Within all the things I ll mention in the following, the interaction and the tactic for a guild will increase dramatically.
Trading:
The Leader or a special role (Merchant) can set a ratio for trading within the guild. Like: only 1:1 is possible. And a filter like in FoE in which you can only show guild trades. By trading with a guild, the trade range is irrelevant.
Role: Merchant/Leader
Special Building in Player City:
Maybe the guild can choose a Guild Building out of 10 different styles ...(like guild banners or what ever) and then every member of the guild can place that building. The building can be upgraded via guild points. Like FoE legendary buildings.
Level 1: You will have +1 random T1 Good (10 Guild Points)
Level 2: +200 Supplies /+1 random T1 Good (20 Guild Points)
Level 3: +1% more gold via collecting/ +200 Supplies /+1 random T1 Good (40 Guild Points)
Level 4: ...... and so on
Can be collected daily once. Buffs are permanently.
When leaving a guild, your building will get destroyed. ---> no guild hopping
Guild Points can be earned by
- send troops to the guild
- send ressources to the guild (including taxes)
- by increasing special buildings on the guild city
- by increasing the members in the guild
- by doing daily guild quests in which you have to fight or spend ressources
The guild than have to decide which player should get what. If you are an active player and support the guild well, the guild leader will give you more points than others. If you want to have peace in the guild, you might need to set up a tactic for spending the points when and to who.
Role: Advisor/Leader
Special Guild City:
A map on which are 5 - 10 not moveable buildings are. These buildings can be upgraded with ressources from members. Buildings change the skin after upgrading .... map gets more buildings which are just optical --> evolve from village to big city
Like: Every 10 upgrades, does not matter which building, the city get one more building which make the city look nicer but also increase the maximum amount of player which can join the guild.
Buildings: All buildings can be upgraded ... so the effect will upgrade too
Main Hall: Every building in the city can only have the level of the main hall! No other function
Armory: Extra training squad +1
Bank: +1% Gold when collecting money from houses (every level +1%)
Supply Manufactory: +1% Supply every level upgrade
Tavern: +2 Random Soldiers for every player (only soldiers which were already researched)
Alchemist: +10 Random Good for every player (only researched goods)
Archive: +1 Knowledge Point for every member (if the Leader/Constructor collect the Knowledge point of the archive, every member will get one ---> communication when is the best time to collect for every member)
Tactic Office: +1% Dmg for all Soldiers on the battlefield
Hospital: +1% HP for all Soldiers on the battlefield
Treasury: Building in which the leader/Tax collector can set up the taxes (no upgrades) // Players can spend ressources to the guild
Trade Post: Building in which the merchant/leader can set up the trade ration (no upgrades)
Barracks: Building in which the War Chief can set up a recruitment number. Like: 1 ..... if members train units, one soldier will go directly to the guild army. Note: The function with which you can choose how much to train should be deleted. Most of us just produce the maximum of units per slot. // Players can send troops to the guild directly by clicking here.
Warehouse: Here you can set up a tax for goods.
Role: Constructor/Leader
Taxes:
Needed for upgrading buildings. If you set the tax for the guild to 10% .... 10% of the collected supplies/gold will go to the guild. Two different taxes .... one for gold and one for supply. You can also set up one for goods. Maybe choose between tax for t1 ... t2 and t3 ....Player can also spend ressources directly to the guild. ---> Treasury/Warehouse
Role: Tax collector/Leader
Recruitments:
The Guild can set up a recruitment number. From every trained troops, the specific amount will go directly to the guild army. If you set it to 4 .... four soldiers of each trained stack from the baracks will go directly to the guild. Player can also spend troops directly to the guild. ---> Barracks
Role: War Chief
Fighting within the guild
The leader/war chief can fight with the guild troops. After a fight you will get ressources for the guild. The map could be the same like it is for the players. Only the style of course. But you wont have players on that map. You have to scout as well. As you not get relics for finish a map, you will get guild points. --> see special building in player city
Players will have a log in which they can watch the guild fights. If the war chief/leader fighting bad --> blame them for wasting your troops. ^^
ok thats it for now. Its a little bit similar with the previous post but this time more detailed.
I wanne have that so badly! All of it!