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
At a glance First proposal
| Guild | Faction | Religion | |
|---|---|---|---|
| Members | 1 to 25 | 25 to 150 | 25 to 150 |
| Founded by | a finished Guildhall (town hall 5, Middle Age): choose a 3-letter tag, a name of up to 25 letters, a logo and the governance | promoting a full guild of 25 | promoting a full guild whose 25 members all worship one deity |
| Governance | Democracy (recall votes) or Oligarchy (no recall, no leave) | the same | the same |
| Tax and upkeep | no tax on inner trade; members share the HQ upkeep and pay their own shipping | a 1 % trade tax on faction routes + a share of the Capital's upkeep | a 5 % tithe of members' offerings + a share of the temple's upkeep |
| Diplomacy | shared: war, ally and neutral belong to the guild; nobody can war a guildmate | own treaties; the faction's friends and foes are shown | own treaties; shown |
| Vision | everything: members' discoveries, their land and units live, the inside view of their towns | all members' discoveries and owned land | members' capitals, holy sites and the temple |
| Bonuses | the inner market, a guild doctrine, an extra trade route at HQ stage 3, the HQ garrison | shared vision, no port fee and cheaper crews on faction routes, a faction doctrine | favour +25 % with the deity, its essence +10 %, a religion doctrine, the god unit |
| Victory | the only organisation that can win (full-year members' share of the world's output) | never | never |
| Leave | Democracy: free, one change a world month. Oligarchy: only when kicked, the HQ is razed, the HQ is conquered or the world ends | the same | the same |
Life cycle In the game
- Build the Guildhall
A Middle Age building (town hall 5). Its owner is the host: the realm whose province holds the HQ.
- 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.
- Grow to 25
Members trade on the inner market, pool units, plan HQ stages and share their sight of the world.
- 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.
- 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
| Guildhall | Faction Capital | Grand Temple | |
|---|---|---|---|
| Stages | S1 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 |
| Materials | dressed stone, lime mortar, timber frame; then iron, glass, bronze, tapestry | dressed stone + marble, glass or bronze | dressed stone + glass, bronze or gold leaf |
| Core hit points | 2,000 / 3,000 / 4,500 / 6,000 | 12,000 | 9,000 |
| Garrison | 20 / 40 / 80 men from S2; siege stores 3 / 6 / 12 months | 160; 12 months | 120; 9 months |
| Stage bonus | S2 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 member | S6 favour +10 %, S7 rite capacity +25 %, S9 a stronger god |
Sieges
- Only an army of a realm at war with the organisation can attack an HQ; raiders never besiege.
- When a wall or the gate is breached, the HQ turns Reinforced for 24 hours: the core takes no damage, and every member and ally is alerted.
- After that the core takes damage only inside the guild master's daily 4-hour window, and only while the garrison is empty.
- At 0 the attacker chooses: Raze (the organisation dissolves, members are released, pooled units go home) or Seize (the conqueror becomes guild master; members get a free exit window).
- A conqueror never takes a member's realm, stock or unpooled units.
Roles and departments
| Role | What it does | Limits |
|---|---|---|
| Guild master | everything: names the vice-master and department heads, governance, dues, timers, quotas, deals, the promotion vote, kicks | heads change once a month; a member can be kicked at most once a month; recall in a democracy |
| Vice-master | as the guild master, except governance, promotion and kicking the master; takes over after 72 hours without the master | |
| Support | sees every open request; adopts requests, forwards offers, builds ships for members | 8 adopted requests at once |
| Defense | commands the defense pool: garrison, patrols, alarms inside guild land | never attacks a realm the guild is not at war with |
| War | commands the war pool against war targets; drafts a war declaration | the master or vice-master approves a declaration |
| Politics | drafts treaties with the guild as a party; once every 5 world years may push a deal as an ultimatum | every deal and push needs approval |
| Food | sees members' food; redistributes surplus to members under 2 months of food; can drive a member's farms for a month | only with that member's food mandate |
| Infrastructure | plans HQ stages, guild roads, port and post links | |
| Trade | market rules: timers, priorities, blocked goods; assigns shippers | |
| Knowledge | shares research: a topic known by 3 members costs the others 10 % less | |
| Faith | offerings, holy sites and temple stages (a religion's core) | spends no member's goods without the faith mandate |
| Intelligence | commands the scout pool; reports and marks foes | no 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
- Each member sets, per good (up to 16), the most he offers and the least he keeps. Only the surplus between them can leave his town.
- A request names a good and an amount. The world picks the provider (most surplus, then the shortest route). He approves, sends part or declines within 2 world months; silence means the goods depart.
- A demand (from the master, vice-master, the food or support head, or a member short of food) runs on a quarter of that timer and can be refused only through the keep amount.
- No tax and no fee inside a guild: the requester pays only the shipper's crew wages, hull wear and provisions (grain in the Dark Age, coin in the Middle Age). A member who carries goods in his own hull earns that fee.
- Members need a Trading Post (land) or a harbour tied to the guild's network, and for boats their own Shipyard beside the harbour.
Shipyard: tiers 1 to 10 In the game
| Tier | Hull | Water | Hold | Crew | Pace (m a month) | Hit points | Needs | Build |
|---|---|---|---|---|---|---|---|---|
| 1 | Skiff | river, coast | 40 | 2 | 1,800 | 60 | town hall 1 | 20 Wood |
| 2 | River Barge | river, lake | 100 | 2 | 1,200 | 90 | town hall 2 | 40 Wood |
| 3 | Knarr | coast | 160 | 3 | 1,900 | 140 | town hall 3 | 60 Wood, 10 Yarn, 10 Clothes |
| 4 | Cog | coast, sea | 300 | 4 | 2,160 | 220 | town hall 4 | 90 Wood |
| 5 | Hulk | sea | 450 | 6 | 2,300 | 300 | town hall 5 | 140 Wood, 30 Yarn, 30 Clothes, 20 Iron |
| 6 | Great Cog | sea | 650 | 8 | 2,500 | 400 | town hall 6 | 200 Wood, 40 Yarn, 40 Clothes, 30 Iron |
| 7 | Carrack | sea | 900 | 12 | 2,800 | 520 | town hall 7 | 300 Wood, 60 Yarn, 60 Clothes, 40 Iron |
| 8 | Merchant Galley | coast, sea | 600 | 24 | 3,600 | 450 | town hall 8 | 220 Wood, 60 Yarn, 30 Clothes, 40 Iron |
| 9 | Great Carrack | sea | 1,400 | 18 | 3,000 | 700 | town hall 9 | 450 Wood, 90 Yarn, 90 Clothes, 60 Iron |
| 10 | Argosy | sea | 2,000 | 24 | 3,200 | 900 | town hall 10 | 600 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
- Defense and War pools per guild or faction, a Scout pool for intelligence, a Temple guard for a religion.
- Each member sets what share of each new unit kind goes to defense and to war (0 % by default). The master may ask a minimum quota of up to 50 %, shown on the join card.
- The owner stays the owner (upkeep, losses); the pool only gets the right to give orders.
- The owner can reclaim a unit at any time; it walks home after any running battle.
- The master can seize pooled units and reassign them; the owner's reclaim then waits a month. In a democracy that opens a recall motion at once.
- Every member sees every pooled unit, its owner and who controls it.
Discord (opt-in)
- Everything Discord is opt-in: link your Discord account in Settings, then switch Discord on. Off by default.
- The guild master turns the guild's Discord space on. A member gets access only when linked and switched on; the window shows how many members are on Discord.
- A private text thread bridged both ways with the in-game guild chat, an on-demand voice room, and a join link for players not yet on the server.
- Voice presence shows who is in the room. No Discord id or e-mail ever reaches another player or a link.
- On promotion the space is renamed and keeps its history; on dissolution it locks read-only; on conquest the old thread stays with the old members and a new one opens.
Open decisions
Defaults the design assumes until they are decided:
- Oligarchy: no leave at all, or a 3-month notice exit?
- The push: an ultimatum, or simply one guild-wide deal every 5 years?
- Religion: 25 worshippers replace the holy-site founding rule; the temple becomes the main holy site, and razing it dissolves the religion.
- A promoted guild frees its members' guild slots, so a faction can hold several guilds; only guilds can win.
- Unit quota: 0 % by default, at most 50 %; seizing every unit only in an oligarchy.
- HQ siege: 24-hour reinforcement plus a daily 4-hour window chosen by the master.
- A conqueror can only invite; nobody is forced into an organisation.
- Every power over a member's buildings needs his mandate.
- Discord text: a private thread, or a real channel per guild?
- Speaking indicators need Discord's approval; presence only until then.