Topic: Clans and Alliances
Ive had some thoughts on the clan/alliance issues for awhile.
Clans:
Not much in the way of actually rewarding being in a clan.
As of know the only big thing I have seen is trading incentives for people in clans. I think expanding the perks of being in a clan would be a way to really drive a clan-game.
A few things I had thought of:
Clan Buildings. Buildings that act much like some of the other buildings do now but have clan wide effects.
ie
A clan bank that acts like a warehouse, but earns interest for gold.. all clan members can add/withdraw resources for no cost.
Clan points. Points awarded to a clan for various things.
One example would be if a clan attacked another clan, and won by some certain amount, ect. These points could be spent on improving the clan.
ie.
One point could be spent to improve tower defense by 1%, crop production by 1% ect. Over time they would add up.
Clan roads. A non-portal idea that a clan could continuously put resources into building roads that would reduce the travel distance between villages.
Alliances:
Either embrace them or put mechanisms in place to make it hard for them to work.
Ie
Make an official alliance status, and limit it to a small number (2-5). Limit all trading to alliances, limit other activities to alliances only.
Mechanisms that may work to reduce alliances may be based on the clan point system. I don't have specifics by any means.
Δ*D = ρf Δ*B = 0
ΔxE = -δB/δt ΔxH = Jf + δD/δt
and THEN there was light.