DTG Update — Clan Overhaul, Combat FAQ & New Bot Commands

Community   February 24, 2026

Context: This post covers the major clan system overhaul, summarizes today's community discussion and the public simulator formulas, and introduces the latest Discord bot commands. It exists to reduce repeat questions and help players test the right variables.



🏰 Clan System Overhaul

The clan system has received a massive overhaul! What used to be just 3 pages has been expanded to 11 fully-featured pages. Here's everything that's new:


📋 Overview

Your clan dashboard with quick stats, top contributors, recent activity feed, and active war alerts all in one place.


👥 Roster

View all clan members with their rank, level, and join date at a glance.


🎯 Hit List

Post bounty targets for your clan to attack. Track attack wins, gold stolen, kills, and fort damage per target with detailed per-member breakdowns.


📜 Activity

Full audit log of every clan action — joins, kicks, promotions, rank changes, war declarations, bounty updates, and more.


🕵️ Intel

Shared intelligence from clan members' spy and attack operations. View detailed reports on enemy players to coordinate your strategy.


🏦 Bank

Clan treasury with a dual deposit system. 50% goes to the clan bank, 50% becomes your secret stash (hidden from spy ops and rankings). Configurable deposit limits and withdrawal allowances.


⭐ Perks

Upgrade your clan with purchasable perks across Military, Economy, and Social categories. Unlock more hit list slots, higher deposit limits, extra member slots, and more. Requires clan gold and clan level.


📊 Stats

Aggregate clan statistics including attack wins, defense wins, gold stolen, fort damage, units killed, and top performer leaderboards.


⚔️ Wars

Declare war on rival clans! Track active wars with live scores, view pending declarations, and browse your war history. Costs 50,000 gold from the clan bank to declare.


📨 Recruit

Invite players to your clan, manage pending applications, and track sent invites with configurable expiration times.


📢 Announcements

Send announcements to all members or specific ranks. Track read receipts and view announcement history.


⚙️ Settings

Customize your clan profile (name, tag, description, icon) and create custom ranks with granular permissions: invite, kick, manage applications, view intel, send announcements, and buy perks.


👑 Members

Full member management panel. Promote, demote, kick members, transfer leadership, or disband your clan.



1) "Barracks are OP / snowball the game" — what's the point?

Short answer: Barracks accelerate population for players who level and take risks, not a free win button.


Why they exist

  • Levelers: more population growth, but more risk (fights, casualties, exposure).
  • Campers: low risk, but shouldn't end up with the best population for free.

Misconception: Removing barracks helps new players catch up.
In reality, removing them pushes the meta toward universal camping, slowing the game loop.


Useful feedback

  • Reduce barracks scaling
  • Shift power into Housing or Merc Camps
  • Make barracks scale with activity or losses instead of passive growth


2) "Will the game have rounds/seasons like LoC?"

Short answer: Not confirmed. The current preference is a long run (1–2 years), but it's still open for debate.



3) "Level range should be ±8 instead of ±10"

Short answer: ±10 works at low population. The range may tighten as the player base grows.


Why

  • Low population needs wider ranges to avoid dead gameplay.
  • More players allow tighter ranges and fewer mismatched fights.

Feedback tips

  • Talk about what the range is solving: target availability, seal‑clubbing prevention, tier stability.


4) "Why do recon missions notify the defender?"

Short answer: Recon is treated as harmless intel theft, so defenders get a notification.


If you want changes

  • Recon: no notification or % chance
  • Sabotage: always notify
  • Future counter‑intel mechanics


5) "XP feels weird — I get almost max XP with 1 turn"

Short answer: XP is heavily influenced by level differences. Attacking above your level pays more.


Attack XP (as shared)

  • Win (Attacker): base(100) × levelMod × turns × fortBonus (10–200)
  • Win (Defender): ~10% of attacker XP (1–15)
  • Loss (Attacker): 10 × turns (10–100), no levelMod
  • Loss (Defender): 0.25 × attacker XP × levelMod (1–40)

Level modifier

  • +10% per level above target
  • −5% per level below
  • Minimum 0.5×

Why 1‑turn XP can still be high: hitting significantly higher‑level players pushes levelMod toward the cap.



6) "Is XP capped at 4 turns?"

Short answer: It may feel that way because levelMod dominates. Could be perception or an actual curve.


Useful reports

  • Same target: compare 1/2/4/6/10 turns
  • Include level diff, result, XP gained


7) "I'm getting forced‑leveled just by being attacked"

Short answer: Defender XP exists so players aren't helpless forever, but it shouldn't rocket you upward.


Leveling curve

XP needed per level: 1000 × 1.15^(level − 1)

+1 stat point per level


Reality

  • Low levels level fast because thresholds are tiny.
  • Mid/high levels require massive XP.


8) "Casualties are dumb: I kill fewer units on low defense targets"

Short answer: Casualties are percentage‑based. Smaller armies lose fewer bodies.


Example:

  • 1% of 1200 = 12 lost
  • 1% of 500 = 5 lost

Implications

  • Low‑defense strategies reduce losses per hit
  • But increase how many people can farm you
  • And increase breach/fort‑down risk


9) "Why does mild defense feel worse than max or none?"

Short answer: Percentage‑based casualty systems create a threshold effect.

  • High defense: attackers fail → safe
  • No defense: attackers farm you → low losses
  • Middle defense: you lose fights → high losses

Useful feedback

  • Propose non‑linear casualty curves
  • Suggest mechanics that reward mid‑tier defense


10) "Fort health barely matters… until sabotage nukes it"

Short answer: Small fort differences don't matter much, but large drops massively increase losses.


Known mechanics

  • Fort damage: 10 HP per turn
  • Protection: ~90% at full HP → 0% at 0 HP
  • Low fort = more casualties spilling into other pools

Useful reports

  • Losses at full vs half vs 0 fort
  • Sabotage count + attacks after


11) "How many attacks should someone withstand?"

Short answer: It's a design choice tied to population growth and player count.


Baseline mentioned

~5 attacks rebuildable in ~1.5 days (assuming fort repaired).


Good discussion points

  • How punishing should repeated attacks be?
  • How does this scale with player count?
  • Should low levels recover faster?


12) "Why not add rock‑paper‑scissors unit types?"

Short answer: It adds depth but is a major system expansion.


What it changes

  • Composition matters more
  • Casualties become less predictable


13) Where can I verify the math?

Short answer: Use the Simulation tool and check the breakdowns.


Useful tests

  • Same attacker/defender, vary turns 1 → 10
  • Vary level difference
  • Same defense, vary unit counts
  • Same army, vary fort health


Reporting Something Broken

Include:

  • Attacker/Defender level
  • Turns used
  • Fort max + current HP
  • Win/loss
  • XP gained
  • Units lost (both sides)
  • Special conditions: sabotage, fort at 0, low unit counts


🤖 New Discord Bot Commands


🏰 Fort Commands

  • /fort status — View your fort HP, level, and repair cost
  • /fort repair — Repair your fort using gold on hand
  • /fort dm on — Get a DM when your fort drops to 30% HP
  • /fort dm off — Stop fort low HP notifications

📊 Leaderboard Overhaul

  • /leaderboard players — 14 ranking types: Level, Overall Power, Offense, Defense, Attack Wins, Defense Wins, Total Kills, Gold Stolen, Fort Damage, Spy Wins, Richest, Net Worth, Gold Spent, Largest Army
  • /leaderboard clans — 12 ranking types: Overall, Attack, Defense, Spy Offense, Spy Defense, Members, Clan Level, Warfare, War Wins, Hitlist, Announcements, Treasury

Existing Commands

  • /link <code> — Link your Discord to your game account (find your link code on the Settings page in-game)
  • /unlink — Unlink your Discord account
  • /profile — View your own or another player's profile
  • /stats — View game server statistics
  • /recruit today — Auto-recruit your 300 daily citizens
  • /recruit status — Check recruiting progress
  • /recruit cancel — Cancel active session
  • /help — View all bot commands

Join our Discord server: https://www.darkthronegame.com/discord

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