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Guilds, Clans, and Town Control

Design Goals

Social organization should matter economically and politically, not only for chat. Guilds and clans should coordinate expeditions, protect trade, and shape towns.

Guild and Clan Split

Recommended model:

  • Guild: large political and economic organization with treasury, ranks, and town ambitions.
  • Clan: smaller social or operational unit that can exist independently or under a guild umbrella.

Guild Features

  • ranks and permissions
  • treasury and tax income
  • guild storage
  • expedition scheduling and departure slots
  • town project sponsorship
  • archive of maps and monster reports
  • shared knowledge codex contributions

Scheduled Guild Expeditions

A guild officer can post a departure slot tied to the next daily settlement tick. The slot specifies a destination, a minimum party composition (role coverage required), and an open/closed invite status.

How it works:

  • Guild members (or invited non-members if the slot is open) commit to the slot before the tick fires
  • Committed members are bundled into a shared expedition at tick resolution — they do not need to be online at the same moment
  • The expedition resolves as a group using combined role coverage and the best-fit quality band across all committed members
  • If the minimum composition is not met when the tick fires, the slot is cancelled and members are notified; no penalty
  • The departure window closes one hour before the tick fires to prevent last-second manipulation

Scheduled slots create social coordination without requiring real-time presence. A guild that plans a boss run in the morning will have members commit across different time zones throughout the day. The async model is preserved — the coordination is the real-time activity, not the expedition itself.

Slots are visible to all guild members on the guild board. Officers can annotate the slot with notes about loadout expectations, target rank requirements, or loot split agreements.

Town Control Model

Town control should come from sustained influence, service, and conflict windows rather than open griefing.

Dynamic events should be one of the main ways towns feel contested and reactive between control windows.

Contributors to control could include:

  • completed contracts for the town
  • supply deliveries during shortages
  • militia support
  • caravan protection
  • project investment
  • scheduled conflict victories
  • successful response to town and regional events

Influence Score Model

Each town should keep a rolling 14-day influence ledger per guild. Influence should come from useful service to the town, not only from combat wins.

Recommended contribution weights:

  • completed town contracts: low but steady influence
  • shortage deliveries: medium influence, multiplied by current reserve deficit
  • public works investment: medium-high influence, capped by real project need
  • militia and escort support: medium influence, multiplied by security pressure
  • local event participation: high influence during active crises
  • scheduled control-window victories: very high influence, but only during the scheduled window

Resolve each entry as:

effective_influence = raw_influence × town_need_multiplier × outcome_quality_multiplier × anti_monopoly_modifier

Rules:

  • repeated low-value turn-ins from the same guild should suffer daily diminishing returns
  • influence older than 14 days should fall out of the active score window
  • the controlling guild should take a maintenance penalty when the town stays in failing reserve bands and it does not respond

Member Contribution Visibility

Every guild member can see their own contribution score toward each contested or controlled district in the 14-day window. Officers and leadership can see all members' contribution scores.

The guild influence panel shows:

  • This week so far: the member's contribution total to each town in the current 7-day sub-window
  • Window total (14 days): the member's contribution total in the full active influence window
  • Your rank this window: the member's contribution rank within the guild for this town (e.g. "3rd of 12 active contributors")
  • Days remaining in window: countdown to when the oldest influence entries age out
  • District progress bar: a relative bar showing the guild's total influence vs. the leading challenger and vs. the controller threshold — updated each daily tick

This panel is intentionally visible to all members, not officers only. The goal is to make individual contribution legible so members understand how their expedition choices connect to the guild's town-control position.

Control States

Use explicit control states so the UI and permission system stay legible.

  • open: no guild meets the controller threshold
  • leading: one guild is ahead, but no control window has confirmed rule rights yet
  • contested: at least two guilds are within 15% of each other or a control window is active
  • controlled: one guild won the latest control window and remains above the maintenance floor
  • destabilized: the controller kept power on paper but lost civic stability; challengers gain bonus pressure next window

The controller threshold should scale with town population and prosperity so frontier hamlets are easier to lead than rich regional hubs.

Taxation Rules

Taxes should be visible, capped, and delayed before taking effect.

Tax targets can include:

  • market fees
  • auction fees
  • storage fees
  • caravan tolls

Town rulers should not be able to confiscate private inventories or set instant abusive taxes.

Recommended caps:

  • market fees: 0-8%
  • auction fees: 0-10%
  • storage fees: 0-5% per billing cycle
  • caravan tolls: 0-6%

Additional guardrails:

  • tax changes take effect after 24 hours
  • each category can move only one band per delay window
  • pending tax changes must be publicly visible before activation
  • emergency events do not permit temporary tax bypass

Treasury and Civic Reserve

Town control should not be pure extraction. Recommended rule:

  • at least 35% of collected town tax should flow into a locked town_civic_reserve
  • civic reserve funds militia upkeep, emergency contracts, and public works
  • only the remaining share can move into guild treasury according to guild permissions

This keeps town prosperity and guild wealth linked without letting rulers starve the town for short-term gain.

Public Works

Controlled towns should expose public works decisions such as:

  • prioritize granary expansion
  • fund walls and militia
  • subsidize public kitchens
  • improve market hall
  • sponsor shrine healing or mage services

This makes town control a systems choice, not only a badge.

Public works choices should also affect future event weights. Better wells reduce drought pressure, stronger walls reduce raid severity, and public kitchens soften food-crisis events.

Public Works Governance

Use explicit slots and priorities.

  • 1 major public work slot and 2 minor slots per town is enough for readable choices
  • emergency reserve failures can temporarily override the queue with well, granary, wall-repair, or infirmary work
  • every work should list its reserve draws, upkeep cost, completion effect, and linked event-weight modifiers
  • completed works should write directly into town formulas, not only flavor text

Examples:

  • granary: higher food storage cap and lower spoilage
  • well network: stronger water floor and lower drought pressure
  • walls: higher security buffer and lower raid severity
  • market hall: higher liquidity and contract volume

Scheduled Conflict

Town contests should happen in predictable windows using async-friendly contribution systems, contract pushes, supply races, and targeted mission chains. Avoid forcing constant live siege attendance.

Scheduled Control Windows

Every town should expose predictable async control windows rather than permanent open conflict.

Recommended structure:

  • 2 recurring windows per week per town
  • only guilds above the challenger threshold can score control-window influence
  • window scoring should come from contract pushes, escort success, militia response, public works turn-ins, and targeted mission chains
  • the highest total after the window gains or retains control rights until the next eligible challenge

This keeps town conflict competitive without requiring a live siege.

Controller Responsibilities

A controlling guild should gain privileges, but also inherit obligations.

  • failing to fund upkeep on active public works should reduce control stability
  • leaving 2 or more reserve classes in failing for multiple daily ticks should apply control decay
  • losing repeated emergency event responses should reduce militia legitimacy and town support
  • low-tax, high-service governance should improve passive influence retention

Technical Model

Core Records

Store:

  • guild
  • guild_member
  • guild_rank_permission
  • guild_treasury_ledger
  • clan
  • town_influence_score
  • town_influence_ledger
  • town_policy
  • public_work_vote
  • town_control_window
  • town_tax_policy_history
  • town_civic_reserve
  • town_public_work_slot

Governance Coordinators

Use one guild coordinator for treasury and permission-sensitive actions, and one town governance coordinator for policies, tax changes, and control-state transitions.

Guardrails

Require:

  • policy delay windows
  • tax caps
  • audit logs
  • officer permission checks
  • cooldowns on leadership-sensitive actions
  • challenger catch-up advantage when a controller is destabilized
  • town supply simulation
  • markets and taxes
  • player contracts and logistics
  • exploration archives and monster intel

Guild Creation and Structure

Requirements

A guild can be founded by any character who meets all of the following:

Requirement Value
Trevalkaan renown Practiced (band 2) or above
Coin deposit (founding fee) 500 coin (non-refundable)
Member count at founding Founding character + at least 1 other accepted member
Charter submission Accepted via Town Hall NPC in Trevalkaan

Guild name: 3–30 characters, unique, no offensive filter matches.
Guild tag (shown in brackets next to member names): 2–5 characters, unique, uppercase only.

Founding cost reflects that guilds are civic institutions, not casual social groups. A character who cannot raise 500 coin in Trevalkaan is not yet positioned to govern.

Member Roles

Four roles from most to least authority:

Role Description
Leader Full control over all guild settings, permissions, treasury, and membership
Officer Can post departure slots, view all member contribution scores, recruit, promote to Member, demote Initiates
Member Full guild participation: storage deposit and daily withdraw, departure slot commitment, visible contribution scores
Initiate On probation: deposit to guild storage only (no withdraw), can commit to departure slots but no voting rights

Leadership transfer requires the current Leader to explicitly promote another Member or Officer to Leader. If a Leader account is deleted or dormant for 60 days, the highest-seniority Officer is promoted automatically. If no Officer exists, the highest-seniority Member is promoted.

Guild Storage

Guild storage is a shared inventory pool accessible to all members according to their role.

Default capacity: 8 storage slots at guild founding.
Expansion: Each completed Storehouse public work tier in a controlled town adds 4 slots to that town's guild storage instance (not global).

Access rules by role:

Role Deposit Withdraw Daily withdraw cap
Leader Yes Yes No cap
Officer Yes Yes No cap
Member Yes Yes 20 items per real day
Initiate Yes No

Guild storage is location-bound: the storage chest is physically at the guild's registered hall. A character must be in the town that hosts the guild's registered hall to interact with guild storage. Remote read-only viewing (what's in storage) is available from any location.

Guild Treasury

The guild treasury is a coin pool distinct from member wallets.

Sources of treasury income: - Guild tax on member earnings (optional, 0–10%, set by Leader/Officer) - Town tax revenue share (when controlling a town, per the 35% civic reserve rule) - Direct member deposits (voluntary)

Treasury expenditures: - Public works investment (leader/officer action) - Departure slot provisioning costs (ration and supply expense for guild expeditions) - Member coin distributions (leader/officer only; creates a ledger entry per recipient)

The guild treasury ledger records every transaction with actor, amount, and reason. All officers and the leader can read the full ledger. Members see aggregate totals only.


Clan Mechanics

A clan is a lightweight social and operational unit for 2–8 players. It has no treasury, no town control eligibility, and no civic obligations. It is designed for small groups who want coordination without governance overhead.

Clan vs. Guild

Feature Clan Guild
Founding cost 50 coin (name registration) 500 coin + renown requirement
Max size 8 members No cap
Treasury No Yes
Town control No Yes
Departure slots Yes (leader only) Yes (leader + officers)
Guild storage No Yes
Hall board pooling No (individual access only) Yes (shared board filters)

Clan Under a Guild

A clan leader can affiliate their clan with a guild. Under affiliation:

  • The clan retains its identity and name but gains a [GuildTag | ClanTag] display
  • The guild officer who approves the affiliation may grant clan members Member access to guild storage
  • The clan leader gains read access to the guild influence panel for towns the guild controls
  • The clan's collective Hall completions contribute to the guild's town influence score

Affiliation is revocable by either the clan leader or the sponsoring guild officer at any time. On revocation, guild storage access is removed immediately; influence contributions from before revocation remain counted.

A clan can be promoted to a full sub-division of the guild (losing clan autonomy) by mutual agreement. The clan leader becomes a guild Officer. This cannot be undone without refounding the clan.


Client Screens

Route: /guild

Access requires the character to be a member of a guild. Characters not in a guild see a "Join or Found a Guild" landing page with founding requirements and an NPC contact link for the Town Hall.

Tabs

Tab Who can see Description
Overview All members Guild name, tag, member count, controlling towns, treasury balance (officers+)
Board All members Guild-specific board orders and departure slots
Roster All members Member list with roles, contribution scores (own score always visible; others visible to officers+)
Influence All members 14-day influence panel per contested or controlled town
Storage All members Guild storage contents; deposit/withdraw per role permissions
Treasury Officers+ Transaction ledger, income breakdown, expenditure log, distribute coin action
Settings Leader only Name, tag, member roles, tax rate, departure slot rules, disband

Overview Tab

Top section: guild name, tag, founding date, brief description (editable by leader).

Controlled towns panel — compact list of towns where guild is the current controller. Each row shows town name, health band, days until next control window. Clicking a town navigates to the town's Influence tab.

Treasury summary — total coin in treasury, last 3 transactions. Full detail on Treasury tab (officers+).

Recent activity feed — last 10 guild-relevant events: expeditions completed, contracts submitted, board orders earned, members who joined. Feed pulls from the guild activity log; updates on next guild daily tick.


Board Tab

Two sections:

Departure Slots — active and scheduled guild departure slots.

Each slot card shows: - Destination and target (e.g. "Thornwood Cull — Dragonmoss Ridge") - Minimum composition (e.g. "2 combat, 1 support") - Committed members (avatar icons, names on hover) - Open/Closed status - Departure tick countdown: "Departs at next daily tick" - Join / Leave buttons (joined members only see Leave; unjoined members see Join if composition allows)

Post Departure Slot button (Officers+) opens a creation modal: 1. Select destination zone from explored map 2. Select expedition template type 3. Set minimum party composition requirements (role counts) 4. Set open or closed-invite status (closed = guild-only; open = invite non-members by name) 5. Add optional notes (loadout expectations, loot split agreements) 6. Confirm — slot appears immediately on guild board

Guild Board Orders — orders submitted through the guild's collective Hall access. These are standard Hall board cards; the guild view just scopes them to orders that any current guild member has accepted. Useful for coordinating parallel work on the same event or contract chain.


Roster Tab

Member list table:

Name            Role        Hall Rank   Joined    Last Active   This Window   Window Total
[Member name]   Member      C           42d ago   2d ago        120           340
  • This Window = contribution score in the current 7-day sub-window for the most recently active contested town
  • Window Total = 14-day contribution total for the same town

Officers and above see all rows. Members see only their own row with full data; other members show name, role, and Hall rank only.

Invite button (Officers+) — opens a name-search field to send a guild invite. Invited characters receive a message log notification; they have 7 days to accept before the invite expires.

Role change (Leader only) — dropdown next to each member's role; changes apply immediately with a ledger entry.


Influence Tab

Per-town influence panel, exactly as described in the Member Contribution Visibility section above:

  • This week so far (per town)
  • Window total (14 days)
  • Your rank within the guild for this town
  • Days remaining in window
  • District progress bar (guild influence vs. leading challenger vs. control threshold)

Town selector at the top allows switching between all towns where the guild has any recorded influence in the current window.


Storage Tab

Visual slot grid (8 slots default, more from upgrades).

Each occupied slot shows: item icon, item name, quantity, depositing member.

Deposit button: opens inventory picker. Deposited items leave the character's inventory and enter the shared pool. A ledger entry records who deposited what and when.

Withdraw button: opens a quantity selector for the chosen slot. Subject to daily cap for Member role. Ledger entry recorded. Items land in the character's inventory.

Officers and leader can see the full deposit/withdraw ledger from the Storage tab (link to "Storage History" drawer).


Clan Screen

Route: /clan

Structure mirrors the guild screen but with fewer tabs: Overview, Board (departure slots only), Roster.

No treasury tab. No influence tab (clans do not contest towns). No storage tab.

Affiliation status shown in the Overview header if the clan is affiliated with a guild: "Affiliated with [Guild Name]". A "Request Affiliation" button is available to clan leaders who are not currently affiliated; it sends a request to the target guild's officer queue.