Guild Politics
You don't siege a town. You buy it — then everyone who sells in it pays you rent. Six cities go up for auction every week. The guild that wins runs the place: it taxes the shops, invests the treasury, and unlocks perks for the people who farm nearby. Lose the auction and you go home empty. There is no Emperium. There is a bidding war.
Most servers settle territory with a Sunday War of Emperium. RagnaRMT settles it with economic warfare. Cities change hands through a weekly sealed-treasury auction, not a fight at the gate. The currency of conquest is zeny, and the battlefield is your guild bank. Bring a war chest, not a War of Emperium roster.
RagnaRMT puts six cities under guild control: Prontera, Geffen, Payon, Morroc, Aldebaran, and Alberta. Owning one isn't a trophy — it's a business. The owner sets taxes, invests the proceeds into a tech tree, and reaps bonuses that spill out onto the surrounding maps. And because every zeny that moves is written to a transparent ledger, you can always see who's taxing you and how much they're making.
How You Win a City — The Weekly Auction
Ownership is decided in a two-session auction held every week. There is no combat. Guilds bid zeny from their treasury, and the highest standing bid at settlement takes the city.
| Stage | When | What Happens |
|---|---|---|
| Session 1 | Friday, 20:00 – 23:00 | Bidding opens. Each bid is pulled from your guild treasury and held in escrow. |
| Intermission | Fri night → Sun | The leading Session 1 bid becomes the floor for Session 2. Guilds regroup and raise funds. |
| Session 2 | Sunday, 17:00 – 20:00 | Bidding reopens above the floor. Last-minute bids trigger anti-snipe — a late bid extends the window so nobody steals it at the buzzer. |
| Settlement | Sunday, 20:00 | Highest bid wins the city. Losing bids are refunded in full to their treasuries. |
When you bid, the zeny leaves your spendable balance and sits in escrow — locked, but still yours. Win and it's spent on the city. Lose and it comes straight back to your treasury, every coin. You never lose zeny just for bidding. See Safe Marketplace for how escrow keeps treasury transactions honest.
The Winning Bid Isn't Pocketed
Here's the twist that keeps the economy from spiraling: when a guild wins, only part of the winning bid is kept by the system as a treasury contribution. The majority is burned — removed from the economy entirely. This is deliberate anti-inflation design. Conquest destroys zeny instead of recycling it back to the rich, so a dominant guild can't simply launder its winnings into an unbeatable bankroll.
Uncontested Cities Get Cheaper
A city nobody wants doesn't stay locked behind a sky-high price forever.
- The minimum bid rises to 110% of the last winning bid — winning gets more expensive each time someone fights for it.
- But if a city goes a full cycle with no bidders, the minimum decays each neutral cycle until it bottoms out at a baseline floor.
So a contested capital like Prontera escalates into a real arms race, while a quiet frontier town slowly becomes affordable for an up-and-coming guild. The system actively pulls new players into the fight.
What Owning a City Earns You
Taxes
The owner sets a tax rate on several kinds of transactions happening in their city:
| Transaction Type | What It Covers |
|---|---|
| NPC Shops | Buying from / selling to town NPC vendors |
| Player Trades (P2P) | Direct trades between players |
| Crafting | Forging and recipe crafting |
| Kafra Services | Storage, teleport, and other Kafra fees |
| Autotrade / Vending | Merchant vending stalls |
Tax income flows automatically into the owning guild's treasury, batched and deposited on a regular cycle.
Owners can't tax you into the ground. Every tax type is capped, and the system punishes greedy yo-yo pricing: a sharp swing in either direction (a big spike or a sudden drop used as bait) triggers a tax-shock cooldown that locks the rate for a full week. Predatory tax-baiting doesn't pay.
The Tech Tree
A city treasury isn't a savings account — it's investment capital. Owners spend it on a tech tree of 5 tracks, each with 5 levels, unlocking perks that compound over time:
| Track | What It Unlocks |
|---|---|
| Hunting Blessings | Bonus zeny on mob kills in the maps adjacent to your city |
| Generous Hands | Subsidies that funnel value back to your population |
| Legendary Forge | Exclusive crafting recipes unavailable anywhere else |
| Walls & Roads | Defensive and infrastructure upgrades |
| Festivities | Event-oriented perks |
No single city can max everything — high-level investment is capped to a couple of tracks. Geffen might become the crafting capital while Payon dominates the hunting grounds. Cities develop identities; the map stays interesting.
You Don't Have to Own a City to Belong to One
Not in the ruling guild? You still have a stake. RagnaRMT separates belonging from owning.
Citizenship
Declare citizenship in any one of the six cities (you can switch, with a cooldown) and you earn:
| Citizen Benefit | What You Get |
|---|---|
| Tax Discount | A standing reduction on taxes you pay in your city |
| Adjacent EXP Bonus | Bonus EXP while leveling on maps next to your city |
| Adjacent Drop Bonus | Bonus drop rate in the same zones |
| Weekly Quest | A repeatable citizen quest with a zeny reward that scales with the city's tech level |
| Title | A visible [Citizen of X] title |
Patron
Citizens can donate to the owning guild's treasury through the city Notice Board. The top donor over a rolling 30-day window becomes the city's Patron:
- A prestigious
[Patron of X]title - An exclusive Patron buff
- A spotlight on the public Notice Board
Members of the owning guild don't count toward the Patron ranking (no donating to yourself), and daily donations are capped — so the Patron title goes to a genuine supporter, not a wallet.
Use It or Lose It
Holding a city is a responsibility, not a permanent claim.
- Activity Check — an inactive owning guild can be stripped of the city automatically. If too few members stay active, the city slips toward neutral and goes back on the block. You can't squat on a capital you've abandoned.
- Vote of No Confidence — if a city's population flees an owner (mass logouts pointing at predatory rule), the system slashes the next minimum bid, making the tyrant cheap to dethrone. The people get a say.
Winning the auction is one Sunday. Keeping the city is every day after. You have to stay active enough to pass the check, tax fairly enough to avoid a revolt, and rich enough to out-bid the next challenger on Friday. Plenty of guilds buy a capital and lose it three weeks later — to their own inactivity.
The Conflict Loop
- Scout profitable cities — check which cities are contested, what they're taxing, and where the auction floor sits.
- Fund the treasury — pool zeny from members and Patron donors into the guild bank; your bid is only as big as your war chest.
- Win the auction — outbid rivals across Session 1 and Session 2, surviving the anti-snipe extensions.
- Tax & invest — set fair tax rates, batch the income, and pour the treasury into the tech tree for compounding perks.
- Defend ownership — stay active enough to pass the weekly Activity Check, govern well enough to avoid a Vote of No Confidence, and keep your bankroll ready for next week's auction.
Every tax, every bid, every donation, every payout is recorded in a transparent, auditable ledger. You can always see who owns your city, what they're charging, and where the zeny goes. Civic accountability is a feature, not an afterthought.
See Also
- Safe Marketplace — how guild treasuries and bid escrow stay scam-proof
- Zeny from Mobs — farm the zeny that funds your guild's war chest
- Random Options & Graded Drop System — the gear your treasury can never buy you for free
- Champion Monsters — another reason to fight for the maps adjacent to your city