Originally Posted by
Joshen
Clan Level Upgrades
I started a new clan recently. I was sick of those few members never attacking in wars and thus, contributing to our losses. Kicking the players worked until a group of clashers came and replaced them without any better results. Rinse and repeat. This can be frustrating, especially for larger clans.
When I started recruiting for my new clan based around a strong core of warring clashers, I observed a LOT of people in global saying “join here,” “no, here,” “free elder here!” and “free co leader here.”
If a clan falls apart (I was with my main clan for 1-1/2 years until it fell apart due to the leader and several veterans leaving), there is not much motivation to stay. In short, clans have absolutely no value. They are a dime a dozen; there is nothing to solicit when recruiting other than the “rank” of elder or co-leader, and nothing to work towards as a team other than the amount of wars you’ve won and trophy rank (which can falter easily).
What I propose is a system in which resources and team actions would contribute to help level up a clan for certain perks.
A very rough idea of how this would work is as follows:
Donating troops, while providing player exp will also contribute to the leveling of your clan.
Donating resources to the clan (resources destroyed in the process) (gold, elixir and dark elixir) will contribute to the leveling of your clan.
Winning wars will also produce exp for leveling your clan.
While a clan may achieve exp through ONLY the donation of resources, winning wars or donating troops, a combination of the above will help advance the clan faster.
The amount of exp required to level up a clan is tiered (level 1 requires 10exp, level 2 requires 25, level 3 requires 40, level 4 requires 55 etc.)
Level 1 requires 10 exp (10 donations of the required amount of each resource = 5,000,000 of each resource = 1exp, minimum donation of 500,000 or multiples thereof); donating troops to fellow clan members could produce 1/100th of 1 exp (100 donations of 5 troops each would produce 1 exp). Winning wars would contribute 1/2 exp (win 2 wars to produce 1 exp **note that each war takes 2 days, so leveling solely on wars would take more time**)(newer clans may not have access to all of the available resources, such as Dark Elixir. Option 1: This can be compensated by donating more of another resource OR Option 2: eliminating Dark Elixir from the resources available to donate, as this would eliminate the advantage over newer players.)
Scenario: Clan-X consists of 10 members and is currently level 0.
Level 1 requires 10 CLAN EXP
Clan-X donates troops regularly, wins 4 wars and has a bit of resources to spare.
4 wars won = 2 Clan Exp
All 10 members donate troops 50 times over the course of a week = 500 donations = 5 Clan Exp
5 members donate 1,500,000 gold and 5 members donate 1,500,000 elixir = 7,500,000 gold and 7,500,000 elixir = 15,000,000 donated resources (5,000,000 =1exp) = 3 Clan Exp
Clan-X has achieved level 1 and is rewarded with the corresponding perk.
Clan Level 2 requires 25 Clan Exp, so they would require exactly 2-1/2 times the amount of work put into level 1 (progression towards levels does not stack, level 2 would require 25 exp not including advancement for level 1).
Each Clan Level Perk is permanent, and will apply to each current member upon completion and each new member after a cool-down of 48 hours after joining(**note that new members may contribute to Clan Exp upon joining). Members who leave the clan will no longer have access to the perks associated with that clan (effective immediately upon leaving the clan) (this excludes any decoration received through the completion of level 1).
Clan Exp does not roll-over. If my Clan-X has 9 out of 10 Clan Exp for level 1, and I donate 8,000,000 gold (5,000,000 required for 1 exp), the 3,000,000 does not count towards the completion of level 2 and is permanently lost (if two members simultaneously donate the remaining required amount of resource for completion of a Clan Level, one of these resource donations will be counted towards the next Clan Level.)
Some examples of proposed perks are listed below:
Clan Level Perks
Level 1: Provide item to build (statue, flag or other decoration signifying level 1 achievement)
Level 2: Reduce resource boosting cost by 1 crystal.
Level 3: Increase Army Camp troop capacity by 1% (rounded up or down to the next whole number)
Level 4: Reduce cost to re-arm traps/reload x-bows by 2% (rounded down to the next whole number)
Level 5: Increase troop hit-points by 2% (rounded up to the next whole number)
Level 6: Increase troop DPS by 2% (rounded up to the next whole number)
Level 7: Reduce research duration by .5% ( eg. 10 day research would be reduced by 1.2 hours)
Level 8: Increase Base Buildings hit-points by 1%
Level 9: Increase Base Offensive Buildings DPS by 1%
Level 10: Increase spell effectiveness (damage, duration, healing amount) by 1% (rounded up to the next whole number)
I realize there are more logistics involved (matching for attacks, matching for wars, making sure to even out advantages between players, larger clans with more resources would level faster), but this is my rough idea of a system that would increase the camaraderie and cooperation of the players.