Sending Clan Resources
Your clan's buildings turn ordinary wood, stone, iron, food and silver into five things you can't produce anywhere in your own city. Here's what happens to what you send, what the clan does with it, and what you should keep back.
The short version
- Sends to clan buildings aren't taxed. Sending resources to another player costs you 20 percent: send 1,000,000 and 800,000 arrives. Sends to clan buildings arrive whole.
- What you send is converted, not stored. A clan building doesn't hold your wood for you. It processes wood into boards, food into religious tractates, and so on. The raw resource is gone.
- Two different things come out the other end. Clan bonuses and clan technologies are separate systems with separate rules, and only one of them reaches you wherever your city sits.
Why this matters
A clan can't generate boards, steel, cement, religious tractates or scientific tractates on its own. Every unit of those five comes from a member deciding to hand over ordinary resources. There is no other tap.
The clan's temple, universities, capital and forts all run on member donations. A clan where nobody donates has the buildings and nothing to put in them.
Resource Conversion
| You send | Clan gets | What it's for | |
|---|---|---|---|
| Wood | → | Boards | Clan building material. |
| Iron | → | Steel | Clan building material. |
| Stone | → | Cement | Clan building material. |
| Food | → | Religious tractates | Spent by the leader or a superior to switch on clan bonuses. |
| Silver | → | Scientific tractates | Spent on clan technologies, researched at clan universities. |
Food = Clan Bonuses
Religious tractates are produced in the Clan Temple. The leader and superiors spend them to activate clan bonuses, which are large temporary buffs that apply across the clan.
Two that have been seen running: army strength up 25 percent for the whole clan, and troop training speed up 100 percent. How many bonuses a clan can pick from is set by how many forts it has built. More forts, more options.
An activated clan bonus only reaches members whose city sits inside clan territory. If your city is outside the territory, the bonus is running and you're not getting it.
Silver = Clan Technologies
Scientific tractates fund clan technologies, researched at clan universities. They come in three branches: clan territory, allies, and fortifications.
Unlike bonuses, technology benefits reach every clan member wherever their city sits. You don't need to be inside clan territory to receive them.
Bonuses are temporary, need territory, and run on food. Technologies are permanent, ignore territory, and run on silver. If your city sits outside clan territory, your food donations still help the clan, but they buy a bonus you personally won't feel. Your silver donations reach you either way.
How much to send
Transfers go out through your Caravan building, the same way any resource transfer does. How much moves per trip is set by your caravan level plus the logistics research that raises caravan speed and carrying capacity.
There are two separate limits, one for sends to players and one for sends to clan buildings, and the clan-building limit is far higher. One player at caravan level 21 was capped at 320,000 per send to an ally while sending 3,000,000 per caravan to clan buildings. A separate reading puts a level 25 caravan at 500,000 per run to a player, with level 35 the target for a full million. Both are single sightings, so read them as the shape of the curve rather than a table.
Bulk sends & conversion speed
A clan building's conversion rate isn't fixed. It appears to double once the building's stock of a resource passes certain thresholds.
The figures reported: with under 3,000,000 wood in stock, a building converted 250,000 wood per hour into 4,400 boards per hour. Above 3,000,000 in stock that rate doubled, and above 6,000,000 it doubled again. The clan in question keeps its stocks around the 50,000,000 mark.
If that holds, a clan that coordinates large simultaneous drops gets substantially more out of the same resources than a clan whose members trickle donations in. It's one witness and the thresholds haven't been reproduced, so it's a promising lead rather than settled clan policy.
What to keep back
Donating is good for the clan and it's free of tax, which makes it tempting to empty the warehouse. Two things to protect first.
- Food. Your troops eat continuously. If food production goes negative, troop training gets more expensive, and running out stops you training new troops at all.
- The resources for your next building level. Your own city growth is what raises your caravan capacity, your consulate, your walls and everything else. A donor who has stalled their own development helps the clan less over any real timeframe.
The comfortable rule for a new player: __donate surplus, not stock__. If you weren't going to spend it in the next few days, the clan can use it better than your warehouse can.
The Who & What
- Mobile players can join a clan once their Capital reaches level 3.
- Browser players are placed in an automatically generated clan where clan buildings, clan technologies and clan bonuses don't exist at all. There's nothing to donate to.
- Everything is logged. The Clan Capital's history tab records every member's resource contributions, dragon coin contributions and speedup help. Your donations are visible to leadership.
- It goes both ways. The leader and superiors can send dragon coins back out to members from the Capital's resources tab.
Clan territory size is set by three things: Clan Capital level, the number of forts, and the amount of help sent. Help there means help points, which you generate by tapping the help button on clanmates' build and research timers, at 100 points per click sent to the Clan Capital. It's a separate contribution from donating resources, it costs you nothing, and it's the cheapest thing a new player can do for a clan. Clicking help for each player individually and clicking help-all send the same number of points.