Difference between revisions of "Guilds"
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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 | + | * Guilds generate [[Skills|skill]] points. |
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== 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.
- Science God Favour increases chances of item generation
- Guilds only generate lesser items (including Minor Indulgence and Magical Compass).
- Even with zero guilds you can still store items (unlike nodes-and-mana)
- 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