Guilds & Trade
Guilds are the trading houses inside a faction. They earn its trade income, own its resource nodes and use its installations.
Updated
Guilds
Every faction member belongs to exactly one guild.
- Every faction has a main guild, run by the faction leader. You are in it until you found or join another.
- Any member except the faction leader can found a guild with
/guild create <name>. It is free, and you become its leader. - A guild has its own leader, banner, capital and bank. Set the capital with
/guild setcapital <name>, then the bank inside it with/guild setbank. Any member can pay in; only the guild leader can take money out. - From
/guild menu, a guild builds up branches. Guild Halls make its trade power and only other guilds have them; the main guild has a Bureaucracy instead. Workshops raise production, Storehouses carry trade further, and Counting Houses lower trade upkeep. - A guild can run one resource node, paid for from the guild bank.
Guild money and upgrades
Open /guild menu to set dividends and daily donations. The leader chooses the percentage of income paid as dividends. Only members who belonged to the guild at the previous daily tick receive a share. The main guild cannot pay dividends. Daily donations to the realm cost an extra 10% fee.
To issue a loan to another guild, hold a Book and Quill and use the loans menu. Fill in the amount, interest and repayment terms, then arrange the other leader's signature. Borrowers can make partial or full payments and toggle daily payments. Unpaid interest adds to the debt, and overdue fees may apply. Defaulting affects the guild's credit score. The lender can pause interest or forgive the loan.
Branch upgrades are paid from the guild bank, starting at 100 d, and each level costs more than the last. Downgrading gives back part of the price. Check the menu's price before buying or removing a level. Every guild has one Blackjack table, and each level of Auto Dealer Tables adds another. The main guild can also upgrade its maximum administrative power, maximum diplomatic capacity and administrative power gain.
Leader actions
In /guild menu, Relocate moves the guild capital for at least 100 d from its bank. Moving into another faction's land needs that faction leader's acceptance and moves the guild into that faction. The faction leader can Elevate a guild into a subject faction with its capital province, or Evict it into a landless faction. These actions cost administrative power. Favour and Repress are available when the faction's laws allow them.
Installations
Forts, ports, airports and train stations, built by the faction leader in an owned land province.
| Type | Upkeep / day | Build time | Vehicle slots |
|---|---|---|---|
| Fort | 30 d | 5 days | 8 emplacements (Anti-Air Turrets, Anti-Air, Fixed Artillery) and 2 land vehicles (carts, Small Cars) |
| Port | 15 d | 3 days | 8 ships |
| Airport | 20 d | 3 days | 10 aircraft and airships |
| Train station | 5 d | 3 days | 2 emplacements (more after upgrades) |
/faction constructstarts building at once, with no confirmation, and costs nothing to start. Only one build can run at a time, and each province takes one of each type. A port must be within 20 blocks of the sea or a river.- Upkeep comes from the faction bank. If it can't be paid, the installation loses a level, and one at level 1 is removed.
- Train stations can be upgraded: level 2 costs 35 d a day (3-day build, 3 emplacements) and level 3 costs 100 d a day (5-day build, 4 emplacements). Trains can't be berthed anywhere.
Trade between realms
Installations, and the sea lanes and railways between them, carry trade further.
Trade can join a sea lane or railway at any province along it, and is strongest getting on and off at an installation. Guilds can use every installation in their own realm. Abroad, they get the better of two things: what a trade agreement gives, or what the two realms' economy laws allow. A trade agreement gives full use both ways. An unequal treaty gives the stronger side full use and the weaker side half. Embargo or war closes them completely.
| Economy law | Open to foreign guilds | Own guilds abroad |
|---|---|---|
| Free Trade | 50% | +10% |
| Decentralized | 35% | None |
| Mercantilism | 15% | +20% |
| Protectionism | 10% | None |
| Isolationism | Closed | -25% |
The host's law sets how open it is, and the guest's law adds to or takes from that, up to 100%. A closed host stays closed to the guest's law, but not to a trade agreement.
Through a tax proposal in Government, a faction can set tariffs under Mercantilism up to 25%, Protectionism up to 50%, or Isolationism up to 75%.
Vehicles and upkeep
Vehicles cost a little upkeep every day.
Personal vehicles have limits per type and per account. Unpaid vehicles lose health every hour until nearly wrecked. Anyone can pay a day of an unpaid vehicle's upkeep from their own bank; faction leaders can use their pouch too. For ownership, faction pools and berthing, see faction vehicles.
Commands
| Command | Aliases | What it does | Notes |
|---|---|---|---|
/guild menu | None | Opens your guild. | None |
/guild list | None | Lists guilds. | None |
/guild create <name> | None | Founds a guild inside your faction, with you as its leader. | Not for the faction leader, or if you already lead or belong to another guild. |
/guild invite <player> | None | Invites a player to your guild. | Guild leader. Under Open Borders you can invite players from outside the faction. |
/guild join <name> | None | Accepts a guild invite. | None |
/guild leave | None | Leaves your guild and puts you back in your faction's main guild. | A guild leader must delete the guild first. To leave the faction, use /faction leave. |
/guild decline <guild> | None | Turns down a guild invite, or an offer to lead a guild. | None |
/guild kick <player> | None | Removes a member, who goes back to your faction's main guild. | Guild leader. |
/guild appoint <guild> <character> | None | Offers a guild whose leader has died to a living member of your faction. | Faction leader. |
/guild lead <guild> | None | Accepts an offer to lead a guild. | None |
/guild setleader <player> | None | Hands the guild to another member. | Guild leader. |
/guild delete <guild> | None | Disbands your guild. Its members return to the faction's main guild. | Guild leader. The bank must be empty, with no loans and no bankruptcy. |
/guild setcapital [name] | None | Makes the province you stand in the guild's capital, where its trade starts. | Guild leader, in your faction's land. Give a name if the province has no settlement yet. |
/guild setbank | None | Makes the chunk you stand in the guild bank. | Guild leader. It must be in the guild's capital province. |
/guild deposit <amount> | None | Pays money from your pouch into the guild bank. | At the guild bank. |
/guild withdraw <amount> | None | Takes money from the guild bank into your pouch. | Guild leader, at the guild bank. |
/guild rename <name> | /guild setbanner, /guild setcolour <R,G,B> | Renames the guild, or sets its banner from your hand or its colour. | Guild leader. |
/faction construct <fort|port|airport|train_station> <name> | None | Starts building an installation in the province you stand in. | Faction leader. Starts at once, with no confirmation. |
/faction upgrade <installation> | None | Starts building the next level of a train station. | Faction leader. |
/faction deconstruct [installation] | None | Demolishes an installation, or cancels one being built. | Faction leader. |
/faction vehicle transfer <installation id|pool> | None | Berths a vehicle at an installation, or gives it to the faction's vehicle pool. | Faction leader. The owner must be close by and accept. |
/faction vehicle take | /faction vehicle give <player> | Takes a faction vehicle as your own, or gives it to a player. | Faction leader. |
/faction vehicle handover <player> | None | Offers one of your own vehicles to another player. | None |
/faction vehicle maintenance pay [bank] | None | Then right-click an unpaid vehicle to pay one day of its upkeep. | Anyone can use bank to pay from their own bank. Without bank, faction leaders pay from their pouch. |
/faction findvehicles <installation id> | None | Lists the vehicles berthed at an installation and where they are. | Faction leader. |
