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Town Wards and Afterfall utilities

A Town Ward needs activation and funding before it can help protect the town. Check its coverage and the separate funds used to turn away walking hostiles.

Civic Frontier 0.1.0Java 1.21.1NeoForge
Ward fee
5 + 0.5/covered chunk/day; indexed
Turn-away fee
50 per qualifying mob; not indexed
Power billing
Defaults off

Visual overview

Three separate Ward checks. Explanatory diagram; complete rules follow.

Diagram of reported mechanics. The text retains the full conditions and settings.

Activate and prepay a town Ward

Town Wards are enabled as a system by default, but each town must activate and fund its own Ward. Daily base cost is 5 + 0.5 per covered chunk, indexed and prorated. District-exempt chunks are excluded from covered/billed count. Insufficient prepayment switches the Ward off.

Crafting a Ward does not guarantee protection before activation and payment. Use the service screen and check covered plots, policy and funds.

Three distinct protection paths

PathWhat it handlesConditions
Ordinary spawn suppressionQualifying hostile spawning in protected town landActive funded Ward, covered plot and affects policy
Afterfall materialization vetoCandidate physical-infected materialization positionWorking Afterfall 0.14.0+ API v1 Ward hook and active protection
Walking-mob turn-awayQualifying mobs crossing from outside into townMode, town/plot opt-outs, exemptions and per-mob funding

By default, the Ward targets monsters and infected. Walking-hostile handling turns on automatically with Afterfall installed. A crossing queues a qualifying hostile for removal when policy and funds allow. It does not promise removal of everything already inside town.

Default charge is 50 per mob, not price-indexed, drawn from a separate Ward fund. Configuration can use treasury funds or make the action free. Bosses, named mobs, leashed mobs and mounts carrying players are exempt. Town/plot controls can opt out. A Ward is not guaranteed invulnerability.

Optional Afterfall mains billing

Afterfall mains-power billing is off by default. When enabled with a working grid hook, the reported fee is 0.5 per claimed chunk/day, prorated through billing. It counts all claimed chunks, not only a measured electricity-use subset.

Unpaid bills can cut regional mains inside town until settled. Wired generators, solar supplies and batteries continue under their own rules. Paid fuel-upkeep conversion and player utility companies remain planned.

Check hook registration

Afterfall hooks register independently by reflection against add-on API v1, requiring Afterfall 0.14.0+ for the documented R7 bridge. A broad declared dependency of [0.6.0,) does not establish those features. With older Afterfall or a missing needs-pause hook, sentences and the safety limit are capped at 60 online minutes. A working needs hook restores normal town/nation limits and pauses supported needs for actual prisoners inside the Penitentiary.

Integration requirements also cover currency, claims, computers and fallback checks. Historical screenshots include a deliberately raised power fee to provoke cutoff. They do not certify this installed modpack pair.

Historical interface example

Historical Tax Book showing mains cutoff and unpaid power bill.

Historical R7 capture from the supplied report, p. 23. The test deliberately raised the power fee to provoke cutoff; the displayed debt is not a default-rate example. Credit: supplied Civic Frontier research/development evidence.

Admin & server owner reference

Exact identifiers, original fields and source locators are preserved below. These records describe the documented mod version; they are not commands to run or proof of a new gameplay test.

Original wording and exact fields

afterfall.power_billing defaults false.

Original wording and exact fields

Default affects mode is monsters_and_infected. Walking handling defaults to auto, enabled with Afterfall installed.

Registry IDs

  • civic_frontier:town_ward

Sources & verification

Evidence: pdf-derived. Feature status: gated. Article coverage: ready.

civic-frontier-extensive-breakdown.pdf

PDF pages 22-23, 39, 61, 70 · 14 Wards and utilities · E63-E68

Civic Frontier report, reviewed October 23, 2026. Implementation and historical tests are reported findings unless a direct catalog inspection is separately identified. Pack overrides unknown.

The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.

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