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.
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.
Last edited by Jagger; 11-17-2006 at 23:39.
1 Guild per city seems to be the limit.
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Lands to Conquer Gold for Medieval II: Kingdoms
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.![]()
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who had nearly fought the Dragon of Agnor,
who had nearly stood up to the vicious Chicken of Bristol,
and who had personally wet himself at the Battle of Badon Hill.
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.
Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus
History is a pack of lies about events that never happened told by people who weren't there -- George Santayana
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?
"Half of your brain is that of a ten year old and the other half is that of a ten year old that chainsmokes and drinks his liver dead!" --Hagop Beegan
Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus
History is a pack of lies about events that never happened told by people who weren't there -- George Santayana
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).Originally Posted by Wonderland
Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus
History is a pack of lies about events that never happened told by people who weren't there -- George Santayana
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.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
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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.
Age and treachery will defeat youth and skill every time.
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).
Anything wrong ? Blame it on me. I'm the French.
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
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As far as I know, the Masons guild HQ gives the Russians a unit: the Berdiche Axemen.
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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.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.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.
Age and treachery will defeat youth and skill every time.
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.
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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 ?
Anything wrong ? Blame it on me. I'm the French.
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.![]()
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Drum, Kinder, seid lustig und allesamt bereit:
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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.
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