I feel compelled to respond to your profound comments regarding this subject Sir High King of Change. You suggest we ask ourselves 'what wud bcome of the new players'. So I'll follow your suggestion and ask myself... Who are these new players? The ones who choose to stay past the PG entrance point? As of this writing, of the past 100 sign-ups there were aprox 50 new potential players that stayed around long enough to fiddle with the controls. We know this as if you fiddle with the controls your going to gain some fame. So not bad so far, as 50% fiddlers in today's internet game offerings seems like a fairly good number. How many fiddled with more than the basic control point. That total is now about 25, we lost half (50%) of our fiddlers and it's a given, perhaps a few will come back to fiddle more at a later time. Of those 25, there are 10 who acquired more than 100 fame. Fame is easily obtained by a single attack on a NPC fleet or buying stock if you follow the merchant path. Of those 10, 4 were interested enough in our game to join a guild.
Safety I do not believe is foremost in the minds of a player who joins a pirate game. There are farm growing online games for the safety minded that seem to appeal more to this group. You stated 'Most players focus on economy/traderoutes at first(usually again)'. I would suggest to you that most new players join a pirate game to be a pirate, not traders. They have little idea of the trading aspect nor were they lead here by choosing PG to play a trader game. I certainly would concede the entrance point needs attention. Perhaps even separate from the main game. Redesigned as a place where sea battles can quickly be waged as well as the concept of trading taught on a much smaller scale. Soon it's pirate graduation day and into the main level of play where intelligent choices regarding pirate, guild, trader, can be made from the skills previously learned.
Back to the original thread discussion. Nations/Guilds when combined in a game can cause divided loyalty's. I do understand the posts that believe this is a good aspect, as after all it's a pirate game and most pirates were faced at one time or another with the prospect of divided loyalty's. In PG however it can also cause less sea battles, which is opposite from the direction the game developers indicate they wish to go. If guilds are not a place to grow and build loyalty's, then what use do they serve? A training ground can be built at the entrance. Voodoo, gold, ships, can not be transferred among guild players. Gold deposits within a guild not available. What use do guilds serve then if not for building loyalty's which provide protection against common enemy threats? I personally do not see divided loyalty's being a positive aspect of the PG game and the nation/guild combination being very cumbersome.