New World features a lot of content to grind. From gathering crafting items through simple trade skills to fighting hordes of enemies in expeditions, players can explore every bit of Aeternum depending on their preference. However, playing the game is more fun when adventurers participate in activities with other people. Joining Companies in New World is a surefire way to enhance any player's gaming experience and quality of game life, but that begs the question: what exactly are companies in New World, and how do they work?

What are Companies in New World?

A Company is Aeternum's version of a guild. Almost every MMO features a guild system that allows players to group up and form alliances. In New World, these Companies are tied to either of the three factions in the game: Marauders, Syndicate, and Covenant. Gamers can only join groups that belong to the same faction. Fortunately, players can switch sections if they are looking to join a Company that is on a different side. However, swapping factions can only be done a few times every year.

Companies in Aeternum are purely for PvP content. These guilds allow players and groups to take over settlements to become part of their territory. This guild feature also enables factions to join Territory Wars to earn fantastic rewards. These alliances can also declare war on a rival or opposing Company for simple PvP situations. Gamers should join guilds as soon as possible since fellow Company members can help them with group content such as expeditions.

How to be part of a Company?

To become part of a guild in New World, players have two options. They can join a pre-existing guild themselves or create their own Company. It is recommended that players join a pre-existing guild rather than make a new one unless they plan to build a new alliance with their friends.

To join a pre-existing guild, players will have to request from the Company's officers they are looking to join. There should be a tab enabling players to see the list of all available Companies per server. Joining guilds are per invitation only, so gamers will have to wait till they receive an invite from the Company's creator. Whispering or directly messaging the Governor is acceptable. Keeping a watchful eye on the Recruitment chat is highly recommended as many factions often advertise their guild through that feature.

Adventurers who want to create their own company need to progress in the game's story to be eligible to start their guild. Gamers will be able to make their alliance after meeting all the essential NPCs once they reach Windsward. Unlike other games, New World does not require any cost or fee when establishing a new Company.

For adventurers to create a guild, gamers will have to open the Company tab via the game menu or by pressing "G." Afterwards, they should be able to select the "Create Company," which will start the process. Once the aspiring Governor finishes choosing a name and banner for the new alliance, they will be able to send invites to friends or players who are looking for a home. As of the moment, the maximum number of players per Company is 100.

Customizing the Guild

When players create their Company, they will be able to select the banner, colors, and emblems for their alliance. After establishing the guild, governors can freely change the crest and the name of the coalition without any restrictions unless the tag they want to switch to has already been used. Customizing the Company will not cost anything.

Company Ranks

Like any other MMO, New World's guilds also have their ranking system. Companies have four positions, with the Governor as the highest one. Here are all the ranks in New World alliances:

  • Settler – This position is the lowest rank in Companies in New World. Settlers can be considered as the general population of the guild. The minimal function they can do within the group is to make deposits to the company treasury. However, members of this default rank can still participate in any Company events like territory wars and faction wars.
  • Officer – This position entails more responsibility and guild functions compared to Settlers. Officers can start and cancel territory upgrades and invite members to the Company aside from the available tasks to general guildmates. However, promoting alliance constituents is outside the abilities of Officers.

Officers are generally essential members of the Company and have been delegated a degree of trust by the Governor. They are usually responsible for monitoring the territory upgrades when higher-ranking members are not online. Territory enhancements are essential for Settlement defense during siege periods.

  • Consul – This rank is the second-highest position in any Company. Aside from functions available to Officers and Settlers, Consuls can also declare war on rival Companies and set the siege window. They can also manage guild members who want to join battles/fights and place them in squads. Aside from these, Consuls also have a private chat room between them and their Governors to facilitate better communication.

As the second-highest-ranking officers in Companies, Consuls are expected to execute their responsibilities and fill the role of second in command. They wield enough influence within the guild to encourage members to participate in Company events like wars and sieges.

  • Governor – The current owner and, most of the time, the creator of the Company. Governors have access to all guild functions and can set the withdrawal limit for the company treasury. There can only be one Governor at a time.

For Companies to ensure that no one steals from the treasury, owners of the guild are advised to set the withdrawal limit to none. They should simply assign Officers to help with territory upgrades.

How To Own and Manage Settlements?

Claiming settlements provide various benefits to Companies. The biggest pro of owning one is the guild obtains a passive income due to the tax generated from territories. Controlling the most populated settlements in the game can ensure a daily payment of thousands of coins.

A Company can claim any eligible settlement in a territory controlled by its faction. For guilds to lay claim, the specific town should not be owned by another Company and is designated as an "unclaimed territory." Governers can see whether a settlement has an owner or not by accessing the map feature. Companies will have to pay around 100,000 gold to own the chosen town. Afterward the purchase, every gamer will be able to see that the guild owns the settlement.

There are two core things that Companies should do to maintain their control over settlements. The first and most important thing is to defend the territory. Protecting their towns' area will ensure that their faction will not be ousted from the zone. If the defenders lose the region, their ownership of the settlements will be forfeited.

Companies must observe the second thing that companies must watch: paying an upkeep fee every 7 days. This fee is paid every week to ensure that the settlement level does not downgrade. To have a sustainable number of coins to pay for the upkeep, Governors must ensure that Tax Rates for activities inside their town are sufficient.

The fee every week will increase depending on the size and scope of the settlement, so naturally, the tax rates will increase too. However, having a too high Tax Rate might encourage residents to migrate to other towns. Since Companies also gain a portion of the taxes, it is best to keep the rates at a fair standard to avoid being painted in a bad light.

How to Engage in Territory Wars

For Companies, Territory Wars will be frequent, especially for those looking to own settlements. These large-scale PvP scenarios can be wars for entire regions or payments. These engagements are issued by warring opposite factions.

If a rival Company occupies certain settlements from another faction, guilds can prepare to wrestle control of those specific areas. Before an alliance can declare war, it will have to be eligible to contest the territory.

Companies need to increase their influence in settlements that they wish to take over from a rival faction. At the same time, the territory that will be waged war on needs to be tagged as undermined or vulnerable. Companies have to perform PvP Faction Missions within the areas they wish to wage war on to gain influence and make a town vulnerable.

Once a settlement becomes undermined, a War Declaration can be made. Once this is initiated, the invading faction will select a Vanguard that will lead the attack. The leading attacker will be randomly chosen through a lottery system among the companies contributing at least 10% of the territory.

The Company Vanguard can choose which players can participate in the assault. The PvP Siege is a large-scale battle where 50 members from each faction will fight one another to control the territory. The objective is a simple capture-the-point goal. The invading coalition needs to conquer three Rally Points while the defenders prevent the attackers from seizing them until the time limit is up. Whoever wins the bout will be declared the territory owner being fought over.

Territory War is the most significant aspect of the Company system of New World. Guilds can choose not to partake in this feature. However, they will miss out on many extraordinary engagements and hinder their Company's growth.

Adventurers are encouraged to join or form their own Companies since there are a lot of benefits to being a part of one. It is always easier to enter a pre-existing guild since they have set up everything already. However, forming new Companies along with friends can be a rewarding experience for players as long as they don't invite the wrong people to join them.