Quote Originally Posted by Daveybaby
Hmmm... i'd figured that 1 point every turn was a bit harsh, and would probably wipe out any gains far too quickly (i'd figured I_TurnNumber was an Increment in turns since the last time the event was triggered), and you'd have to gain another 200 points over the course of the game in order to get those guild HQs.

But having said that, 1 point every 25 turns is pretty low - only 9 points throughout a normal speed game - so youre probably correct.
I figured it was If TurnNummber > 25 so as to let you get things up and running in the very early stages when you can't probably afford to specialise. Then they start taking -1 from everything so as to make you(from manual):
Code:
 Keep working for upgrades 
you will need to cotinue to support your guild's interests 
to receive an offer to upgrade it to the next rank of building.
Thus only factions that truly focus on something find a 
guild HQ in their lands.
Quote Originally Posted by dopp
Just convert one of your castles to a city and you'll get a horse breeders' guild.
D'oh!! So obvious!! That would be much easier!

Quote Originally Posted by dopp
Since cavalry get bonuses from swordsmiths and you can't have a horse breeder in a castle (or a swordsmith in a city), It stands to reason that building cavalry could also contribute towards swordsmithing (another point is that cav get shiny lances when they upgrade while swords mostly don't). Change or copy the trigger and make it give guild points for swordsmith too.
Not sure I understand you, but atm the file doesn't include any triggers for cavalry units to contribute to swordsmith guilds. Or, are you suggesting to make new triggers for muslim cavalry units so they can get swordsmith guild that way?