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Thread: Guilds (and what they do)

  1. #1

    Default Guilds (and what they do)

    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.

  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Guilds

    1 Guild per city seems to be the limit.

  3. #3

    Default Re: Guilds

    I think only one guild per city so chose wisley.

  4. #4
    I need to change my armor Member Sir Robin's Avatar
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    Default Re: Guilds

    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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    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Guilds

    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.
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    Join the ICLADOLLABOJADALLA! Member IrishArmenian's Avatar
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    Default Re: Guilds

    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?

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    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Guilds

    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

  8. #8

    Default Re: Guilds

    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.

  9. #9
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Guilds

    Are the effects of guilds regarding say spies, assasins, and merchants faction-wide or city-specific?

  10. #10
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Guilds

    Quote Originally Posted by Wonderland
    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).
    Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus

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  11. #11
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Guilds

    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.
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    Praeparet bellum Member Quillan's Avatar
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    Default Re: Guilds

    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.

  13. #13

    Default List of Guildes & what they do.

    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.

  14. #14
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: List of Guildes & what they do.

    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.

  15. #15

    Default AW: List of Guildes & what they do.

    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.

  16. #16
    Member Member Gustav II Adolf's Avatar
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    Default Re: List of Guildes & what they do.

    Merchants Guild also gives the Spanish a heavy cav unit.

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    Prussian Musketeer Member Faenaris's Avatar
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    Default Re: List of Guildes & what they do.

    As far as I know, the Masons guild HQ gives the Russians a unit: the Berdiche Axemen.
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  18. #18

    Default Re: List of Guildes & what they do.

    How do you get Merchant Cavalry Militia from custom battles? I would think merchant's guild but i couldnt find anything.

  19. #19
    Resident Pessimist Member Dooz's Avatar
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    Default Re: List of Guildes & what they do.

    Quote Originally Posted by Throumbaris
    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.

  20. #20

    Default Re: List of Guildes & what they do.

    Quote Originally Posted by Kobal2fr
    The merchant guild building also lets Venice recruit Militia Horsemen earlier.
    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.

  21. #21
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Guilds (and what they do)

    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.
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    Member Member Dr_Who_Regen#4's Avatar
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    Default Re: Guilds (and what they do)

    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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    Member Member 46852's Avatar
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    Default Re: Guilds (and what they do)

    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.

  24. #24

    Default Re: Guilds (and what they do)

    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.

  25. #25

    Default Re: Guilds (and what they do)

    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.

  26. #26

    Default Re: Guilds (and what they do)

    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.

  27. #27

    Default Re: Guilds (and what they do)

    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).

  28. #28
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Guilds (and what they do)

    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.

  29. #29
    Member Member geala's Avatar
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    Default Re: Guilds (and what they do)

    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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  30. #30
    Supreme Ruler of the Universe Member FrauGloer's Avatar
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    Default Re: Guilds (and what they do)

    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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