Citadel Upkeep -- possible future changes
Posted: Wed Dec 31, 2014 10:19 pm
From the Clan Leaders Forum:
Mod Moltare wrote:TL;DR Should we reduce upkeep costs and increase building costs to partially compensate?
Gentlebeings,
I'm aware that capping in citadel is a sore point for some clan members and a reason not to join some clans that demand it; that it feels obligatory - to stop citadels degrading - that you as clan leaders demand that everyone cap, and that you manage quite tightly the locks on citadel plots to avoid having every clan member use their allowance on cloth only to fail upkeep on pbars or wood etc.
In the longer term, and I can make no promises to time frame at the moment, I'd like more uses for clan resources such that resources from capping are desirable to the player on a personal level as well as the clan. That wouldn't be for a long time yet as other priorities vie for our limited development and testing time, though, so I'd like to make a smaller change in the mean time.
How do you feel about cutting upkeep costs for citadel buildings, at the tradeoff of making the buildings themselves more expensive?
Essentially:
- We'd seek to rebalance the costs for buildings such that a complete citadel at any given tier had as much upkeep cost as 5 people capping could just about handle weekly.
- We'd increase the price of buildings in the citadel such that the extra resources you would have spent on upkeep over the course of the time taken to construct the building are rolled into that spend instead.
As such,
- Getting your citadel built would take about as long.
- A clan which fell on hard times would be less likely to dilapidate.
- Players would still be able to claim the same amount of XP etc weekly by contributing to their clan,
- but you'd be able to reach upkeep costs earlier in the week,
- so you could unlock all plots and allow more people to spend their limit on skills they want XP in.
For comparison, scroll down to some figures for current and proposed total upkeep costs (including the ore and charcoal needed for bars)...
UPKEEP
Old -- Upkeep total -- Members needed for upkeep
T1 3005 4
T2 6010 6
T3 9405 7
T4 15005 9
T5 20040 11
T6 31435 14
T7 52500 20
.
New -- Upkeep total -- Members needed for upkeep
T1 3005 4
T2 5409 5
T3 6960 5
T4 8253 5
T5 9820 5
T6 11002 5
T7 13125 5
.
BUILDING
Old -- Building total -- Members' weekly cap needed to build
T1 4710 5
T2 21855 19
T3 50275 36
T4 113780 67
T5 219260 110
T6 438200 187
T7 968900 359
.
New -- Building total -- Members' weekly cap needed to build
T1 4710 5
T2 22839 20
T3 52789 38
T4 119469 71
T5 229127 115
T6 457919 195
T7 1007656 374
As you can see in the first pair of tables, upkeep has been flattened to be (just under) 5 members' worth except in the case of T1 (which is already less than that). The second table shows the new total cost for buildings (not decorations) at a given tier; they've been adjusted upwards by about 5% to increase their price by the same number of (members capping) as have been cut from upkeep. Decorations will be adjusted similarly.
In short, if your clan has fewer than that final column of numbers, you'll benefit from the cost adjustment. Clans of fewer than 21 people will now be able to progress up the citadel tiering; obviously this means more T7 citadels will exist, but this is an outcome I am content to allow since there are currently fewer than the Clans team would like. And clans of 5 people will be able to maintain a citadel, if they're highly precise and disciplined about it (although it's a distinctly tricky prospect and I'd always recommend having more members than that).â€Â
- Mol