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  1. #1
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: How to Attract Girls^H^H^H^H^H Guilds

    Quote Originally Posted by Maizel
    How does one get an Hashashim guild then?
    Functionally identical to assassin's guild. Fixed text, thanks.

    Quote Originally Posted by dismal
    Well, my latest mission from the explorer's guild is "Take Dublin". Not something that can be done by an admiral or a ship.
    Quote Originally Posted by daveybaby
    w.r.t. missions then it depends on the mission i guess, but it should be fairly straightforward based on what the mission involves.
    I would guess it goes to the general of the conquering army in that case. Shrug. You know as much as i do on that score.

    There'd be a fairly significant difference on those distance bonuses beween agents being admirals v. ships. I tend to keep my ships in big stacks. I could split up a stack of ships and have a bunch more admirals.
    The file definitely specifies admirals. It probably needs to be ranked admirals - i.e. if you split up a fleet you can recombine them straight away - but if the new admiral gains a star in combat you wont be able to recombine them any more. So i would expect that only 'proper' admirals would count.

  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: How to Attract Girls^H^H^H^H^H Guilds

    I am quite impressed at your list, good work.

    Now that still does not explain why I never get swordsman guild (except from settlements I conquer) and I never got Mason, Woodsman and Theologians either. And I am constantly at my priest agent limit, trained lots of archers (when I was brit) and always build those buildings you mentioned first for pre-reqs.
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  3. #3
    Member Member dismal's Avatar
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    Default Re: How to Attract Girls^H^H^H^H^H Guilds

    Quote Originally Posted by Daveybaby
    I would guess it goes to the general of the conquering army in that case. Shrug. You know as much as i do on that score.
    I guess it would just accrue to the faction score anyway. Unless there is a reason to believe that guild points have some meaning at the individual agent level.

    I appreciate that we're doing a bit of speculating here. Thanks for the work you did.

  4. #4
    Member Member dismal's Avatar
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    Default Re: How to Attract Girls^H^H^H^H^H Guilds

    I had a look through the export_descr_guilds file.

    There are three different types of guild points awarded "s", "a" and "o".

    I think you are probably right that "s = settlement" and "a = agent". I would speculate that maybe "o" means "ongoing". The orders of magnitude of the numbers seem about right for that.

    For examples, if you build an Abbey you get 20 theological guild points immediatetly, and 2 ongoing (i.e., per turn).

    I really wonder what the "a" points do. One thing is clear, they are for events that can't be neatly tied to a settlement. Someof them can't be neatly tied to an agent either. Getting a pope elected gets you 30 "a" points, for example, but you no longer have the character. If you fail a thief mission you get negative "a" points, but which spy would get them?

    On second thought, maybe the "a" means "all" settlements. In some ways, this makes more sense.

    Also, to correct the OP, it looks like you get some "s" points for the Woodsman's guild by building the brothel line.

    Also had a look through export_descr_ancillaries and guilds do trigger certain beneficial ancillaries. An explorers guild can help you get an Intrepid Explorer, Amerigo Vespucci, Marco Polo or Vasco De Gama for a governor or a Naval Navigator for an Admiral.

  5. #5
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: How to Attract Girls^H^H^H^H^H Guilds

    Quote Originally Posted by dismal
    I had a look through the export_descr_guilds file.

    There are three different types of guild points awarded "s", "a" and "o".

    I think you are probably right that "s = settlement" and "a = agent". I would speculate that maybe "o" means "ongoing". The orders of magnitude of the numbers seem about right for that.

    For examples, if you build an Abbey you get 20 theological guild points immediatetly, and 2 ongoing (i.e., per turn).

    I really wonder what the "a" points do. One thing is clear, they are for events that can't be neatly tied to a settlement. Someof them can't be neatly tied to an agent either. Getting a pope elected gets you 30 "a" points, for example, but you no longer have the character. If you fail a thief mission you get negative "a" points, but which spy would get them?

    On second thought, maybe the "a" means "all" settlements. In some ways, this makes more sense.

    Also, to correct the OP, it looks like you get some "s" points for the Woodsman's guild by building the brothel line.

    Also had a look through export_descr_ancillaries and guilds do trigger certain beneficial ancillaries. An explorers guild can help you get an Intrepid Explorer, Amerigo Vespucci, Marco Polo or Vasco De Gama for a governor or a Naval Navigator for an Admiral.
    "o" for "overall" perhaps ? But overtime could work as well.

    "a" for achievement instead of agent would be my guess.
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  6. #6
    Confiscator of Swords Member dopp's Avatar
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    Default Re: How to Attract Girls^H^H^H^H^H Guilds

    The triggers for ancilliaries can be found in export_desc_ancilliaries. The chance of picking up a pagan magician is 2% every turn in any land where the population is less than 90% of your religion. No wonder they are so common. I think the trigger should has been reversed (ie it's a minor typo/bug). It should be if more than 90% of the population is NOT of your religion.

    Another one is secret love. A flat 5% chance EVERY TURN for any princess to acquire one is just asking to be modded out. There are only 2 ancilliaries that give a princess bonus charm (and one of them isn't even working: there is no trigger for faithful servant) and plenty that take away (but most only trigger at birth based on the father's VnVs. There is also a tendency for princesses to acquire useless ancilliaries (tutor) on birth because the code doesn't include checks to exclude them from the triggers.

    The rest seem mostly ok, ancilliaries have never been as harsh as say VnVs.
    Last edited by dopp; 12-06-2006 at 01:46.

  7. #7
    Grand Duke of Zilch Member supadodo's Avatar
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    Default Re: How to Attract Guilds

    Hey uh can someone help me here. Ok here it goes. Ive been past the gunpowder age and I want an alchemist guild to set up shop in my settlements. According to the export_desc_guilds, I am supposed to build cannons and handgunners and the cannon makers. SO I pump these guys out like mad but still no alchemist guild. Also there are no other guilds currentlly present in the cities which i am producing them and I've yet to see other factions towing a cannon with them. I'm Turks btw.
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  8. #8
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: How to Attract Guilds

    @Kobal: Yeah, looks like youre right - they are added. Nice one - will change OP to reflect this.

    I think i figured "a" was for agents, because most of those events are based around agents, e.g:
    Code:
    Trigger 0090_Exploring_Fleet
        WhenToTest CharacterTurnEnd
    
        Condition AgentType = admiral
              and DistanceCapital > 50
              and DistanceCapital < 100
    
        Guild explorers_guild a 3
    But youre right, that could be achivements as well.

    @dismal: i doubt "o" is "ongoing" - if those values were added every turn it wouldnt take much to get most of those guilds. "overall" seems much more sensible, which i took to mean "overall faction score".

    Also, to correct the OP, it looks like you get some "s" points for the Woodsman's guild by building the brothel line.
    Heh, yeah - i did have that in there already - but managed to somehow delete half of the line, along with half of another line regarding governor chivalry - oops. Fixed now.

    @Supadodo: no idea sorry, we are feeling our way around this at the moment. I would suggest concentrate on pumping those cannons out of just one province and see what happens.
    Last edited by Daveybaby; 12-06-2006 at 10:21.

  9. #9
    Member Member dismal's Avatar
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    Default Re: How to Attract Guilds

    Quote Originally Posted by Daveybaby
    @dismal: i doubt "o" is "ongoing" - if those values were added every turn it wouldnt take much to get most of those guilds. "overall" seems much more sensible, which i took to mean "overall faction score".
    Well, I am operating on the hypothesis that only settlements accrue guild points. We know settlements get them and how they use them, but have no idea what factions or agents would do with them.

    2 or 3 points per turn doesn't strike me as all that excessive for an advanced building. I have gotten several master guilds and guild HQ's, and it doesn't seem like I've trained up anywhere near enough agents to get to 500 points.

    If you built a cathedral, for example you'd only get a total of 70 "s" points. You'd have to train 43 priests there to get to 500 for the settlement on "s" points alone.

    But if you are also getting 1, 2 then 5 "o" points per turn and some occasional "a" points from denouncements and cardinal or pope elections, making 500 seems reasonable within 100 turns or so.

    I suppose this is a testable theory. We should be able to predict the exact turn a settlement would get offered a guild if we control for all the variables. Assuming they all start at zero guild points.

  10. #10

    Default Re: How to Attract Guilds

    Probably it's just me but whenever I play either the Turks or the Egyptian the only guild that I were offered is the Assasin Guild.

    Never seems to be the case when I played England and Sicily.

    Not whining, just an observation. Maybe because I modded something to the files.
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  11. #11
    Cynic Senior Member sapi's Avatar
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    Default Re: How to Attract Guilds

    Great work on the guide mate.

    If i see it disappear to the second page of the forums i'll sticky it, but otherwise I think you'll find more people look at it when it's not ;)
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  12. #12
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: How to Attract Guilds

    Quote Originally Posted by sapi
    If i see it disappear to the second page of the forums i'll sticky it, but otherwise I think you'll find more people look at it when it's not ;)
    Cheers dude. Econ's already put it in the FAQ sticky, so this probably doesnt need to be stickied on its own.

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