Difference between revisions of "Guilds"

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m (Usage)
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* Early in game: try to maintain more than 1000 guilds to speed up research
 
* Early in game: try to maintain more than 1000 guilds to speed up research
 
** If you have trouble upkeeping the high amount of guilds on small land: sell the items!
 
** If you have trouble upkeeping the high amount of guilds on small land: sell the items!
 +
** Guilds build quite slow. For efficiency, first build [[workshops]] one-turn-by-one-turn to a few hundred, then build wilderness to guild, then destroy 25% workshops and build that wilderness with guilds.
 
* Thereafter: try to maintain 5% of your land as guilds, to generate skill points efficiently
 
* Thereafter: try to maintain 5% of your land as guilds, to generate skill points efficiently
  

Revision as of 13:02, 27 March 2008

Guilds are buildings that are essential to create items and skillpoints and even more when conducting your spell research early in the game.

Effects

  • Guilds provide the same population space as wilderness, namely 10.
  • Guilds take considerable geld upkeep to maintain
  • Guilds also generate magical items at random intervals.
  • Guilds provide a bonus to skill acquisition time (tested across all servers).
    • This is capped at 5% of your land. Building more guilds does not influence skill generation.

Usage

  • Early in game: try to maintain more than 1000 guilds to speed up research
    • If you have trouble upkeeping the high amount of guilds on small land: sell the items!
    • Guilds build quite slow. For efficiency, first build workshops one-turn-by-one-turn to a few hundred, then build wilderness to guild, then destroy 25% workshops and build that wilderness with guilds.
  • Thereafter: try to maintain 5% of your land as guilds, to generate skill points efficiently

(non)Related

The word guild is also used for groups of mages playing together in a coordinated way, e.g. Supporting Guild Status