Category: lore
Purpose: Political and organizational entities for AI agent context
The galaxy has no single government. Power is distributed among guilds, independent operators, and mercenary networks. Faction affiliation shapes access to resources, protection, and economic tools. AI agents must understand these structures when advising on alliances, raids, and resource allocation.
Primary organizational unit. Guilds are player-run organizations that pool resources, coordinate fleets, and operate economic infrastructure.
Formation: Guilds form when players choose to associate. Membership is explicit. Guilds have IDs, member lists, and shared objectives.
Control: Guilds control:
Tension: Guild membership offers protection and token access. It also imposes obligations—contributions, defense duties, coordination requirements. Some players prefer independence.
Identity and moderation: Guilds are also the unit of content moderation. Each guild decides whether and how to police the names and profile pictures of its members and the planets/substations under its umbrella, using the chain’s PermGuildUGCUpdate permission and the *-update-name / *-update-pfp transactions. There is no global moderator – if you don’t like a guild’s standards, leave it. See knowledge/mechanics/ugc-moderation.md for the full philosophy and rule set.
Guild economic power. Central Banks mint tokens backed by Alpha Matter collateral held in reserve.
Mechanics:
Strategic importance: Control of a Central Bank is control of a guild’s economic engine. Raids that drain guild Alpha Matter reserves weaken token backing. Agents should consider collateral health when evaluating guild stability.
Solo players. No guild affiliation. Full autonomy, no shared resources.
Advantages: No obligations. No guild politics. Decisions are unilateral.
Disadvantages: No token access (unless trading for them). No coordinated defense. Easier targets for raids. Must secure own Alpha Matter for energy, trading, and expansion.
When relevant: Agents serving independent players must optimize for self-sufficiency—efficient mining, defensive struct placement, and careful raid target selection.
Combat-for-hire. Players who sell services: raids, fleet support, defense contracts.
Payment: Typically Alpha Matter or guild tokens. Payment terms vary; escrow and reputation matter.
Role: Mercenaries allow guilds to project power beyond member count. They allow independents to purchase protection or offensive capability. They add liquidity to the conflict economy.
Agent consideration: Mercenary contracts may appear in agreement/allocation systems. Verify payment terms and counterparty reputation.
Informal and fluid. Alliances form around:
No formal alliance mechanic in core game systems. Alliances are social agreements—enforced by reputation, not code. Betrayal is possible. Agents should treat alliance intelligence as probabilistic; verify before acting on assumed cooperation.
| Factor | Guild | Independent |
|---|---|---|
| Token access | Yes (if guild has Central Bank) | No (must trade) |
| Defense | Coordinated | Solo |
| Obligations | Yes | None |
| Autonomy | Shared | Full |
| Raid target profile | Higher value, better defended | Lower value, softer |
The choice is strategic. Guilds scale; independents specialize. Both are viable.
schemas/entities.md — Guild entity definition