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View Full Version : Observation - Thieves guild spam



PBI
04-13-2008, 02:50
In every campaign I have ever played, the only guild I have ever seen in any enemy city has been the thieves guild.

However, in my current game, I have modded the campaign such that every faction starts with a fully upgraded citadel and huge city, in order to make the AI build some more interesting armies (it actually makes battles quite challenging, the AI builds some nice stacks of e.g. Spanish dragoons, chivalric knights etc.) One result of this seems to be that the AI actually gets some more interesting guilds. So far I have conquered the Iberian peninsular as the Moors, and have yet to encounter a single thieves guild; in fact, the enemy cities seem to get all sorts of weird guilds like alchemists' and horse breeders' guilds which I never even get unless I'm specifically aiming for them. Plus the castles all seem to have either a crusading order or a swordsmith's guild. I found this quite interesting since I had assumed that the AI would always end up with thieves guilds rather than anything else.

FactionHeir
04-13-2008, 03:12
descr_guilds determines points needed for guilds.
If the AI starts with huge cities, it will build units/buildings that match the later guilds instead, such as gunpowder units or merchants and focus less on spies. Overall, thieves' guilds are the easiest to obtain because the AI spams spies and uses them, thus giving points towards it.

As its all in a file, it can of course be modded.

Pater Familias
04-16-2008, 00:49
As Milan in Retrofit Mod, I just took over Zaragoza from the Portuguese ... it came w/ a Chapter House for one of the knightly orders ... and I'm pretty sure I've captured merchants' guilds before.

TheLastPrivate
04-18-2008, 17:38
In Vanilla Hungarian/Spanish/venetian citadels always have swordsmiths guild from what I've seen. I have yet to see the English build woodsmen's guild yet,,