Clan Platinum Platinum will be a new resource clans can accumulate by performing activities around their clan cities. Current design: When a player is bound to one of their clan cities they will generate platinum for the clan when performing various activities around that city. These activities can include things like killing mobs or harvesting. The amount of platinum earned will be based on the activity itself and the rewards given for that activity. For example, mining ore nodes would provide more platinum per hour than mining stone nodes, but farming mobs would provide the most benefits. The amount of platinum provided for farming mobs will be determined by the drops these mobs provide. Higher tier mobs have higher tier rewards and thus would provide higher amounts of platinum per hour. Clans will also have an activity window. This will be a time-frame of 8 hours that the clan chooses. Live Activity Window: Platinum production will double compared to performing activities outside of the activity window At the end of the activity window, the balance of platinum in the container will be transferred to the clan bank for use in clan purchases Clans will be vulnerable to theft during this time - this will require people to bring siege hammers, battle spikes or other siege equipment to destroy the “container” (maybe just the bindstone) When someone breaks the container 60% of the platinum will drop, 20% will go back to the owning clan and 20% will be destroyed. This provides a good amount of bonus for the thieving players, gives the owning clan a bit of a bonus so they are not completely wiped out, but reduces the amount of platinum earned if the owning clan chooses to steal their own goods After you steal clan platinum it must be deposited into a “Clan City” captains bank before it can be used, so players that steal and do not own a city would be inclined to sell it on the market What is clan platinum for? This is somewhat open-ended and we will keep adding in things as we move forward with the Territory Control System, but here are some ideas: Siege equipment Paying for increased farming output Paying for increased range of city farming bonuses Social Services Decreased cost of market use Decreased cost of billboard use Decreased cost of crafting Improved crafting bonuses (?) Ideas? Outside of Activity Window: Not vulnerable to stealing 50% of the yield for all activities Like always these are initial design ideas and all ideas are welcome. Make sure to give us your thoughts in this thread and join us in the Focus Group on Discord!