Guilds
A homeland is a guild
You land in a homeland, and its seats are its guild. Landing in an empty one founds the guild and you lead it; landing in a claimed one joins it — at once if the guild is open, on the leader's answer if not. Leaving a guild moves no city: you stay where you built.
- A Small world: 4 homelands of 6 seats, 24 players.
What guildmates share
- Their cities and armies are blue on the map, and you see what they see.
- Their closed gates let you through; an army in a guildmate's city stays there as a garrison, paying ×0.5 upkeep, and defends it.
- You can't attack one another. Buffs, Ward and Dispel may be cast on a guildmate's army or city.
- One thread for the guild's messages.
Leading and leaving
The leader accepts and rejects applications, kicks, and hands the lead over; when the leader leaves, the longest-serving member leads. After leaving or being kicked, joining or founding another guild waits 24 h. Members of the round's winning guild score double in the Hall. Points →