Races & Citizens¶
You can name a Tensura monster and add it to your colony as a citizen. A named monster keeps one identity whether it's fighting at your side or working in your colony.
The Races¶
Five Tensura races can become citizens: goblins, orcs, lizardmen, and dwarves by being named, and otherworlders by being tamed (see below). Each shifts specific MineColonies work skills by an exact amount:
| Race | Appearance | Work-Skill Changes |
|---|---|---|
| Goblin | Goblin model | Stamina and Adaptability +2 to +4 |
| Orc | Orc model | Strength, Athletics, Stamina +6 to +10. Intelligence, Knowledge, Creativity −5 to −1 |
| Lizardman | Lizardman model | Agility, Dexterity, Focus, Mana +6 to +10. Strength, Stamina −5 to −1 |
| Dwarf | Dwarf model | Knowledge, Intelligence, Creativity +6 to +10. Athletics, Strength, Agility −5 to −1 |
| Otherworlder | That character's own look | Adaptability, Intelligence, Knowledge, Creativity, Focus, Mana +6 to +10. Strength, Athletics, Stamina, Agility, Dexterity +2 to +4 |
Each listed skill is nudged by a random amount inside its range, so citizens still vary. The change is applied once, at citizen creation, on top of MineColonies' normal random starting skills, and kept within the 1–99 range. Normal skill progression continues afterward. Ordinary (non-Tensura) colonists get no change.
Those skills matter most for orc labourers and guards, lizardman precision and magic jobs, dwarf research and crafting, and otherworlders almost anywhere (they have no weak skill).
Otherworlders¶
Otherworlders are the people Tensura summons from another world: Kirara Mizutani, Kyoya Tachibana, Shogo Taguchi, Mai Furuki, Mark Lauren, Shinji Tanimura, Shin Ryusei, and Folgen. Each one keeps that character's own look in your colony and fights with its own skills when summoned to your side.
Otherworlders can't be named. Instead, any otherworlder you tame becomes your subordinate and appears in your roster (G), where you can send it to your colony like any other race. There are two ways to get one:
- Tensura's Summon Otherworlder magic — the otherworlder it summons is tamed to you.
- The Otherworlder Summoning Codex — Leon's Covenant reward. It performs the same summoning rite, with no magicule cost and no chance of failure, and recharges in 2 hours of real time.
Charming or controlling someone else's otherworlder, or one guarding a rival settlement, does not make it yours. Otherworlders never arrive through envoys or immigration, and a child with an otherworlder parent is born an ordinary colonist. The same character can appear more than once.
Race Colonies¶
When you found a colony, a popup appears asking you to choose its people: Default citizens (standard MineColonies villagers) or Goblin. The colony won't grow until you pick. If you close the popup by accident, right-click the town hall (or log back in) to reopen it.
The other races — orc, dwarf, lizardman — join later, when an envoy of that race visits your colony and you accept it (see below). These race envoys arrive on their own, even with the faction system turned off.
A colony that has a race grows that race. Children are born as babies of their parents' race: two goblins have a goblin, a goblin and a lizardman have one or the other, and a monster paired with an ordinary colonist can have either. A child born to residents with no monster blood is a plain colonist. Every child is born to its actual colony parents and grows up like any citizen.
Grown children join as full citizens right away — they get the same work-skill head start named citizens get, so you don't need to name each one, and they are your subordinates from birth. Naming stays for monsters you bring in yourself.
New Residents Arrive On Their Own¶
Two things bring more of a race to your town hall without you going to find one:
- Accepting an envoy brings one of that race to your town hall immediately.
- Wanderers drift in. While your colony has fewer than three of a race, one occasionally arrives at the town hall — no Tavern, no payment, at most one per colony every 5 minutes. Two times out of three it's the race you have fewest of. The other third is a random one of your other under-three races — so races fill out evenly.
These newcomers arrive wild and unnamed. They wait near the town hall and become citizens when you name them, like any monster you bring in yourself.
The limit of three counts the ones you have named plus the unnamed ones still waiting within 128 blocks of the town hall. If three are waiting, no more come until you name one or one is lost. Past three, a race grows by births (and the Tavern). Human colonists count as a race here too, and they still arrive as ordinary citizens.
Two Roles: At Your Side Vs. In The Colony¶
A named monster occupies one of two roles at a time:
- Subordinate — a Tensura creature at your side. It fights, evolves, has EP and skills, and follows commands.
- Citizen — a MineColonies colonist. It holds a job, raises work skills, and lives in your colony.
Switching between the two costs magicule and is done from the roster. The creature keeps its name, type, and progress across the switch:
- Send to colony — the subordinate becomes a working citizen.
- Summon to your side — the citizen returns as a Tensura creature.
You can move several at once. Some evolved forms (Orc Lord, Orc Disaster) can't be sent to a colony. Sending works from any distance — you don't have to be near the colony.
Jobs while a monster is away with you. A citizen who already has a job keeps it while it is out at your side; the job simply goes undone until you send it home. You never have to unassign anything before summoning someone. A hut can't newly hire a resident who is currently away — those residents show grayed out in the hut's hiring list, marked Subordinate Mode, while ones serving in the colony read Colonist Mode. You can still fire a resident who is out with you, straight from the hut.
Naming a monster before you have a colony. It waits and joins your colony when you found one. If it is out of range at that moment, it joins once you are near it again.
If a colony is deleted, the citizens living in it are gone with it. Named monsters that were out at your side stay yours and join your next colony.
Before removing the mod, send every subordinate home from the roster. A subordinate out at your side is a citizen with no body, and without the mod nothing can bring that body back.
The Roster¶
Press G to open your roster: a list of your named monsters showing
which role each is in and its EP. From here you select monsters and
Summon (bring to your side) or Send (to the colony) in bulk. The
roster also has tabs for Diplomacy and
Wars, and shows your colony's
reputation.
Citizen Trading¶
Mobs that originally had trading menus retain them. Open their citizen form's info window and click the Trade tab on the left to trade with them directly. Stock refreshes at dawn and whenever you open the tab, trades level up as you use them, and prices and offers carry across the subordinate ↔ citizen swap.