Guilds are groups of players who decided to unite in order to face the most daunting challenges of the game and collect the greatest rewards of all.
All the islands of the game can be attacked by guilds. If your guild manage to take control of an island, it will be able to impose taxes on any goods sold on the island: ship equipment, captain equipment, ship reparations, I.R.S. missions. The taxed gold will be stored in the island’s chest. On top of that, the blacksmith will deposit several items more or less precious in the island’s chest.
During your exploration of the world, you will meet powerful enemies that can only be defeated by groups of players. If you manage to beat them, your guild will receive a reward in gold, guild experience points and objects of varying preciousness.
Guild members roles
The guild master, who has a near absolute power over the guild, can promote members to the rank of officer or accountant.
The principal functions of the guild’s officers is the management of guild members (invitations and expulsions), of the attacks against islands and guild bosses. Each officer must spend 10 of his 100 minutes of daily sailing time to join an attack. When an officer joins an attack, 2 members can join the fight for free.
Once an attack has been planned by the officers, members have 24 hours to join it. After this delay, the battle starts automatically and do not require any action from your part.
Accountants can choose the tax rate applied to the guild members. Each time a guild member earns gold or experience points, a portion of it is redistributed to the guild which allows it to gain levels and increase its power.
Accountants are also in charge of collecting the chest of islands that are controlled by the guild. Collecting an island costs accountants 10 of their 100 minutes of daily sailing time.
The last main function of accountants is the redistribution of the guild’s wealth among its member. The accountants can see the content of the guild’s chest filled by the defeated guild bosses, the collected islands or by members’ taxes. Only accountants and the guild’s master can access the guild’s chest, other members have no idea what it contains and do not know which reward is given to which member. However, members can see other members equipment which enable them to estimate how much other members are being rewarded.
Mutinies and plots
If a guild member is dissatisfied by the way the guild is ran (bad wealth redistribution, taxes too high, defeat too common, etc.), he can start a mutiny or a plot.
During 24 hours after the beginning of a mutiny, members have to choose between joining the mutiny or staying loyal to their guild’s master. The guild’s master can try to negotiate with mutineers, accountants can try and bribe members. After 24 hours, if the initial mutineer managed to unite over 50% of the guild’s members, he becomes the new guild’s master and the previous guild’s master is downgraded to a simple member.
During the following 24 hours, no mutiny can take place in order to let the new guild’s master reorganize the guild and maybe take sanction against the members who didn’t side with him.
The plotter must gather 10% of the guild’s member (with a minimum of 2 people). He should only speak to trustee guild’s members as if the guild’s master hears about the plot, he might not enjoy the news! Unless, obviously, the guild’s master doesn’t believe what he is told. What proof does he have that he is not being fooled?
If the plotter manages to get the adequate support, he will fight the guild’s master in a duel. If he wins, he will become the new guild’s master. If he loses, the plot will be revealed and the guild’s master will know the name of all the traitors.
On the edge
The guild’s master is always on a complex spot. If he’s too generous with his guild’s member, one of them might become strong enough to plot against him. On the other side, if he serves himself first in order to remain the strongest and remove the possibility of losing a one to one battle, he risks making his guild’s members angry and they might start a mutiny.
Being a guild’s master isn’t an easy situation. Diplomacy and politics are mandatory skills for any aspiring guild’s master.
Each time a member earns experience points, some of them are redistributed to guild, as decided by the accountants. After a certain amount of experience points collected, the guild gains a level. With each new level, the guild earns a stat point. This point can be put in one of the three guild stats:
- Cohesion: Each point increases the maximum number of guild’s members. By default, a guild can have up to 5 members.
- Defense: Each point reduces damages received by guild members during a guild’s battle by 1%.
- Strategy: Each point reduces by 1% the navigation time costs of guild actions.