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Guilds

Join an existing guild or found your own to play together and pool your resources.

⚡ The question we get asked most

What does it cost to create a guild?

Nothing. Founding a guild is free: no cost in Gold or resources. All you need is a name and a tag, and you become its leader on the spot. You can only belong to one guild at a time.

Joining a guild

Founding your own guild

What a guild brings you

The roles

Rules to know

Creation cost
Free
Maximum members
10
Guild name
3 to 30 characters, unique
Tag
2 to 5 letters or digits, unique
Membership
One guild at a time
Pending applications
3 maximum per player
Application expiry
After 7 days without a response
Renaming (name or tag)
Once every 7 days
Taking over an inactive leader
Officers have priority after 14 days; members may take over if all officers are also inactive
Construction contributions
All members
Withdrawals
Unavailable
Funding
Capped at the next level; closed during construction

Diplomacy: alliances and wars

A guild can hold up to three alliances, accepted by both sides. Attacks between allies are forbidden. Breaking an alliance begins a 24-hour truce, so a pact cannot be broken for an immediate attack.

A declaration of war gives 24 hours’ notice. War lasts at least seven days before it can end. Newcomer and vacation protections still apply. Use the war log to follow your members’ battles.

Dungeon squads

With a level 1 War Room, form a squad for the guild Dungeon. Each member confirms their troops, then the squad leader or a guild officer launches rooms. Losses are permanent, and affected players must confirm their choice before continuing.

Each participant receives the room’s resources based on their participating fief’s production, without dividing that loot between members. War chests and blessings support your progress. Barbarian map camps can also be fought with a Host from the War Room. Their resources are shared according to each surviving contingent’s transport capacity; caravans may participate.

Frequently asked questions

How many players can a guild hold?

Up to 10 members. Once the guild is full, applications and invitations are refused until a spot opens up.

How do I leave a guild?

From the Guild section, you can leave whenever you want. If you're the leader and you're not alone, you must first appoint a new leader. If you're the last member, leaving disbands the guild.

Our leader has vanished and the guild is stuck. What do we do?

If the leader hasn't logged in for 14 days, another member can take command and unblock the guild.

Does the guild Host cost wheat?

Yes. The Host is a real fleet attack: it burns wheat 🌾 (the fuel). The bill isn't pooled — each participant pays the wheat for THEIR own troops: the marshal pays their share when the Host is created, and each member pays theirs when they rally. Without enough wheat, the rally is refused.

Can guild members send resources to each other?

Yes, but through normal transport: you need Caravans for cargo capacity, and the convoy burns wheat 🌾 like any movement. There's no longer a "free" allied guild transport: helping a fellow member goes through caravans.

Can I recover resources gifted for construction?

No. Contributions are final and only fund the War Room. They are blocked under attack and cannot be recovered by leaving or dissolving the guild.