View Full Version : Quick Guild Question. How many can each town get.
I am always offered the Explorers guild but should I turn it down. Personally I would rather have an updated infantry or the ability to have crusade units instead of being able to move farther. Is it a limit of one per territory? I ask because I never say no to one opening up and maybe I should hold off if I have to.
Goofball
03-05-2007, 23:01
1 per settlement.
gardibolt
03-05-2007, 23:47
So tear down all those Explorer and Thieves Guilds. They're useless. Try for a better one.
:yes:
You may even wish to get a theives/explorer's guild and then destroy it, as this gives a huge hit (-100 iirc) to the points that decide what guild you get and should make it easier to avoid in the future
Nebuchadnezzar
03-06-2007, 14:27
I always build a explorers guild in the city where I plan to build alchemists lab, universities and other buildings that give good ancillaries. Up and coming generals and govenors usually pick up the very useful intrepid explorer or admirals the naval_navigator if the guild is present. You may even pick up the marco polo or vasco_de_gama ancillaries if your faction has this guild in one of your cities and your general is out and about.
Edit: Actually due to a bug in marco_polo an agent might also pick it up but at least the movement increase will be useful.
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