Guild System
A guild is a lasting banner other players rally to. Beyond a name over your head, a guild in Evolution is a shared institution: a vault your members bank into, a rank ladder that delegates authority, and five upgrades the whole guild pools its wealth to raise.
Founding a guild
To found a guild you must be at least level 10, a citizen of a nation(you cannot start one as a neutral traveller), and able to pay the 10,000 goldfounding fee. The founder becomes the Guildmaster.
Ranks & permissions
Guilds use a single rank ladder, highest authority first. Only the Guildmaster can promote members or disband the guild.
| Rank | Authority |
|---|---|
| Guildmaster | Everything — disband, promote, invite, dismiss, summon and withdraw from the warehouse. |
| Captain | Invite, dismiss, summon and withdraw from the warehouse. |
| Huntmaster | An honour rank tied to the Huntmasters upgrade. |
| Raidmaster | An honour rank tied to the Raidmasters upgrade. |
| Veteran | May withdraw from the guild warehouse. |
| Guildsman | The starting rank for every new member. |
The five guild upgrades
Guilds grow by pooling donated gold, majestics, contribution and enemy kills into five upgrades. Each has its own maximum level; higher levels cost dramatically more, so upgrades are a long-term guild project rather than a quick purchase.
| Upgrade | Max level | What it gives the guild |
|---|---|---|
| Warehouse | 10 | A shared vault every member can bank into. Each level adds 25 storage slots (250 at max level). |
| Summons | 8 | Lets officers summon guild members to their location for a fast muster. |
| Captaincy | 10 | Unlocks Captain rank slots — one per level — so trusted members can help run the guild. |
| Raidmasters | 10 | A flat combat-damage bonus that grows with the level, plus extra Raid Master rank slots. |
| Huntmasters | 10 | A percentage bonus (roughly +3% per level), plus extra Hunt Master rank slots. |
