Economy · Concept

Organizations

A collective of players, a village to build, and bonuses paid for in resources poured in together.

In short

An organization is a group of players building a shared village. That village produces nothing on its own: it multiplies what its members already do separately.

An organization is created, invited into, and ranked. six ranks share the rights, from the member who pours in to the leader who decides, and each rank opens a bit more of the command. The village it builds holds seven buildings.

Each building climbs through levels, up to five for the deepest ones, and every level crossed unlocks one more bonus. The whole village carries nineteen bonuses, for a combined cap of 1 249 points.

A bonus is never bought, it is filled. Its value follows 3 × (paid in ÷ threshold) to the power 0,4, with diminishing returns: over only five steps, a chapel gauge asks for 44.7G of resources to come out full.

Volume is not the only constraint. five buildings carry bonuses, and each accepts only a closed list of resources, capped per resource: a single ore poured in bulk never fills the whole gauge, it takes several hands and several trades.

The village island

The village has a surface: an island everyone sees, where the seven buildings are placed, looked at and raised. It is not scenery, it is the village's control screen.

The mine 3
The sawmill 3
The quarry 3
The library 5
The chapel 5
The town hall 5
The bank 1
The board, one building per tile
  • Placing and upgrading are ruled by rank: the six ranks do not grant the same rights on the island, and a member without the right sees the scene without touching it.
  • The island crafts nothing. The crafting trades were removed from the village, and what the organization owns stays in the bank rather than in a workshop.

The village worksite

The seven buildings go up level by level, each with its own bill in raw resources. The deepest ones reach level five.

The mine
3 levels · 3 bonuses
Level I
600k300k120k
Opens 1 bonus to fill.
Level II
30M7.2M4.2M1.8M1.8M1.8M
Opens 1 bonus to fill.
Level III
60M45M30M12M12M12M6M4.2M1.8M
Opens 1 bonus to fill.
The sawmill
3 levels · 3 bonuses
Level I
600k300k300k
Opens 1 bonus to fill.
Level II
30M7.2M7.2M7.2M7.2M7.2M
Opens 1 bonus to fill.
Level III
60M45M45M45M45M45M45M
Opens 1 bonus to fill.
The quarry
3 levels · 3 bonuses
Level I
600k300k300k
Opens 1 bonus to fill.
Level II
30M7.2M7.2M7.2M7.2M7.2M
Opens 1 bonus to fill.
Level III
60M45M45M45M45M45M45M45M
Opens 1 bonus to fill.
The library
5 levels · 5 bonuses
Level I
1.2M1.2M600k600
Opens 1 bonus to fill.
Level II
12M12M6M3M3M6k
Opens 1 bonus to fill.
Level III
60M60M30M15M15M30k
Opens 1 bonus to fill.
Level IV
300M300M150M150M150M30M150M60k
Opens 1 bonus to fill.
Level V
600M600M300M300M300M60M300M300150k
Opens 1 bonus to fill.
The chapel
5 levels · 5 bonuses
Level I
1.2M600k300k
Opens 1 bonus to fill.
Level II
60060012M6M
Opens 1 bonus to fill.
Level III
6k6k3k60M30M
Opens 1 bonus to fill.
Level IV
18k18k12k12k9k300M150M
Opens 1 bonus to fill.
Level V
60k60k48k42k36k30k600600M300M
Opens 1 bonus to fill.
The town hall
5 levels · no bonus
Level I
1.2M1.2M600k
Raises the ceiling of the whole village to level 1.
Level II
12M12M6M3M3M
Raises the ceiling of the whole village to level 2.
Level III
60M60M60M30M15M15M15M
Raises the ceiling of the whole village to level 3.
Level IV
300M300M300M150M150M150M150M30M150M150M
Raises the ceiling of the whole village to level 4.
Level V
600M600M600M300M300M300M300M60M300M300M300
Raises the ceiling of the whole village to level 5.
The bank
1 level · no bonus
Level I
60k60M60M48M36M30M30M30M18M12M6M60
Opens the shared vault: deposits, tax and withdrawals.
  • The town hall commands the rest. No building goes past its level: raising it comes before the whole worksite.
  • A level is never decorative. It opens one more bonus to fill, and the village carries nineteen of them in total.

What each building touches

Of the seven village buildings, five carry bonuses and the others provide a service. Here is what each one acts on.

BuildingHarvestManaEssencesVaultCeiling
The mineMining criticals: rate and value.····
The sawmillWoodcutting criticals.····
The quarryQuarry criticals.····
The libraryCard essences, one more bonus per level.····
The chapelMana returned per hour, one more bonus per level.····
The town hallCarries no bonus: it caps the others.····
The bankCarries no bonus: it holds the shared resources.····
  • Nothing here produces a resource. The village multiplies what its members already gather on their own: with no activity behind it, a full gauge returns nothing.

What a bonus point costs

A bonus is never bought, it is filled: its value follows 3 × (paid in ÷ threshold) to the power 0,4.

Paid in
what the members put into the gauge
Each building accepts a closed list of resources, capped per resource.
Reference threshold
from 25M to 2G
It changes from one bonus to the next. The curve does not.
Curve
3 to the power 0,4
Diminishing returns: each point costs more than the one before.
Bonus points
up to 1 249 for the whole village
One ore poured in bulk never fills a gauge: the ceiling is split across the accepted resources.
  • The threshold is not the same everywhere. It ranges from 25M to 2G depending on the bonus, and that alone decides the price of a point.
  • Not every bonus has a ceiling. 3 of them keep climbing as long as the village pays in, the others stop at their maximum.

Filling a gauge, step by step

Every bonus reads as five steps up to its ceiling. Taking a chapel gauge all the way asks for 44.7G of resources.

The mine
Unlocked at building level 2, capped at 33 points.
Step
Paid in
Price per point
Effect
One fifth
8.6G paid in
1.3G per point
+7 points
Two fifths
48.7G paid in
3.7G per point
+13 points
Three fifths
134G paid in
6.8G per point
+20 points
Four fifths
276G paid in
10.4G per point
+26 points
Full gauge
482G paid in
14.6G per point
+33 points
The chapel
Unlocked at building level 1, capped at 100 points.
Step
Paid in
Price per point
Effect
One fifth
800M paid in
40M per point
+20 points
Two fifths
4.5G paid in
113M per point
+40 points
Three fifths
12.5G paid in
208M per point
+60 points
Four fifths
25.6G paid in
320M per point
+80 points
Full gauge
44.7G paid in
447M per point
+100 points
The library
Unlocked at building level 1, capped at 100 points.
Step
Paid in
Price per point
Effect
One fifth
3.2G paid in
160M per point
+20 points
Two fifths
18.1G paid in
453M per point
+40 points
Three fifths
49.9G paid in
831M per point
+60 points
Four fifths
102G paid in
1.3G per point
+80 points
Full gauge
179G paid in
1.8G per point
+100 points
  • The end of a gauge is brutally expensive. Whether a bonus caps at 100 points or at 33, it fills fast at first and drags at the end: opening a fresh gauge returns more than finishing the one you hold.

Who is allowed what

The command is shared across six ranks, from the member who pays in to the leader who decides.

RankInviteModerateConfigureTagsDisband
The leaderrenames, hands over the rank and disbands
The secondmanages the organization tags·
The administratorbanner, tax, buildings and vault··
The moderatorkicks, promotes and demotes···
The recruiterinvites and handles join requests····
The memberpays in, deposits and pulls back their own stake·····
  • A rank is not lent out. Promoting and demoting already require being a moderator, and only the leader hands over their own rank.

The shared vault

The vault opens with the bank. What goes in can be taxed up to 100 percent of every deposit.

01
Deposit
A member puts resources into the shared vault.
  • the bank has to be built
02
Tax
A share of every deposit goes to the organization, set resource by resource.
  • from zero to 100 percent, set by an administrator
03
Take
Pull resources out of the vault to use them.
  • administrator, or holder of the alchemist or toolsmith role
04
Pull back a stake
Reclaim what you poured into a gauge yourself.
  • never more than your own invested share
  • the affected buildings are recomputed
  • Pulling a stake back is not neutral. A reclaimed investment is deducted from the gauges, and a building that falls under its cost drops a level.

The commands

Manage your organizations

create Create a new organization
  • <name> The name of the organization you want to create
building Manage organization buildings
invest Invest resources in your organization
  • <resource> The resource you want to invest
  • <amount> The amount of resources to invest
Also announcebankconfiguredisbandinformationinventoryinvestlistinviteislandjoinlogsmembermenuquitrequestrolessecuritizedtagstopwithdraw