What a clan is
A clan is a group of players with its own name, tag, banner and chat. Together its members fund the Clan Doctrine, a skill tree that makes every member stronger, and march on Clan Bosses, the only source of the Workshop's blueprints and parts. A clan is not the same as your Allies: joining one adds nobody to your squad.
Open it from the CLAN tile on the Home screen. A member's clan screen has three tabs: CLAN, DOCTRINE and CLAN BOSS.
Who can join
- Every player can join a clan, but each clan sets a minimum level, and no clan asks for less than level 5.
- A Guest must save the account first. A Guest can look at clans but cannot join, ask to join, accept an invite or found one until the account is saved.
- You can be in one clan at a time.
- A clan holds 10 members at first. Command skills in the Doctrine raise that to 15.
Finding and joining a clan
With no clan, the CLAN screen lists every clan. Search by name or tag, or open Advanced search to filter by location, how players join, member count, and only clans you can join now. Each row shows the clan's members against its cap and its minimum level. Tap a clan to see its page: banner, description, location, roster and the donations made this week.
A clan decides how players get in:
- Open: tap JOIN and you are in.
- Request to join: tap REQUEST TO JOIN and wait for a Sergeant or above to answer. A request lasts 7 days, and you can have up to 5 waiting at once.
- Invite only: there is no way in from outside. A Sergeant or above invites you from your profile, and the invite reaches your Log. It also lasts 7 days.
Joining a clan clears every other request and invite you had. If a clan turns down your request, you cannot ask that clan again for 7 days, though it can still invite you. If you decline an invite, that clan cannot invite you again for 7 days, though you can still ask to join.
Creating a clan
To found your own clan you need to be at least level 20, and it costs 50 GB. Tap Lead your own clan on the CLAN screen and fill in, all in one form:
- A name of 3 to 30 characters, which no other clan holds. A clan is named once, so choose carefully.
- A tag of 2 to 5 capital letters or numbers. It appears in square brackets before every member's name across the game: in chat, on leaderboards, in tournament standings, on battle lists and in the Log.
- A description of up to 300 characters, a location (a country, or International), the minimum level to join, and how players join.
- A banner, composed from parts the game provides: a field pattern, one emblem and four colours (the field, the pattern, the emblem and the emblem's outline). Every part is open to every clan from the start. The banner shows on the clan screen, the clan's page and its members' profiles.
You become the clan's Commander. Later, an Officer or the Commander can change everything except the name and tag. Only the Commander can change the tag, which costs 10 GB. The old tag is then held for 30 days: no other clan can take it, but your clan can switch back.
Clan roles
Each member holds a clan role: Commander, Officer, Sergeant or Recruit. Everyone joins as a Recruit. There is one Commander, and up to 2 Officers until a Command skill adds a third. The roster only offers the actions your role allows.
- Every member can donate to the Doctrine, use clan chat, donate Energy to the March Pool and hit the Clan Boss.
- A Sergeant and above can also invite players and answer requests to join.
- An Officer and above can also kick members, set the Focus Skill, choose the week's Clan Boss, nudge members, and edit the description, location, minimum level, how players join and the banner.
- The Commander alone can change members' roles, hand over command, change the tag and delete the clan.
Every action works only on members below you: an Officer can kick a Sergeant or a Recruit, but not another Officer.
- Handing over command makes another member Commander. The old Commander becomes an Officer if a place is free, or a Sergeant if not.
- A Nudge sends a member a push that the clan misses them, once a day per member.
- An inactive Commander: if the Commander has not been seen for 30 days, the highest-ranking active member can claim command. The old Commander stays in the clan at a lower role, and every member is told.
Clan chat
Every clan has its own chat channel, which only its current members can read. Open it from the message button on the CLAN tab, or from the chat screen. A member who leaves or is kicked loses it at once.
The Clan Doctrine
The Doctrine is your clan's skill tree, on the DOCTRINE tab. It has three branches, which you swipe or tap between:
- WARFARE makes members stronger in a fight: Attack and Defence from gear and from ability points, the tactics in your loadouts, Max HP, XP, and bigger Energy and Ammo bars.
- PROSPERITY is about money: Base income, Cash from missions and fights, cheaper Armory upkeep, cheaper Lieutenant upgrades and a lower minimum bounty.
- COMMAND grows the clan itself: more member places, a third Officer and bigger daily donation limits.
Each skill is Locked, Open or Active. Every branch starts with one or two Open skills, and a skill opens once any skill leading to it is Active. Tap an Open skill to see what it gives every member and how many donations it still needs.
Donating
- A donation is $10,000,000 or 1 GB, and either one counts as one donation toward the skill. Cash comes from what you hold, never from the Bank.
- Each member can donate 10 times in Cash and 10 times in Gold Bars a day. Command skills raise both limits to 13. The limits refresh every day at 12:00 UTC, and the tab counts down to it.
- You choose the skill. Donations go to the Open skill you pick; there is no shared pool. When a skill's donations reach its price it becomes Active, and stays Active.
- An Active skill gives every member its effect, including members who join later. A member who leaves loses the clan's effects.
- Donating counts toward the weekly Patron Task.
The Focus Skill is the skill an Officer or the Commander marks with a star as the clan's donation priority. It has to be an Open skill, and it clears itself when the skill activates. A member who changes it has to wait an hour before changing it again.
The CLAN tab's ACTIVE BONUSES panel adds up what your clan's Active skills give you. The trophy button on the DOCTRINE tab opens the DONATIONS boards: today, this week (from Monday 12:00 UTC) and overall, for every current member. Only donations made since a member last joined count.
Every Doctrine skill
The tables list each branch in the order the tree draws it. "Gives every member" is the line the skill's sheet shows; "Opens from" names the skills that open it, any one of which is enough. Effects from several skills add together.
Warfare
| Skill | Gives every member | Donations | Opens from |
|---|---|---|---|
| Assault School I | +1% Attack from attribute points | 500 | Start |
| Entrenchment I | +1% Defense from attribute points | 500 | Start |
| Combat Medicine I | +1% Max HP | 750 | Assault School I or Entrenchment I |
| After Action Review I | +1% XP | 750 | Combat Medicine I |
| Body Armor I | +1% weapon Defense | 1,000 | After Action Review I |
| Composite Armor I | +1% vehicle Defense | 1,250 | Body Armor I |
| Tank Gunnery I | +1% vehicle Attack | 1,000 | After Action Review I |
| Marksmanship I | +1% weapon Attack | 1,250 | Tank Gunnery I |
| Ammunition Supply | +1% Max Ammo | 2,000 | Marksmanship I |
| Combat Medicine II | +1% Max HP | 1,250 | Composite Armor I or Marksmanship I |
| After Action Review II | +2% XP | 1,250 | Combat Medicine II |
| Combat Medicine III | +1% Max HP | 1,250 | After Action Review II |
| Maneuver Warfare | +1% attack loadout tactics | 1,250 | After Action Review II |
| Combat Medicine IV | +1% Max HP | 1,250 | Combat Medicine III |
| Defense in Depth | +1% defense loadout tactics | 1,250 | Maneuver Warfare |
| Forced March | +5% Max Energy | 2,000 | Combat Medicine IV or Defense in Depth |
| After Action Review III | +2% XP | 1,500 | Forced March |
| Marksmanship II | +2% weapon Attack | 1,750 | After Action Review III |
| Composite Armor II | +2% vehicle Defense | 1,750 | After Action Review III |
| Tank Gunnery II | +2% vehicle Attack | 1,750 | Marksmanship II |
| Body Armor II | +2% weapon Defense | 1,750 | Composite Armor II |
| Combat Medicine V | +2% Max HP | 2,000 | Tank Gunnery II or Body Armor II |
| Combined Arms | +2% weapon Attack and +2% weapon Defense | 2,250 | Combat Medicine V |
| Assault School II | +4% Attack from attribute points | 2,500 | Combined Arms |
| Entrenchment II | +5% Defense from attribute points | 2,500 | Combined Arms |
| Total War | +5% Max Energy and +5% Max Ammo | 3,000 | Assault School II or Entrenchment II |
Prosperity
| Skill | Gives every member | Donations | Opens from |
|---|---|---|---|
| War Economy I | +1% building income | 1,000 | Start |
| Spoils of War I | +1% mission and PvP Cash | 1,000 | Start |
| War Economy II | +1% building income | 1,000 | War Economy I |
| Spoils of War II | +1% mission and PvP Cash | 1,000 | Spoils of War I |
| Bounty Contracts I | -3% minimum bounty | 1,250 | War Economy II or Spoils of War II |
| War Economy III | +2% building income | 1,500 | Bounty Contracts I |
| Spoils of War III | +2% mission and PvP Cash | 1,500 | Bounty Contracts I |
| Officer Academy I | -3% lieutenant upgrade cost | 2,000 | War Economy III or Spoils of War III |
| Maintenance Depot I | -5% Armory upkeep | 2,000 | Officer Academy I |
| Maintenance Depot II | -5% Armory upkeep | 2,000 | Officer Academy I |
| Officer Academy II | -7% lieutenant upgrade cost | 3,000 | Maintenance Depot I or Maintenance Depot II |
| Bounty Contracts II | -7% minimum bounty | 2,500 | War Economy III |
Command
| Skill | Gives every member | Donations | Opens from |
|---|---|---|---|
| Recruitment I | +1 member place | 2,500 | Start |
| War Bonds I | +1 Cash donation a day and +1 Gold donation a day | 2,500 | Recruitment I |
| Chain of Command | +1 Officer place | 2,500 | War Bonds I |
| Recruitment II | +1 member place | 2,500 | Recruitment I |
| Recruitment III | +1 member place | 2,500 | Recruitment II |
| War Bonds II | +1 Cash donation a day and +1 Gold donation a day | 2,500 | Chain of Command |
| War Bonds III | +1 Cash donation a day and +1 Gold donation a day | 2,500 | War Bonds II |
| Recruitment IV | +2 member places | 4,000 | War Bonds III |
Leaving, kicks and ending a clan
- Leaving is the LEAVE button on the CLAN tab. You then cannot join or create any clan for 24 hours.
- A kicked member waits the same 24 hours.
- The Commander cannot leave while anyone else is in the clan: hand over command first, or delete the clan. A Commander alone who leaves deletes it.
- Deleting the clan destroys everything it built: the Doctrine, every skill it funded and every donation. Nothing is refunded to anyone, including the founding Gold Bars. Members are released at once with no wait to join another clan, and the tag is held for 30 days before anyone can take it.
- Leaving never costs your own things. Your Workshop, including any War Chests you earned, stays with you.