Can any one explain the benefits of biulding guilds as I find the in-game explanation tells me nothing????
Can any one explain the benefits of biulding guilds as I find the in-game explanation tells me nothing????
Theologians = Priests trained at that province get better traits and retinues. Very good to get Cathedral + Theo guild in a city = will get you guaranteed cardinals when being Catholic.
Thieves = Improves spies and assassins. Not my cup of tea.
Explorer = Improves diplomats. Not my cup of tea as well...
Merchants = Improves merchants. Also slightly improves income, but very slightly. Very good when going for the resources near Timbuktu.
Templar/Hospitallier/Teutonic knights = Let's you train those knights, and if upgraded, gives more exp to all knights trained in that city. I think you need a successful crusade to build these.
Last edited by VersusAllOdds; 02-02-2012 at 00:22.
Dave's Guide to Guilds here:
https://forums.totalwar.org/vb/showt...uide-to-Guilds
One thing I didn't see mentioned is that the St John's Chapter houses give +1/+2/+3 health benefits in addition to allowing the building of Knights Hospitaller
Last edited by Snoil The Mighty; 02-05-2012 at 09:20.
I find guilds hugely useful, best of all being the merchants guilds. I play fairly aggressively with merchants so it is nice having better ones that are produced from the merchants line, but the cavarly are helpful too. For some factions (Scotland and Byzantium) you cannot produce any cavarly in a city without a guild. The merchant cavalry is poor, but fine for dealing with rebels deep inside your heartlands where you have turned most of your castles to cities.
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