Clan Citadel

Clan Citadels were released on 26 July 2011 to clans who have five or more subscribing members. They were first introduced in a teaser on the RuneScape homepage.

There are dozens of hotspots for players and their Clans to make their own. Of these hotspots, a maximum of seven are skill-related, allowing players and their clans to train skills together. Although the experience received will be slightly lower than would be received on the surface of RuneScape, skilling there will contribute to the maintenance of the citadel, allowing players and clans to upgrade it from tier 1 to tier 7. As the citadel gets upgraded, players and clans gain access to better customization options and even more hotspots. Contribute enough to the weekly upkeep of the citadel and players will have access to a clan ring, which will give a temporary 1.5x multiplier in certain skill tasks about RuneScape. Clan Citadel guards walk around and guard the main gate.

Each clan can gather in many areas of their Clan Citadel – in meeting rooms, a senate, a party room – but the centrepiece is the clan battlefield. This offers players and their clan a large area to battle together or face-off against other clans, and a full-blown Battlefield Editor to create combat situations or minigames.

When Free-to-play players enter the teleport portal, they find themselves in a cutscene showing them around a completed clan citadel.

Pre-release
Citadels were first introduced in a teaser on the RuneScape homepage. In the news post announcing the impending update, The RuneScape Team stated that the update will be members only and claimed that Clan Citadels would be very customizable and would be tiered. It also showed that clan members would have to collect resources to build them.

Basics
Clan Citadels are castles in the sky that are clan homes. Resources collected by clan members can be spent to upgrade and customise the citadel. There are meeting rooms, party rooms, and clan battlefields, which host combat games. Members of other clans may visit different citadels, although based on the security settings they may be restricted.

Creation
To create a citadel, five clanmates with membership (but to get the citadel going well it is suggested that you have at least 20 members all with membership) must go to the Clan Camp and talk to Avalani by the portal. The players will take part in a ritual that creates a citadel for your clan in your logo and colours (Be sure to dismiss any followers before begining or the ritual will not begin). To reach the citadel, any clan member with membership can use the portal to teleport there. Within the citadel, there are certain places in which you can freely teleport around by using the map.

If a clan ever falls below four members, the citadel can no longer be accessed. The clock will continue to tick and use resources for upkeep.

Probation
Clan members must pass a probation period of at least a week before they can contribute to the citadel. This is done by entering the citadel after a build tick. The exceptions to this rule are any members of the clan who joined prior to the creation of the citadel, or within a week of its creation. Players on probation can still take part in activities in the citadel, but cannot collect resources.

Maintenance
Citadels have a weekly upkeep cost that must be paid in resources, gathered by working at skill plots. If these resources are not collected and the upkeep is not paid, the citadel may downgrade. There are no requirements to work on the plots.If the citadel is maintained and there are enough members in the clan, the citadel may be allowed to upgrade. There are seven tiers, each offering more in layout and customisation.

Interface
There are four interfaces that can be used to change around the citadel. To access the interface, click on the castle icon next to the minimap while inside the citadel. The third interface requires a PIN to access.

Map
With the map tab, you can view the layout of the citadel, and if granted the permissions, to change it. Changing it will not update it instantly: it waits until the next build tick, which is weekly. All the layouts contain the same features, but in different locations.

As the citadel upgrades, the layout will contain more hotspots and resource-gathering skill plots.

Any changes to the citadel can be reverted prior to the next build tick by clicking the Revert button. On the map tab, there are two buttons, one with a sun and one with a moon. These can be used to change day and night in the citadel, but like the rest of the layout it will not change until the next build tick.

Building
The building tab is used to view and upgrade the structures inside the citadel. There are four tabs inside the building tab, which do the following:
 * Upkeep - Shows the cost (in resources) needed to maintain the structure. If this cost is not met, the structure may dilapidate.
 * Upgrade - Shows the cost for upgrading the structure, or what it would cost to build it. Clan members with the right permissions may upgrade the citadel, or cancel an upgrade. Like everything else, it will not change until the build tick. Up to four buildings and two skill plots may be upgraded per tick.
 * Downgrade - Shows what the cost of upkeep would be if it is downgraded. Clan members with permissions may downgrade structures and skill plots.
 * Information - Allows structures or skill plots to be moved by members with permissions. Also contains a button to the job list.

To build a skill plot, select the type, and click the upgrade tab, click build, and choose which location to build it on.

Customisation
The customisation tab lets clan leaders customise individual structures or the entire citadel. Three customisations can take place per build tick. To view the customisations, click on a hotspot in the interface. It will display the resource cost to build the feature.

For most structures, there are Basic, Medium and Grand versions. There are no requirements to build these besides the resources needed to upgrade them. In addition, the structure can be upgraded to the Grand version without first having to upgrade it through the lower levels.

Some structures require multiple upgrades to different parts of it, such as potted plants, which require a hedge and base separately.

Resources
The resources tab shows information about the amount of resources in the clan. The resources are:
 * Timber
 * Stone
 * Charcoal
 * Ore
 * Metal bars
 * Precious ore
 * Precious metal bars
 * Cloth
 * Rations
 * Minions (work toward any resource)

Within the interface, there are three colours on the bar. Red shows the amount of resources used to maintain the citadel. If the bar is red only, it means that there are not enough of that type of resource and the citadel is in danger of dilapidation. Yellow shows the amount of resources used to build structures and plots in the next tick. Green shows the amount of resources not being used. These can be saved, although the amount saved is dependent on the size of the storehouse.

Clan leaders can set objectives for the resources.

Job list
The job list shows which structures require upkeep for the next build tick.

Build tick
The build tick is the amount of time left before the citadel updates again. In the interface, it shows the amount of time left until the next tick (it occurs weekly). This is when all changes to the layout and cost of the citadel occur, and also when the citadel dilapidates if there are not enough members.

Clan count
The number of eligible players in the clan can be found in the interface. If there are enough clanmates to keep the citadel running in its current state, the number will be green. If there are not, it will be red.

Building your citadel
''For a list of structures that can be built in your citadel, see this page. For a list of statues, see this page. For a list of the wall patterns, see this page.''

Build Tick
The build tick takes place every week, exactly a week after the creation of the citadel. It will take place even if there are not enough members in the clan. During the tick, everyone in the citadel is given a three-minute warning to pick up dropped items, among other things. No one is allowed to enter the citadel during this time. After three minutes, everyone in the citadel is removed and the changes to the citadel in the past week will take place, in the following order: Unused resources will be spoiled after the tick, and destroyed. Some resources may be saved, depending on the size of the storehouse. Timber, stone, cloth and rations carry over from one tick to the next; minions, charcoal, ore and precious ore do not. Bars and precious bars have a cap and percentage equal to one-third of the other resources.
 * Downgrades are executed, lowering or removing structures, and lowering the upkeep cost.
 * Any upkeep owed is paid, in order of priority.
 * Upgrades are executed, in order of priority. This includes new structures and customisation.

Due to this, it will take at least six weeks to upgrade to a tier 7 citadel.

To move the build tick to a better time, clan leaders may talk to the Quartermaster to push back the build tick up to six days. This costs the same amount as the total upkeep of the citadel for a week. It cannot be changed again until the new build tick has occurred once.

Six hours before the build tick and later, clan admins will not be able to make any changes to the citadel; only the clan owner will be able to do so.

Changing features
Before the build tick, members with the construction permission may mark up to four buildings for construction and three customisations for upgrading, and members with the downgrading permission may mark as many features as needed for downgrading or removal.

Requirements
To upgrade the citadel tier, a certain number of non-probation clan members must visit the citadel per week. If there are not enough members that visited the citadel in the week, there is a small leeway given, but admins will be warned to start recruiting. Upon the build tick, buildings will be dilapidated. If another build tick goes by and not enough members visit the citadel, it will be downgraded by one tier.

Buildings
To build new structures, there must be enough resources in the pool to pay for upkeep. Every week, the clan may do one each of the following:
 * Upgrade the keep (Main building) and
 * Upgrade the storehouse or the battlefield and
 * Build two skill plots and
 * Change three customisations

To upgrade, select it from the building interface, and click the upgrade arrow. This shows the costs to upgrade, and if there are enough resources and a build slot, the upgrade button will be lit. Clicking it will mark it for building during the next tick. Structures may not be upgraded beyond the citadel tier, and each structure can only be upgraded one tier per tick.

Customisation
Customisations are also changed upon the build tick. Like structures, there must be enough resources to pay upkeep before they can be paid for. Custom features can be changed, but not downgraded. They are added by talking to Artisan, but can be requested in the interface.

To build the feature, you must select the hotspot to put it in. If there is already a feature there, it will be replaced by the new feature. In the interface, red dots show hotspots without custom features; green dots show the hotspots that already have features, and brown dots show the hotspots that are already marked for a new feature.

When a spot is chosen and clicked on, it will show the options for building, showing the resources needed. When the next tick comes, after upkeep is paid, the custom features will go into effect.

Dilapidation
If upkeep is not paid in full, the buildings will dilapidate, although resources that were to be used for upkeep would not be paid. Tier 1 buildings will not be destroyed, but they will accumulate a debt twice that of the cost of the upkeep. Buildings will also dilapidate if there are not enough clan members and the upkeep is not payable for the week.

This causes the clan's colours to be removed from the wall, the skill plots will function at a lower level, and the clan ring will not work.

Priority
The build priority list shows all downgrade, upkeep and upgrade costs, and which of those can be paid with the current resources. From this location, the jobs' priorities can be reordered or deleted if the player has the permissions.

Skill plots
Skill plots are where clans obtain resources to be able to maintain and upgrade the citadel and its buildings. Working on a skill plot has no level or tool requirement, but the higher the relevant level, the more experience gained per action (e.g. a level 99 woodcutter will get more experience per root cut than a level 70 woodcutter, and so on). The experience rate at the skill plots is often slower than a comparable activity on the surface. Strange rocks cannot be obtained from skill plots.

Upon creation of the citadel, only one plot will be active - a tier-1 woodcutting plot. Upgrading the skill plots require resources, and increases the efficiency of the plot. Upgrading the citadel itself also costs resources - substantially more than skill plots - but provides more obvious benefits like extra skill plot and decoration hotspots.

Upgrading the citadel also unlocks extra skill plots so that other materials can be gathered or processed.

Clan ring
After gathering or processing enough resources in the citadel (e.g. 100 timber from a tier-1 tree), a clan ring becomes available for use. This gives a short period of 1.5x experience in a skill of the player's choice (a choice of the skills available to be trained in your citadel) when skilling on the surface. How much extra experience is given depends on your level in the skill and the tier or the resource hotspot associated with that skill.

Citadel tiers and skill plots
Upgrading the tier of the citadel unlocks more skill plots, in the following order:

Woodcutting plot
The woodcutting plot is an enchanted Hornbeam tree, of which the roots can be cut for timber for the citadel. An axe is not required for this. Timber is either used directly as an upkeep or upgrade resource, or can be used to make charcoal in the firemaking plot.

Upgrading the woodcutting plot provides more roots to cut.

Mining plot
The mining rock is a large rock with multiple veins or resources - stone (grey vein), ore (silver vein) and precious ore (gold vein) - for the citadel. A pickaxe is not required for this. Stone is used as an upkeep/upgrade resource, however ore and precious ore are not directly used in the citadel - they require processing (into metal bars and precious bars) before they can be used.

Upgrading the mining plot provides more veins to mine.

Firemaking plot
The firemaking plot takes the shape of a charcoal kiln. By using some of the timber resource the kiln can be filled. Once full it will start generating charcoal. Charcoal is not directly used in the citadel - it is used to fuel the furnace in the smithing plot.

Upgrading the plot provides more kilns. All kilns need to be full for charcoal to be produced, but will generate charcoal at a higher rate.

Smithing plot
The smithing plot is a furnace, where ore and precious ore is smelted into bars. There are three tasks that need to be performed at the furnace:
 * 1) Adding ore to the furnace (moving ore from the resource crates to the furnace) - once full the next stage becomes available
 * 2) Cooling the bars (moving bars from furnace to water trough) - once the mould is empty and the trough is full the next stage becomes available
 * 3) Depositing the cooled bars (moving the bars from the trough to the hatch) - once the trough is empty the resource crate will refill and the process begins again.

Using the furnace requires ore (or precious ore) and charcoal. Precious bars can only be made once the citadel reaches tier 4. Metal bars and precious bars are used as upkeep/upgrade materials.

Upgrading the smithing plot provides more furnaces, thus allowing bars to be generated at a higher rate.

Crafting plot
The crafting plot is a loom which generates cloth when interacted with. Cloth is used as an upkeep/upgrade material.

Upgrading the crafting plot adds more looms, thus allowing cloth to be generated at a higher rate.

Summoning plot
The summoning plot is a large obelisk with several smaller obelisks, and is used to summon minions. Several of the smaller obelisks need to be interacted with in order for a minion to be summoned at the large obelisk.

Minions are not required for any specific task in the citadel - instead, they count as any resource where needed.

Players can only use one tenth of their resource cap at the summmoning plot (see storehouse below), and completion of Wolf Whistle is required to use it.

Cooking plot
The cooking plot is an outdoor food preparation area, where rations are generated. Three tasks can be performed here, although unlike the smithing plot they are not required in any order:
 * Preparing raw fish for cooking
 * Cooking fish on the barbeque
 * Making vegetable stew

Rations are used as an upkeep/upgrade material.

Upgrading the cooking plot adds more cooking stations, thus allowing rations to be generated at a higher rate.

Storehouse
The storehouse is where resources are stored during the build tick. All citadels start with a tier 1 storehouse. Upgrading the storehouse both increases the individual resource cap of every player, so that they can gather more items per build tick, and increases the amount of resources that are carried over to the next build cycle.

Individual resource cap
Every player has a resource cap, limiting the amount of resource that they can gather in the citadel. The resource cap applies to all resources, not to each individually - a player could use their entire resource cap gathering timber, or they could use it gathering some wood, then turning it into charcoal, then mining some ore and making bars. This ensures that if a clan wants their citadel to reach its very best that all the members work together. The resource cap is reset every build tick.

The resource cap is increased by upgrading the storehouse:

While in the citadel the current resource cap, and amount currently used, is displayed at the bottom of the citadel information screen.

Resource spoiling
When the build tick occurs, most resources that are excess will spoil and be lost. The amount that is carried forward is the lower of (the percentage x excess) or (the maximum capacity of that tier of storehouse).

For example, if a clan has a tier 1 storehouse (maximum capacity of 1,000) and they have 10,000 surplus wood, they keep the lower of 1,000 or (5% of 10,000) 500 wood. Similarly, if a clan has a tier 7 storehouse (maximum capacity of 3,000) and they have 10,000 surplus wood, they are only able to keep 3,000 despite 50% of 10,000 being 5,000.

The following resources are subject to the above percentages and caps:
 * Timber
 * Stone
 * Cloth
 * Rations

The following resources are subject to the same percentage but a cap one-third of the quantity:
 * Metal bars
 * Precious bars

The following resources will always spoil regardless of how many are available or how large the storehouse is:
 * Minions
 * Charcoal
 * Ore
 * Precious ore

Thus, a tier 1 storehouse may hold a maximum of:
 * 1,000 Timber
 * 1,000 Stone
 * 1,000 Cloth
 * 1,000 Rations
 * 333 Metal bars
 * 333 Precious bars
 * 0 Minions
 * 0 Charcoal
 * 0 Ore
 * 0 Precious ore

And similarly a tier 7 storehouse may hold a maximum of
 * 3,000 Timber
 * 3,000 Stone
 * 3,000 Cloth
 * 3,000 Rations
 * 1,000 Metal bars
 * 1,000 Precious bars
 * 0 Minions
 * 0 Charcoal
 * 0 Ore
 * 0 Precious ore

The number of resources carried over can be viewed via the storehouse interface.

Welcome Area
Clanmates and visitors are welcomed to the citadel inside the welcome area. Avalani will give players a handbook about the citadels if asked for them. There is a meeting room inside the tent, which can be set to public or private.

Signpost
The signpost can be used by clan members to mark other clans as friends or enemies. To set up a relationship with another clan, search for the clan and modify the status of their relationship. If the other clan has a citadel, an icon will appear to teleport to their citadel.

Noticeboard
Members of the clan can view the noticeboard, which shows the logo and colours of the clan, messages, and any upcoming events. It is similar to the noticeboard found in the Clan Camp, but it also shows primary resource that the clan is collecting.

Keep
The keep is the central structure of your citadel. In it, clan members can hold meetings and celebrations in a large senate room surrounding a central podium.

Party Room
From tier three and above, a party room can be found in the keep. There is a dancefloor, places to sit, and a lever which will drop balloons (with party items such as fireworks and confetti). Unlike the Falador Party Room, it cannot be used for drop parties.

Meeting Rooms
There are four meeting rooms inside a citadel: 10 visitors can enter the small meeting rooms and tents. Meetings can be set to public or private; public meetings allow any clanmate to enter and talk, while private areas restrict access.
 * A large tent in the welcome area
 * Two small meeting rooms next to the party room
 * A senate on the ground floor of the keep

The first member to set up the private meeting will be able to decide which ranks enter, although they may not restrict access to those with higher ranks then themselves. There is also a ballot box where clan members may vote. If all clan members leave, the meeting will end.

The player who started the meeting may invite others to it, using the master invitation which expires after 15 minutes. To invite them, use the master invitation on them, and they will receive a meeting invitation, used to access the meeting. While any number of players may be invited to the meeting, only ten may be inside at any given time. These players do not have to be members of the clan, but they must have membership.

The senate is a place for big public meetings, with rows of benches and a podium for a speaker. Players may come and go as they wish.

Battlefield
Battlefields are Safe. If players die during a match, they will not lose anything. They can be accessed by speaking with the Battlemaster. He will let players with the appropriate permissions edit, initiate and enter battles.

Playing
A player starting a battle can use the battle interface to choose rules. Once they have been confirmed, the battlefield generates and players are sent to the field. Once the timer has fully counted down, players may start fighting and earning points. The battle ends when the conditions set forth by the battle creator are met.

Editing

 * For a list of usable battlefield elements, see list of Battlefield elements.

Anyone with the correct permissions may edit the battlefield by speaking with the Battlemaster. You will go to a version of your battlefield where you can edit the items in place. Up to 200 items may be placed on the battlefield, in any combination, from the menu. Up to five people may edit the battlefield at a time.

Characters

 * Avalani - Helps create citadels. Gives players a handbook and gives information about their history.
 * Artisan - Customizes features in return for resources.
 * Battlemaster - Gives access to the battlefield, and helps organize games.
 * Quartermaster - Keeps track of all of the changes to the citadel. Changes the build tick on request, and gives clan rings.
 * Master Guard - Head of security. Prevents access to certain parts of the citadel if requested. Gives out clan capes.

Security
To access security, click the cog in the clan chat interface. There are three tabs in it.

Clanmates
With the correct permissions, clan members may view sanctions against a clanmate, or ban them from the citadel (or individual parts of it). They may also mute a clanmate from the clan chat. If a player is banned from the citadel, they will have a three-minute warning before they are kicked out. From here you can also change a clan member's title and ranking.

Clan Settings
The clan settings are where clan administrators can allow guests into the chat, to let them speak, to allow them into the citadel, and to choose who may view clan relationships. The signpost permissions and guest access may only be changed wile in the citadel.

This also allows clan leaders to set a homeworld, time zone, national flag, and thread.

Clan Permissions
The permissions tab is where clan administrators can change permissions for ranks. For the chat category, all ranks above the one toggled are given those permissions; for the rest, the permission is for that particular rank. The following permissions can be changed: ''Permissions with a * may only be granted to administrators or higher. Permissions with ** may only be granted to overseers or higher.''
 * Admin
 * Rank may set access rights to the keep
 * Rank may set access rights to the Citadel
 * Rank may access the keep
 * Rank may access the Citadel
 * Rank may recruit new members
 * Rank may lead a Rated Clan War
 * Chat
 * Rank may set access rights to the keep
 * Rank may set access rights to the Citadel
 * Rank may access the keep
 * Rank may access the Citadel
 * Rank may recruit new members
 * Rank may lead a Rated Clan War
 * Events
 * Rank may alter the noticeboard*
 * Rank may alter the signpost*
 * Rank may start a private meeting
 * Rank may start a vote
 * Rank may start a battlefield game
 * Rank may operate the party room
 * Rank may operate the theatre
 * Citadel
 * Rank may upgrade buildings *
 * Rank may downgrade buildings *
 * Rank may edit the Battlefield *
 * Skills
 * Rank may transfer resources *
 * Rank may set gathering goals *
 * Rank may move the build tick **

Dragon
For tier 7 citadels, a dragon can be created with the customisation interface. It costs lots of resources to buy and upkeep. It comes in green, blue, red, black and frost.

Clan rings
Clan rings give a 1.5-times experience boost while skilling on RuneScape, off the citadel. If you have gathered enough resource, you will get a message to talk to the Quartermaster to claim your ring. He will give an uncharged ring, which can be charged by using it on one of the skill plots. The ring will give bonus experience in that skill. The amount is dependent on your level, and the tier of the plot.

Trivia

 * Currently, all worlds associated with the Clan Citadel are worlds 173+. They do not appear in the Lobby screen. You MUST enter your Citadel to be switched to one of these worlds, and all members of a clan will be brought into the same world as one another when they enter the Citadel.
 * If you are the only player at your clan's citadel and choose to log out there, the Citadel will no longer be in that world. Once you go to the World Select screen and look at the "Current world:" in the top right corner, you will be in a Citadel instance world (For example, it will say Current world: World 195). If you try to click Play without switching to a regular world, you will get the message "The instance you tried to join no longer exists. Please try using a different world.". This is because Citadel worlds are, in fact, instances shared by the Citadel's visitors.
 * When attempting to teleport from a Clan Citadel, players get the message 'You cannot teleport from an instance shard world'. This is most likely because Citadels are hosted on their own servers instead of regular Runescape worlds, and players from many different Runescape worlds may inhabit the same Citadel world.
 * The Clan Citadel was the first location in RuneScape to feature skyboxes, even though the RuneTek 5 engine made skyboxes possible in September of 2009.
 * Currently if you sit on a bench within the Keep, and then equip an easter ring, the player will still transform but only the top of the egg will come out of the bench. When wearing a Brooch while doing this, it will look as if the player is invisible. When one or both is unequipped after morphing, the player will stand inside the bench, while their feet do not appear. This glitch has yet to be fixed.
 * If you speak to a Guard in your Clan Citadel while wearing a full Chicken outfit, the Guard will exclaim "Aha! Another one! C'mere, chicky, I've a wizard paying a bounty per head on you!" If you are only wearing a portion of the outfit, the Guard will instead say "Are you trying to fool me? That's ridiculous!"
 * The Citadel's tasks are located in Falador, but not required as part of the Falador task set.
 * During the first few days of the release of clan citadels it was possible to gain vast amounts of combat experience with a group of players, and it being possible to earn 5 million experience or more. This is now patched.
 * Currently, there are two spots adjacent to the portal in the clan camp that force players to walk away from them immediately after a player walks there. Items can be placed on them if the player walks to one of the spots and gets his or her timing right when dropping the item. The items dropped can only be retrieved by telegrabbing. Oddly enough, if you walk to one of the spots and click on 'Add note', you will not be forced away from the spot. This glitch hasn't been fixed.
 * On the RuneScape homepage in the picture of the Citadels at the top, you can click on the bottom of the cliff with a waterfall, making part of the rock fall off, or on the far right of the citadel, which makes five birds fly away.

Gallery
Clan Citadels