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

=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.