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Alliances, Influence, and Kings


A new era of politics and power begins in Sphere 3!
 
Forget about old alliances — now clans can form alliances to fight for dominance in the game! A new clan resource — influence, a unique system of decrees and votes, as well as royal equipment for alliance leaders will open up unlimited possibilities for you.
 
Gather fighters, capture castles, manage territories and intrigue to lead your alliance to the pinnacle of glory! Forward to victory!
 
Let's focus on each aspect of the update in more detail.

INFLUENCE


Influence is a new clan resource that can be accumulated and spent on the needs of the entire clan or alliance.
 
Influence will allow you to impose buffs on allies in the area where the castle is located, start wars, create alliances and choose kings in alliances. Kings can set decrees – positive effects and taxes that apply throughout the alliance (all locations that have alliance castles).
 
A clan generates 1 influence point for each level 60 clan member. For owning each castle, the clan receives 250 influence per day.
 
In every castle owned by your clan, you can summon a castellan. Summoning a castellan costs 500,000 gold and a significant amount of craft resources and castle tokens. With its help, various decrees can be issued for influence.
 
The decrees are valid for the entire location in which the castle is located, within 72 hours from the moment of activation.
No more than 3 decrees from different categories can be active in one castle:
1
400 influence - +50% of the gold mined by the clan in the location
400 influence - +50% of the clan's experience in the location
400 influence - + 25% to the chance of dropping items for the clan in the location
400 influence - +50% to the collection of resources in this area
2
800 influence – reducing the damage received in the location for the clan by 10%
800 influence – chance of dropping items with quality +10%
3
800 influence – During the siege of this castle, the speed of construction of siege weapons from the enemy is reduced by 50%.
 
If the castle is captured by another clan, the castellan will disappear and will need to be summoned again. Decrees are also lifted if the castle is captured by another clan.
 
For territories that include several castles (Bristly Fields of War), only one decree of each category, established earlier, can be valid at the same time.
For example, if a decree on gold was issued in Miriel Castle yesterday, and today the same clan seized Osgar Castle, he will not be able to activate the decree on experience while the decree from Miriel is in effect.

ALLIANCES


Previously, you have already met with the mechanics of alliances between clans, when allies could help you on sieges. Alliance mechanics extend this system.
 
To invite the clan of your faction to the alliance, open the clan window and a new tab “Alliances". Come up with the name of the alliance and enter it in the first window, and in the second — the name of the clan you want to invite.
 
Please note that this window is case-sensitive, and if you write the name of the clan with a small letter, and in the game it is with a large one, the invitation will not reach.
 
Creating an alliance will cost you 800,000 gold.
Alliance clan members are considered friendly to each other everywhere except places with full PvP, disabling groups, PvP arenas and battlefields. Only one alliance can include no more than 10 clans.
The Alliance cannot be left earlier than 3 days after its creation. If the alliance has been dissolved, the clan will not be able to join the alliance again or create a new alliance within 24 hours.
 
The Alliance chat becomes available to the Alliance Alliance, as well as the "Alliances” tab changes. It has three tabs of its own: alliance, voting and war. For players of clans that are in an alliance, the name of the clan under the nickname of the character in the game changes to the name of the alliance. You can still see which clan the character next to you belongs to by hovering the cursor over it.
 
In the “Alliance” tab, you can see the clans that make up the alliance, their leaders, the number of participants and influence. Let's take a closer look at the “Voting" tab.

VOTING


With the help of voting in the alliance, important decisions are made such as the acceptance of a clan into the alliance, the expulsion of a clan from the alliance, the declaration of war to another alliance, and the choice of a king. Yes, yes, it didn't seem to you, you can really become a king in the Sphere! But about everything in order.
Each clan in the alliance can start voting no more than 1 time a day. In total, there cannot be more than 3 votes per day within the alliance, regardless of the number of clans in the alliance. Voting is triggered only by the clan leader.
The clan leader can invest more points to increase the chances of making his decision. At the end, the sum of clicks on the "FOR" and "AGAINST" votes will be compared. The start of the voting is considered to be one "YES" vote.
 
The notification about voting comes to the alliance chat, the voting itself is available to all clan leaders in the alliance in the alliance window when you click on the voting button.
Voting ends automatically 12 hours after the start or if the value of 30 votes for or against is reached. Regardless of whether the decision was made or rejected, influence points are spent.
 
If there are equal points FOR and AGAINST, the vote ends in a draw – points are also spent. If only one clan leader voted before the deadline, the decision is made.

Invitation and expulsion from the alliance


To invite the third clan to the alliance, as well as all the others, you will have to vote on the existing members of the alliance. Clans pay for votes with their influence. Running a vote costs 500 influence, the cost of one vote is 50 influence.
 
After the voting is over, if the decision has been made, an invitation is sent to the target clan, which can be found on the alliances tab. If the clan is disbanded or joined another alliance during this time, the invitation burns out, points are spent, a message is sent to the sender's chat that the clan has already joined the alliance or no longer exists.
The invitation exists for 72 hours, after which it is automatically rejected. If the target clan has accepted another invitation while they have your invitation, your invitation is rejected.
 
If you expel a clan from the alliance, starting a vote will cost you 200 influence, and the expelled clan will leave the alliance immediately after the voting ends.

Declaring war on another alliance


Alliances that are at war with each other can attack each other in any territory, with the exception of certain peaceful zones. The war is declared unilaterally.
 
The start of voting for a declaration of war will require 2,000 influence from you. The war begins from the moment the voting is completed by time, or if all clans have voted and the total amount of votes indicates "FOR" the war. The vote is removed, and the current war is moved to the section for wars. At the same time, the alliance can be in no more than 1 war, regardless of whether it is declared by it or by its opponents.
 
All current clan wars, the number of kills by both alliances are displayed at the bottom of the alliances tab. Victories are the killing of representatives of your alliance, defeats are the killing of the enemy's alliance. Kills are counted only if the difference between characters is no more than 5 levels.
 
During the war, the alliance cannot disintegrate, the clans cannot leave this alliance.
The war of alliances lasts 7 days, the number of murders of representatives of a hostile alliance is calculated, including on sieges and in the open world. As a result of the war, the clans of the alliance of the winner receive 4500 points of influence, the clans of the losing alliance lose 4500 points, up to negative values.
 
If at least one clan of the announcer's alliance or target has a negative value at the time of the declaration of war, voting is not triggered.

Declare yourself the king of the Alliance


And another interesting reason to vote, which will require 4,000 influence points from you.
After choosing a king, new elections are not possible for 21 days. Further, until the player-king leaves the clan or alliance, he is considered its king. If for some reason the king leaves the alliance, you can start a new vote. Until a new vote begins, the king is not replaced and continues to be considered king. As long as there is a king in the clan, this clan cannot be expelled from the alliance.

THE KING


Let's take a closer look at the mechanics of kings.
The presence of the king additionally gives the clan 50 influence every day, and also opens up the opportunity to choose the location of the throne room (a special room with a throne). The throne room is needed for additional storage and a menu of decrees. Royal decrees can only be activated by the king.
Each alliance can have only one king at a time.

Throne Room



The throne room is more than a beautiful room with a throne. It can be created on the “Castles” tab when you select a castle belonging to the king's clan. Activating the throne room requires the presence of an alliance and a king in your clan. Creating a throne room wastes resources from the king's inventory depending on the castle.
The entrance to the throne room is located inside the castle and looks like a teleport stone.
 

Inside the throne room, for a certain amount of resources and gold, you can create the following items and NPCs:
  • The Treasury
  • Royal Advisor
  • Royal Bronnik
  • The Royal Blacksmith
The Royal Bronnik gives the king legendary equipment with special properties, improved by + 10. By analogy with the castle, it can be further improved by the blacksmith in the throne room. If the castle is lost or the king is changed, any actions of the character who was previously the king will require him to remove his equipment. He will be able to wear it again only if he becomes king again in the alliance that owns the throne room.
 
The treasury is an additional large vault, in which, among other things, you can additionally put 20 million gold. Later, it will be possible to put unbound items in this chest. All taxes collected by decrees are sent to the king's chest.
If the castle is captured, the gold is withdrawn, 50% of the gold is burned, 25% is returned to the magic chest of the leader of the previous clan of the owner (plus items), 25% of the gold is sent to the magic chest of the new clan leader who owns the castle.
If the castle is captured by the enemy or otherwise lost, the throne room closes and requires a new opening. If the clan withdraws from the alliance in any way, access to the throne room is lost. 25% of gold and items from the treasury are returned to the leader in the magic chest.
 
The Royal Adviser is a character who gives the king access to special decrees.
 

The King's Decrees


Royal decrees give bonuses to all members of the alliance in the territory where there is a castle controlled by the alliance. The decrees are valid for 72 hours. Activating the decree wastes clan influence.
 
The following clan decrees are available to the King:
  • Dungeon Tax – In the territories controlled by the alliance, everyone except alliance members must pay a tax for entering the dungeon. This money goes into the treasury of the king. The cost of the decree: 1000 influence.
  • Territory Defense – In all territories where there are alliance castles, alliance members have a reduced chance of receiving a critical hit by 10%. It also works on siege. The cost of the decree: 1000 influence.
  • Universal celebrations – in all controlled territories, any characters of your faction have a 10% increase in experience gained, drop chance, and the amount of gold and resource extraction received. Cost: 1000 influence.
  • Logistics development – all members of the alliance receive a bonus to the speed of movement of 15%. Cost: 600 rubles.
  • Teleportation tax – the cost of using teleports for everyone except alliance members is increased by 50%, the tax part is sent to the clan treasury. Even if the destination is outside the alliance's domain, the tax-deductible money is withdrawn first, then the teleportation takes place. Cost: 1000 influence.
In the Bristly fields of war, where several castles are located, when setting a tax by different alliances holding these castles, the tax amount remains fixed (as from one decree), and revenues to the treasury are divided between all these alliances.
 
In the future, other improvements and additions to the mechanics of alliances and influence are possible.
I wonder who will be the first king on your server? Maybe you? We look forward to your impressions about the update!
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