Clans of All Lands

Clans of All Lands is a simulator by Dani. You control a population of Woodsmen (originating from *Muck*) and try to grow the most prosperous civilization on the server. You can also compete against your friends by launching wars and stealing from their clans.

*Your name is <leader name>, leader of <tribe name>. Your tribe is primitive but full of hope. The first year of your legacy has begun. May it stand the test of time.* -Description

## Population

* **Infants** are useless for work. They eat half as much food as an Adult and grow into Children.
* **Children** cannot be used to work unless special policies are set in place. They grow into Adults.
* **Adults** are used for work and grow into Elders. They can give birth to Infants.
* **Elders** cannot be used to work unless special policies are set in place. They can give birth to Infants. They can eventually die.
* Sick people and Wounded people cannot work, but immediately return to work once healed. They can also die.
* Corpses are left when a person dies and can be used to collect Spoiled Food and Bones with Ritual Necrophagy. They cause disease unless properly buried. People can die of Old Age, Starvation, Disease, Wounds, and Dehydration.
* Homeless People are created once you research Sedentism (see below), and the number of Homeless People decreases once structures in the Shelter category are built. Having more than 20 Homeless People will decrease birth rates.

## Happiness

Things that increase Happiness are:

* Food (with Joy of Eating) (see Traits)
	+ Insects (with Insect-Eating)
	+ Fruits
	+ Herbs
	+ Meat (with Hunting)
	+ Seafood
* Clothes (with Clothing)
* Warmth (with Fire Pits)
* Housing
* Storyteller

Things that bring down Happiness are:

* Food (with Culture of Moderation)
	+ Insects (without Insect-Eating)
* Poor Health
* Cold
* Disease
* Corpses
* Spoiled Food
* Hunger
* Harsh policies

## Health

Things that increase health are:

* Herbs
* Fruits
* Vegetables
* Clothing
* Warmth
* Cooked Food
* Cured Food

Things that bring down Health are:

* Spoiled Food
* Muddy Water
* Corpses
* Disease
* Insects

## Units

* **Gatherers** find food, water, wood, and other “Forageables” of note. Unlocked by default with the Tribalism trait.
	+ A full list of Forageables can be found below.
* **Thinkers** gather Imagination, which can be used to research new technologies from the Research menu. Unlocked by default having Speech researched by default.
* **Artisans** can knap flint or bone tools, craft stone tools, or forge metal tools. You can select these options freely. Unlocked through Research.
* **Weaponsmiths** can knap flint or bone spears, craft stone weapons, forge metal weapons, or craft bows. You can select these options freely. Unlocked through Research.
* **Fletchers** can craft arrows out of flint, wood, stone, or metal. You can select these options freely. Unlocked through Research.
* **Hunters** can use spears, stone weapons, or bows to hunt down animals and bring back Meat and Hides. Hunters can also hunt animals by hand to bring back dead animals. You can select these options freely. Unlocked through Research.
* **Fishermen** can use spears or fishing hooks to catch fish, or also catch them by hand. You can select these options freely. Unlocked through Research.
* **Farmers** use Hoes to till dirt and fertilizer, like Bones, to speed up the process of growing crops. They can grow Wheat, Carrots, Potatoes, Beetroots, Melons, and Pumpkins. Unlocked through Research.
* **Woodcutters** can use stone tools to cut down trees and process Logs into Lumber. Unlocked through Research.
* **Carvers** carve statuettes out of wood, stone, diorite, andesite, granite, or bone. They can also make gem blocks. Unlocked through Research.
* **Butchers** use metal tools or stone tools to chop dead animals into Meat. Unlocked through Research.
* **Leatherworkers** take Hides and process them into Leather. Unlocked through Research.
* **Firekeepers** use Sticks and Logs to make Fire Pits, which can keep your people warm. Unlocked through Research.
* **Cooks** use Fire Pits to cook or cure meat and seafood, which is healthy and makes your people healthier. Unlocked through Research.
* **Diggers** can use stone tools to dig through the earth. Diggers can find Ores, Gems, and Mud through digging. Unlocked through Research.
* **Miners** can use stone tools to mine through cave systems. They can find Soft Metals, Hard Metals, Rocks, Limestone, and Coal. Unlocked through Research.
* **Quarrymen** can use stone tools to process Rocks into Cut Stone. Unlocked through Research.
* **Wanderers** explore through occupied territories owned by the player. They cannot explore unclaimed lands, and can occasionally get lost. Unlocked through Research.
* **Scouts** explore through unclaimed lands and cannot explore occupied territories. They can occasionally get lost. Unlocked through Research.
* **Healers** can slowly heal the Sick and Wounded. Unlocked through Research.
* **Weavers** can use Grass, Leather, Leaves, and Hides. Unlocked through Research.
* **Sages** and **Storytellers** produce Culture, which can also be used to research new technologies. Unlocked through Research.
* **Undertakers** repeatedly build Graves until there are no Corpses left unburied.
* **Fighters**, **Foot Soldiers**, **Archers**, and **Knights** are fighting units that can use stone or metal weapons to fight against enemy clans. Knights can ride Horses, Archers can use Bows, and Fighters and Foot Soldiers have a +10 march speed bonus.
* **Shamans** produce Faith, which can be used to perform Rituals.

## Research

* Speech (unlocked by default)
	+ Unlocks Thinker
* Language (10 Insight)
	+ Provides +20 Wisdom
* Stone-Knapping (5 Insight)
	+ Unlocks Artisan
	+ Unlocks Carver
* Fishing (5 Insight)
	+ Unlocks Fisher
* Hunting (10 Insight)
	+ Unlocks Hunter
* Farming (7 Insight)
	+ Unlocks Farmer
	+ Artisans can now make Hoes
	+ Gatherers can find Wheat, Carrot, Potato, Beetroot, Melon, and Pumpkin seeds
* Tool Making (15 Insight)
	+ Artisans can now make Stone Tools
* Weapon Making (15 Insight)
	+ Artisans can now make Stone Weapons
* Fire Making (15 Insight)
	+ Unlocks Firekeepers
* Cooking
	+ Unlocks Cook
* Woodcutting (10 Insight)
	+ Unlocks Lumberjack
* Digging (10 Insight)
	+ Unlocks Digger
* Butchering (10 Insight)
	+ Unlocks Butcher
* Leather-Working (15 Insight)
	+ Unlock Leatherworker
* Venturing (20 Insight)
	+ Unlocks Wanderer
	+ Unlocks Scout
* Healing (25 Insight)
	+ Unlocks Healer
	+ Gatherers find more Herbs and Fruits
* Sedentism (30 Insight)
	+ Unlocks Mud Shelter
	+ Unlocks Branch Shelter
	+ Unlocks Lodge
* Stockpiling (20 Insight)
	+ Unlocks Stockpile
	+ Unlocks Storage Pits
* Clothing (20 Insight)
	+ Unlocks Weavers
* Weaving (25 Insight)
	+ Weavers can now make Leather clothes
* Cities (40 Insight)
	+ Unlocks Huts
	+ Unlocks Hovels
	+ Unlocks Houses
	+ Removes Mud Shelter
	+ Removes Branch Shelter
* Well Digging (25 Insight)
	+ Unlocks Wells
	+ Water decays slower
* Burial (35 Insight)
	+ Unlocks Graves
	+ Unlocks Undertaker
* Canoeing (20 Insight)
	+ Unlocks Boats
	+ Unlocks Canoes
	+ Unlocks Kayaks
	+ Unlocks Rafts
* Advanced Combat (50 Insight)
	+ Unlocks Fighter
	+ Unlocks Knight
	+ Unlocks Archer
	+ Unlocks Foot Soldier
	+ Unlocks Battleship
	+ Unlocks Barracks
	+ Unlocks Fort
	+ Unlocks Stables
	+ Healers are 20% more efficient
	+ Horses can be used in battle
* Religion (20 Insight, 40 Culture)
	+ Unlocks Shaman
	+ Unlocks Sacrificial Temple
	+ Unlocks Sage
	+ Unlocks Storyteller

## Structures

### Shelters

* **Mud Shelters** are made with 50 Mud and can house 3 people.
* **Branch Shelters** are made with 50 Sticks and can house 3 people.
* **Huts** are made with 20 Logs and can house 5 people.
* **Hovels** are made with 30 Logs or 30 Lumber and can house 7 people.
* **Houses** are made with 50 Cut Stone or 50 Lumber and can house 12 people.
* **Lodges** are made with 50 Lumber and are used to hire workers until there are 5 of each worker.
* **Shacks** are made with 100 Lumber and can house 20 people. They also increase Lodge efficiency by 5% per Shack.
* **Boarding Houses** are made with 500 Lumber, 200 Cut Stone, and 40 Clay. They can house 20 families instead of individual people and increase Citizen Happiness.

### Stockpiling

* **Stockpiles** can store materials to slow down decay. Each Stockpile provides 1000 Material Storage.
* **Storage Pits** can store food to slow down decay. Each Storage Pit provides 1000 Food Storage.
* **Mines** are home to many different types of ores and minerals and can create 3 Miners per Mine. They may collapse occasionally.
* **Quarries** are similar to Mines, but people working there cut stone and minerals instead. They may also collapse occasionally.

### Workshops

* **Carpenter Workshops** can process Lumber into Wooden Planks, Wooden Slabs, and Wooden Beams.
* **Blacksmith Workshops** can process Soft Metal or Hard Metal into Soft Metal Ingots or Hard Metal Ingots.
* **Mason Yards** are workshops where the efficiency of Artisans, Carpenters, Blacksmiths, Diggers, Miners, and Quarrymen is increased by +20%.

### Combat

* **Forts** are military strongholds where military units will train themselves in armed combat in order to defend their clan from enemies.
* **Barracks** are a form of housing for military units. Soldiers will become more efficient.

### Services

* **Libraries** increase the efficiency of Thinkers, military units, and religious units by 5% per Library.
* **Churches** increase the efficiency of religious units and political units by +10% per 5 Churches.
* **Cemeteries** reduce the amount of Citizen Happiness lost during deaths. Cemeteries also house 100 Graves per Cemetery.

### Civil

* **Town Squares** increase Happiness and Insight, and occasionally reduce Resources and Food, especially during festivities (e.g. after emerging victorious from a war).
* **Academies** require 5 Children per structure and increase Thinker efficiency by +10%.
* Corpses are buried underneath **Graves**. This stops disease from spreading.
* **Bulletin Boards** mark important events: for example, the specific date of festivities, war, and other things.

### Other

* **Wells** can store water and slow the process of water decaying.
* Miners work in **Mines**, where plenty of Ores and Gems can be found.
* Quarrymen work in **Quarries**, where they make Cut Stone. Other minerals like Marble can be found.
* **Sacrificial Temples** are areas that bring Happiness and Resources at the cost of one person per month.

## Traits

Traits can be unlocked over time.

* **Tribalism**
	+ Unlocks Gatherers
	+ Provides 5 Authority
* **Rules of Food**
	+ Allows for food management policies
* **Scavenging**
	+ Idle workers gather resources at 1/10 the speed of a Gatherer
	+ Gatherers find more Forageables
* **Ground Stone Tools**
	+ Artisans make tools 20% faster
	+ Weaponsmiths make weapons and bows 17% faster
* **Insect-Eating**
	+ People are no longer unhappy when eating Insects
* **Fear of Death**
	+ Unhappiness from deaths are doubled
	+ Allows for spiritual thinking
* **Belief In The Afterlife**
	+ Unhappiness from deaths are halved
* **Belief In Revenants**
	+ Unhappiness from unburied corpses are doubled
* **Ritual Necrophagy**
	+ Corpses are slowly turned into Meat and Bones, harming Health
* **Joy Of Eating**
	+ Happiness from eating is increased by +15%, but people eat ½ more food
	+ Cannot be unlocked with Culture Of Moderation
* **Culture Of Moderation**
	+ Happiness from eating is decreased by 15%, but people eat ½ less food
	+ Cannot be unlocked with Joy Of Eating
* **Artistic Thinking**
	+ Thinkers are 30% more efficient
	+ Sages are 30% more efficient
	+ Storytellers are 30% more efficient
	+ Opens the way for more art forms
* **Rite of Fertility**
	+ Increases birth rates by +30, consumes 1 Faith every 20 days: will pause once there is 0 Faith
* **Rite of Inspiration**
	+ Increases Thinker, Storyteller, Sage, and Shaman efficiency by +20%, consumes 1 Faith every 20 days: will stop if there is 0 Faith
* **Rite of Demeter**
	+ Increases Gatherer, Hunter, and Fisher efficiency by +20%
	+ Increases chances of successful theft (see Theft) by +30%
	+ Consumes 1 Faith every 20 days: will stop if there is 0 Faith
* **Rite of Healing**
	+ Increases Healer efficiency by +20%
	+ People get sick 20% less
	+ People recover +15% faster
	+ Consumes 1 Faith every 20 days: will stop if there is 0 Faith

## Policies

Changing Policies cost Authority.

* **Food Rations**
	+ None- Your people cannot eat food. They will slowly starve to death.
	+ Meager- Your people eat half a portion per day.
	+ Sufficient- Your people eat a whole portion per day.
	+ Plentiful- Your people eat 1½ portions per day.
* **Water Rations**
	+ None- Your people cannot drink. They will slowly dehydrate to death.
	+ Meager- Your people drink half a portion per day.
	+ Sufficient- Your people drink a whole portion per day.
	+ Plentiful- Your people drink 1½ portions per day.
* **Eat Raw Foods**
	+ Meat and Seafood can be eaten raw
	+ Can have impacts on health
* **Eat Spoiled Food**
	+ Your people will eat Spoiled Food when other foods get scarce
	+ Can have drastic impacts on health
* **Drink Muddy Water**
	+ Your people will drink Muddy Water when there is little Water
	+ Can have drastic impacts on health
* **Eat Insects**
	+ Insects now count as food
	+ Temporarily decreases happiness, although only very slightly
	+ May lead to the Insect-Eating trait
* **Workforces**
	+ Child Workforce- Children now count as workers. They are more prone to accidents.
	+ Elder Workforce- Elders now count as workers. They are more likely to have early deaths.
* **Population Control**
	+ Forbidden- Your people cannot have children
	+ Limited- Your people will only have 1-3 children
	+ Normal- Your people can have as many children as they want

## Forageables

* Sticks
* Leaves
* Herbs
* Fruits
* Vegetables
* Mushrooms
* Berries
* Mud
* Clay
* Sand
* Rocks

## Resources

### Gathering

* Sticks
* Leaves
* Herbs
* Fruits
* Vegetables
* Mushrooms
* Berries
* Spoiled Food
* Mud
* Clay
* Sand
* Sandy Soil
* Rocks
* Bone
* Snow
* Ice
* Amber
* Resin
* Cotton

### Woodcutting

* Logs
* Branches
* Sticks
* Twigs
* Lumber

### Mining

* Coal
* Iron
* Gold
* Tungsten
* Platinum
* Emerald
* Amethyst
* Mithril
* Adamantite
* Chunkium

### Quarrying

* Rocks
* Cut Stone
* Marble
* Andesite
* Diorite
* Granite
* Cut Marble
* Cut Andesite
* Cut Granite
* Cut Diorite

### Hunting

* Raw Meat
* Bones
* Hides
* Wool (Sheep)

### Fishing

* Fish
* Clams
* Oysters
* Shrimps
* Prawns
* Scallops
* Bones

### Digging

* Mud
* Sand
* Clay
* Diamond
* Emerald
* Ruby
* Garnet
* Topaz
* Amethyst

## Biomes

* Prairie
* Meadow
* Deciduous Forest
* Boreal Forest
* Evergreen Forest
* Jungle
* Swamp
* River
* Savanna
* Desert
* Ice Desert
* Mountains
* Tundra
* Beach
* Shoreline
* Ocean
* Tropical Ocean
* Arctic Ocean
* Southern Ocean
* Coral Reef
* Glacier
* Moor

## Goods

### Trees

* Oak Tree
* Dark Oak Tree
* Birch Tree
* Fir Tree
* Acacia Tree
* Maple Tree
* Ash Tree
* Palm Tree
* Pine Tree
* Alder Tree
* Willow Tree
* Rowan Tree
* Beech Tree
* Olive Tree
* Wisteria

### Minerals

* Rock
* Gravel
* Flint
* Diorite
* Andesite
* Granite
* Limestone

### Ores and Gems

* Coal
* Iron
* Gold
* Tungsten
* Platinum
* Mithril
* Adamantite
* Chunkium
* Diamond
* Emerald
* Ruby
* Garnet
* Topaz
* Amethyst

### Animals

* Pig
* Sheep
* Cow
* Chicken
* Horse
* Rabbit
* Fish
	+ Saltwater Fish
	+ Freshwater Fish
	+ Tropical Fish
* Deer
* Antelope
* Llama
* Boar
* Fox
* Stoat
* Bear
* Polar Bear
* Seal
* Sea Lion
* Lion
* Tiger
* Wildebeest
* Warthog
* Meerkat
* Wolf
* Hyena
* Koala
* Ostrich
* Vulture
* Eagles
* Insects
	+ Worms
	+ Beetle
	+ Ant
	+ Ladybug
	+ Mantis
	+ Grasshopper
	+ Cricket
	+ Cicada
* Mole
* Vole
* Shrew
* Mouse

### Foods

* Raw Pork
* Raw Chicken
* Raw Mutton
* Raw Beef
* Raw Rabbit
* Carrot
* Potato
* Wheat
* Bread
* Beetroot
* Kelp
* Mushroom
* Apple
* Orange
* Blueberries
* Strawberries
* Banana
* Grapes
* Sweet Berries

### Other

* Cactus
* Succulent
* Berry Bush
* Grass
* Freshwater
* Saltwater
* Salt
* Snow Cover
* Clay
* Sand
* Sandy Soil
* Straw

## Building Materials

### Archaic Building Materials

* Mud
* Branches
* Sticks
* Rocks
* Bones
* Marble
* Diorite
* Andesite
* Granite
* Leaves
* Clay

### Basic Building Materials

* Lumber
* Bricks
* Marble
* Diorite
* Andesite
* Granite
* Cut Stone
* Cut Marble
* Cut Diorite
* Cut Andesite
* Cut Granite

### Precious Building Materials

* Diamond
* Emerald
* Ruby
* Garnet
* Topaz
* Amethyst
* Gem Blocks

## Diplomacy

**Diplomacy** is how different Clans interact with each other, from Trades to Theft, and from Treaties to War.

The Diplomacy Menu is separated into three tabs, those being **Trade**, **Crisis**, and **Politics**. Trade allows for Bartering, a form of exchanging goods, and establishing Trade Routes. Crisis allows for stealing goods, launching wars, and war negotiations. Politics allows for signing treaties and breaking treaties.

### Trade

#### Establishing a Trade Route

You can establish a Trade Route by sending Scouts, accompanied by Gatherers, to other Clans, finding AI-controlled villages that are willing to buy valuable items. Trade Routes can be taken down once a war starts.

#### Bartering

Bartering is a form of trading, where goods are sold for Gold Coins or other goods: for example, a Horse may be worth 10 Gold Coins, and a bag of grain may be worth 2 Chickens.

### Crisis

#### War

Launching wars allow Fighters, Foot Soldiers, Knights, and Archers to fight in wars. The Battleship can also be used. Artisans will also switch to making stone and metal weapons instead of their usual modes, and Gatherers find more Food for Soldiers.

You can use Barricades and Moats to keep out enemies from enemy units- this is called a Reinforcement. You can also organize several large groups of soldiers into different armies and send them against enemy clans- Battle. You can also stage attacks directly inside enemy clan territory and massacre their population- Siege.

Archers attacking near mountaintops have a higher chance of wiping out more enemy units.

#### War Negotiations

* Surrender: You surrender *or* the enemy surrenders and the war ends. Both clans receive an advantage and disadvantage: the advantage being that the war has ended and your clan is no longer prone to Sieges, and the disadvantage is that there is a huge loss of resources, which can cripple your clan and may take years to recover.
* White Peace: White Peace proposes that both Clans abandon their demands and reasons for the War to start. The War will end without declaring a victor to the conflict.

#### Theft

You can send adults to steal resources belonging to other Clans, which can cause War. These adults have a 25% chance to be arrested, but the other 75% of the time, they arrive with their arms full of resources.

### Politics

#### Chieftains

You can choose an Adult or Elder to become a Chieftain, which means that the chosen Adult or Elder can help you lead your Clan, at a maximum of 1 Chieftain per 100 people.

Chieftains can produce Authority and Happiness.

#### Archetypes

* Leadership
	+ Cruel: Our workers are a disposable resource. Productivity matters most.
	+ Benevolent: We value the happiness and freedom of our people.
* Conflict Resolution
	+ Pacifist: We believe in using peaceful strategies to solve problems.
	+ Militarist: We favor using force to achieve our goals.
* Temperance
	+ Impulsive: No matter the cost, deeds will always follow words.
	+ Collected: We weigh the pros and cons of the issues before reacting.
* Sociability
	+ Introvert: We stick to our own clans and people.
	+ Extrovert: We like to interact with other clans and build solid relationships.
* Trust
	+ Wary: We tend to doubt their promises. Most people will have to display efforts to convince us.
	+ Trustful: We acknowledge your hard efforts to achieve a goal.
* Integrity
	+ Treacherous: We will not hesitate to break promises and treaties.
	+ Loyal: We stick to our promises and never betray others.
* Audacity
	+ Careful: We like to follow defensive plans.
	+ Ruthless: We tend to engage all of our resources, no matter the cost.
* Planning
	+ Adaptive: We favor changing our initial plans when needed.
	+ Committed: Once plans are set, we follow them at all costs.
* Tolerance
	+ Hateful: Being different can cause conflict. Dealing with foreigners is painful.
	+ Welcoming: We value and cherish diversity. Dealing with foreigners is wonderful.
* Resentment
	+ Vindictive: We never forget what happened in the past.
	+ Forgiving: Past conflicts stay past conflicts. Let’s focus on our future.

#### Affinities

* Aesthete: Focuses on Politics and Diplomacy.
* Agrarian: Focuses on Food, Resources, and Population.
* Expansionist: Focuses on Scouts, Wanderers, and territory expansions.
* Merchants: Focus on Money and Trade.
* Militarist: Focuses on Research and War.
* Scientist: Focuses on Research and Units.
* Visionary: Focuses on Research and Structures.

## Domestication

Animals can be tamed, or domesticated, and used to help your clan.

### Taming Animals

Use crops to tame animals. Pigs are tamed with carrots, Sheep and Cows are tamed with wheat, Wolves are tamed with Bones, and Horses are tamed with Apples.

### Purposes of Domestication

Animals are great helping hands when it comes to building clans and farming. Cows and horses can help with ploughing. Pigs and Horses can also be used as transportation, and Horses are essential on the battlefield.

Wolves can also help attack enemy units and kill animals while hunting, and catch fish while fishing. Wolves are strong and agile as well.

## City Hall

The City Hall is the highest-level structure to be made, tied with the Town Square. Its purpose is to upgrade your city’s status. Archetypes and affinities can be changed in the City Hall as well.

### Population Status

At the base cost of 300 Insight and 500 Culture (cost increases by 200-450 after every upgrade), you can upgrade your population status to an even higher degree.

* Class 1: Barbarian
* Class 2: Nomad
* Class 3: Settler
* Class 4: Permanent Resident
* Class 5: Citizen
* Class 6: Townsfolk

### City Status

* Class 1: Tribe
* Class 2: Lodging
* Class 3: Settlement
* Class 4: Hamlet
* Class 5: Village
* Class 6: Town

## Quests

Quests, when completed, can offer rewards.

### Daily Quests

* **Gatherer’s Job**: Gather over 10,000 Food on the map.
	+ Reward: 20,000 Food, 5000 Gold
* **Lumberjack’s Job**: Gather over 20,000 Wood on the map. Sticks found by Gatherers do not count to this quest.
	+ Reward: 40,000 Wood, 20,000 Stone
* **Miner’s Objective**: Mine over 10,000 Stone on the map. Stones found by Gatherers do not count towards this quest.
	+ Reward: 2,000 of every metal
* **Gold Rush**: Deposit over 10,000 money in a single day.
	+ Reward: 100,000 Gold
* **Spiritual Healing Powers**: Heal over 20 people in a day.
	+ Reward: 900 Insight

* **United We Stand**: Help your allies over 5 times during the day.
	+ Reward: 200,000 Gold

 Launchers