The Clan Hall

If you are reading the rules for the first time, skim this section and come back to it later, some of the terms used will mean more the second time around.

Paying players can design a single clan hall for their clan. Once spawned it cannot be moved or altered. It gains 1 augmentation level per turn up to 50. Each level of augemtation reduced the tech of each titan by 1 when calculating the titans cost.

The effect of a 50 turn old titan is that the entire clan can increase the tech of all the titans by 50 and remain within the clan tech cost limit.

The clan hall is associated with the in-game ladders. A clan's rank is determined by the damage they inflict on enemy clan halls and the damage inflicted on their own.

The details

What is the catch? Or even, what are the catches?

Why are Clan Halls valuable?

A clan hall with augmentation of 50 effectively raises the possible tech of every titan in your clan by 50 and still keep your clan within it's max cost of 20000. 50 tech levels can swing a battle.

Other Notes:

Clan Halls cannot be renamed like other titans.

Kindred's comments (a player of long standing, and much insanity, now sadly departed)

One area of advice that I have given out too often in private should be made much clearer in the rules. I didn't understand it at the start and have explained it to a number of confused new players recently. So:

1. You can only create a hall if you have payed your ten quid.

2. YOU NEED A 16+ GEN BREEDER TO CREATE A HALL!!! Once you have payed, any 16 gen + titan with breeding chambers can create a hall. The restiction is that the hex you are spawning upon must contain orange, pink (also known as purple) or blue biomass.

3. The only way to get ranking points is to shoot at a hall. There are lots of clans out there that will shoot your hall if given the chance because we are greedy and want lots of ranking points. So only breed a hall once you have a reasonably secure home with access to orange biomass.