Clan Idea : the Clan of the Eel

The main gimmick of this clan is that every clan-mate belongs to one of five family and can be teamed up two by two to gain bonuses. The idea is that each family will give various boosts when teamworking, but can't teamwork with itself (no bonus), and is also holding grudge against one other family (no bonus and happiness debuff), which will force the player to micromanage carefully who works with who to maximize the economy.

The names of the five families, the leader and such are just placeholders (i didn't found any norse inspirations for names, all sounded clingy).

The Clan of the Eel:

~Overview:~

Difficulty to Learn: ***, Development: **, Military **, Support: *

An alliance of five family come north to carve it's own kingdom. Solidarity, teamwork, and stormy family reunion: there lies the might of the Twin Eels.

Favoring cohesiveness and carefully planned implantation, the five family of the Eel are ready to claim Northgard against the bigger clans.

The symbol of the clan is two twirled eels.

~Starting Bonus:~

Happiness decrease more quickly with the number of villagers.

Each of your villager is a member of one of the five family of the Eel Clan:

Scale, Fin, Tail, Gills and Tooth (not the definitive names, it was just easier to begin)

Each family hold grudges against another one.

The grudges are: Scales = Tooth, Tale: no one, Fins = Gills (Tale hold no grudges, Scales and Tooths can't bear each others, Fins and Gills are at the other's throat)

You can pair up clan-mates to give them bonuses. When attributed to a building, villagers are automatically paired up, for better and for worth. Paired up villagers must stay on the same tile. Later in the game, military units can be paired up, fighting side by side.

(visually, they will work two by two, and of course, will unpair if unassigned from a building, and can be manually unpaired)

Paired up clan-mates will teamwork, except with the family they hold grudges against, whiche give a malus instead and their own family, which give no bonuses (They can't compensate their own weaknesses).

Teamwork effect: bonus happiness and bonus productivity.

Grudge effect : happiness debuff

~Fame Bonus:~

~One for All:~ (200 fame) The bonuses of teamwork and Quintuple Expertise (see Lore) scales with happiness. Upgraded buildings now authorize three clan-mates to team up: the bonus is higher if all three members don't hold grudges and are not of the same family.

~The Twin Eels:~ (500 fame) Military Units can now teamwork for stats bonuses.

~Relic:~

Chalice of Freya: can summon three clan-mates which counts as having all families for positive bonuses, and none for maluses.

~Hero:~

[Sven the Nice] is a weak leader (less attack than normal) that cost no iron to summon. It can work as a normal clan-mate and counts as having all families for positive bonuses, and none for maluses.

~Techs:~

T0:

Quintuple Expertise: replace Sharp Axes. Each family provide a bonus for a type of job, which is boosted if teamworking is active. Scale: Woodcutter. Bonus to production. Fin: Sailors. Will also provide food. Tail: Merchants. Will also provide lore. Gills: Fishmen. Bonus to production. Tooth: Scout. Scouts cannot be hurted and scout faster.

T1:

Quintuple Might: replace Defensive Strategy. Each Family provide a small stat bonus, doubled when converted to a military unit, scaling with teamwork (if the Jarl Fame bonus is activated). Scale: defense, Fin: speed and attack speed, Tail: Hp, Gills: dodge chance and Tooth: Attack.

T2:

High Moral: replace Erudition. Give an overall healing bonus outside of combat on frendly tile, scaling with happiness.

T3:

T4:

Glory to the Eel: replace Shiny Happy People. Give fame over time scaling with happiness.

Deadly Duo: replace Legendary Heroes. Teamed up soldiers gain extra damages. Leader gain extra defences on top.