02-16-2020, 10:07 PM
(02-16-2020, 08:00 PM)Davin Wrote: I kinda prefer the "guilds" to be NPCs, and this is the basic reason - it's too easy to be preferential where an unbiased outlook is really needed for game balance.
For example, let's say that the shipwright's guild gets it into their head that some faction "X" shouldn't be running around on the water. Maybe they've a tendency to pirate ships and the guild doesn't want to support that. In such a case, the guild would prefer not to build or repair ships for "X", or even to let them dock at ports, and now "X" is effectively locked out of being able to operate at sea. I really don't want that kind of bias happening in the basic game services.
Is there perhaps some way you could play in that sort of way without making it a PC faction? What if the guilds hired out work to be done on their behalf, for instance?
The Guilds have always been an NPC Faction; however, I think they could be PC run if they were governed by players who had the vision to keep them neutral and profitable. Their factional goals could foster neutrality and there is always the #0 as the check and balance to ensure the Seniors are running the faction the way they are intended. Your example does not make much sense to me. It works if the city is a Guild city, but if I'm city leader and I think faction X is doing something nefarious I will forbid them from entering the city -- which would prevent them from building ships.
Your final comment, "What if the guilds hired out work to be done on their behalf..." Of course, the Guilds should have Tasks to defend their Helios Stations and build Guild offices in cities. That has always been the case.