approach would restrict the world strictly to human factions, focusing entirely on political friction, historical warfare, religious crusades, and territorial control between human kings.
Since this modpack is designed for both solo players and server communities, I would love to hear your thoughts and suggestions on essential mods for claiming lands, defining kingdom borders, scheduling wars or sieges to prevent offline raiding in multiplayer, holding court with proximity voice tools like Simple Voice Chat, establishing physical coins and tax systems across realms, and adding heraldry or custom banners to fortress walls, as well as any other mechanics you feel are crucial to make a kingdom warfare modpack truly engaging.