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 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. Note that guilds don't have diminishing returns for skill point generation.
(non)Related
The word guild is also used for groups of mages playing together in a coordinated way, e.g. Supporting Guild Status