Carnage Guilds


      Guilds are for Kingdoms to collaborate and form alliances. The creator of a Guild becomes the Guild King. He has complete control of adding, removing members and deleting the Guild. Each member added thereafter will receive rank in the order they are added: 1st - Prince, 2nd - Count, 3rd - Duke, 4th - Baron. A Guild can have a maximum of 5 members. A Kingdom can request to join a Guild from the Guilds link. A Kingdom can only be in one Guild at a time. The request to join a guild goes to the Guild Leader/General as a message that can be accepted or rejected. Once a Kingdom becomes a member of a Guild they can send Guild messages which go to all members of the Guild. This is the only option a Guild member, who is not General, will have besides resigning from the Guild. A Guild member will be unable to attack another member in his Guild, unless he resigns his membership first.

Robbing Guilds
Guilds are subject to being robbed, so you will want to hire Guards to protect the Guild treasury. Robbing a Guild requires 3 turns. You may hire up to 5000 Guards. Guards cost 100gp to hire and require 10gp/day to support. gold to support guards in drawn from the Guild treasury. If there is not enough gold to pay the guards, they will leave the Guild unprotected. A guild may only be successfully robbed 1/day. Only 1000 units may be sent to rob a guild. The more units sent, the more gold you will get. But your chances of getting caught are also increased with more units. There is an 80% chance to successfully rob a guild. For every 100 Guards, the chance is decreased by 1% (ie. with 5000 Guards the chance is 30%). For every 100 units sent to rob, the chance is again decreased by 1% (ie. 1000 units robbing guild with 5000 guards have a 20% chance of success). If caught, the guards will attack the units, giving the units a defense attack only.

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