Guilds
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 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. (This information is incorrect for some servers. Guilds above 5% do increase the speed at which you learn skills.)
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