I don't expect anyone to notice, to read this or even care. If you don't want to read a lot of text then feel free to click away now, because this is an idea i'v been putting together and trying to create for years by combining mods. Only now did I have the idea of actually talking about it. (Kind of crazy it took me 9 years)
What would I call my mod?: This is actually a really difficult thing to decided there's a lot of good names and I want the name of the mod to tell you as much as possible without being too long. I think personally I would call it the "Everlasting Conquest mod" You'll come to understand it later as my rant/general word vomit continues.
Basic mod description: So this is something i'd have an idea of for a few years now and the best thing I can compare to the mod to is a game called "Fornite, I have played this game and it eventually became known for being what is pretty much a PUBG clone, which I honestly dislike but if that's what the people wanted then I was not going to argue with them. The basic idea is you build a fort, then you protect your fort, though there are always times of peace when you can go out and collect supplies and craft and so on and so on.
I honestly really enjoyed this aspect of the game, I want something like this to be in a mod in minecraft, but I don't want it to be like a wave survival thing. I want it to instead be a looming threat, in fortnite you know when you're about to get swarmed by a hoard of undead monsters. With my perfect mod you would never known when you're being attacked until they're already swarming you, it always keeps you alert and always gives you a reason to keep building up your defenses. Before I go too far into this idea though I want to go into more detail on what you use to defend yourself and how they come into play.
Mounted weapons: In my perfect mod there would be two kinds of mounted weapons, Siege weapons and Artillery. Both serve the same basic purpose though each one does it differently.
Siege Weapons: Siege weapons are mounted and take a lot of time to load, aim and fire. These weapons are created to form massive craters blasting holes in walls and based and possibly even multi-block structures at a long range. These weapons have high damage but are not particle for battle due to having high reload times and expensive (comparably speaking) ammunition to use. Siege weapons are created to siege heavily fortified area's from a long range outside of the fray of battle.
Ammo types and effects: Cannonball: Medium damage. twice the strength of normal tnt. Nothing special or remarkable, it's a normal cannon ball, might not want to drop it on your foot though. Mild effectiveness against against endstone, does not effect Obsidian.
Borehead round: The borehead is much more effective at drilling through walls forming tunnels instead of clumsy craters. They are a lot easier to control and can bore through even endstone but not Obsidian.
Explosive Cannonball: 10 Times the power of tnt, this Cannonball hits a lot harder knocking everything it hits in the air throwing enemies around like ragdolls. This cannonball is used for much larger structures and maybe to even move in large mounts like possible tanks or mechs from other mods.This cannonball does not work on obsidian though.
Obsidian Cannonball: This cannonball only has the explosive power of about 4 blocks of tnt, but unlike all the other cannonballs this cannon can fire through obsidian walls, and it does so very effectively.
Artillery: These mounted weapons are different from the Siege weapons in a sense that they do 0 damage to the terrain and do not break any blocks at all, instead they have much higher combat ability. These cannons and mortars can have potion effects added onto their explosion as well as fire effects and generally have much higher damage, especially in sustained fights.
Ammo types and effects
Cannonball: Same as on the other cannon but instead does 0 damage to blocks though has higher damage.
Concussion Bomb: High knockback, slowness, weakness. Less damage then the normal cannonball but massively cripples attacking forces.
Molotov mortar: Even if this shell does not damage the land with it's explosion it can still cause damage when it leaves behind a large area of fire burning everything in the area. On impact it does the same damage as the normal cannonball.
Grapeshot: The grapeshot is crafted by combining a collection of cannonballs in an empty grape shell. When firing the cannonballs will fire out in a large spread, it's not the most accurate but when used well can decimate large groups on the battle field.
Heavy Cannonball: The heavy cannonball is like a normal cannonball but a lot heavier, and bigger, and faster, and does significantly more damage. Come to think of it it's like the normal cannonballs much scarier older brother.
Titan shell: The heavy cannonball is the older brother to the cannonball, this makes the Titan shell their scary navy seal father with an anti-tank rifle riding an armored T-rex with flamethrowers. If you think that sounds absurd to make that compassing the Titan shell is by far the most powerful and most difficult shell to create, though it's also used to fight the largest and most powerful monsters.
A big part of this mod if it does very little to empower the player. Most mods focus on the player and their personal ability, which is fine it makes the most sense and often to people is the most familiar way to play a game, this mod though instead of empowering the player gives them the ability to create an NPC army. This army can be used for different things be it creating a local garrison or crusaders. These people would function like you would expect them too, farmers to farm. Soldiers to fight and so on and so on.
Npc list and details: The NPC's would be craftable in a sense, pretty much you would just craft them with maybe some form of special multiblock structure (which might double as a town location sort of thing) Then you would craft them and supply them and then what you give them will determine their role. I would also add some kind of leveling system to the structure to allow for creating NPC's with higher stats.
Guard/knights/warriors: Require item: Sword. Pretty simple idea, you can give them patrols to follow, when they see an enemy they kill them. Though there are multiple kinds of these melee combat npc's that you can use, when you give them a sword it will give you options to pick from, kind of like a class system, They use the armor and weapons given to them, they can also be ordered to move to specific locations or follow around the player in formation if they are using **Insert item of command here** They will be the players sword and shield.
Guard: The guard is a combat NPC that gains Bonus's to all it's stats when it's inside the players claim, be it within their city, castle, home, farms and so on. This makes them much more effective when trying to defend a location. Once they leave the area they are suppose to protect though they loose their bonuses making them less effective at wars outside the city.
Soldier: The soldier is an effect group troop that is heavily armored, when mounted on a horse they are very fast and very hard to kill. ((Both them and the horse will gain increased stats when combined)) The soldier gain bonuses (and their horses too) when fighting in groups, so when brought into large battles they perform much more effectively then the guards ever could.
Knight: The knight is like a solder but a lot tougher, lot faster, and a lot stronger. They are better in every way, the knight though is not someone who fights with large groups of other knights, instead they can have their own squads that follow them. This way instead of leading multiple groups all at once, you can instead divide the groups up with the nights. While the knight is alive the group under their command gets strength 1, resistance 1 and speed 1.
Sentinel: This unit does not use a sword, a lance, a spear or any real weapon. Instead his shield is his swore. They are significantly tougher then the night and the guard though do much less damage. Their goal is to protect the player at all cost, while around them the player and sentinel gain resistance 1. (Does not stack) The Sentinel also has very high knockback to attacking enemies, applies slowness and weakness to enemies hit. They might not be the strongest fighters but they are by far the best body guards.
Archer: How to archer Step 1: Mount in tower or in back lines Step 2: Laugh
Engineer: Required item: Cannonball. This NPC can be stationed at a mounted weapon in order to use it in combat, I wouldn't trust them with a Siege weapon though.... In order to use this NPC they need to be close to a mounted weapon and the weapon needs to have a chest full of ammo for the engineer to use.
Farmer: Required item: Hoe. The farmer is simple, give them a hoe, a farm, some seeds and then leave them be while they grow, collect, and then store crops. Simple people who can wear up to leather armor, not much else. In a fight they have to panic and run away to find someone to protect them. They are required to feed the the other NPC's.
Priest: Required item: Healing potion. The priest is one of the most important of all the combat NPC's even though they themselves do not fight, they can apply healing, regeneration, purity (removes all negative effects) resistance, swiftness, strength, fire resistance, blast resistance. All effects are AOE (Area of effect) And only attack allies and will not buff the enemies, these effects might change depending on the situation, if you're fighting blazes they would cast fire resistance while if you're fighting an enemy with poison they might counter the poison with regeneration or simply use purity. These npc's have much lower damage output then the others but they gain smite 5 on all their weapons making them able to fend off undead.
Note: The priest are using magic and do not need to be give a constant supply of potion to work with.
Necromancer: The necromancer is not necessarily evil, they are however less popular then the priest since they are battle mages. They focus on using magic for combat, the necromancer much like the priest can apply potion effects also. They apply negative potion effects to enemies, they also have an array of magical ranged attacks they can use to damage enemies.
Note: Necromancers can raise the dead and use them to help them in combat, all direct magic attacks from necromancers IGNORES defensive stats. This includes: Resistance, armor, enchanted armor, shields. If a Necromancer hits you, you're taking full damage every time and this can not be prevented in any way, this makes them very effective at fighting heavily armored enemies.
Lumber jack: Give them an axe, some saplings, a few chest and then just leave them be and they'll form a tree farm.
Fisherman: Give them a fishing rod and a chest and they'll collect fish for hours!
Stone Mason/blacksmith: Required item: Anvil. This is an interesting NPC, they require both an anvil to make armor and weapons in bulk. When you give them the materials you put in an order, they will then work to fill the order. They can create every form of stone, and armor. For them to use their stone mason ability they need to be next to a cobblestone generator and furnace. (And no the furnace does not require fuel) After you put in the order they will get to work.
Miner: Required item: Pickaxe.
For the miners to work you need to build them a quarry, and then give them a place to fill their chest. They will spend time in the quarry (But not actually mine anything) Instead they have a random chance to collect a mined material every few seconds, once they're done they will turn in what they have collected.
Currier: Required item: Map. Pretty much you give them a rout to follow and their job is to take materials from the mines to the blacksmith, then the black smiths materials to the fighters. Or the wood, from lumberjacks to a storage house. Their jobs are simple, make sure everything is going where it needs to go. This can even be delivering cannonballs to engineers
With all the NPC's and the siege weapons you could make a fully functional city. Though having a city is one thing protecting it is another. With my perfect mod, your city should always be at risk of being stormed and taken by mobs that spawn naturally that might try to break in to kill farmers or fishermen to giant beast to want to just kill everything in it's path.
This could happen through events that happen randomly, giving the player a constant challenge of fending off these monsters. The monsters though are really what gives you a sense of scale on why you need a defendable area, and lots of back up. There are 7 ranks to the monster classes.
Basic: Basic monsters are what you already find in normal minecraft, nothing new nothing special, things we've already been fighting for years.
Monster: Monster ranked enemies are a lot tougher, kind of like mini-bosses, though with good equipment they can be fought alone.
Large monster: Large monsters is where you start seeing a noticeable powerspike. monsters at this level are monsters around the same powerlevel of a ender dragon, or a wither. Very difficult but still killable on your own.
Epic monster: These are the monsters when you want to start fighting with raid parties, they often have very high hp, very high resistances and have potential to raid wipe you and your whole party. It's not recommended to simply fight them without a really good reason, and a back up plan. It's uncommon but some Epic monsters have the power to break through blocks making them risky when fighting near the city, though they have trouble breaking harder blocks like endstone or obsidian.
Legendary monster: These are the monsters that will make it hard to expand your kingdom, they'll rip and shred through your armies and your city walls like tissue paper. (Monsters at this level can be compared to powerful orespawn bosses) (They can break obsidian but it takes a bit of time)
Titan: Titan level monsters put your whole castle/city/kingdom at risk. They are super rare though, but these massive beast have ability to smash through your defenses breaking down walls and destroying buildings in their path. You're likely not going to win a fight with a titan level monster unless you have a massive army and already have your city filled with cannons at the ready. (monsters at this level can be compared to powerful orespawn bosses) (Breaks though obsidian effortlessly)
God: Good luck.
I don't really have a list of monsters to be used, but given time I can think of plenty that could work for this mod. This mod would also come with lots of new weapons and armors (other wise the mod would be impossible to play.)
I though am going to put a list of possible ideas that im thinking of off the top of my head.
Before you say anything about this is pretty much only high class enemies i'm making this up off the top of my head and these are the more interesting creatures anyways so blegh.
Tower knight Threat level: Epic monster Description: The tower knight is a massive golem created to look like a knight, all their attacks are AOE hitting everything in front of them. The tower knight often are found in old ruins protecting the lost castle and cities. Some Tower knights even look like actual towers. Tower knights have a natural resistance 4.
Threat level: Titan Description: The Castle knight is an impossibly tall golem standing at 75 meters, this beast of a monster is known for crushing it's opponents without even knowing it has engaged in combat. The sheer size alone of this thing alone allows it destroy whole cities alone. Castle knights can be found around the areas that the tower knights defend. Both castle and tower knights though do not seem to actively go out to look for fights but instead stand their guard protecting someone long lost. Castle knights have a natural resistance 4.
Giolok Threat level: Epic monster? Description: This is a weird creature, something that melds, fuses and combines with other creatures as it kills them getting bigger and bigger, stronger and stronger until it reaches a point of being unkillable. Picture the worse undead possible, then multiply it by cancer.
Sand worm Threat level: Titan Description: When you hear the ground rumble and see mountains move it's because of the sand worm, these massive creatures are able to seemingly swallow whole mountains whole in their giant mouths. They live only in the deserts and are seemingly passive, they seem to only be destructive accidentally. You might not see a sandworm coming, but you'll always feel them coming.
Grand Dragon: Threat level: Epic monster These are a step above the normal dragon that you find in minecraft being both larger, tougher, and with more abilities. Constantly flying around breathing fire and raining death from above. Slaying a dragon is a thing to be proud of.
Glyphnic Threat level: Legendary Description: Glyphnic is a large knight in full plate and two rather long and abnormally thick swords. Each swing knocks back enemies (though he himself can no be slowed or knocked back) Every strike reduces armor durability heavily making it fail much faster then normal. With each swing they hit everyone in front of them and even a bit to their sides creating a cleaving effect.
These monsters are not here for any real reason besides a basic idea of what kind of things are possible, everything from a powerful knight to massive 75 block tall titans that will siege and attack you with their own minions and armies that will attack in a massive wave trying to push past your defense. Maybe if we can develop and refine the idea a bit more then maybe we can do something with it.
Maybe people can take inspiration from the idea and implement it into their own work.
Maybe someone out there is willing to take the challenge, if not though that's okay, I really just wanted to at least attempt to get this idea out there. There's still a lot of room for potential and the idea still has lots of room for change. Something I don't want to change though is it being necessary to have a large army and a functional city to defend yourself.