Are the effects of guilds regarding say spies, assasins, and merchants faction-wide or city-specific?
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.
Cry havoc and let slip the HOGS of war
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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