Difference between revisions of "Guilds"

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(Effects)
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** Guilds only generate lesser items (including [[Minor Indulgence]] and [[Magical Compass]]).
 
** Guilds only generate lesser items (including [[Minor Indulgence]] and [[Magical Compass]]).
 
** Even with zero guilds you can still store items (unlike [[mana|nodes-and-mana]])
 
** Even with zero guilds you can still store items (unlike [[mana|nodes-and-mana]])
* Guilds provide a bonus to [[Skills|skill]] acquisition time (tested across all servers).
+
* Guilds generate [[Skills|skill]] points.
** This is capped at 5% of your land. Building more guilds does not influence skill generation. '''(This information is incorrect for some servers. Guilds above 5% do increase the speed at which you learn skills.)'''
 
  
 
== Usage ==
 
== Usage ==

Revision as of 11:42, 23 February 2010

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 generate skill points.

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, after exploring, first build workshops one-turn-by-one-turn to a few hundred (and also build some towns and farms to upkeep stuff) -- thereafter build remaining wilderness to guilds, -- thereafter destroy 25% workshops and build that wilderness also 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