Section 12 of 12 · World

Clans & Politics

Clans are where most of the game's rewards actually live—and kingdoms run on player-made law as much as game mechanics. Here's how both layers work.

Joining and creating

New players start in a computer-generated clan with no leader, no Capital, and minimal benefits—join a real clan before your starter shield expires. Creating your own costs 7.5K Gold and makes you Leader: name, three-letter tag, emblem, privacy setting, and language. Rejoining clans carries a 14-day cooldown.

Five ranks: Leader, Superior, Officer, Veteran, Soldier. Most powers sit with the Leader and Superiors; Veterans and up can request and send reinforcements and use clanmates' portals. Base capacity is around 60 members, expandable with clan technologies.

What clans actually give you

MechanicHow it works
HelpingClanmates speed your construction, research, training, and crafting by 1% per click; the help cap scales with your Capitol level. Always request before spending speedups.
GiftsEarned clan-wide when a member finishes a crypt or arena, plus story progress and bank-purchase Triumphal gifts. Open window is ~20 hours—log in daily or lose them.
Clan chests & WealthChests from members' heroic kills, crypt completions, and tournament placings; opening them builds Wealth points toward daily reward chests that tier from Common to Ascendant.
RaidsLeaders and Superiors create group marches against Heroic squads, Vaults, and event bosses with a deadline and participant cap.
Clan Capital & buildingsMembers caravan raw resources to clan buildings, which convert them (wood→boards, iron→steel, stone→cement…) to fund construction and clan research. Sends to clan buildings are free, but resources sent player-to-player carry a 20% tax.
Clan technologiesResearched with Scientific Tractates: territory, Fort count (max 4), member cap, and army/city bonuses that apply to members anywhere in the kingdom.
FortsExtend territory, accept reinforcements, and protect the Capital. Destroyed Forts burn for 40 hours; when the last Fort falls, the Capital itself becomes attackable and a 20-hour emergency shield kicks in.

Clan wars

There is no standing war-declaration system—clan-vs-clan warfare is event-driven: Dark Omens (four-clan divisions with sabotage mechanics), Trials of Olympus (three-clan divisions), The Great Hunt and other clan leaderboards, plus open-map Fort and Capital sieges. Matchmaking weighs total clan might, member count, and troop levels.

The throne

Every two weeks, Clash for the Throne elects a King. Day one is a Conquest Point race (the top 100 can't shield); the winner becomes Princeps with 25 delegate votes, ranks 2–99 become Senators with 10 each. Day two, the Senate votes—most votes takes the crown until the next election.

The King controls the Royal Treasury (kingdom-wide buffs—or misfortunes) and hands out titles: positive ones like Hand of the King and Queen (+25% Valor and XP), and punishment titles—Dog, Rooster, Pig Farmer, Dummy, Coward, Punching Bag—that actively weaken their holder. Titles persist across reigns until changed.

Kingdoms and relocation

  • Kingdoms are numbered servers. New ones start closed (no cross-kingdom interaction) and 'open' later—a rite of passage kingdoms plan for heavily.
  • Cross-kingdom city teleport: leave your clan first; once per ~37 days; you lose all Palace titles; you can't land in closed kingdoms or ones where your Might is more than double the top player's.
  • Clan teleport: a Leader-only item that moves the Leader's city, archives all clan buildings for re-placement, and lets members follow without the rejoin cooldown.

Rules of Engagement

Officially, RoE are player-created, per-kingdom law—the game doesn't enforce them. Ask in Kingdom chat before you fight anything. Common patterns:

  • Kingdom-wide NAPs: no in-kingdom city or fort attacks except by mutual agreement, with open season during Clash for the Throne and cross-kingdom aggression saved for Clash of Kingdoms.
  • Tile-hitting restrictions—legal in-game, ritualized or banned by most RoE; clans keep registers of built tiles.
  • A surprisingly relaxed attitude to being attacked: defenders earn Conquest Points and revive for Silver in many events, so 'the best way to grow is by getting hit' is genuine veteran advice.

Breaking your kingdom's RoE is the fastest way to get your clan zeroed by a coalition. When in doubt, ask your clan's diplomats before attacking anything that isn't a monster.

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