[Summary] - Summarize your idea in one or two sentences.
The guild system needs bring
deeper gameplay to the
world map.
[Details] - Clarify your idea by explaining the specifics.
I'll list some options, but just as people say they want a purpose for guilds, I think the map needs more strategic purpose... maybe the two can be accomplished all at once.
Before getting into specifics, I'd like to warn against a particular type of guild: a guild made up of players rank 1 to N simply for the purpose of 1:1 trades. They might not even know where their guildmates are in the world, but they get to trade 1:1 with them. Please don't let this be a feature of guilds. If you want this implemented, let it happen through a friends list.
(1) Inactives become
NPC control points that can be captured by guild members on behalf of their guild for various guild-wide bonuses
(2)
Boss battles as daily quests at hex vertices (the point where three provinces touch). Guildmates can co-op here provided they have "discovered the vertex." Members work individually in a minion stage corresponding to map from the province they have discovered. All players with a remaining army move on to a co-op battle on a large map. Terrain features and enemies can be related to any of the 3 surrounding provinces.
(3) Unused
relics can be donated to the guild for some reward/help to guildmates. Perhaps like neighborly help: donated relics boost production for X hours and are then consumed. Or relics go in some storage area and guild-wide production bonuses are unlocked at certain thresholds.
(4)
Army attack bonus in provinces discovered by guildmates/guild territory (see below).
(5) Guild members' discovered provinces merge to define a
guild territory. Overlapping areas have boundaries determined by a "pressure" related to the strength of the player generating that part of the guild territory.
(6) Political overlay... because what are maps for if not to instigate
turf wars?
(7) Many provinces get grouped into
countries. When guild territories occupy 2/3 of a country's provinces the guild gains access to special resources...
etc.
[Reasons for implementing] - Explain why this idea should be implemented.
As is, the world environment is very stale. By endgame, you only care about relics from 1/3 (or less before endgame) of discovered provinces. Inactives... It's basically busywork that you slog through for more expansions... ring by ring. Minimal strategy.
[Impact on other game features] - Name all the game features that would be impacted by implementing this idea.
Increased entertainment value