How many guilds can we have in one city?
I have been receiving offers for the thiefs guilds over and over. I have been accepting them but I wonder if they prevent me from getting other guilds.
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How many guilds can we have in one city?
I have been receiving offers for the thiefs guilds over and over. I have been accepting them but I wonder if they prevent me from getting other guilds.
1 Guild per city seems to be the limit.
I think only one guild per city so chose wisley.
I wonder if the Thieves Guild really gives you any benefits? I have their Headquarters in Iraklion and the Merchant's Headquarters in Constantinople as the Byzantines. My merchants being produced in Constantinople still suck and take forever to improve while any spies or assassins produced in Iraklion only have one eyeball, ugh.:wall:
I wonder, if you destroy a Guild do you still get offers for other ones? Does it discourage other Guilds from offering their services? I've not needed to destroy a Guild building as yet, but I may in the future: just curious if anyone knows if there's a penalty attached.
What are the different Guilds and what do they do? I don't have the game yet and I just was curious. The Thieves Guild sounds mysterious, but what benefits come along with it?
What does it mean in practice that the Explorers' Guild improves movement? It's description states that unite trained in a city with such a guild are supposed to move further but so far for me a unit build in such a city has exactly the same range of movement as other units stationed in that city that were not built there.
Are the effects of guilds regarding say spies, assasins, and merchants faction-wide or city-specific?
Those three are city-specific I believe. Although some do have faction wide effects (the swordsmith's guild for instance).Quote:
Originally Posted by Wonderland
The in game popup had this to say about guilds from what I can recall, the more you use the more benifits you will get from it, if you stop using it they wont offer an upgrade for it.
With the assassins guild, the first level gets assassins built in that city the "Trained Killer" trait, +1 to agent's skill. The Master and Headquarters are global effects, they give "Apprentice" and "Journeyman" assassin traits to any assassin trained anywhere in your lands, which are worth +1 and +2 to skill respectively.
GUILDS
First, this is not my own research. This is taken from the key that came from the game (not sure if its only limited edition or not), and the reason I post this is because some people dont seem to know what some guilds do, how many of them are.
Second, I dont know what requires to get these, what triggers them to go up to a higher level, and what these higher levels can do for you besides the improvement+1. From what I have noticed is that crusader guilds (Teutonic, Templar, Santiago, and St. Johns) start coming when you participate in crusades.
**Guild name**
**Guild description**
**Guild levels**
Alchemists Guild
Improves gunpowder unit recruitment.
Alchemists Guild
Master Alchemists Guild
Alchemists Guild Headquarters
Assassins Guild
Improves Assassin recruitment and public order.
Assassins Guild
Master Assassins Guild (Offers recruitment for a limited number of factions)
Assassins Guild Headquarters(Offers recruitment for a limited number of factions)
Hashashin's Guild
Improves Assassin recruitment and public order.
Hashashin's Guild
Master Hashashin's Guild
Hashashin's Guild Headquarters
Masons Guild
Reduce construction costs and improves public order.
Masons Guild
Master Masons Guild
Mason Guild Headquarters
Merchants Guild
Improves Merchant recruitment and trade income.
Merchants Guild
Master Merchants Guild
Merchants Guild Headquarters
Theologians Guild
Improves Priest recruitment.
Theologians Guild
Master Theologians Guild
Theologians Guild Headquarters
Thieves Guild
Improves Spy recruitment.
Thieves Guild
Master Thieves Guild
Thieves Guild Headquarters
Explorers Guild
Improves trade and movement.
Explorers Guild
Master Explorers Guild
Explorers Guild Headquarters
Swordsmiths Guild
Upgrades melee weapons.
Swordsmith Guild
Master Swordsmith Guild
Swordsmith Guild Headquarters
Horse Breeders Guild
Improves cavalry unit recruitment
Horse Breeders Guild
Master Horse Breeders Guild
Horse Breeders Guild Headquarters
Knights Templar
Recruits Templar Knight units.
Templars Minor Chapter House
Templars Major Chapter House
Templars Headquarters
Hospitaller Knights
Recruits Hospitaller Knight units
St. Johns Minor Chapter House
St. Johns Major Chapter House
St. Johns Headquarters
Teutonic Knights
Recruits Teutonic Knight units.
Teutonic Knights Minor Chapter House
Teutonic Knights Major Chapter House
Teutonic Knights Headquarters
Knights of Santiago
Recruits Knights of Santiago units.
Knights of Santiago Minor Chapter House
Knights of Santiago Major Chapter House
Knights of Santiago Headquarters
Woodsmens Guild
Improves missile unit recruitment.
Woodsmens Guild
Master Woodsmens Guild
Woodsmens Guild Headquarters
I'm sure much of this is common knowledge, but this is the number of Guilds and exactly what they do.
Some of these Guilds, like the Assassins or Thieves, are open to all factions. Others though, like Templar or Theologians, are exclusive to certain factions.
The merchant guild building also lets Venice recruit Militia Horsemen earlier. Woodsmen lets the English train Men in Tights. Errr, Sherwood Archers.
I think their all pretty much offered based on your style of play.
Playing as Venice, I'm building lots of ports, markets, docks, fields and training as many merchants as I'm allowed to. The first guild to pop up in Venice when the town grows is always the Merchant guild, and I've had two offers from the Explorer's Guild afterwards (one in Crete, one in Antioch, the one in Crete after I turned down the Merchants there).
Later on I trained a lot of spies, trying to get one in each city with at least 4-5 skill, and the Thieve's Guild offered me a Master HQ.
Never had the Theologians though, despite the fact that I always have priests left and right (skilled ones too).
I got my first theologians guild (as HRE) after I took Jerusalem and destroyed the thieves guild which was already placed there by the Egyptians. Although I didn´t care too much about Catholizism and the pope. In fact my standing with the pope was awful, because he was mostly of the nationality of my enemies (Venice, Milan). But in spite of that after very few turns I was able to upgrade the guild to the third level. (BTW: After this I was able to acquire 8 seats in the cardinals college due to the mass production of "elite priests" in Jerusalem.)
Maybe there is an affinity of the theologians guild to certain cities?
Another example might be the swordsmiths guild. I never was offered one. But I finally got the swordsmiths guild HQ when I conquerered Toledo. AFAIK the spanish smiths were quite famous for their skills. Maybe there is another affinity?
I´d be very interested if the community had observed something similar.
BTW: I´m also interested in more details on what advantages the explorers guild offers.
Merchants Guild also gives the Spanish a heavy cav unit.
G
As far as I know, the Masons guild HQ gives the Russians a unit: the Berdiche Axemen.
How do you get Merchant Cavalry Militia from custom battles? I would think merchant's guild but i couldnt find anything.
I think only certain factions can get Merchant Cavalry, and I do believe it does have to do with a merchant's guild. England is the one faction I can confirm that does have it.Quote:
Originally Posted by Throumbaris
This effect is not limited to Venice. I can train Merchant cavalry militia in Merchants Guild playing as Poland, so I think it's a universal effect of this type of a guild.Quote:
Originally Posted by Kobal2fr
I got my first Theologians guild after a spate of church building in my lands. The first level gives "Orthodox Training" for +1 piety to priests built there. The Master Theologians guild gives "Theologians Guild Apprentice" for +1 piety to priests built anywhere in my lands. I don't have the HQ, but I assume it'll work like the assassins guild and change that to "Guild Journeyman" for +2 piety globally.
And you can add Byzantium to the list of factions that gets Militia Cavalry from Merchants Guild. The HQ makes that Militia Cavalry with +1 experience, too.
I was offered a Theollogians Guild in my capital. I did not have many church buildings, but it was about the only I place I recruited Priests from. So I think the guilds must take into account buildings and people built in a settlement.
A strange thing I noticed: The city where you have the "Master" level guild house doesn't get the basic level guild house bonus anymore.
Example: I had Master Thieves Guild in Venice, and Thieves Guild in Genoa => As a result, all my cities get the Master bonus, but in Genoa, my spies get BOTH the global Master bonus and the Basic city-specific bonus (So they are minimum +2 skill at the start).
Correction to this would be that Master guildhouses and HQs should give the global bonus AND in addition the basic guildhouse bonus to agents trained in that city. Otherwise the cities with basic guildhouses will build the more skilled agents, which doesn't make sense.
Has anyone gotten the Templars offered to them?
I have a general with a templar and the grand master of the Templars in his entourage but I haven't been offered there guild.
I've completed 2 crusades and have perfect relations with the Pope.
I was offered the minor Templar guildhouse playing as the Poland. They wanted to set up in Krakowa, after the city had reached its, uh, 2nd stonewall stage. The game is going well in other regards, having taken Jerusalem with a crusade (received templar and hospitalier retinues for my general, probably because I was accompanyed by unit of Templar knights) after which the eggies sued for peace. So I gave them one, at the cost of Acre castle. It was still a generous offer for some reason. Odd.
For what it is worth, I had built many priests from Krakowa, done as the pope had wanted, only attacked rebel settlements, yada yada.
I was offered St. John Hospitalier Guild in Acre after a succesful crusade and right after building a cathedral in my capital (London). London already had theologians guild. not quite sure if it was linked but it seems logical as well maybe your curent standing with the pope.
The headquaters of the Assassins guild is extremely valuable, it means all my assassins start with 4 eyes normally(I think my king has a retinue member that boosts assassins. Gets rid of the crappy early training and 2-3 kills later they have max stats. As the Venician family have found out to their cost(and a couple of popes, screw elections, they vote the wrong one in then kill him (44% chance for a newly elected pope and a perfect assassin).
Just making sure, because the question's been nagging me for a while : if you accept, say, a basic merchant guild in your city, will it be eventually upgraded to master's guild / HQ as the population grows and offers come ? Or will you be stuck with a level 1 guild forever because you jumped on the occasion ?
My little experiences till now:
- Guilds seem to prefer cities where assosiated units are produced. I built assassins in Frankfurt, priest in Nürnberg and was offered the guilds some time after.
- Of course for a knight guild the above rule cannot be valid. It may be coincidence for this kind of guilds? I was offered to build teuton knight guild in different towns and a castle, being at very bad relations with the pope and without taking part in a crusade or builing churches.
- You can destroy a guild and receive an offer later for another guild in the same town. I destroyed my teuton knight guild in Frankfurt, received an offer to build assassin guild there and for teuton knight guild a little later in Hamburg.
- Even with the best assassin guild the use of assassins is very painful and of not much effort. My +10 assassins are hardly capable to kill pesty inquisitors. Ok, a bit exaggerated, but only a bit. And I hate assassins loosing abilities because of failures, although it's very realistic because nobody in the world is able to learn from mistakes.:wall:
So far, as the Scots, I have a Swordsmith's guild in Nottingham and have been offered another in Hamburg, as well as Theologican, Thief, and Explorer in several cities (in London most of all --> they seem to like that one ^^) I haven't participated in any crusades yet (mainly because I've been almost permanently excommunicated for bashing the English, the back-stabbing French, and the pesky Danes), but now that there's a new Pope and my enemies subdued, I'm planning for a crusade to the Holy Land. I really hope to get the Hospitaler guild house soon, as the Scots lack decent cavalry in the later period. BTW: Why would you want Templars over Hospitalers? They are weaker and you don't get the Health bonus the Hospitaler guid gives you.
French have them too.Quote:
Originally Posted by Wonderland
I can make them at Bruges, as the English.
The offer to upgrade doesn't seem to be based so much on city growth as it does on your continued performing whatever the guild is involved with. While there is a size prerequisite (must be large city to get a Master building and huge to get a HQ), if you stop making/using assassins, you'll never get the upgrades. If you do it a lot, you'll certainly get the Master building (everyone can have one, and even more than one if you capture them), and the HQ if no one else gets it first.Quote:
Originally Posted by Kobal2fr
Some people hit the nail on the head. Guilds gravitate to your cities based on your construction and recruit history. Early in my English campaign I was churning out quite a number of spies and lo and behold, I got requests to build Thieves Guilds in the cities where I recruited most of my spies. I churned out tons of Peasant Archers and Longbowmen in Nottingham and boomf! I got a Woodsmen Guild and can now produce those infamous men-in-tights from Sherwood with their uncanny marksmanship ability. I kept making trade boosting buildings and Merchants in Rennes and bam! Merchants Guild.
Sounds like a bug that deserves patching. Please post your findings in the Bug thread stickied at the top of this forum.Quote:
Originally Posted by 46852
I wonder how well these guilds stack: Swordsmith guild (Global +Knight Exp) + Horse Breeder Guilde (GLobal +Cavalry Exp) + Tourney Field (Local +Knight Exp) + Crusading Order (Local +Crusader Knight Exp). Gold Chevron Crusader Knights right out of the recruitment queue anyone?
Assassins Guild
Improves Assassin recruitment and public order.
Assassins Guild
Master Assassins Guild (Offers recruitment for a limited number of factions)
Assassins Guild Headquarters(Offers recruitment for a limited number of factions)
Besides Hungary's Battlefield Assassins
Are there any other Factions who can build special units from the Assassin's guild that I am somehow not discovering when checking out unit rosters in custom battle mode?
I'd think that Battlefeild assassins are it. So is Hungary the only ones who get them? Also Hashasim guilds give battlefeild Hashasim.
I have a very limited sample to draw from but from only only experience in getting an offer for a guild I recieved the thieves guild offer.Quote:
Originally Posted by Spino
in that game I only had 2 spies (and I am fairly certain I only had 1 active when I got the offer but am not 100% sure) but I had been using my 1 spy to spy out cities every single turn. playing as Russia, spying on poland constantly.
use this info however you will in determing a cause/effect of guilds
Ive gotten loads of offers for Thieves guilds, but I do build alot of spies. I also have the thieves headquarters in Arhus (playing as English), a minor Templar Chapterhouse in Inverness, the Theologians guild in York and the Woodsmans guild in Caen. The Templar Chapterhouse puzzled me as I hadnt went on crusade when I was offered it, although I did have alot of piety, cardinals and full reputation with the poe (& alliance with Papal States)...<br>
I got offers for Swordsmiths Guilds when two things happened: 1) the castle in question had as high as a heavy armorer, and 2) I had been building a lot of melee infantry which could take advantage of the guild weapon upgrade. In one castle, I built all the way up to an armor factory, but didn't get the swordsmith guild until I started cranking infantry out of it.
Theologians guild offers started coming in when I built a lot of churches and priests in a short period of time. Merchants guilds came from building merchants and trade improvements. I have no idea what I did to get a horse breeders guild; it can only go in a city, and no cavalry can be recruited in a city for most factions.
The guilds seem to offer service until you pick one in your city/fort. I got an offer very early before going to war for the Templers as Scotland. Towns with merchant's guild build merchant cav. If you want a special guild in a city, just turn the others down until you get the one you want. If you take the offer of the swordsman's guild you won't get the Templers etc.
Ive got a master theologians guild in London so every priest i train there starts with almost a full piety i also have the Templars Knights Major Chapter House and The St. Johns Major Chapter House i got some more guilds i think
Where and after what trigger (if you know, or take a gander) have you guys gotten Templar's guild offers?
Wonderland, I was Pope Gregory's poster boy, playing as Poland. Krakowa had churned out close to 10 priests, which were immediately sent to low catholic regions to convert those poor lost souls and to give me several cardinals (you don't seem to get bad vices for priests if they are in one big blop while converting), churches and chappels had been built everywhere, trade agreements were being made. I was the good lil' catholic who could. It is fortunate that Poland is surrounded by heathen/heretic provinces, I think.
Yeah when you complete a crusade you get one i thinkQuote:
Originally Posted by Wonderland
So what does one need to do to get the templar guild? I've been in crusades but all I get are St. John's guild options. I want templars! lol... Is there some specific path you have to take on crusade to gain it?
So what does one need to do to get the templar guild? I've been in crusades but all I get are St. John's guild options. I want templars! lol... Is there some specific path you have to take on crusade to gain it?
Ive completed a Crusade to Jerusalem and then i got both offers
Apparently certain regions are marked for certain guilds. When I looked into the descr_regions.txt file of the No Brigands/No Pirates mod, I noticed that a few regions have guilds in them. (ignore the no_brigands and no_pirates flags, these are included in the mod)
This leads me to believe that only certain regions can get the explorers guild or a woodsmens guild, as noted by the absence of either in Venice...Code:Nottingham_Province
Nottingham
england
English_Rebels
232 41 198
dyes, wool, atlantic, explorers_guild, woodsmens_guild, no_pirates, no_brigands
5
5
religions { catholic 90 orthodox 0 islam 0 pagan 5 heretic 5 }
Some are even marked as locations of chapter houses...Code:Venice_Province
Venice
venice
Italian_Rebels
13 198 117
textiles, no_pirates, no_brigands
5
9
religions { catholic 95 orthodox 0 islam 0 pagan 3 heretic 2 }
Code:Hamburg_Province
Hamburg
hre
German_Rebels
232 198 41
silver, atlantic, explorers_guild, teutonic_knights_chapter_house, no_pirates, no_brigands
5
6
religions { catholic 75 orthodox 0 islam 0 pagan 20 heretic 5 }
Templar's Guild offered to me early as the Scots in Wales (Caenarvon). Not sure what the specific trigger was, but the offer came soon after building a blacksmith. As others have mentioned, good standing with the Pope may make a critical difference in getting the different knight's guilds.
Through some testing, I agree that specializing the builds in different cities/castles has an effect on guild offers.
Kekvit Irae seems to have the inside scoop from the descr_regions file.
Great thread !
Maybe I just need to sleep but I actually don't get it.
What does "improved" mean ? Exactly ? i.e numerically.
Does it actually do something stats-wise ?
According to the manual or something else I read that there is only 1 HQ so if another faction has it, you may never get the offer.
I still have yet to figure out the explorers guild unless my movement points was added and not given as a trait.
Merchant guild sucks for me as I still get 1 star merchants at times.
Mostly I get theoligciian and merchants guild, got the woodsmen guild tho and my robin hood troops..:)
Still hoping for a templar guild.
Hmmm:Quote:
Originally Posted by Kekvit Irae
https://img.photobucket.com/albums/v...orersGuild.jpg
I was about to reply that I often had it in Venice as well. So the guilds mentionned in desc_strat are either meaningless remnants of a former system, or maybe it means that the guilds mentionned have more chances to pop up there than average+building history ?
In all of my catholic campaigns i have only been offered the Hospitallers, never the Templars.
Local usage is certainly not my experience, when it comes to offer of guilds.
As the HRE, the first three Thieves Guilds were to me in Bologna, Florence and Venice. None of them had Brothels at the time of the offers. Also, on my first crusade I was able to ship in Teutonic Knights from Frankfurt. And before that crusade was over I got an offer for another chapter in Hamburg.
Also got a Merchants Guild, however that could be slaved to Merchants, as it was offered to me in Vienna, which was indeed my main Merchant recruiting ground.
So it me it seems that you only need to do things globally and be lucky (I have trained endless waves of assassins but still no Guild), meanwhile certain cities will get offers of something sooner or later.
The manual indicates that Guilds will offer missions... I haven't gotten any, what about you guys?
Merchants guild: "Get trade agreement with faction___." "Will give payola upon completion."
Ahh... good to see the missions do happen. What was your guild level?
'payola'? Money?
Well technically the term payola is a descriptor for illicit payments. But I generally use it to denote a cash incentive for doing something.
Guild level? hmmm. :huh2: Not really sure. It seems that the chances of getting a merchants guild mission are better if you have a higher level guild. I've never gone beyond master merchant, but IIRC I've goten merchant missions with only a level 1 guild. I may have had more than one.
So they use that word?Quote:
Originally Posted by lars573
Anyway, I might have heard/read it before, but I think it is too technical for me. Or maybe th other way round... I don't know. I normally only deal with english on forums or in books on history (or fiction), so I suppose I would read 'illicit payment' 100 times for every 'payola'.
No the game doesn't. I do talking about though. :sweatdrop: I make it a point not to use proper english most times. Anyway the game says, "You will be rewared with 500/1000/2500 florins." Or, "You will be rewarded with coin."
Ah ok.
Would be fun if it did say payola.
I've never gotten one of those missions, despite always having one Merchants' Guild HQ... Must be because I always send my diplomats to every faction in the known world as fast as I can and establish alliance and trade rights with everyone.
well, i don't know about "accepting" guilds how many you can have, but you can edit the desc_strat to have them all (well, all if i could figure out the name being used for the Thieves Guild). i've been trying to test the effects and figure out the higher level names. so far i can't figure out the master level names, but i succeeded in starting off Paris with every guild available to them with the Thieves exception. despite the city not being large enough to support the invite, it still alows the buildings to exist without CTM.
As Spain I have twice gotten missions from the explorers guild to take a city in France with a promise of them being very happy with me and giving me gold and a penalty of them not being happy with me, both came after I got the explorer HQ. So apparently guilds can like or dislike you as well.
The Merchant's Guild will also give you missions to forcefully seize an enemy merchant using one of your own merchants.
My first reply got lost so this will be shorter.
I have an explorer guild hq at Venice.
My castles mostly have swordsmith guilds. I think that getting to a certain tech level and building melee units increase your chances of getting it.
I have lots of merchant guilds though I build no merchants. Instead, I build banks, roads, ports, markets, etc.
Rhodes got the theologian guild hq, though I didn't use that as a priest building province. I think I only built 1 when I got the first guild invite.
Does anyone have hard data on what effects the guilds have yet? If they follow the pattern of the Swordsmith's Guild then presumably it is:
Guild: minor local bonus
Master Guild: minor local bonus, minor global bonus
Headquarters: minor local bonus, major global bonus
Does this apply for all the guilds? I am especially interested in whether the Explorer's Guild offers a global bonus, or just a bonus to troops raised locally.
Quote:
Originally Posted by Trithemius
I am not 100% positive yet but I think the explorers guild will give your general or agent an explorer retinue trait that will allow for increase. So far 2 of my generals have gottten this and both seem to have been parked threre. But dont know what triggers it as I tried moving more and they dont get it.
Building things does seem key for alot tho, because one of my captured towns had a merchants guild which I already had 2 so I destroyed it and next turn assasins offered me a guild and I was making them there.
The Explorers Guild seems to offer the most missions out of all of them.
I've found that if you want the Knights guilds, then you just have to build a lot of heavy cavalry in a short period. Likewise, lots of heavy infantry built quickly will get you the Swordsmiths Guild. I think it's all linked to unit production, although there does also seem to be the provision for the game to offer you random guilds from time to time.
I've never seen the Masons Guild....
Once, in Marseille, as the HRE on M/H.Quote:
Originally Posted by cambrax
I believe that I got it since I was building basically everything I could (paid for by my terrible sacking of French and Sicilian lands!)
I'm curious about what counts as "heavy infantry" for the Turks. Any ideas anyone?
I got a Mason's Guild in Pamplona in my current Spanish campaign. I think what triggered the offer was I had converted a lot of settlements recently. Pamplona went from fortress to city, Bordeaux and Angers the same, Tunis went from castle to large town and Valencia went from wooden castle to town not long before.
In my campaign I haven't received even a single mission from my Explorers Guild which I have for a long time. Also none of my generals or agents received any traits or retinues related to movement speed od something like that, regardless of how long they resided in a city with Explorers Guild (note - it is only Minor Guild).Quote:
Originally Posted by cambrax
On the other hand I have received few missions from my Merchants Guild - the first one when it was still only a Minor Guild but since than it was upgraded to Major Guild.
I also noticed that AI seems to be getting lots of Thieves Guilds - I already conqured 4 cities with those guilds. The only other guild I've found in a conquered city (or a fortress to be precise) was Swordsmiths Guild.
Well, I have recieved a lot of Thieves guilds as well. Chances are that the AI just picks whatever comes first, and that is usuallythe Thieves Guild.
ok
my experience is you get the first guild invite at minor city/fortress...
the invites seem to cycle thru depending on what buildings you have...ei if you have even a brothel in a minor city you will first be offered theives. if you decline, you will be offered assassins guild on the next turn. so a minor city with no brothel line will then be offered merchant guild if you have a market, theologian if you have a church, explorer guild if a port is preasent...etc...
then if you have the x guild and that settlement reaches major or large city(whichever it is ) you will be offered the upgrade to master x guild and so on...
i think.
Do me a favor?Quote:
Originally Posted by Darth Revan
Describe the specifics of your crusade; turn #, standing with the papacy before and after, cities you took in the ME, army you brought to the ME, agents you brought to Jerusalem.
I've completed an English campaign and only had Knights of St. John. I held Jerusalem and had the Papacy locked down since turn 65 or so. I had the College of cardinals stacked with my priests.
Now I'm the French and I took Jerusalem in a crusade around turn 40 or so and the pope is french.
I always maintain an oustanding or perfect relation with the papacy through bribes/doing what is asked/building lots of priests and cathedrals.
I also use a lot of calvary in all my battles.
so basically... WTF am I doing wrong?
I haven't noticed any movement or trade improvement, but the Explorer's Guild does appear to boost the ship recruitment pool(s) for the city that it's located. I have the Explorer HQ in Caernarvon, a fully built up huge city, and have a pool of 16 holks and 5 cogs, compared to only 3 of each in other similarly built up huge cities that don't have Explorer Guilds.
As a note, as far as I can tell, extensive shipbuilding will gain and upgrade the Explorer Guild.
And as speculated earlier in this thread, it's definitely worthwhile tasking one of your cities to doing nothing more than recruiting non-knight cavalry so that you get the Horse Breeders Guild as well as the usual Swordsmith and Crusading Knights. I've been continuously building Demi-Lancers in Nottingham and just finally upgraded to the Master Horse Breeders building, which means - together with a Master Swordsmith's Guild, St Johns HQ and Tourney Field - I'm currently able to produce triple silver chevron Hospitallers. And once I get the Horse Breeders HQ, they're going to be single gold chevron straight out of the box!
I read in the sticky topics the Horse Breeder's Guild is available only in the cities. And really - it was offered to me in Constatinople. But what is the use of such guild in a city?
If you are an Islamic faction you can recruit certain cavalry units in cities with the Racing Track buildings.Quote:
Originally Posted by Handel
Also, you can get the guild's global effects once it improves.
Once again, any Turk players know what is good for getting swordsmith guilds? What counts as infantry for the Turks - almost all their infantry seems to be light spears or missile troops.
Jannisary heavy infantry! :wink3: Plus any other unit with lots of armour and a sword/mace/axe/polearm.Quote:
Originally Posted by Trithemius