The multiplayer vision

Different strengths.
A shared victory.

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 Alpha

Fortify as one

Be the ally
who makes the difference.

A guild brings together a small team of players. Each member develops their own city while contributing to a shared economy and military purpose.

Specialize

A focused city produces its chosen resource more strongly. Farmers, Engineers, and Blacksmiths become different answers to the guild’s needs.

Support

Donate to the shared bank and ask for what your city lacks. Trade helps specialists keep developing beyond their own supply.

Coordinate

Shape the workforce, research, and troops that support the guild’s plan. A strong ally can change the opportunity for everyone.

Shared economy, deliberate decisions: deposits and fulfilled Aid are taxed. Library research improves what reaches a member from Aid. Resources stay in city Storage until someone deliberately transfers them; the shared bank is not automatic overflow.

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.

Leader

Found the guild, shape its name and crest, assign offices, and decide who joins your shared story.

Diplomat

Speak for the guild. Pursue alliances and ceasefires, or decide when an alliance has run its course.

Treasurer

Manage shared resources and member Aid requests. The Treasurer fulfills a request in full or declines it.

Tactician

Mark places that matter on the world map. Shared pins turn a distant plan into a clear location.

Commander

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

Meet in a skirmish.
Unite in a rally.

A chance encounter

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.

A deliberate operation

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

A frontier shaped
by those who arrive.

The first guild settles at the center. Later guilds choose positions on the exposed edge of existing land, extending the realm into unexplored territory.

Actual Alpha world view with its local preview of terrain zones
Actual desktop Alpha capture · Local terrain preview, not a live multiplayer world

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.

Plains

Open ground is a planned offensive opportunity for Cavalry and the elite field/stronghold profiles.

Hills

Archers are planned to attack more strongly from this favorable ground.

Mountains

Infantry are planned to gain a stronger offensive footing here.

Forests

Medium armor is planned to gain stronger defensive footing among the trees.

Swamps

Heavy armor is planned to receive its stronger defensive terrain effect here.

Deserts

Light armor is planned to receive its stronger defensive terrain effect here.

Read the ground, then choose the force. Each unit is intended to meet both favorable and unfavorable terrain. Terrain fairness does not erase troop counters or elite specialties.

A season that changes what is possible

Settle the land.
Then fight for its future.

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

Settle

Build cities, form your guild, and conquer NPC villages within your starting influence. Establish the economy your allies will depend on.

A wider frontier

Expand

Establish world-map strongholds. Improve gathering and protect villages within their influence. Your place on the map becomes more valuable.

A contested realm

Fortify

Defend friendly strongholds as destruction and later occupation become possible. Develop elite troops and prepare for the final war involving every guild.

Villages worth keeping

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 worth defending

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

A city you can explore.
A world being built.

In the Alpha now

  • City workforce, tools, construction, resources, recruitment, research, and care
  • Guild hub showing your city data and local planning drafts
  • Local terrain preview that demonstrates frontier expansion

The shared chapter ahead

  • Live guild membership, offices, voting, bank transfers, and chat
  • Village conquest and rebellion, stronghold control, and diplomacy
  • Army dispatch, Commander rallies, live encounters, and seasonal victory

Your city starts with you

Help shape the realm.

Create your account for Alpha testing. Explore the city, try different paths, and help make the next chapter stronger.