Leader
Found the guild, shape its name and crest, assign offices, and decide who joins your shared story.
The multiplayer vision
A guild is a circle of cities that need each other. Grow your specialty, support your allies, and build a plan no city could carry alone.
Planned shared-world gameplay · Local previews are in the AlphaFortify as one
A guild brings together a small team of players. Each member develops their own city while contributing to a shared economy and military purpose.
A focused city produces its chosen resource more strongly. Farmers, Engineers, and Blacksmiths become different answers to the guild’s needs.
Donate to the shared bank and ask for what your city lacks. Trade helps specialists keep developing beyond their own supply.
Shape the workforce, research, and troops that support the guild’s plan. A strong ally can change the opportunity for everyone.
Members will also use the guild’s Governance tab to start votes and contribute to decisions. The voting rules and their effects are still being designed.
Found the guild, shape its name and crest, assign offices, and decide who joins your shared story.
Speak for the guild. Pursue alliances and ceasefires, or decide when an alliance has run its course.
Manage shared resources and member Aid requests. The Treasurer fulfills a request in full or declines it.
Mark places that matter on the world map. Shared pins turn a distant plan into a clear location.
Set a rally’s target, required troops, attack time, and formation. Collect the chosen guild force and lead it out.
Offices are assigned by the Leader. They are different from Alchemist, Paladin, and Berserker, which follow each city’s workforce.
The power of coordination
A skirmish begins when opposing armies meet without a Commander-created rally. Fighting next to an ally alone does not make the encounter a rally.
Only the Commander creates and launches a rally. The selected guild army assembles before marching. Required troops, target, timing, and formation give everyone a purpose.
Active class passives help allied units in war: Berserkers add pressure, Paladins bring protection, and Alchemists help sustain the force. Where their skirmish effects apply, those effects are weaker than their rally effects. Allied research benefits require a Commander-created rally.
The War Room is planned around troops donated by members and visible to the whole guild. Live donations, shared troop management, formation behavior, and final rally timing are still in development.
Expand · A world with a growing edge
The first guild settles at the center. Later guilds choose positions on the exposed edge of existing land, extending the realm into unexplored territory.

A new guild adds terrain only where land has not already been generated. Existing terrain stays as it was. Choosing a frontier position becomes a decision about where your guild belongs and what surrounds it.
Plains, Hills, Swamps, Deserts, Mountains, and Forests are planned in equal representation. Terrain affects Attack and Defense, leaving travel speed unchanged. The detailed balance is a proposal being tested.
Open ground is a planned offensive opportunity for Cavalry and the elite field/stronghold profiles.
Archers are planned to attack more strongly from this favorable ground.
Infantry are planned to gain a stronger offensive footing here.
Medium armor is planned to gain stronger defensive footing among the trees.
Heavy armor is planned to receive its stronger defensive terrain effect here.
Light armor is planned to receive its stronger defensive terrain effect here.
A season that changes what is possible
The planned season progresses through eras. Opposing guild groups change as the world develops, and a guild continues into the next chapter even after losing an earlier contest.
Foundations
Build cities, form your guild, and conquer NPC villages within your starting influence. Establish the economy your allies will depend on.
A wider frontier
Establish world-map strongholds. Improve gathering and protect villages within their influence. Your place on the map becomes more valuable.
A contested realm
Defend friendly strongholds as destruction and later occupation become possible. Develop elite troops and prepare for the final war involving every guild.
Occupied NPC villages can rebel and need to be subdued. Friendly stronghold influence blocks enemy village capture; rebellion inside that protection still needs a final rule.
Strongholds are world structures for influence and protection. They are separate from your city’s Fortification research building.
Later eras develop the settlement’s architecture from canvas and thatch to wood, stone, and functional steam machinery. The final era brings elite research and war preparation while unfinished city work can catch up.
Each opposing guild group is intended to produce a clear winner. Weekly rewards, final-war scoring, and some occupation and treaty rules remain open.
A clear view of what is here