CurseForge · Minecraft mod
Warring Nations
Player-run nations, factions & kingdoms with FTB Teams/Chunks-backed claims, diplomacy, alliances, and 5+ war modes (chunk capture, siege, conquest & more). Custom banners, tags, roles, leaderboards. Seamless FTB integration. NeoForge 1.21.1 Cient+Serv Mod
Quick answer
Which Warring Nations release should I use?
Warring Nations warring-nations-neoforge-3.4.0.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 4 required mods have matching files.
Where it goes
Is Warring Nations required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Warring Nations warring-nations-neoforge-3.4.0.jar need?
warring-nations-neoforge-3.4.0.jar. Change the file and its required mods may change too.
Install FTB Chunks (NeoForge), FTB Teams (NeoForge), FTB Library (NeoForge), Architectury API first. We found matching files for this game-version and loader setup. 6 come through another mod in the chain.
6 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Warring Nations without breaking your instance.
Built for Warring Nations warring-nations-neoforge-3.4.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use warring-nations-neoforge-3.4.0.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install FTB Chunks (NeoForge), FTB Teams (NeoForge), FTB Library (NeoForge), Architectury API first. We found matching files for this game-version and loader setup. 6 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside warring-nations-neoforge-3.4.0.jar. It opens that exact file at the source.
About this project
What does Warring Nations add?
Warring Nations
Warring Nations adds nations, territory, diplomacy, and wars to Minecraft, built directly on FTB Teams and FTB Chunks. Nations are FTB party teams and claims are FTB Chunks claims: no second membership list, no second claim map.
Dependency note: Warring Nations pins exact versions of its three FTB dependencies (deep mixin integration); a mismatched build fails to load rather than misbehaving quietly.
Nations
- One leader, plus up to 4 co-leaders who share full authority and can resign independently.
- Fully custom, ranked roles (not a fixed Leader/Officer/Member split) with 13 independent permissions covering invites, kicks, promotions, claiming/unclaiming, home-setting, settings, war declaration, diplomacy, the admin chest, applicant management, MOTD, and role management itself.
- A separate per-claim access-grant layer: a leader can hand one player build/interact rights on one specific claim, independent of nation membership.
- Real NeoForge permission nodes back every admin command and gated player action (nation creation, claiming, and more), so LuckPerms can delegate them individually instead of as blanket operator access.
- Open, Application (default), or Invite-only join policies. Application nations can set up to 5 screening questions (/nation applyquestions); applicants answer with /nation applyanswer before review.
- 174 premade banner designs across 5 sheets, or paint your own (brush, eraser, hex entry, heraldic stamps, eyedropper).
- Nation tags and colors show in chat, tab list, teammates' nametags, the map, and banners. LuckPerms adds your rank next to the tag; TAB exposes the tag as a placeholder for its own nametag/tablist layout.
- Optional LuckPerms group-per-nation sync, off by default: maintains a LuckPerms group per nation, keeping membership and prefix in sync.
- Optional staff approval gates for new nations, banner changes, and war declarations (all on by default on a fresh install).
- /nation adopt <party> converts a pre-existing FTB party into a nation in place, without touching its members or claims.
Progression
- Level rises from claiming new territory (tracked as an all-time peak), war wins, treasury deposits, and diplomacy milestones. Level raises your claim cap.
- Tier (Province → Region → Nation → Empire → Superpower) is staff-assigned and sets a nation's war-power multiplier.
- /nation top ranks nations by claims, level, wars won, and tier weight combined.
Territory
- Claim caps scale with member count and level (default base 8 claims/member, ceiling 64), plus any admin-granted bonus. Nation-less players cap at 1 claim.
- All protection runs through FTB Chunks' own pipeline: explosions, pistons, mob griefing, crop trampling, and villager/wandering-trader damage, all relation-aware (allies, enemies, active wars).
- Optional dimension exclusion (block claiming, and therefore contesting in war, in listed dimensions) and optional shielding of a nation's home claim from capture.
- /protect and /unprotect mark a chunk as protected critical infrastructure regardless of ownership, up to a configurable cap per nation.
- Mass claim release (disband, or an admin force-release) trickles a few chunks per tick.
- Optional Wither-spawn blocking and a scheduled raid curfew (a fixed daily time window, in any timezone, during which war declarations refuse outright).
Villages and capitals
Both are disabled by default and leave zero footprint (no save data, no command registration) until a server owner opts in.
- Villages (/village): a territorial tier below the nation, either affiliated with a parent nation or standalone. A village holds its own land (default cap 16 chunks) and can be sieged: outnumbering enemy presence sustained in its chunks (default 5 minutes) flips ownership, then a cooldown (default 60 minutes) before it can change hands again.
- Capitals (/nation capital): a named, leader-designated seat pinned to one claimed chunk. Optionally generates passive treasury income per day, and optionally forces capitulation if it falls to an enemy (that one war ends immediately in the capturer's favor, not elimination of the nation). Moving a capital has a cooldown (default 12 hours); renaming doesn't.
Rebellions
Also opt-in and off by default. Disgruntled members can secretly organize (/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) stops a rebellion from being founded and finalized in the same breath.
War
Six built-in war types, declared with /war declare-as <type> <nation> (or the server's single configured default via plain /war declare):
| War type | How it plays |
|---|---|
| Chunk Capture | Stand in enemy chunks to capture them; first to the score threshold wins. Headcount-weighted, with frontline adjacency and tier scaling. |
| Attrition | Score comes from kills in the war zone, not territory. Each side's manpower depletes with losses and slowly recovers; a side that's both out of reserves and exhausted can collapse outright. |
| Siege | Concentric rings collapse inward from the outer wall toward the defender's keep; each breach is partly permanent. Holding the keep long enough wins outright; the defender wins by surviving the timer or re-securing a fallen ring. |
| Objectives | Typed, weighted objectives (capture points, king-of-the-hill, a pushable payload, a destructible target) score continuously and win on points, rather than requiring everything held at once. |
| Negotiated | Presence in enemy territory accrues score, but the score is leverage at the peace table, not a win condition (see Peace below). |
| Conquest | Manpower is a spendable pool seeded from national tier, so attacking a much stronger defender can become unaffordable rather than just slow. Captured land can transfer immediately, only on a full win, or never (raid for score alone), per config. Can vassalize the loser on a decisive win. |
War types are file-defined (bundled, or dropped into config/warring-nations/war_types/), each with tunable formulas and small embedded scripts for custom effects, reloadable live with /war reload.
Other war-wide features:
- Opt-in coalition warfare: /war reinforce <ally> <opponent> lets an allied nation join an ongoing war on your side.
- Unilateral surrender, and a preview shown before a war is declared.
- A configurable PvP grace period: between declaration and a war going active, combat between the two nations is blocked, so the declaration window can't be used as a free first strike.
- Optional war-vote governance (/nation warvote on|off, then /war vote yes|no|status) requiring member approval to declare, with configurable quorum, threshold, and timeout.
- Optional offline raid protection (a nation with nobody online is immune to capture progress until a grace window after last login expires) and war-size parity (blocks declaring on a much smaller nation).
- Live per-war boss bars, a capture-rate readout, milestone progress pings, an eased capture bar, declaration sounds, and an ambient warning as you cross into enemy territory. Contested war-target chunks show as live waypoints on the Xaero minimap/world map.
- A configurable altitude window for who counts toward capturing a chunk (unrestricted by default), a glowing outline (on by default) on players contributing to a capture, and AFK players (no movement for a configurable stretch, default 60 seconds) dropping out of the headcount.
- Lifetime personal war stats (/war stats) and per-kill announcements during active wars.
- A retype-to-confirm safety net on every destructive command: disband, leadership transfer, war surrender, bloc/village disband, role deletion, admin nation deletion, season wipe, and more.
Peace and diplomacy
- Ally, neutral, and enemy relations by mutual consent, not a unilateral flag.
- Non-aggression pacts (/nation nap request|accept|decline|revoke) block either side from declaring war on the other regardless of relation, until either side revokes it.
- Alliance blocs (/bloc create|invite|accept|decline|leave|kick|disband|info|invites|list) group multiple nations together; when a bloc member is attacked, the rest get a rally notification.
- Full negotiation loop for the Negotiated war type: /war propose-terms <cede> <reparations> <nation> (or propose-terms white <nation> for a no-strings ceasefire), counter-offers, /war ultimatum, and third-party /war mediate. Terms can include cession, reparations, recurring tribute, forced vassalage (a vassal can't declare war on its overlord while it lasts), and a demilitarized zone. Unanswered offers auto-resolve at their deadline, and no offer can demand more than the proposing side's leverage covers; white peace is always free.
- Full diplomacy history log, and a war history + leaderboard.
Treasury, bounties, KOTH and seasons
- Treasury: /nation treasury deposit|withdraw moves currency between a player's wallet and their nation's shared treasury, bridged automatically (whichever is installed first wins) to Impactor, Lightman's Currency, or SG-Economy. Optional costs draw on it: a one-time war-declaration cost, daily per-chunk upkeep, and a percentage seized from the loser's treasury on a decisive war end. A server-wide economyEnabled toggle turns off every economic feature at once (cession/white peace still work).
- Bounties: /bounty post <player> <amount> escrows a nation-funded reward on a target, stacking across multiple posters; a confirmed kill pays every active bounty on the victim to the killer's wallet, war or no war.
- Recurring KOTH: admin-scheduled sites (/koth create <id> <intervalTicks> <durationTicks>) that activate on their own timer, independent of any declared war: most cumulative presence during the window wins an optional treasury reward.
- Seasons: an optional seasonLengthTicks timer wipes claims, treasury, and progression, archiving a top-nations leaderboard first (nation identity, membership, leadership, roles, and diplomacy survive). /season wipe|status for manual control, with a server-wide broadcast either way.
- Per-player and per-nation PvP opt-out (/pvp opt-out|opt-in, /pvp nation opt-out|opt-in): exempts from PvP damage and war headcount presence; an opted-out nation also can't declare or be declared war on.
Admin and API
- Admin actions merge into the matching player command where one exists (/nation setcolor, /war end, /claim <nation>), permission-gated per action rather than by a blanket operator check; domains with no player equivalent (/banner, /stats, /season, /koth, /config, /diplomacy, /player, /inactive, /purgeinactive) are their own top-level roots. A commandNamespacePrefixEnabled toggle (off by default) nests everything under a shared /wn root instead, for servers where another mod already claims one of those names.
- /wn admin reload, in-game /config get|set|list and /config check (flags contradictory-but-individually-valid settings, also run once at boot), server-wide creation/join toggles, admin-forced nation creation, and server-wide disband broadcasts.
- Console/RCON-usable claim and unclaim commands, tab-completion on every nation/player/bloc argument, and a full in-game help tree (/nation help, /war help, /claim help, /bloc help, /bounty help, /wn admin help, and more).
- Public read API (WarringNationsAPI) and event API (WnEvents), consumed by addons like WN Discord and WN BlueMap: nations, members, roles, claims, protected assets, treasury, relations, active wars (both fixed and file-defined composable), lifetime player war stats, villages, capitals, rebellion status (privacy-conscious, no coordinates or rebellion identities), tier weight, alliance bloc names, and vanish-provider detection (Vanishmod and SEF).
Immersion triggers
All off by default. Optional physical, item-based shortcuts for nation actions:
- A signed written book titled Join: <Nation>: right-clicking it submits the same application /nation apply <Nation> would.
- Shift-right-clicking a placed banner claims your current chunk; right-clicking it with flint and steel unclaims it.
- Right-clicking a placed banner with a goat horn declares war on the nation owning the nearest claimed chunk within a configurable radius (default 3 chunks).
- A placed, un-loomed banner in a nation's territory renders that nation's painted design.
- Server-forced nation capes (opt-in, with an optional wartime-only mode): every member of a nation with a banner design wears it as an in-world cape, overriding each player's own cape preference.
Companion addons
All three are server-side only, optional, and add nothing to the client.
- WN Siege: extends claim/war protection to Create, weapon, and explosive mods whose block-mutating code routes around vanilla's own events, so those weapons breach enemy claims only once at war.
- WN Discord: a full Discord bridge with two-way chat, staff approval buttons, audit logs, live war feeds, and remote nation management.
- WN BlueMap: live territory, villages, wars, and alliances drawn on your BlueMap web map.
Requirements
Minecraft 1.21.1 · NeoForge 21.1.225+ · Java 21 · Architectury API 13.0.8+
| Required dependency | Exact pinned version |
|---|---|
| FTB Library | 2101.1.35 |
| FTB Teams | 2101.1.10 |
| FTB Chunks | 2101.1.21 |
Optional, detected at runtime, nothing breaks without it:
| Mod | Unlocks |
|---|---|
| LuckPerms 5+ | Rank shown next to your nation tag; optional group-per-nation sync |
| TAB 5+ | Nation tag available as a placeholder for tablist/nametag layouts |
| Impactor / Lightman's Currency / SG-Economy | Nation treasury bridged to player wallets |
| Jade | Claim ownership and war info in the tooltip |
| Curios | Banner insignia slot |
| Vanishmod / SEF | Vanished staff excluded from war/objective presence |
| Xaero's Minimap/World Map | Relation-colored territory and live war-target waypoints |
Install on both client and server.
config/warring-nations/wn-core-server.toml holds every server setting; ready-made presets ship in docs/server-presets/ (anarchy-pvp, competitive-factions, civ-diplomacy, roleplay-curated, cooperative-no-war, no-economy).
License
All rights reserved, source-available, not open source. The full license agreement is bundled with the mod.
Permitted. Downloading, installing, and using the unmodified mod, including in free modpacks and personal or community servers, provided the license remains intact. Server advertising and voluntary donations are fine.
Prohibited, with no exceptions. Charging for modpack access or downloads; servers using gambling mechanics covered by applicable EU/member-state gambling law, including randomized rewards obtainable directly or indirectly for real-world currency.
Requires written permission. Redistribution outside the official CurseForge listing; modification or reverse engineering into derivative or competing works; re-uploading under another name or claiming another authorship.
FTB Library, FTB Teams, and FTB Chunks remain separate works under their own licenses.
Project description from CurseForge.
Pick your setup
Warring Nations by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Warring Nations versions and loaders
warring-nations-neoforge-3.4.0.jar
22 Aug 2026
warring-nations-neoforge-3.3.1.jar
20 Aug 2026
warring-nations-neoforge-3.2.1.jar
16 Aug 2026
warring-nations-neoforge-2.6.5.jar
29 Jul 2026
warring-nations-neoforge-2.6.1.jar
29 Jul 2026
warring-nations-neoforge-2.6.0.jar
28 Jul 2026
warring-nations-neoforge-2.5.2.jar
27 Jul 2026
warring-nations-neoforge-2.5.1.jar
23 Jul 2026
warring-nations-neoforge-2.5.0.jar
22 Jul 2026
warring-nations-neoforge-2.4.0.jar
15 Jul 2026
Looking for an older file? The official CurseForge project page is in Resources.