CurseForge · Minecraft mod
MCA: Kingdoms
Discover settlements belonging to different kingdoms, get involved in local affairs, establish a government or build connections through peaceful service.
Quick answer
Which MCA: Kingdoms release matches Forge?
MCA: Kingdoms 0.3.1 (Forge 1.20.1) targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.
Where it goes
Is MCA: Kingdoms 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 MCA: Kingdoms 0.3.1 (Forge 1.20.1) need?
MCA: Kingdoms 0.3.1 (Forge 1.20.1) on Forge. Every mod below is checked against that same setup.
Install MCA Reborn [Fabric/Forge] first. We found matching files for this game-version and loader setup. 1 comes through another mod in the chain.
1 extra mod was pulled in by another dependency. 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 MCA: Kingdoms without breaking your instance.
Built for MCA: Kingdoms 0.3.1 (Forge 1.20.1) on Forge. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use MCA: Kingdoms 0.3.1 (Forge 1.20.1). It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install MCA Reborn [Fabric/Forge] first. We found matching files for this game-version and loader setup. 1 comes 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 MCA: Kingdoms 0.3.1 (Forge 1.20.1). It opens that exact file at the source.
About this project
What does MCA: Kingdoms add?
MCA: Kingdoms gives the villages in your world names, identities and a history you can help shape. Discover settlements belonging to different kingdoms, get involved in local affairs, establish a government or build connections through peaceful service. With the appropriate companion mods, those connections can grow into guild networks, diplomatic agreements and military campaigns.
The world starts with six kingdoms: Serenum, Lunari, Madera, Anemosia, Yew and Shimaguni. Each has its own settlement names, colours and heraldry. A village’s surroundings and structure style influence its kingdom when it is first recognized, and its identity is saved with your world.
As you explore, settlement banners introduce the places you find. Your Village Ledger keeps track of known settlements, lets you filter them by kingdom and opens their government and civic pages. The banners appear on your first visit by default, with options to show them more often or turn them off.
There’s more to do once you decide to put down roots:
- Establish a government. Designate a capital, appoint players or eligible adult villagers to offices, and delegate responsibilities. Recognize local institutions, consider petitions and award civic honours. Leadership can pass through a named successor, an election or a temporary regency, depending on the kingdom’s adopted rules.
- Make agreements with other kingdoms. Negotiate diplomatic recognition, hospitality, scholarly exchange, craft charters and civic aid. Agreements require both sides to accept their terms, and political history keeps a record of important decisions.
- Take part in guild life. With the matching companion mods and quest content installed, the Lamplighters offer a peaceful path through service, introductions and commissions. Join the guild and earn ranks, or qualify for services through additional work as an independent contributor.
- Support local workshops. Recognized institutions can provide paid commissions and honours for completed work. Hospitality agreements can introduce you to another chapter, giving you a reason to travel and meet new contacts.
- Take part in warfare through Recruits. Connect kingdoms to existing Recruits factions and claims, declare campaigns, organize temporary defensive, escort or scouting orders, and negotiate settlements after occupation. Civilian contracts can provide relief, reconnaissance, mediation and other ways to contribute.
- Explore a changing political world. Optional world-evolution features introduce opportunities for aid, mediation, protection agreements and political change. Additional scenarios can involve border conflicts, rebellions or peaceful organizational splits. These systems require server opt-in, with dramatic scenarios controlled separately.
Kingdom standing, guild rank and a villager’s personal affection are tracked separately. Helping a community can build your civic reputation, while friendships and family relationships continue through MCA’s own systems.
You can begin with exploration and village identity alone. Governments are established deliberately, guild membership is voluntary, and the more involved systems depend on the features and companion mods your server enables.
To get started, craft a Book of Kingdoms using one ordinary book and one paper. Its searchable chapters explain the systems and their requirements. Craft a Village Ledger with five paper, a book and a compass to browse settlements.
Press K to open Kingdom Tasks. Search for what you want to do, choose the relevant people and places, and review important decisions before applying them. Everyday play uses in-game menus; chat commands remain available for players and administrators who prefer them.
MCA: Kingdoms works on its own, with optional integrations for a larger experience:
| Mod | What it provides |
|---|---|
| Minecraft Comes Alive Reborn | Recognizes MCA villages and records residents’ origins and current homes. Supported family relationships can also provide private diplomatic introduction opportunities. |
| MCA: Quests | Guild service, commissions, civilian contracts and quest requirements tied to kingdoms or political circumstances. These need matching quest content. |
| MCA: Conversations | Civic conversation topics and access to introductions or commissions through eligible contacts. |
| MCA: Reputation | Optional connections between local reputation and kingdom standing. Live synchronization must be enabled in the server configuration. |
| MCA: Crime | Local legal consequences for institutional services, restitution-based recovery and civilian law during occupation. |
| Townstead | Additional building, resident and daily-life information for civic systems. With MCA installed, its own village buildings can support institutions when Townstead is absent. |
| Recruits | Military factions, troops, claims and sieges, plus temporary deployments and optional negotiated recruit transfers. The Kingdoms integration currently requires Recruits 1.15.2. |
| Map Atlases, through MCA: Quests | Displays supported discovered sites and route guidance through the companion integration. |
| Runic Skills, Runic Gods, Runic Races and RPG Lore | Optional checks for skills, chosen deity, race and collected lore in content written to use those requirements. |
For the renamed MCA: Kingdoms integration, use MCA: Quests 1.7.1 or later, MCA: Conversations 1.8.0 or later, MCA: Crime 0.7.5 or later, and MCA: Reputation 0.6.1 or later, as applicable.
The validated MCA setup is MCA Reborn 7.6.26+1.20.1 with Architectury API 9.2.14. Townstead testing used 0.7.6. The optional progression connections currently recognize Runic Skills 2.2.1, Runic Gods 0.2.1, Runic Races 1.7.1 and RPG Lore 2.2.0–2.2.1.
MCA: Capitals needs special consideration: Kingdoms disables its own government system when Capitals is detected. Full compatibility with both installed has not been verified.
Pack creators can customize kingdoms, naming, biome assignments, government rules, organizations and scenarios through datapacks. The repository also supplies optional quest and exploration content, including site definitions for Cataclysm, Mowzie’s Mobs, Dungeons Arise and Seven Seas. Those additional pack files must be installed separately from the main mod.
Requires Minecraft 1.20.1, Forge 47.x and Java 17. Install MCA: Kingdoms on both the client and server. MCA Reborn and the other integrations are optional.
Previously known as Ultima Kingdoms, the mod automatically carries over supported settlement data, configuration and existing book items when upgrading.
Project description from CurseForge.
Pick your setup
MCA: Kingdoms by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
MCA: Kingdoms versions and loaders
MCA: Kingdoms 0.3.1 (Forge 1.20.1)
mcakingdoms-0.3.1.jar
14 Nov 2026
MCA: Kingdoms 0.3.0 (Forge 1.20.1)
mcakingdoms-0.3.0.jar
2 Nov 2026
MCA: Kingdoms 0.2.0 (Forge 1.20.1)
mcakingdoms-0.2.0.jar
27 Oct 2026
MCA: Kingdoms 0.1.1 (Forge 1.20.1)
mcakingdoms-0.1.1.jar
24 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.