PALE BLUE ROSELibrary

Guilds, Factions, Religions In the game

Three kinds of player organisation: guilds to trade and win, factions for shared sight and routes, religions for a deity. Each has its own HQ to build, defend and lose.

Status

In the game now: founding a guild at its Guildhall, guild wars and deals, the inner market, the shipyard and its ship tiers, unit pools. Factions, religions and the parts tagged First proposal are still the design; their numbers will change with balancing.

At a glance First proposal

GuildFactionReligion
Members1 to 2525 to 15025 to 150
Founded bya finished Guildhall (town hall 5, Middle Age): choose a 3-letter tag, a name of up to 25 letters, a logo and the governancepromoting a full guild of 25promoting a full guild whose 25 members all worship one deity
GovernanceDemocracy (recall votes) or Oligarchy (no recall, no leave)the samethe same
Tax and upkeepno tax on inner trade; members share the HQ upkeep and pay their own shippinga 1 % trade tax on faction routes + a share of the Capital's upkeepa 5 % tithe of members' offerings + a share of the temple's upkeep
Diplomacyshared: war, ally and neutral belong to the guild; nobody can war a guildmateown treaties; the faction's friends and foes are shownown treaties; shown
Visioneverything: members' discoveries, their land and units live, the inside view of their townsall members' discoveries and owned landmembers' capitals, holy sites and the temple
Bonusesthe inner market, a guild doctrine, an extra trade route at HQ stage 3, the HQ garrisonshared vision, no port fee and cheaper crews on faction routes, a faction doctrinefavour +25 % with the deity, its essence +10 %, a religion doctrine, the god unit
Victorythe only organisation that can win (full-year members' share of the world's output)nevernever
LeaveDemocracy: free, one change a world month. Oligarchy: only when kicked, the HQ is razed, the HQ is conquered or the world endsthe samethe same

Life cycle In the game

  1. Build the Guildhall

    A Middle Age building (town hall 5). Its owner is the host: the realm whose province holds the HQ.

  2. Found the guild

    Tag (3 letters), name, logo and governance, shown on the join card. Players join by invitation; an invite always needs the player's yes.

  3. Grow to 25

    Members trade on the inner market, pool units, plan HQ stages and share their sight of the world.

  4. Promote

    The guild master opens a vote; it passes with 13 yes of 25. The same organisation becomes a faction, or a religion when all 25 worship one deity. The members' guild slots free up, and the Guildhall becomes the core of the new HQ.

  5. End

    An organisation ends only when its HQ is razed or its last member leaves. A conquered HQ changes hands instead (seize). The host can leave only by demolishing the HQ, on a countdown everyone sees.

The HQ buildings First proposal

GuildhallFaction CapitalGrand Temple
StagesS1 Hall (12 x 12 m), S2 Court + curtain wall, S3 Gatehouse + 4 towers, S4 Great Hall (40 x 40 m)S5 Inner ward, S6 Chancery tower, S7 Arsenal, S8 Palace (64 x 64 m)S5 Nave, S6 Bell tower, S7 Choir, S8 Sanctuary, S9 Spire
Materialsdressed stone, lime mortar, timber frame; then iron, glass, bronze, tapestrydressed stone + marble, glass or bronzedressed stone + glass, bronze or gold leaf
Core hit points2,000 / 3,000 / 4,500 / 6,00012,0009,000
Garrison20 / 40 / 80 men from S2; siege stores 3 / 6 / 12 months160; 12 months120; 9 months
Stage bonusS2 guild doctrine stronger, S3 +1 trade route a member, S4 market timers -25 %S6 +1 faction route a member, S7 unit pools +50 %, S8 sight one province further around every memberS6 favour +10 %, S7 rite capacity +25 %, S9 a stronger god

Sieges

Roles and departments

RoleWhat it doesLimits
Guild mastereverything: names the vice-master and department heads, governance, dues, timers, quotas, deals, the promotion vote, kicksheads change once a month; a member can be kicked at most once a month; recall in a democracy
Vice-masteras the guild master, except governance, promotion and kicking the master; takes over after 72 hours without the master
Supportsees every open request; adopts requests, forwards offers, builds ships for members8 adopted requests at once
Defensecommands the defense pool: garrison, patrols, alarms inside guild landnever attacks a realm the guild is not at war with
Warcommands the war pool against war targets; drafts a war declarationthe master or vice-master approves a declaration
Politicsdrafts treaties with the guild as a party; once every 5 world years may push a deal as an ultimatumevery deal and push needs approval
Foodsees members' food; redistributes surplus to members under 2 months of food; can drive a member's farms for a monthonly with that member's food mandate
Infrastructureplans HQ stages, guild roads, port and post links
Trademarket rules: timers, priorities, blocked goods; assigns shippers
Knowledgeshares research: a topic known by 3 members costs the others 10 % less
Faithofferings, holy sites and temple stages (a religion's core)spends no member's goods without the faith mandate
Intelligencecommands the scout pool; reports and marks foesno sabotage

A department reaches into a member's realm only through a mandate the member gives: on by default in a guild, off in a faction or religion, locked on in an oligarchy. The join card says which.

The inner market In the game

Shipyard: tiers 1 to 10 In the game

TierHullWaterHoldCrewPace (m a month)Hit pointsNeedsBuild
1Skiffriver, coast4021,80060town hall 120 Wood
2River Bargeriver, lake10021,20090town hall 240 Wood
3Knarrcoast16031,900140town hall 360 Wood, 10 Yarn, 10 Clothes
4Cogcoast, sea30042,160220town hall 490 Wood
5Hulksea45062,300300town hall 5140 Wood, 30 Yarn, 30 Clothes, 20 Iron
6Great Cogsea65082,500400town hall 6200 Wood, 40 Yarn, 40 Clothes, 30 Iron
7Carracksea900122,800520town hall 7300 Wood, 60 Yarn, 60 Clothes, 40 Iron
8Merchant Galleycoast, sea600243,600450town hall 8220 Wood, 60 Yarn, 30 Clothes, 40 Iron
9Great Carracksea1,400183,000700town hall 9450 Wood, 90 Yarn, 90 Clothes, 60 Iron
10Argosysea2,000243,200900town hall 10600 Wood, 120 Yarn, 120 Clothes, 80 Iron, 10 Copper

One blueprint card a tier: tiers 1 to 3 in the Dark Age, tier n from town hall n. The shipyard (levels 1 to 10) slots ship cards up to its level and the town hall. Hulls cost pitch, rope and canvas upkeep a month at sea, crew wages on top. Over land: handcart 30, ox wagon 60, horse wagon 80 load; a guild road is 30 % faster.

Unit pools In the game

Discord (opt-in)

Open decisions

Defaults the design assumes until they are decided: