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Kerry Wang

Games Applicable to IRL

/ 3 min read

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Clash of Clans Clan Management

I played CoC growing up. In 2020 (covid time), I returned to the game. With all the builders busy on my main account, I created an alt. Then another. And another. I switched to an Android emulator on desktop to manage multiple instancs better. Then, with 6+ accounts, I created Beyond the Peak (#VJ0Q0QPY). Here is my experience.

Managing a clan has many parallels to real-life managemental jobs and policy structures. My goal was to have an active clan with excellent performance in Clan Wars. I settled on having rules take up the majority of my clan description, where it serves as a social contract, drawing in those who align. My rules:

  • No donation ratio requirement
  • Promotion to elder after getting 12 stars in 2 back-to-back clan wars
  • Demotion from elder if 0 stars in 2 back-to-back clan wars
  • Promotion to co-leader on an as-need basis
  • Kick if no clan war attacks performed
  • Kick if inactive for 2 days (or 5 days if opt out of war)

I feel this serves as a good balance between realistic expectations and what is needed to achieve my clan goals. However, there are nuiances.

War Performance vs Inclusitivity

The biggest headache, is when we do poorly in a war – say the opposing clan 3-stars all of our bases, while we’re at 98.7% of theirs. What or whom to blame?

With the current rules, a poor attacker is kept in the clan. Should they be?

At the end of the day, this is a game. There are newbies, and those who play for fun. At the same time, to tie with clans that do full clears, we really need each member to get at least one 3-star attack (assuming everyone attacks).

I have asked my clanmates for their opinions and they too were mixed. As the compromise, I am strict on the our higher stronger players, given they have the most impact on the outcome of the clan war – letting go otherwise excellent members solely due to poor war performance.

Extra Material

Video by CGP Grey on the pirate buisness from a quartermaster’s perspective.

Sites for clan information:

Trove Marketplace Flipping

Trove has a in-game marketplace. Users can buy or sell items for a currency (called Flux).

Trove Buying

Buying items for Flux (src)

This means you can flip (buying and reselling for profit) for profit.

I used a spreadsheet to keep track of historical unit prices:

Trove Prices

If an item was below the average unit price (AUP), I’d purchase all listings up to the AUP, then re-list those same items at the AUP; profiting the difference between the purchase price and the AUP. I had millions of flux, enough to pump up the prices of multiple items by significant margins. I’d think this is quite similar to how real estate mongols pumping up the prices of homes :P.

A few takeaways:

  • Consider the when. Specific items may be seasonal (e.g. sold every Halloween), or can be farmed at an more efficient rate from an event. Take that into consideration when picking items to flip.
  • Record everything! Data is king. Knowing the turnover of the item, especially for high unit price items can help gauge opportunity cost.
  • It’s okay to make mistakes. Flipping new items, or even gamble on low turnover expensive items. As long as there is knowledge gained, it is likely worthwhile.