@Foz:
That's nice and all, but what will you call it? "Heavy Infantryman's Guild" doesn't sound very appealing.
Also, what bonuses will you give for each class-based guild? Both weapon upgrade and exp? Exp only? Weapon upgrade only?
And don't you think +6 attack is still too much, even if other classes get to have weapons upgrades?
@Kobal:
Given the choice between +6 attack and +1-3 exp, most folks will pick +6 attack every time. Think about how much faster you will kill your enemy. Morale won't be even an issue because you're easily winning.
It's really not hard to get a SS's guild in every starting castle after ~50 turns. DFK's are comparatively powerful in 1.2 and you'll need all you can get (no point in disbanding). Heck, even the AI builds a fair number of them and gets SS's guilds with reasonable frequency. Not to mention that the SS's Master's Guild also gives +1 exp for melee cavalry as well.
Yeah I've also heard of, "if it hurts when you do that, don't do it." But most players including the AI will build SS's guilds naturally so this is pretty important to address.
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