User:AOTT/politicaltheory

As part of my experience as an Alliance and Guild Leader, I'm going to start thinking about the politics of Guild Wars. My thoughts will be put here. =Guilds=
 * Guilds are social constructs of up to 100 people.
 * 1 person MUST be the Guild Leader; there need not be any officers.
 * Guild Leaders can Disband the entire guild. (Kicking all members and officers out at once and removing their status as Guild Leader, thus destroying the guild)
 * It is possible for there to be up to 99 Officers in a Guild.
 * Only Guild Leaders can demote or kick Officers.
 * Officers can promote members to Officer.
 * Officers can Kick members.

Styles of Guilds:
 * Faction Farmer
 * PvE Oriented
 * PvP Oriented
 * GvG Focus
 * Heroes' Ascent Focus
 * Alliance Battle Focus
 * Self-Contained Focus
 * *Explanation: 1v1/group vs. group within the Guild combat.


 * Balance PvP/PvE

=Guild Politics= A guild leader is hard-coded with the most power of any one individual within the Guild. Because of this, the Guild Leader has the most authority of any individual within the construct. Benefits: The Guild Leader is able to excercise more control over Officers than normal members because the threat of Demotion hovers over Officer's heads. This leads to a paradox; a normal member has no reason to do what they are told except for the threat of being kicked out, which by its very nature releases them from any obligation to the Guild.
 * Ultimate Authority.
 * Can not be forced out of the Guild by the other members.
 * Has the ability to reverse any decision made by an Officer.
 * Able to kick Officers.
 * Able to manipulate the Message of the Day box.

=Alliances=
 * Alliances are social constructs of up to 10 Guilds, with a maximum capacity of 1000 people.
 * Within each Alliance, there is 1 Alliance Guild Leader, and one Leader Guild.
 * Stand-Alone guilds are technically Alliance Leaders until they are invited to join an Alliance.
 * Within each Alliance, there can be a maximum of 10 Guild Leaders, 9 of which are not Alliance Leaders.
 * The Alliance Guild Leader is solely capable of inviting new guilds to the Alliance and forcibly kicking out other Guilds in the Alliance.
 * Each Guild Leader within the Alliance is capable of forcing their Guild to leave the Alliance.
 * The Alliance Leader can not leave the Alliance until all other guilds have left or been kicked from the Alliance.
 * Because of this, the Leader Guild cannot be disbanded until the Alliance has been dissolved.


 * Alliances are part of either the Luxon or the Kurzick faction.
 * When an Alliance has enough faction, they can take command of an outpost or city in the territory of the faction they are loyal to.
 * Benefits of owning an outpost or city vary with the "level" of the outpost or city.
 * Because of the fanaticism of leading alliances, the possibility of taking command of an outpost is fairly slim.
 * Because the Alliances controlling outposts focus on few other aspects of the game than maintaining their position, they often break down due to member disinterest and argument among allies.