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Thread: Guilds (and what they do)

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  1. #1
    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?

  2. #2
    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).
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  3. #3
    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.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  4. #4
    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.

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