Minecolonies: War N Taxes Addon

War 'N Taxes is a MineColonies addon specifically designed for modpack developers. This modification fundamentally transforms the gameplay by introducing a comprehensive taxation system, customizable war and raid mechanics, vassalization features, and support for various currency types. Originally developed for the EpicWarsCvC server, the addon now also includes PvP arena systems, peace negotiations, and economic penalties — all integrated with SDMShop for streamlined financial management.
Note: This is a beta release. Please report any issues through the Discord channel.

Core Features
Customizable Tax Revenue: Define base tax rates for every MineColonies building with upgrade options.
Maintenance Costs: Building incomes are balanced by automatic maintenance deductions from colony tax revenue.
War & Raid Features: Impose raid taxes and even conquer other players' colonies through warfare.
PvP Arena Features: Organize duels and team battles on specialized arenas — these events don't affect main game progression.
Vassalization: Subjugate other colonies and receive a percentage of their income!
Inactive Mode: Colonies can become inactive — such settlements can be captured through raids!
Militia: Citizens will transform into militia and attempt to repel raiders.
Tax Cap: Tax accumulation stops when a configurable maximum is reached.
Tax Freeze: Temporarily halt tax collection in a colony as part of war outcomes or economic sanctions.
Recipe Blocking: Disable building hut recipes through settings!
Allowed Actions: Configure default, raid, and war permissions — for example, PLACE_BLOCK, ATTACK_ENTITIES and others.
Recommended to use with SDMShop, FTBTeams (required), (Villager) Recruits Mod.
If you need alternative currency, set SDMShopConversion = false and configure currency through mod settings.

War and Raid Mechanics
1:1 Balance (±1 player): Team rosters at war start can differ by at most one player.
Normalized Life Calculation: Outcome determined by (remaining lives + guards) / (initial lives + guards) formula, ensuring fairness. Each MineColony guard counts as one life.
Team Selection: Players belonging to both warring teams can choose sides using /wnt choosewarside attacker or /wnt choosewarside defender.
War Declaration: Engaging war declaration system with clear notifications and player choices, as shown in the war declaration interface. 
War Actions / Raid Actions:
- War Actions: Ability to break and place blocks in enemy colonies during war, without levitation side effects.
- Raid Actions: Only entity damage; blocks remain protected.
Raids: Direct capture of tax revenue with configurable duration, transfer rate, and cooldown.
Death Handling & Spectator Mode: Participants become spectators upon losing all lives; last-life inventories are preserved and restored after war concludes.
Disconnect Handling: Wars/raids automatically pause individual lives but continue globally.
War Process
- Declare War:
/wnt wagewar "<colonyName>"initiates joining phase (/wnt joinwaror opt out). - Join Phase: Allies and defending officers automatically join during the preparation window.
- Active War: Default duration — 2 hours; each player has 5 lives.
- Objectives: Eliminate enemy lives; spectators remain until war completion.
- Peace Proposal: Discuss terms with
/wnt peace whitepeaceor/wnt peace reparations <amount>; requires defender acceptance. - Resolution: Configurable in mod settings:
- Total Victory: All opponents eliminated.
- Strategic Victory: Based on normalized lives when time expires.
- Stalemate: Nearly equal strength; optional penalties available.
- Vassalization: Winners can establish vassal relationships with the defeated colony.
Available is a complete set of war and admin commands, as shown here: 
Vassalization System
Hierarchy Creation: Establish a network of vassals who pay tribute to their main colony.
Tribute System: Vassal colonies automatically pay a percentage of their tax income to the overlord colony.
Vassalization Commands:
/wnt vassalize <percent> "<colony>"— Offer vassalization to another colony/wnt vassalaccept <colonyId>— Accept a vassalization offer/wnt vassaldecline <colonyId>— Decline a vassalization offer/wnt revoke <player>— Terminate vassalization relationship/wnt vassals— List your vassals with tribute details
Status Display: Check your colony's vassalization status at any time.

Tax Integration: The tax system automatically incorporates vassal tribute payments in tax reports. 
PvP Arena Duels
Arena Setup: Define arena corners with /pvparena p1 and /pvparena p2.
Duel Challenges: Initiate with /pvp with clickable accept/decline buttons.
Spectator Mode: Join (/pvp spectate [player]) or leave (/pvp spectate stop).
Inventory Management: Inventories and armor are saved/cleared during duels and restored afterward.
Version 3.2:
Enhanced Interface
- New scrolling texture for tax management interface
Automatic Colony Abandonment and Claiming System
NEW FEATURE: Automatic Colony Abandonment — Colonies automatically become abandoned after configurable owner/officer inactivity period (default: 2 weeks).
- Colony Claiming Raids: Abandoned colonies can be captured by eligible players using
/wnt claimcolony <colony>, triggering a 5-minute raid where:- All citizens become hostile militia with resistance effects
- Mercenaries spawn if fewer than 5 citizens/guards exist
- Victory Conditions: Kill ALL defenders to win — timer expiration results in defender victory
- Successful captors automatically become Officers of the colony
- Offline Notifications: Players receive notifications upon reconnecting if their colony was abandoned or captured during their absence.
- Admin Commands:
/wnt forceabandon <colony>for forced colony abandonment. - Smart Entry Messages: Players entering abandoned colonies see capture availability status and eligibility requirements.
Configuration Options:
AutoAbandonmentEnabled(default: true)ColonyInactivityDays(default: 14)ClaimingRaidDurationMinutes(default: 5)ClaimingRequirements(custom building/level requirements)
Advanced Building Requirements System
- NEW FEATURE: Custom Building Requirements for raids, wars, and colony capture.
- Smart Format:
building:level:amountsyntax (e.g.,townhall:2:1,guardtower:1:3). - Priority System: Building requirements take precedence over legacy guard settings when enabled.
- Conflict Resolution: Automatic handling of conflicting configuration values.
Configuration Options:
EnableRaidBuildingRequirements/EnableWarBuildingRequirementsRaidBuildingRequirements/WarBuildingRequirements- Legacy settings (
MinGuardsToRaid,MinGuardsToWageWar) used as fallback when building requirements disabled.
Enhanced War Completion and Economy System
- MAJOR UPDATE: Single winner reward system — All war rewards go to only ONE player (colony owner/officer).
- Priority-based Selection: Rewards distributed in order: Colony Owner > Officers > Any Participant > Owner fallback.
- Comprehensive Participant Handling: ALL losing participants have their balances deducted when wars are lost.
- Multi-economy Support: Full compatibility with SDMShop, inventory-based economy, and colony tax systems.
- Participant-only Messaging: War economy transactions now only visible to war participants (no server-wide spam).
- Colony Transfer Integration: Automatic colony ownership transfer when enabled and attackers win.
Raid Progress Tracking Fixes
- FIXED: Boss Bar Progress Display — Now correctly shows "X/Y Guards" killed instead of "0/Y".
- Self-repair System: Automatic detection and correction of defender count initialization issues.
- Enhanced Diagnostics: Comprehensive logging for progress tracking troubleshooting.
- Universal Compatibility: Works with enabled/disabled militia configurations.
New Commands
/wnt claimcolony <colony>— Capture abandoned colony/wnt listabandoned— List all abandoned colonies/wnt forceabandon <colony>— Forced colony abandonment (admin only)
Enhanced Commands
/wnt help raid//wnt help wagewar— Now show building requirements or legacy guard requirements based on configuration- All commands now provide clearer feedback and requirement validation