Guild
From Cities
Guilds: Bringing Craftspeople (and other people, and secret world-domination societies) Together
This page is serves as an explanation of the guild system in Cities, a place for the advertisement of guilds in Cities, and a source for information on how to start your own guild.
Contents |
How do guilds work in Cities
To create your guild, you have to buy a guild permit at the Guild Registry for 200,000. Then you can create your guild hall underneath any(?) terrain.
- Guild Halls cannot be created beneath Asgard terrain squares
Creating a Guild Hall will generate an Entrance Square. To add more rooms, clear out spaces using Mining Tools and use the Kits below. Each guild seems to be created in its own subplane and it is not possble to tunnel from one guild hall to another. (At least this is the case between the Stonecutters Guild and the Forbidden Guild, which are only about 70 spaces apart but seperated by a void)
What guilds exist already in Cities
In the order in which they appeared...
- Guildmaster: Sgt. Duke dragon MD
- Location: 4E 98N DSSGCM
- Facilities: Trading Post, Store Room, Temple, Comms Room, Teleporter (Interior), Teleporter (Base of Oz Mountain Trail), Ticket Office, Treasury
- Guildmaster: Master Armourer Rockefellow
- Location: 89E 3N DSSGCM
- Facilities: Trading post, Store Room (x2), Temple, Comms Room, Bathroom, Forge, Teleport (Entrance to R'1yeh)
- Guildmaster: Sgt. Duke BortJr
- Location: 14E 94N DSSGCM
- Facilities: Temple, Store Room, Teleporter x2 (School of Hard Knocks, Ninja Island), Treasury, Communication Room
- Guildmaster: Sgt. Duke Billz8 MD
- Location: 11E 5N DSSGCM
- Facilities: Temple...much more once I finish the Master Armourer Quest, or one joins the guild.
- Guildmaster: Sir Schnorrer
- Location: Under the The Crown 96E 5N DSSGCM (coffee proved too crippling)
- Facilties: Lobby, a Humidor (on loan) and close to a bevvy.
- Guildmaster: Sgt. Duke Phw MD
- Location: 95E 1N DSSGCM
- Facilities: Trading Post, Store Room, Temple, Comms Room, Ticket Office, Teleporters (Goodyear Pimp and Haunted Farm), Treasury
- Guildmaster: Sgt. Duke Azuaron MD
- Location: Royal Wine Bar DSSGCM
- Facilities: Entrance, Temple, Store Room Treasury, Comms Room.
- Guildmaster: Shaman ScurvyPirate
- Location: 84E 5N DSSGCM
- Facilities: Entrance, Temple, and a Guild Teleporter to Brighthelm
What do I need to start my own guild
A guild permit
Bought at the 'King's castle for 200,000 GP
Player built items
| Item | Mana | Au | Stones | Wood | Fe | Bone | Paper | Relics | Contract Palantirs | Antennas | Cu | Power Crystals | Career | AP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Guild Temple Kit | - | 50,000 | 50 | 100 | - | - | - | 10 | - | - | - | - | M. Armourer | 400 |
| Guild Tunnel Kit | - | 10,000 | 50 | 50 | - | - | - | - | - | - | - | - | Armourer | 100 |
| Guild Trading Post Kit | - | 30,000 | 50 | 100 | - | - | - | - | - | - | - | - | M. Armourer | 200 |
| Guild Store Kit | - | 30,000 | 50 | 100 | - | - | - | - | - | - | - | - | M. Armourer | 200 |
| Guild Teleport Kit | - | 40,000 | 50 | 100 | - | - | - | - | - | - | - | 5 | M. Armourer | 300 |
| Guild Comms Room Kit | - | 30,000 | 50 | 100 | - | - | - | - | 10 | 1 | - | - | M. Armourer | 200 |
| Guild Ticket Office Kit | - | 30,000 | 50 | 100 | - | - | 20 | - | - | - | - | - | M. Armourer | 200 |
| Guild Treasury Kit | - | 30,000 | 50 | 100 | - | - | - | - | - | - | - | - | M. Armourer | 200 |
| Guild Locker | 8 | 5,000 | - | - | 100 | - | - | - | - | - | - | - | any | 20 |
| Guild Namer | 8 | 5,000 | - | - | - | - | 1 | - | - | - | - | - | any | 20 |
| Guild Decorator | 8 | 5,000 | - | - | - | - | 10 | - | - | - | - | - | any | 20 |
| Relic | 4 | - | - | - | - | 10 | - | - | - | - | - | - | any | 20 |
| Antenna | - | - | - | - | - | - | - | - | - | - | 500 | - | Armourer | 20 |
Maintenance
The following are weekly upkeep costs for individual guild squares. Each maintenance costs 10AP. Guild rooms can be pre-maintained in advance, building up a number of weeks grace before the rooms require further maintenance.
| Maintenance | Gold Pieces | Pieces of Wood | Stones | Other |
|---|---|---|---|---|
| Lobby | - | - | - | - |
| Temple | 2000 | 20 | 20 | 1 Mana |
| Trading Post | 2000 | 30 | 10 | - |
| Store | 1000 | 30 | 20 | - |
| Comms Room | 2000 | 30 | 10 | 1 Contract Palantir |
| Teleport | 2000 | 30 | 10 | 1 Power Crystal |
| Ticket Office | 2000 | 20 | 10 | 5 Sheets of Paper |
| Treasury | 1000 | 30 | 10 | - |
| Tunnels | - | 10 | 10 | - |
Maintenance time is not affected by Time Warps.
What Guild items do
A Guild Permit will start the guild off by creating:
- Lobby: The entrance hall of a guild.
Each of the kits builds the associated terrain, which does the following:
- Tunnel: Basic room with no special functions.
- Temple: Allows others to join the guild. Pretty much a requirement for almost any guild
- Store Room: Acts just like a vault.
- Trading Post: Standard Trading Post.
- Comms Room: Allows messages to be sent to all registered guild members
- Teleport: Allows teleporting to a fixed location for 1 AP.
The other items have the following uses:
- Locker: Prevents a square of Guild Terrain from being accessed by non-Guild members when it's surrounded by other guild terrain..
- Namer: Renames a square of Guild Terrain
- Decorator: Decorates a square of Guild Terrain with a background image.
Leaving a Guild
You can leave a guild by using a Guild Resignation Letter, purchased at the Guild Registry for 5000 gold. Leaving a guild takes 1 AP.
GUILD: Master Armourer Cor has resigned! GUILD: Master Armourer Cor is leaving!
If you enter Limbo while still in a guild, you can be ejected by the guildmaster (or oldest active member, if the guildmaster is in Limbo) at the next Guild Initiation.
