From my own experience and some of what I have read on the forums I believe that some people have bases that are too big with little consequence. I wanted to make this a few different suggestions but it all goes hand in hand with rebalancing.
Decay:
I believe the weather should erode buildings making them take a percentage of the structure’s max HP. The lower tier building materials take less damage to help lower level players.
To counter this a new “Maintenance Bench” would be put in that can has a clickable button to repair all damaged structures that have not been damaged by PvP in a certain amount of time. A thrall could be put into this station to make it faster and cheaper. The repair should be something so it’s noticeable but not overwhelming 5-10% of the resource cost a month, so roughly 1-2.5% a week. The station gives the clan 1,000 purge points on a 12 hour cooldown.
This will make it so if players want an unnecessarily large base they will have to farm to keep it from falling apart.
Purge:
The idea behind the purge is really cool to me but the balance on it seems nonoptimal. I believe revamping the way purges will happen will make them more engaging. Once a player is established it seems the purge doesn’t purge much of anything.
The purge meter should not go down unless all players in a clan are offline for a few days.
The purge would be based off of a dynamic number rather than a roll of the dice. The purge meter for a starting clan could be 12,000. The clan builds a base and gets their first purge it’s a tier 1 purge which is a couple waves of weak enemies. If the clan defeats the purge before a certain time the new purge value for the clan would go higher because the next purge will be a little stronger. The clan could then have more time to prepare and continue building. The next purge would come and have either more of the lower tier or a few of a higher tier.
Here’s an example of what it would look like if the clan completed the purge.
12,000 T1 purge (Imps, Turtles, Hyenas, Rank 1 Humans)
18,000 T1.5 (More T1 mobs than a T1 purge or a smaller number of T2 mobs)
24,000 T2 (Hyenas, bears Rank 2 Humans)
30,000 T2.5
36,000 T3 ( Snakes, Spiders, Rank 3 Humans)
42,000 T3.5
48,000 T4 ( Wolves, Tigers, Around here is where the purge crafters start spawning)
54,000 T4.5
60,000 T5 Purge (Multiple world bosses)
As the tiers of purge increase how hard they are go up.
The number of mobs will be determined by a metric of clan value. The value could be determined a formula. For the sake of this example I will say the clan’s total weight in placed structures. Higher tier buildings will have multipliers on them. Tier 1 buildings would be 1:1, Tier 2 would be 2:1, and Tier 3 would be 3:1. When you add it together the clan gets a score.
For example:
Total placed buildings weight.
20,000 = 1
40,000 = 1.5
60,000 = 2
80,000 = 2.5
100,000 = 3
etc
Lets say the clan has a purge of spiders and normally it would be 4 waves of 8 spiders. However, the clan’s placer building weight is 75,000 this would mean they are in the 60,000-80,000 range and would have a multiplier of 2. So now they have 4 waves of 16 spiders. This will make purges more tuned for the size of the base they are hitting. The purge should also always hit the base with the highest value and not a small outpost.
These changes will make building and maintaining a large base more prestigious but also deter people from having a 100x100x100 foundation cube of a base.