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Discussion: Co-Playing, Should It Be Allowed?
Co-playing is a long standing practice: sharing your account login with another player, so the account stays active when you can't be online. It isn't a rule players invented to cheat, it's a response to the game's 24/7 nature, but it's not supported, leaving it in a gray area where it's simply tolerated and not something players hide.
This thread is for discussing purposes for the .net community, a place and opportunity to discuss the pros and cons of allowing, limiting, or disallowing co-playing. It's important to note that there's no agenda attached to this, no plans or projects and it's unlikely that we will reach any conclusions - but since the topic is always relevant we think it's interesting to keep the discussions open to hear the community's views on the topic. Share your opinion below.
1. Allow Co-Playing (No Restrictions)
Pros:
2. Limited Co-Playing (Capped by Device Count)
Pros:
3. Disallow Co-Playing
Pros:
Discuss: Which arguments do you find strongest? Are there points missing from any side? Keep it constructive and on topic.
Co-playing is a long standing practice: sharing your account login with another player, so the account stays active when you can't be online. It isn't a rule players invented to cheat, it's a response to the game's 24/7 nature, but it's not supported, leaving it in a gray area where it's simply tolerated and not something players hide.
This thread is for discussing purposes for the .net community, a place and opportunity to discuss the pros and cons of allowing, limiting, or disallowing co-playing. It's important to note that there's no agenda attached to this, no plans or projects and it's unlikely that we will reach any conclusions - but since the topic is always relevant we think it's interesting to keep the discussions open to hear the community's views on the topic. Share your opinion below.
1. Allow Co-Playing (No Restrictions)
Pros:
- No single player can realistically cover 24/7 activity alone. Co-playing is how most competitive accounts stay active across time zones.
- .net is the international server, players log in from all over the world, so features like night bonus or attack breaks always land in the middle of someone's day. Those settings help far less here than on single region servers, making co-playing the more practical way to get real coverage.
- Already the norm among experienced players and top tribes.
- Sharing account responsibility reduces burnout, letting players stay in the game long term instead of quitting from exhaustion.
- Sharing your password is against the written rules. Formally allowing it without any limit means fully abandoning that rule rather than adjusting it. It's also not something that could be formally allowed at all, since two people can't legally hold one account's licensing agreement.
- Creates an activity or coverage advantage over players who genuinely play solo and cannot match 24/7 presence, which is unfair to players who follow the current rules, and further raises the overall activity bar needed to stay competitive.
- With no cap on how many people can have the password, the risk of the account being sabotaged by a co-player (resources dumped, buildings scrapped, flags traded away, premium points wasted) grows with each additional person given access.
2. Limited Co-Playing (Capped by Device Count)
Pros:
- Keeps the coverage and burnout benefits for small, genuine partnerships without an account becoming accessible from an unmanageable number of devices.
- A declared device limit gives moderators a clear enforcement line: more devices logging in than declared is a straightforward violation, not a judgment call.
- Limits how far co-playing could be used to let separate players start independently and later merge accounts to gain an advantage.
- Fewer devices with access means fewer people who could sabotage the account, reducing that risk compared to unrestricted co-play.
- There is no way to verify who is actually behind a given login beyond trusting the account owner's declaration, even with a device count limit.
- The sabotage risk is reduced but not removed. Even one co-player with the password can still dump resources, trade away flags, or waste premium points, and in practice the password sometimes gets shared beyond the declared limit, in the worst cases with an entire community.
- Requires an enforcement process (declaring devices, checking against actual logins) that adds moderator workload compared to a flat allow or disallow.
3. Disallow Co-Playing
Pros:
- Removes the sabotage risk entirely. No shared password means no co-player who can dump resources, trade away flags, or waste premium points.
- Removes the activity advantage co-playing gives over solo players, keeping the playing field more level, and removes the constant pressure to be more active.
- Enforces the existing "don't share your password" rule consistently instead of tolerating a known violation.
- No gray area to moderate. A password shared with anyone is a clear violation, with no need to define or police limits.
- Could increase the number of active accounts, since groups who currently co-play one account might each start their own instead, making worlds larger again.
- Removes the coverage and burnout benefits players rely on. This matters more on .net than on single region servers, since players are spread across the world with no shared down time, unlike servers where most players live in the same time zone.
Discuss: Which arguments do you find strongest? Are there points missing from any side? Keep it constructive and on topic.
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