YVALDIS
III · Gameplay

Clans and alliances

Document 19 · 2 min read

Clans

  • Creation: a player founds a clan for a gold cost and a unique name and crest (the crest appears on capes, shields and territory banners).
  • Size: up to 100 members at launch (adjustable).
  • Ranks with configurable permissions: leader, officers, treasurer, recruiter, member, recruit.
  • Clan bank: gold, items and token (token only with the signature of two officers, to protect against internal theft).
  • Headquarters: an urban or rural plot owned by the clan (see 15), with a hall, shared workshops with bonuses, a stable and a board for internal orders.
  • Clan progression: clan level and achievements (clan quests, dungeons, events) unlock modest bonuses (more bank space, travel discount, one clan ritual per week). Nothing that makes a large clan unbeatable in combat.
  • Internal taxes: the clan can charge a percentage of members' market sales, if members accept it when joining.

Alliances

  • Up to 5 clans per alliance, with a council (one vote per clan) and its own name and color.
  • They share: chat, event calendar, access to allies' territories and their defense.
  • They do not share a bank (each clan keeps its own).
  • Alliances have a limit so that territory contests do not become a single bloc (rule of at most 3 territories per alliance per region at launch).
  • Cap on concessions per clan and per alliance (not just per account): at launch, at most 2 concessions per clan and 3 per alliance at Mina Velha (Old Mine) (6 in total). Alt accounts under the same KYC do not bypass the limit.

Territories (see 13)

  • Concessions and forts in contested zones can be taken in clan war, at scheduled times (the defender chooses the window, within rules).
  • The owner of a territory receives part of the concessions' tax and can charge a modest toll on the road that passes through it.
  • Territories require upkeep (NPC garrison paid in gold, walls repaired by builders): abandoning costs the territory.

Diplomacy

  • States between clans: ally, neutral, rival (PvP allowed between members in consent zones), war (PvP allowed in contested zones without warning).
  • Treaties with a term and a gold penalty for breaking them, recorded in the game.
  • A public board in each city shows wars, treaties and territories: politics visible to everyone.

Social

  • Clan and alliance chat; proximity voice in the world (important in VR).
  • Group and clan search in the taverns.
  • Clan events: raids, group-escorted caravans, internal tournaments, festivals at the headquarters.

Protections

  • Anti-monopoly of materials: every rare material has a smaller alternative source (08, 15); hard-to-reach places have safe arrival zones at the entrance (no PvP), so a clan cannot block access.
  • Clan wars: 50 vs 50 at most; alliance wars: 100 vs 100, on instanced battlefields (05).
  • Limits on alliance size and on territories per region prevent the monopoly of a giant alliance.
  • Changing clans has a cooldown (7 days) to prevent mass switching during a war.
  • Log of everything that leaves the clan bank.