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Thread: Guilds (and what they do)

  1. #31

    Default Re: List of Guildes & what they do.

    Quote Originally Posted by Wonderland
    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.
    French have them too.

  2. #32
    Spiritual Jedi Member maestro's Avatar
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    Default Re: Guilds (and what they do)

    I can make them at Bruges, as the English.
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  3. #33
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Guilds (and what they do)

    Quote Originally Posted by Kobal2fr
    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 ?
    The offer to upgrade doesn't seem to be based so much on city growth as it does on your continued performing whatever the guild is involved with. While there is a size prerequisite (must be large city to get a Master building and huge to get a HQ), if you stop making/using assassins, you'll never get the upgrades. If you do it a lot, you'll certainly get the Master building (everyone can have one, and even more than one if you capture them), and the HQ if no one else gets it first.
    Age and treachery will defeat youth and skill every time.

  4. #34
    Swarthylicious Member Spino's Avatar
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    Default Re: Guilds (and what they do)

    Some people hit the nail on the head. Guilds gravitate to your cities based on your construction and recruit history. Early in my English campaign I was churning out quite a number of spies and lo and behold, I got requests to build Thieves Guilds in the cities where I recruited most of my spies. I churned out tons of Peasant Archers and Longbowmen in Nottingham and boomf! I got a Woodsmen Guild and can now produce those infamous men-in-tights from Sherwood with their uncanny marksmanship ability. I kept making trade boosting buildings and Merchants in Rennes and bam! Merchants Guild.

    Quote Originally Posted by 46852
    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.
    Sounds like a bug that deserves patching. Please post your findings in the Bug thread stickied at the top of this forum.
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  5. #35

    Default Re: Guilds (and what they do)

    I wonder how well these guilds stack: Swordsmith guild (Global +Knight Exp) + Horse Breeder Guilde (GLobal +Cavalry Exp) + Tourney Field (Local +Knight Exp) + Crusading Order (Local +Crusader Knight Exp). Gold Chevron Crusader Knights right out of the recruitment queue anyone?

  6. #36

    Default Re: Guilds (and what they do)

    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)



    Besides Hungary's Battlefield Assassins

    Are there any other Factions who can build special units from the Assassin's guild that I am somehow not discovering when checking out unit rosters in custom battle mode?

  7. #37
    Dux Nova Scotia Member lars573's Avatar
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    Default Re: Guilds (and what they do)

    I'd think that Battlefeild assassins are it. So is Hungary the only ones who get them? Also Hashasim guilds give battlefeild Hashasim.
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  8. #38

    Default Re: Guilds (and what they do)

    Quote Originally Posted by Spino
    Some people hit the nail on the head. Guilds gravitate to your cities based on your construction and recruit history.
    I have a very limited sample to draw from but from only only experience in getting an offer for a guild I recieved the thieves guild offer.

    in that game I only had 2 spies (and I am fairly certain I only had 1 active when I got the offer but am not 100% sure) but I had been using my 1 spy to spy out cities every single turn. playing as Russia, spying on poland constantly.

    use this info however you will in determing a cause/effect of guilds

  9. #39
    The Dominican Member Wizzie's Avatar
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    Default Re: Guilds (and what they do)

    Ive gotten loads of offers for Thieves guilds, but I do build alot of spies. I also have the thieves headquarters in Arhus (playing as English), a minor Templar Chapterhouse in Inverness, the Theologians guild in York and the Woodsmans guild in Caen. The Templar Chapterhouse puzzled me as I hadnt went on crusade when I was offered it, although I did have alot of piety, cardinals and full reputation with the poe (&amp; alliance with Papal States)...<br>
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  10. #40
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Guilds (and what they do)

    I got offers for Swordsmiths Guilds when two things happened: 1) the castle in question had as high as a heavy armorer, and 2) I had been building a lot of melee infantry which could take advantage of the guild weapon upgrade. In one castle, I built all the way up to an armor factory, but didn't get the swordsmith guild until I started cranking infantry out of it.

    Theologians guild offers started coming in when I built a lot of churches and priests in a short period of time. Merchants guilds came from building merchants and trade improvements. I have no idea what I did to get a horse breeders guild; it can only go in a city, and no cavalry can be recruited in a city for most factions.
    Age and treachery will defeat youth and skill every time.

  11. #41
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Guilds (and what they do)

    The guilds seem to offer service until you pick one in your city/fort. I got an offer very early before going to war for the Templers as Scotland. Towns with merchant's guild build merchant cav. If you want a special guild in a city, just turn the others down until you get the one you want. If you take the offer of the swordsman's guild you won't get the Templers etc.


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  12. #42

    Default Re: Guilds (and what they do)

    Ive got a master theologians guild in London so every priest i train there starts with almost a full piety i also have the Templars Knights Major Chapter House and The St. Johns Major Chapter House i got some more guilds i think

  13. #43
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Guilds (and what they do)

    Where and after what trigger (if you know, or take a gander) have you guys gotten Templar's guild offers?

  14. #44

    Default Re: Guilds (and what they do)

    Wonderland, I was Pope Gregory's poster boy, playing as Poland. Krakowa had churned out close to 10 priests, which were immediately sent to low catholic regions to convert those poor lost souls and to give me several cardinals (you don't seem to get bad vices for priests if they are in one big blop while converting), churches and chappels had been built everywhere, trade agreements were being made. I was the good lil' catholic who could. It is fortunate that Poland is surrounded by heathen/heretic provinces, I think.

  15. #45

    Default Re: Guilds (and what they do)

    Quote Originally Posted by Wonderland
    Where and after what trigger (if you know, or take a gander) have you guys gotten Templar's guild offers?
    Yeah when you complete a crusade you get one i think

  16. #46
    Member Member Rpkmann's Avatar
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    Default Re: Guilds (and what they do)

    So what does one need to do to get the templar guild? I've been in crusades but all I get are St. John's guild options. I want templars! lol... Is there some specific path you have to take on crusade to gain it?

  17. #47
    Member Member Rpkmann's Avatar
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    Default Re: Guilds (and what they do)

    So what does one need to do to get the templar guild? I've been in crusades but all I get are St. John's guild options. I want templars! lol... Is there some specific path you have to take on crusade to gain it?

  18. #48

    Default Re: Guilds (and what they do)

    Ive completed a Crusade to Jerusalem and then i got both offers

  19. #49
    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: Guilds (and what they do)

    Apparently certain regions are marked for certain guilds. When I looked into the descr_regions.txt file of the No Brigands/No Pirates mod, I noticed that a few regions have guilds in them. (ignore the no_brigands and no_pirates flags, these are included in the mod)

    Code:
    Nottingham_Province
    	Nottingham
    	england
    	English_Rebels
    	232 41 198
    	dyes, wool, atlantic, explorers_guild, woodsmens_guild, no_pirates, no_brigands
    	5
    	5
    	religions { catholic 90 orthodox 0 islam 0 pagan 5 heretic 5 }
    This leads me to believe that only certain regions can get the explorers guild or a woodsmens guild, as noted by the absence of either in Venice...

    Code:
    Venice_Province
    	Venice
    	venice
    	Italian_Rebels
    	13 198 117
    	textiles, no_pirates, no_brigands
    	5
    	9
    	religions { catholic 95 orthodox 0 islam 0 pagan 3 heretic 2 }
    Some are even marked as locations of chapter houses...

    Code:
    Hamburg_Province
    	Hamburg
    	hre
    	German_Rebels
    	232 198 41
    	silver, atlantic, explorers_guild, teutonic_knights_chapter_house, no_pirates, no_brigands
    	5
    	6
    	religions { catholic 75 orthodox 0 islam 0 pagan 20 heretic 5 }

  20. #50

    Default Re: Guilds (and what they do)

    Templar's Guild offered to me early as the Scots in Wales (Caenarvon). Not sure what the specific trigger was, but the offer came soon after building a blacksmith. As others have mentioned, good standing with the Pope may make a critical difference in getting the different knight's guilds.

    Through some testing, I agree that specializing the builds in different cities/castles has an effect on guild offers.

    Kekvit Irae seems to have the inside scoop from the descr_regions file.
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  21. #51
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Guilds (and what they do)

    Great thread !

    Maybe I just need to sleep but I actually don't get it.

    What does "improved" mean ? Exactly ? i.e numerically.
    Does it actually do something stats-wise ?
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  22. #52

    Default Re: Guilds (and what they do)

    According to the manual or something else I read that there is only 1 HQ so if another faction has it, you may never get the offer.

    I still have yet to figure out the explorers guild unless my movement points was added and not given as a trait.

    Merchant guild sucks for me as I still get 1 star merchants at times.

    Mostly I get theoligciian and merchants guild, got the woodsmen guild tho and my robin hood troops..:)

    Still hoping for a templar guild.

  23. #53
    The Dominican Member Wizzie's Avatar
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    Default Re: Guilds (and what they do)

    Quote Originally Posted by Kekvit Irae
    Apparently certain regions are marked for certain guilds. When I looked into the descr_regions.txt file of the No Brigands/No Pirates mod, I noticed that a few regions have guilds in them.

    *snip*

    This leads me to believe that only certain regions can get the explorers guild or a woodsmens guild, as noted by the absence of either in Venice...

    Code:
    Venice_Province
    	Venice
    	venice
    	Italian_Rebels
    	13 198 117
    	textiles, no_pirates, no_brigands
    	5
    	9
    	religions { catholic 95 orthodox 0 islam 0 pagan 3 heretic 2 }
    *snip*
    Hmmm:

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  24. #54
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Guilds (and what they do)

    I was about to reply that I often had it in Venice as well. So the guilds mentionned in desc_strat are either meaningless remnants of a former system, or maybe it means that the guilds mentionned have more chances to pop up there than average+building history ?
    Anything wrong ? Blame it on me. I'm the French.

  25. #55
    Member Member Darth Nihilus's Avatar
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    Default Re: Guilds (and what they do)

    In all of my catholic campaigns i have only been offered the Hospitallers, never the Templars.
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  26. #56
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Guilds (and what they do)

    Local usage is certainly not my experience, when it comes to offer of guilds.

    As the HRE, the first three Thieves Guilds were to me in Bologna, Florence and Venice. None of them had Brothels at the time of the offers. Also, on my first crusade I was able to ship in Teutonic Knights from Frankfurt. And before that crusade was over I got an offer for another chapter in Hamburg.

    Also got a Merchants Guild, however that could be slaved to Merchants, as it was offered to me in Vienna, which was indeed my main Merchant recruiting ground.

    So it me it seems that you only need to do things globally and be lucky (I have trained endless waves of assassins but still no Guild), meanwhile certain cities will get offers of something sooner or later.

    The manual indicates that Guilds will offer missions... I haven't gotten any, what about you guys?
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  27. #57
    Dux Nova Scotia Member lars573's Avatar
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    Default Re: Guilds (and what they do)

    Merchants guild: "Get trade agreement with faction___." "Will give payola upon completion."
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  28. #58
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Guilds (and what they do)

    Ahh... good to see the missions do happen. What was your guild level?

    'payola'? Money?
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  29. #59
    Dux Nova Scotia Member lars573's Avatar
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    Default Re: Guilds (and what they do)

    Well technically the term payola is a descriptor for illicit payments. But I generally use it to denote a cash incentive for doing something.


    Guild level? hmmm. Not really sure. It seems that the chances of getting a merchants guild mission are better if you have a higher level guild. I've never gone beyond master merchant, but IIRC I've goten merchant missions with only a level 1 guild. I may have had more than one.
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  30. #60
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Guilds (and what they do)

    Quote Originally Posted by lars573
    Well technically the term payola is a descriptor for illicit payments. But I generally use it to denote a cash incentive for doing something.
    So they use that word?
    Anyway, I might have heard/read it before, but I think it is too technical for me. Or maybe th other way round... I don't know. I normally only deal with english on forums or in books on history (or fiction), so I suppose I would read 'illicit payment' 100 times for every 'payola'.
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