Clans
A clan is a group of players led by a clan master. It has a treasury of its own and can put up buildings in cities.
Treasury
The treasury holds the clan's own caps, kept apart from every member's account. Only members can see how much is in it.
Any member can deposit caps from their own account. Only the clan master can withdraw, and only into their own account. Transfer leadership and the right to withdraw goes with it.
The treasury works from anywhere on the map.
Every movement is on the treasury log: deposits, withdrawals, daily storage upkeep and storage slots bought from the treasury. Every member can read it. Entries are kept for 30 days.
A clan can't be disbanded while its treasury holds caps. The clan master has to withdraw them first.
Clan buildings
Clan buildings stand in cities and serve the whole clan. The only one so far is the clan storage. A clan can have one in each city with a storage building.
Every building costs upkeep, a daily charge paid from the treasury. See Upkeep below.
Building a storage
Only the clan master builds, standing in the city, from the Construction: Clan Storage blueprint of the tier they want. It works like crafting: it takes time, the materials come from the master's inventory or their own storage there, and the fee comes from the master's own caps, not from the treasury. Once the storage is built, the blueprint is used up along with the materials.
There are 3 tiers: a tier 1 storage has one tab, tier 2 has two and tier 3 has three. Any tier can be built directly.
Building a higher tier over a lower one upgrades it in place. Everything stored stays, and the new tabs are added.
A new storage needs enough caps in the treasury for its first day of upkeep, which is charged the moment it is built. If the treasury has run dry by then, the storage is built anyway, but inactive.
If the build can no longer go ahead, for example because the clan has a new master, nothing is lost: the fee is refunded and the blueprint and materials stay with you. Cancel the build yourself and only the fee is lost, as with any craft.
Upkeep
Each storage pays its tier's upkeep once a day from the treasury. It never comes out of members' own caps.
The charge comes a little before the paid day runs out, so a storage with enough caps in the treasury never goes inactive.
If the treasury can't pay for every storage, the oldest are paid first. The rest go inactive.
An inactive storage takes no deposits. Members can still take items out, look inside and buy slots, and nothing in it is ever lost.
Depositing caps into the treasury pays any overdue upkeep at once, and an inactive storage opens again. Days it spent inactive are not billed afterwards.
An upgrade keeps the day already paid. The higher tier's upkeep starts with the next charge.
Using the storage
Items in a clan storage belong to the clan, not to whoever put them there.
To deposit or take items you have to be standing at the storage. Deposits come from your inventory only, and taken items go into it. Any member can look inside from anywhere.
Equipped items, items your current action is using, items bound to you, crates and elite escalation items can't be deposited.
Each tab has 20 slots. As in your own storage, a slot holds one stack of one kind of item, and blueprints take no space.
Extra slots are bought per tab, one at a time, each costing more than the last, up to 50 extra per tab. Any member can buy one with their own caps, and the clan master can also pay from the treasury. Slots can be bought from anywhere, and they stay when the storage is upgraded.
Every deposit and take is on the storage log, which every member can read. Entries are kept for 30 days.
A clan can't be disbanded while any of its storages holds items.
Permissions
Each tab has two settings: who can deposit and who can take. Each is one of Clan master, Selected members or All members.
Under Selected members, the clan master picks members for the tab's list and allows depositing and taking separately for each.
The clan master can always deposit and take, whatever a tab says.
A new tab, including one added by an upgrade, starts with all members depositing and only the clan master taking. An upgrade leaves the existing tabs' settings alone.
Only the clan master changes permissions, and can do it from anywhere. Every member can see each tab's settings and what they themselves are allowed to do.
A member who leaves or is kicked comes off every list. Rejoining starts with nothing.