Guild Mechanics

Guilds are meant to be organizations within the BYOVERSE that work together to achieve a common goal within the world. However, creating guilds represents both an advantage and a risk, forcing players to coordinate their efforts to use their guild lands efficiently and protect them from Anomalies, or hostile events that target the territories of the most powerful guilds. These balancing mechanics help avoid economy-breaking monopolies.

Among the advantages of being part of a guild include:

  • Access to guild-related facilities (guildhall / Guild HQ, etc.)
  • Access to guild-related skills through the Guild Skill Tree
  • PvP Territory control features
  • Benefits to player-owned lands outside of the shared Guild HQ
  • And more…

A guild will have a treasury, benefiting from guild member donations and/or fees, which can be used to upgrade the guild HQ and its facilities, which in turn positively impacts resource production and other gameplay functionalities for the guild and its members. The treasury can hold resources, from in-game currency to ingredients.

A guild will have a dedicated skill tree which will provide interesting strategic choices regarding the expansion and specialization of guild activities. Guild upgrades will need to be purchased using both guild skill points (obtained by performing various guild activities) and in-game currency / TRYP. Guild skill categories may include:

  • Construction: unlocking new building blueprints to extend the guild’s facilities
  • Production: unlocking production boosting abilities for any land owned by the guild members (remember that production boost comes with the induced risks regarding BYOEnergy stability)
  • Infrastructure: unlocking storage mechanics, outpost mechanics, transportation mechanics, surveillance and defense mechanics…
  • Human Resources: unlocking roster size increases, character boosting abilities…
  • And more…

Some of the guild skills will be permanent upgrades (such as unlocking a building blueprint) or temporary activatable effects (such as production boosting, which will target a specific land and will be time-gated).

Creating a Guild

Guild Headquarters

To create a guild, a player or a group of players need to own 4 or more adjacent BYOLands which do not need to be in the same biome. These adjacent land NFTs will then be “locked-up” in a specific contract through our Guild Creation mechanic, which in turn mints a Guild NFT that represents these BYOLands (Disclaimer: We are still working on exact details regarding Guild NFT ownership and will update going forward)

The Guild NFT can generate TRYP token, with the underlying BYOLands representing the amount of TRYP that Guild NFT will generate.

The Guild NFT and its lands will adopt the properties of the locked-up BYOLands (including ingredients and abundance), ensuring that those lands are not devalued in any way but rather acting as the foundation of the Guild HQ. Fees received from resource harvesting on the Guild HQ will go directly to the guild treasury.

The Guild NFT will represent ownership of the guild and will replace the BYOLands on the map. All progress achieved by the Guild and its members will be stored in the Guild NFT and will be transferable upon sale.

The number of BYOLands locked-up to create the guild will dictate the size of the Guild HQ, ranging from a minimum of 4 lands to a maximum of 20 adjacent lands (we will notify you with any changes regarding maximum guild size prior to land selection). The size of the Guild HQ will in turn impact the total number of members that a guild can have, although investment in the guild skill tree will also be a way to increase the guild roster to a lesser degree, thus allowing smaller guilds to still be able to expand their player base by investing resources.

The Guild NFT can be upgraded at a future date to increase its size by owning and locking-up adjacent lands around it.

More generally, although larger guild HQs will usually mean having more benefits in-game, it will also mean more risks and more management, and we wish to provide a lot of agency in guild management regarding time and resource investment for all kinds of guild sizes. Ideally, we would like to see guilds that make different choices in their development strategy, resulting in a diverse and rich player-driven and guild-driven ecosystem.

Guild Outposts

A guild will also be able to build outposts in the lands of its members that are not part of the HQ. Outposts are a good way for bigger guilds to organize and extend their activities. Outpost-related facilities and technologies will have to be unlocked in the Guild skill tree and will allow various strategies such as:

  • Surveillance mechanics to detect the presence of resources, Anomalies or even other players
  • Storage mechanics to safely store gathered resources and ingredients
  • Transport mechanics to manage the transportation of resources through convoys or even (costly and BYOEnergy disrupting) teleportation portals

All those possibilities offered to guilds to manage their lands and resources will of course be impacted by the position of their lands in the BYOVerse. Creating a guild compound deep into the wilderness will provide isolation from other guilds and players, and potential production spikes, at the cost of more difficult access to the town markets and higher exposure to Anomalies. On the other hand, guilds that settle closer to towns will be easier to manage as logistics and BYOEnergy instability will be smaller hindrances, at the cost of exposure to other players and lower but more stable production potential.


  • Guild membership limitation: a player may only be part of one guild at the same time (subject to change)
  • There is no limitation to how many guilds can be created in each region
  • Large guilds willing to split their player base into several smaller guilds will be allowed to do so, and although this might be a clever strategy, it will also be balanced by the fact that developing several guilds will be more time and resource consuming

Guild Governance

A guild can be centralized, with one or many owners, or decentralized in which each member of the guild also acts as an owner.

For decentralized guilds, members can decide on issuing tokens that represent ownership of the respective guild. This allows voting structures to be created for major decision making that takes place at the ownership level.

Some decisions include:

  1. Dissolution / Sale of Guild
  2. Expanding / Upgrading Guild
  3. Control over treasury
  4. Resource management
  5. And more…

Disclaimer: This is not final and is still early in development. We are working on mechanics that ease the ability to govern a guild for multiple owners. However, we thought this is important information to know to help with your land selection choices.

Guild Dissolution

Guild owners can decide on dissolving their guild which would revert the effects of guild creation and thus burn the Guild NFT. Dissolving a Guild however will be costly.

When a Guild is dissolved, the underlying BYOLands will be transferred back to the original wallet.

Guild Politics

A guild will be able to enact policies regarding their interaction with the rest of the BYOVerse community. The main aspect regarding these policies will probably be the access restrictions to a guild’s territory. A guild will be able to declare access restrictions to their territory, with the following customizable options for Guild HQ, Guild Outposts and Guild Member Lands:

  • Everyone can access
  • Only members of specific guilds (declared as authorized guilds) can access
  • Only guild members can access
  • Only specific players can access (declared as authorized players)

Any character entering a guild’s territory without having the permission to do so will be automatically flagged for PvP against all authorized characters.

We intend to implement Guild versus Guild mechanics, and details about this will be released at a later date alongside PvP mechanics. In the meantime, be aware of your neighbors during land selection, and don’t be afraid to start negotiations.