<pre>7/4/2019 at 1:54
Tiur, the Gnosis
The Guild Envoy system is now live. HELP ENVOYS exists to describe this information, but I'll repeat it here.
Each guild must have at least 75% of its population be citizens of its home city, and maintain a voteweight of 1. If they drop below this ratio, they cannot induct a new person from their allied city until they regain that balance.
Members of a guild who are citizens of an allied city, instead of the home city, will be considered "Envoys". Envoys cannot contest for GM, outguild, withdraw gold, or transfer credits. This ensures that the guild majority is focused upon that home city, and that city's interests cannot be subsumed.
A guild that has met or exceeded the maximum envoy quantity will find they cannot INGUILD someone from an allied city.
Guild members with no city do not count for creating new envoy slots, nor do they count as an envoy.
The quantities currently round down, with a minimum of 1 envoy slot.
Guildmasters will find they now have a command, GUILD ENVOYS, that will give them a summary of their guild's current situation, including how many envoys, how many more they may support or how many over the total they have, the envoys' names, and the percentage.
Penned by my hand on Quensday, the 4th of Lanosian, in the year 481 MA.</pre>