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  1. #13
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Horse Breeders Guild - city only!

    Quote Originally Posted by Foz
    All in all it's a huge step in the right direction, though it makes me cringe to see explorers guilds knowing how worthless they are. Perhaps they ought to be disabled until we can hammer down enough other solutions to actually get to fixing them somehow.

    ...

    About Daveybaby's idea of reworking the guilds, I'm definitely all for it. Many guilds seem rather afterthought-like, and there is clearly a lot more benefit that can be squeezed out of the idea.
    If you want to make the Explorer's Guild useful, I have an idea. Make them give temporary bonuses to movement. For instance, units that start their turn in a city with an Explorer's Guild get an extra 50% movement for that turn. A Master's level increases it to 2 turns (or an extra 100% movement maybe) and a HQ increases it to 3 turns (or an extra 150% movement). Perhaps this could be done by granting traits 100% of the time when in an EG city, then every turn the trait loses 1 rank until it is at 0. As long as there is 1 rank in it, the bonus movement works. Regular EG give rank 1, Master's gives rank 2, HQ gives rank 3.
    Last edited by TinCow; 05-15-2007 at 20:56.


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