Specific City Bonuses Each city will now have its own unique buff for your entire clan. Some will be great, some will be mediocre. The general idea is to not make already amazing cities even more amazing with great bonuses. Here are all the cities and their buff ideas below. Lost Untilik - Reduces your total encumbrance by 3.50 points. Aerngardh - Increases the damage you deal to monsters by 20%. Angfrost - Increases all Cold damage you deal by 5%. Kryzerok - Increases the stone yielded from rocks by 30% and you now have a low chance to mine a runestone. Frostbourne - Your crafting speed is increased by 30% - in addition all gold required in crafting an item is reduced by 5%. Frost Coast - Increases your Cannon and Battle Spike damage by 15%. Mamengruk - Increases the duration of your Disable Shot, Bolt, and Blow by 3 seconds. Talpec - Your Poison and Bleed abilities last longer. If a Poison spell such as Toxic Rain ticks once every second for 3 seconds then it will now tick for 4 seconds. Same with spells like Rend, Needles, Insect Swarm etc… Apautan - Increases the cotton and herbs yielded from bushes by 30% and steedgrass is much more common. Caxtla - Your enchantments are slightly stronger when crafted. For example, if you craft a full Q3 Keen it will turn out to be a Q3.33 or Q3.66 Keen, as if you used 1-2 components of Q4 materials. Mehatil - Stamina cost when shooting a bow is reduced by 25%. (About 1-2 points). C-Bay - Whenever you critically strike a monster you will heal for the amount of damage dealt. Tiquiya - Increases all of your Physical Protections by 1. Zag - Increases all Melee damage you deal by 5%. (Roughly 2-3 points). Kvitstein - Increases the durability of items crafted by 25%. Gulghat - Increases all Arrow damage you deal by 5%. (Roughly 2-3 points). Sweetwater - Increases your Maximum Health, Stamina, and Mana by 5. (This goes beyond the 450 cap). Andruk - Increases your Melee Speed Modifier by 10 points. (A haste is about 30-40 for reference). Long March - Increases the timber yielded from trees by 40% and you now have a low chance to harvest Sage Wood. Alberworth - Increases the duration of your buff other spells by 30 seconds. Aradoth - You have a 25% chance to not consume an arrow when firing a bow. Dagnamyr - After 15 seconds of not taking damage, your mount will slowly heal itself for 1 health every second until fully healed. Sunthrone - Increases the effectiveness of your healing to other players by 10%. Marithain - Increases all Holy and Arcane damage you deal by 5%. (Roughly 2-3 points). Darkmoore - Mounts have a bonus 50 health when crafted by your clan. Seelie - Increases iron yielded from iron veins by 25% and increases the chance for rare ore to drop by a significant amount. Erinthel - Monsters now drop 20% more gold for your clan. Kholesh - Increases all Acid damage you deal by 5%. (Roughly 2-3 points). Mar Shral - Bloodcraft and Shadecraft no longer have penalties to wear. Hammerdale - Increases all Fire damage you deal by 5%. (Roughly 2-3 points). Khosgar - Potion effects now last 3 seconds longer. Tughri - You now have the option to use Gold instead of Portal Shards when using your portal chambers. Maximum 1,000 gold. Hal’Kali - Your equipment now loses durability 40% slower. Khayud - Increases all of your Magical Protections by 1. Ymennek - Increases all Lightning damage you deal by 5%. (Roughly 2-3 points). Ul’sulak - Sacrifice no longer costs health to use. Ghanalaj - Mana Missile, Eldritch Sphere, Venom and Missile Fury now restore mana on successful hits based on staff quality. (5-10 restore). Ul’hamra - Increases all Unholy damage you deal by 5%. (Roughly 2-3 points). Ramlaji - Reduces the cost of Shipbuilding by 25%. Elharrat - Increases your Ranged Speed Modifier by 10 points. (A ranged haste is about 30-40 for reference). . Serruk - Warhulk cost is reduced by 20%. Izkand - Whenever you land the killing blow on a monster or player then your next spell cast will be free to cast. This includes stat cost and reagent cost. Lasts 7 seconds. Dayar - While blocking you now reflect up to 5 piercing damage back to your attacker when struck in melee. Calfadar - Gemstones are much more common when mining stone and iron. ============== Now for a more complicated system. City value In my opinion has tanked with some of the changes. Some monster spawns make some cities good but the monster table revamp IMO lowered a lot of city value, especially with how easy it is to fast travel now (village board, rune glyphs, wilderness portals). In addition to many cities being neutered like rare mines being removed. On the opposite spectrum trade routes are insanely good now. That's great! People do them! However they give so many mats and the actual game play is terrible. Its 1 hour of running and you might get into a fight at the end where people camp at the location. My suggestion I think can help both problems a bit. Trade routes between player owned cities/hamlets is the basic idea. Make it go live similar to how you set your mines. Once a day during a window of your clan's choosing. Your clan may only have one trade route and it must be from what you designate as your “Capital”. How does it work? You need at a minimum two cities. The further the better the reward. However, you cannot just set sail from one corner of the map to the other. You need to have a hamlet or city connecting it along the way that you must stop in at. This increases the reward further. The idea is that this promotes owning multiple holdings and holding a sort of a territory. Because island cities/hamlets already have so much value and it would just promote ships in the middle of nowhere I think this should only be mainland. Examples of how it all works- Say you own Kholesh, this is your capital city. The only way to extend a trade route would be to go one of four options. Bloodscar, Daemesh, Erinthel, Rehnagar. You can choose to end your trade route at Erinthel because it is another city. Otherwise you would need to go Daemesh/Bloodscar>Mar Shral or Rehnagar>Elish>Marithain or Rehnagar>Elish>Inmak>Dagnamyr. This opens up a lot of route possibilities if you have a congested holding like Kholesh. It can also be simple and low rewards such as going from Darkmoore to Jeradan to Marithain. Maybe have the option for enemy clans to sabotage your trade route with battlespikes/siege hammers and if they sabotage it they get a % of resources the trade route would have given and your clan cannot do the trade route until the next day for that city.