View Full Version : Quick Guild Question
Slicendice
06-03-2007, 15:12
I understand that, for instance, if you build cavalry it gives +10 points towards the Horse Breeders Guild in that settlement.
What I want to know is--Are these points capped? That is, if I build 3 cavalry did I just get 30 points or just 10? And if, say I assassinate someone and get +10 points in all settlements can I get +10 for each assassination in a single turn if several are made? My theory is that I can't because I don't seem to be getting these Guilds as fast as I think I should. But I haven't read anything yet that supports this theory.
ty
Each horse unit +10 to that settlement and +1 to others and successful assassinations +10 to all if i remember right... Each assassination gives +10, even if you get 10 successful in turn
But how do i edit so it's easier for me to get the guilds easier, i have been like spaming like 80 merchants in my huge city still i don't get the HQ merchant
HoreTore
06-03-2007, 18:33
I sincerely doubt that you've spammed 80 merchants, as that would take 80 turns...
But to play around with the guilds just open up the descr_guild.txt file. The first section is the number of points you'll need for each level, the second part is all the things earning you points. Just play around with the numbers to get the desired effect.
phunkbot
06-03-2007, 19:23
plus, some AI faction might have the HQ already. As for getting points, I beleive each action / unit recruited / building built is stacked and when you're at the correct walls / points level a guild is offered. Check the guilds guide, its does have everything in it.
supadodo
06-04-2007, 02:27
Unfortunately, building merchants do not count to the merchant guild. I checked it in the EDG. Only markets and income are taken.
Slicendice
06-04-2007, 02:59
Unfortunately, building merchants do not count to the merchant guild. I checked it in the EDG. Only markets and income are taken.
The guides say you get 10 points for training a merchant. Are they wrong?
supadodo
06-04-2007, 03:23
These is taken from the EDG. I only copied parts where merchant guild is concerned. I've thoroughly checked the EDG.
------------------------------------------
Trigger 0081_Build_Merchants_Wharf
WhenToTest BuildingCompleted
Condition SettlementBuildingFinished = merchants_wharf
Guild merchants_guild s 20
Guild explorers_guild s 20
;------------------------------------------
Trigger 0082_Build_Warehouse
WhenToTest BuildingCompleted
Condition SettlementBuildingFinished = warehouse
Guild merchants_guild s 25
Guild explorers_guild s 25
Guild merchants_guild o 2
Guild explorers_guild o 2
;------------------------------------------
Trigger 0083_Build_Docklands
WhenToTest BuildingCompleted
Condition SettlementBuildingFinished = docklands
Guild merchants_guild s 30
Guild explorers_guild s 30
Guild merchants_guild o 5
Guild explorers_guild o 5
;------------------------------------------
Trigger 0084_Build_Market
WhenToTest BuildingCompleted
Condition SettlementBuildingFinished = market
Guild merchants_guild s 10
;------------------------------------------
Trigger 0085_Build_Fairground
WhenToTest BuildingCompleted
Condition SettlementBuildingFinished = fairground
Guild merchants_guild s 15
;------------------------------------------
Trigger 0086_Build_Great_Market
WhenToTest BuildingCompleted
Condition SettlementBuildingFinished = great_market
Guild merchants_guild s 20
Guild merchants_guild o 2
;------------------------------------------
Trigger 0087_Build_Merchants_Quarters
WhenToTest BuildingCompleted
Condition SettlementBuildingFinished = merchants_quarter
Guild merchants_guild s 25
Guild merchants_guild o 5
;------------------------------------------
Trigger 0088_Make_Trade_Agreement
WhenToTest FactionTradeAgreementMade
Guild merchants_guild a 10
;------------------------------------------
Trigger 0089_Successful_Acquisition
WhenToTest AcquisitionMission
Condition MissionSucceeded
Guild merchants_guild a 10
;------------------------------------------
;------------------------------------------
Trigger 0101_High_Income1
WhenToTest FactionTurnStart
Condition FactionIncome > 1000
and FactionIncome < 2001
Guild merchants_guild a 1
;------------------------------------------
Trigger 0102_High_Income2
WhenToTest FactionTurnStart
Condition FactionIncome > 2000
and FactionIncome < 5001
Guild merchants_guild a 2
;------------------------------------------
Trigger 0103_High_Income3
WhenToTest FactionTurnStart
Condition FactionIncome > 5000
and FactionIncome < 10001
Guild merchants_guild a 3
;------------------------------------------
Trigger 0104_High_Income4
WhenToTest FactionTurnStart
Condition FactionIncome > 10000
Guild merchants_guild a 4
;------------------------------------------
;------------------------------------------
Trigger 0270_Mission_Success_Merchants_Min
WhenToTest LeaderMissionSuccess
Condition PaybackID guild_merchants_min
Guild merchants_guild a 10
;------------------------------------------
Trigger 0271_Mission_Success_Merchants_Mod
WhenToTest LeaderMissionSuccess
Condition PaybackID guild_merchants_mod
Guild merchants_guild a 20
;------------------------------------------
;------------------------------------------
Trigger 0274_Mission_Fail_Merchants_Min
WhenToTest LeaderMissionFailed
Condition PaybackID guild_merchants_min
Guild merchants_guild a -10
;------------------------------------------
Trigger 0275_Mission_Fail_Merchants_Mod
WhenToTest LeaderMissionFailed
Condition PaybackID guild_merchants_mod
Guild merchants_guild a -20
;------------------------------------------
Yup, no merchants in there. Before I checked the EDG, I also tried getting a merchant guild by building lots of merchants but with no success.
LIES!
;------------------------------------------
Trigger 0076_Recruit_Merchant
WhenToTest AgentCreated
Condition TrainedAgentType = merchant
Guild merchants_guild s 10
Guild explorers_guild s 10
The guide isn't wrong, supadodo is. I suppose it helps to search on the word "merchant" when you're trying to find info on the merchant guild, as it was literally the first trigger I ran into by doing that.
Not only do you get 10 points in that settlement for training a merchant, you can also get 10 points toward merchants guild in all your settlements any time one of your merchants acquires an enemy merchant. If you can't get the merchant guild HQ and are certain you've done enough things to get it (don't forget you lose a point from each guild for every turn past 25) then it must be that one exists on the map already. Only ONE of each kind of HQ can be in existence in the entire world, and only one of each type of Masters guild can exist in any given faction. Those are the usual sources of confusion on why you can't get certain levels of particular guilds, and almost certainly the case here.
supadodo
06-04-2007, 08:33
Ahh you're right. My bad.
Slicendice
06-04-2007, 15:16
Pwnd!
I wouldn't say that Slicendice. He may have missed somethig but he still did some research and learned something at the end of the day.
You asked rather than research. Next time, rather than ask for a fish, try to become the fisherman ;)
I wouldn't say that Slicendice. He may have missed somethig but he still did some research and learned something at the end of the day.
You asked rather than research. Next time, rather than ask for a fish, try to become the fisherman ;)
Yeah, how's that phrase go? "Give a man a fish, he'll eat for a day - teach a man to fish, he'll eat for life." Maybe we should spend more time teaching fishing here.
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