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Thread: A Guide for Guilds

  1. #1

    Default A Guide for Guilds

    A Guide to Guilds
    By DarkKnight


    *Take three... Note to mods: do not merge the guide into one post.

    Table of Contents
    What is a guild?Jump
    How do I get a guild?Jump
    Why do I want one?Jump
    Is there any fine print?Jump
    NormalizationJump
    Modding GuildsJump
    descr guilds.txtJump
    descr missions.txtJump
    export descr buildings.txtJump

    References
    List of GuildsJump
    Guild LevelsJump
    Guild PointsJump
    Faction LimitationsJump
    Guild BenefitsJump
    Guild DescriptionsJump
    Guild MissionsJump
    Guild MissionsJump
    Castle vs City AvailabilityJump
    KEY
    On post 2
    On post 3
    On posts 4 and 5


    Update Log
    I will continue to update this with any new material, corrections, suggestions, etc.
    1/9/07 Added Castle vs City Availability reference
    1/11/07 Updated Castle vs City Availability reference to include the level
    1/15/07 Due to a question asked in the MTWII General Discussion, I have clarified some ambiguity
    3/9/07 MAJOR UPDATE Added a guide to creating a new guild from scratch in the Modding Guilds post

    Missions Guide Complete!

    latest developments from here
    Spoiler for extensive text
    Well, based on research/testing by jojo, Callistonian and a bit of me, some breaking news on guild mechanics are presented below, discovering a new great vanilla bug. Everyone setting up guilds should be aware of this.

    Regarding the guild point triggers, it was discovered that "s" score increase doesnt actually exist in the game, only "o" and "a". And it works the way I describe below, not the way described by the Guide, i.e., the "o" actually does what "s" is supposed to be doing, and "s" (kind of) doesnt do anything.

    When using events that export settlements:
    -"o" adds points the local settlement. Whatever else you write there (such as "s") also adds points the local settlements (the game doesnt care what you write there, as long it is not "o" or "a")
    -"a" adds points to all the settlements within a faction

    When using events that export factions (which is almost every usual event):
    - Neither "o", "s" or anything adds any points
    - "a" adds points to all the settlements within a faction

    Other things:
    I also confirmed in my test that we can get the intended result of "o" ( all settlements but the exported settlements) by combing "o" (or "s") with "a" (for example deducing points via "o", and adding points by "a")

    And also, when more guilds have the same amount of points and are eligible to be offered, the one thats closer to the top in export_descr_guilds will be offered.

    Quote Originally Posted by Callistonian View Post
    1) There does not appear to be a limit on the guild standing points a settlement can have. Triggers can keep adding points well in excess of the guild upgrade thresholds. If any cap exists, it's probably determined by the size of the integer used to store the guild points.

    2) You can only get one guild offer per turn. This must be part of the fairly substantial hard coded functions that control guilds. We don't yet know how the offer order is determined if you have multiple settlements with the required number of points - it may be that settlements get 'scheduled' as soon as they reach a threshold or it may be ranked based on number of points each settlement has at each turn start.

    3) If you reject a guild offer, that guild will not be offered in any of your settlements for 11 turns. This 'cool down' period has been confirmed by Jojo to be hard coded (function checks > 10 turns passed since rejection) and is not at all affected by the number of guild points any settlement has. It is not affected by the timescale in descr_strat nor the season transitions in campaign_script. Once the cool down expires, you will start getting guild offers again at your settlements that have enough points, again one offer per turn.

    4) Destroying a guild building does not have a cool down period. There must have been a flaw in my previous tests. If you accept a guild offer and then immediately destroy the building, the guild will be offered again in the same settlement (and/or other settlements) the very next turn assuming the settlement still has enough guild points and the faction has enough money to build the guild.

    5) The guild standing points are stored using a 32-bit signed integer. Jojo confirms that there is code that checks negative values (<= -1). The limit for guild points is therefore 2,147,483,647 and beyond this you get negative values. Negative values do work and the code checks for this - you won't get any offers for negative values even if you set the thresholds in EDG to negative values.
    Last edited by Gigantus; December 12, 2021 at 07:58 PM. Reason: latest developments

  2. #2

    Default Re: A Guide for Guilds

    What is a guild?
    First off, what is a guild? A guild is a group of people devoted to a certain trade. Based on your actions, a guild may approach you and ask if you will support their house in one of your cities. If you accept it will cost you 1000 florins, but you will recieve the benefits of the guild-- and your reputation with the guild may increase.

    The guild houses may not be built on demand, only at the request of the guild. You also may only have one of each guild house per city.

    If you continue to please the guild after getting a house in your lands, not only will the guild wish to build houses in more of your cities, but they might ask you to build a master guild. At the master guild you will recieve even more benefits from the guild. You may only have one of each type of master guild in your faction.

    You can continue to please the guild and you might be asked to host the guilds world headquarters. The guild will only establish one headquarters in the entire world, so not only do you have to worry about pleasing the guild, but make sure you are scoring points with the guild faster than any other factions.

    How do I get one?
    You get invites from guilds by scoring "points" with them. Each guild is programmed so that when you perform certain actions your points with them increase. For example, when you recruit a merchant, your score at the merchants guild (in the recruiting city) increases by 10. Each city keeps track of its score at each guild independly of your other cities.

    The points accumulate until you hit the thresholds. The threshold for a guild house in the city is 100. As soon as you score 100 points with a guild in a city, they will approach you about building a house there (provided you have the money to build it). If you reject the offer, your score with the guild takes a penalty, and they will approach you again if the score reaches 100 again. If your score with a guild reaches 250 in a city, and you do not have a master guild with them yet, they will ask you to host their master guild. If your score reaches 500 and the guild hasn't built a world headquarters yet, they will ask you to host their headquarters.

    Why do I want one?
    All guilds offer all benefits and no penalties. The only thing you lose from hosting a guild is the initial construction fee. If you build, say an assassins guild, then all of your assassins will have higher subterfuge when trained at that city. That city also recieves a law bonus. All guilds will offer something different, and whether you should focus on getting one depends on your strategy.

    If your strategy is largely based on fast blitzkriegs, it might be in your interest to attract the explorers guild. Hosting the explorers guild will increase the movement points of your armies so you can take those settlements faster. If your strategy is based on trade, it might be in your interest to attract the merchants guild to gain trade bonuses and smarter merchants.

    Is there any fine print?
    If you host some guilds, they may ask you to perform a mission. If you complete the mission your score with the guild will increase and they may give you something extra special (like money). If you fail the mission your score with the guild will suffer.

    If you don't care about getting more of a certain guild (or higher levels), then no you do not need to worry about completing their missions. However, if you wish to expand the guilds operations in your empire, you must complete the missions.

    And there is one other "penalty" from building a guild house in a city. You cannot have any other guild houses in a city. You cannot have both an assassins guild and a spies guild in the same city. If one guild offers you a house, and you want another in that city, you must reject that guild.

    Normalization
    That's right, you can't slowly earn points towards a guild and eventually get the guild. You need to actively pursue the guilds interests in order to draw them. Every turn after the 25th turn, the normalization process takes place. Normalization is where you lose 1 point with every guild in all your cities. So if you train a spy in a city, 10 turns later the score boost is gone. You need to rapidly earn points with a guild before the normalization process cancels out your score.

    This means that if you are trying to attract multiple guilds it is better to focus on getting one first, and then the other.
    Last edited by DarkKnight; January 15, 2007 at 10:37 AM.

  3. #3

    Default Re: A Guide for Guilds

    Modding Guilds

    export_descr_guilds.txt

    Code:
    ;This file is generated from the Spreadsheet MTW2-Guilds.xls
    ;Please modify the spreadsheet and re-xport the data, rather than editing this file directly
    
    ;===============================================================
    ;== GUILD THREAD DATA STARTS HERE ==
    ;===============================================================
    
    ;------------------------------------------
    Guild assassins_guild
        building guild_assassins_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild assassins_muslim_guild
        building guild_assassins_muslim_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild masons_guild
        building guild_masons_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild theologians_guild
        building guild_theologians_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild merchants_guild
        building guild_merchants_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild alchemists_guild
        building guild_alchemists_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild thiefs_guild
        building guild_thiefs_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild explorers_guild
        building guild_explorers_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild swordsmiths_guild
        building guild_swordsmiths_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild templars_chapter_house
        building guild_templars_chapter_house
        exclude st_johns_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild st_johns_chapter_house
        building guild_st_johns_chapter_house
        exclude templars_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild teutonic_knights_chapter_house
        building guild_teutonic_knights_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild knights_of_santiago_chapter_house
        building guild_knights_of_santiago_chapter_house
        levels  100 250 500
    
    ;------------------------------------------
    Guild woodsmens_guild
        building guild_woodsmens_guild
        levels  100 250 500
    
    ;------------------------------------------
    Guild horse_breeders_guild
        building guild_horse_breeders_guild
        levels  100 250 500
    
    
    
    ;===============================================================
    ;== TRIGGER DATA STARTS HERE ==
    ;===============================================================
    
    ;------------------------------------------
    Trigger 0001_Guild_Upgraded
        WhenToTest GuildUpgraded
    
    
        Guild this s  20 
        Guild this o  10 
    
    ;------------------------------------------
    Trigger 0002_Guild_Destroyed
        WhenToTest GuildDestroyed
    
    
        Guild this s -100 
        Guild this o -20 
    
    ;------------------------------------------
    Trigger 0003_Settlement_Upgraded
        WhenToTest SettlementUpgraded
    
    
        Guild all s  10 
    
    ;------------------------------------------
    Trigger 0004_Normalise
        WhenToTest SettlementTurnStart
    
        Condition I_TurnNumber > 25
    
        Guild all s -1 
    
    ;------------------------------------------
    Trigger 0010_Recruit_Assassin
        WhenToTest AgentCreated
    
        Condition TrainedAgentType = assassin
    
        Guild assassins_guild s  10 
        Guild assassins_muslim_guild s  10 
    
    ;------------------------------------------
    Trigger 0011_Successful_Assassination
        WhenToTest AssassinationMission
    
        Condition MissionSucceeded
    
        Guild assassins_guild a  20 
        Guild assassins_muslim_guild a  20 
    
    ;------------------------------------------
    Trigger 0020_Build_Stone_Wall
        WhenToTest BuildingCompleted
    
        Condition SettlementBuildingFinished = stone_wall
    
        Guild masons_guild s  10 
        Guild masons_guild o  2 
    
    ;------------------------------------------
    Trigger 0021_Build_Large_Stone_Wall
        WhenToTest BuildingCompleted
    
        Condition SettlementBuildingFinished = large_stone_wall
    
        Guild masons_guild s  15 
        Guild masons_guild o  2 
    
    ;------------------------------------------
    Trigger 0022_Build_Huge_Stone_Wall
        WhenToTest BuildingCompleted
    
        Condition SettlementBuildingFinished = huge_stone_wall
    
        Guild masons_guild s  25 
        Guild masons_guild o  3 
    
    ;------------------------------------------
    Trigger 0023_Build_Guards_Quarters
        WhenToTest BuildingCompleted
    
        Condition SettlementBuildingFinished = mustering_hall
    
        Guild masons_guild s  10 
        Guild masons_guild o  2 
    
    ;------------------------------------------
    Trigger 0024_Build_Outpost_Garrison
        WhenToTest BuildingCompleted
    
        Condition SettlementBuildingFinished = garrison_quarters
    
        Guild masons_guild s  15 
        Guild masons_guild o  2 
    
    
    ............................................................................
    A lot more triggers, deleted them from the forum post to make it load faster
    ............................................................................
    
    
    
    ;------------------------------------------
    Trigger 0276_Mission_Fail_Explorers_Major
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID guild_explorers_major
    
        Guild explorers_guild a -30 
    
    ;------------------------------------------
    Trigger 0277_Mission_Fail_Assassins_Payback
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID guild_assassin_payback
    
        Guild assassins_guild a -10 
    
    ;------------------------------------------
    Trigger 0278_Mission_Success_Thiefs_Min
        WhenToTest LeaderMissionSuccess
    
        Condition PaybackID guild_thiefs_min
    
        Guild thiefs_guild a  10 
    
    ;------------------------------------------
    Trigger 0279_Mission_Fail_Thiefs_Min
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID guild_thiefs_min
    
        Guild thiefs_guild a -10 
    
    ;------------------------------------------
    Trigger 0280_Mission_Success_Theologians_Min
        WhenToTest LeaderMissionSuccess
    
        Condition PaybackID guild_theologians_min
    
        Guild theologians_guild a  10 
    
    ;------------------------------------------
    Trigger 0281_Mission_Fail_Theologians_Min
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID guild_theologians_min
    
        Guild theologians_guild a -10
    List of parameters
    For defining guilds
    Guild: Identifies the guild by name
    Building: Identifies the building used by the guild
    Levels: How many points you need for each building level. First value for house, second for master, and third for headquarters.

    For triggers
    Trigger: Names the trigger
    WhenToTest: The event that must happen to fire the trigger. For a list of events see the docudemon files. Conditions can also be added to the event.
    Guild: Identifies the guild affected
    This: Identifies that the guild affected is the one specified in the event
    All: Identifes that all guilds are affected
    Named Guild: Identifies that the named guild is affected (ie: assassins guild)
    s: Score increase in the settlement specified by the event
    o: Score increase in the other settlements in the faction
    a: Score increase in all settlements in the faction


    Samples
    Code:
    Guild assassins_guild
        building guild_assassins_guild
        levels  100 250 500
    This particular segment says that it is an assassins guild, using the assassins guild building. It requires 100 points for a house, 250 for a master, and 500 for a headquarters.

    Code:
    Trigger 0001_Guild_Upgraded
        WhenToTest GuildUpgraded
    
    
        Guild this s  20 
        Guild this o  10
    What this example says is that the GuildUpgraded trigger fires when a guild is upgraded. The upgraded guild recieves 20 points in the city that upgraded the guild. All other cities in the faction receive 10 points with the guild.

    Code:
    Trigger 0004_Normalise
        WhenToTest SettlementTurnStart
    
        Condition I_TurnNumber > 25
    
        Guild all s -1
    The Normalize trigger is fired when a settlement starts its turn and it is past turn 25. When fired, the settlement loses 1 point with every guild. Effectively it makes every city lose 1 point with every guild every turn, after turn 25.

    Code:
    Trigger 0042_Build_Castle_Blacksmith
        WhenToTest BuildingCompleted
    
        Condition SettlementBuildingFinished = c_blacksmith
    
        Guild masons_guild s  15 
        Guild masons_guild o  2 
        Guild swordsmiths_guild s  15
    Build Castle Blacksmith is fired when a settlement finishes building, and that building is a castle blacksmith. When fired the settlement gains 15 points with the masons guild and swordsmiths guild. All other settlements in the faction gain 2 points with the masons guild.



    descr_missions

    Here you can modify the missions given by the guilds, including the rewards and penalties. The link to my guide for missions is at the top of the page.

    export_descr_buildings.txt

    Here you can edit prerequisites, limitted factions, and the effects of the guilds (except for the hardcoded ones).


    Update I

    Adding a New Guild
    This addendum to the guide will demonstrate how to create a new guild from scratch. Here is a shopping list of the files:
    • Data/
      • descr_building_battle
      • descr_building_battle_enums
      • export_descr_buildings
      • export_descr_buildings_enums
      • export_descr_guilds
    • data/text/
      • building_battle
      • export_buildings
    • The files in data/settlements/techtree/
    • .tga's in data/ui/culture/buildings/


    Step 1
    Open descr_guilds.txt

    Near the top of the page add the following lines:
    Code:
    Guild trade_monopoly
        building trade_monopoly_guild
        levels  100 250 500
    The name of the guild you are making
    The name of the building the guild uses

    Scroll down to the bottom of the page and add the following lines:
    Code:
    Trigger 0282_TEST_TRIGGER
    	WhenToTest FactionTurnStart
    
    	Condition FactionType denmark
    
    	Guild trade_monopoly a 30
    The name of the trigger. You can make it anything but make it unique. It is a good idea to name it something that when you read it you know what it is.
    An event that occurs to fire the trigger (see docudemon files).
    The condition that must be met with the event for the trigger to be fired (see docudemon files).
    The number of points to add and which settlements (see top of the post).

    Add as many triggers as you want. Increment the trigger number and repeat the same process to make more triggers.


    Step 2
    Open export_descr_buildings.txt

    Add the following lines to the bottom:
    Code:
    building guild_trade_monopoly
    {
        levels trade_monopoly m_trade_monopoly gm_trade_monopoly 
        {
            trade_monopoly city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                capability
                {
                }
                material wooden
                construction  1 
                cost  1000 
                settlement_min city
                upgrades
                {
                    m_trade_monopoly
                }
            }
            m_trade_monopoly city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                capability
                {
                }
                material wooden
                construction  1 
                cost  2000 
                settlement_min large_city
                upgrades
                {
                    gm_trade_monopoly
                }
            }
            gm_trade_monopoly city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } 
            {
                capability
                {
                }
                material wooden
                construction  1 
                cost  3000 
                settlement_min huge_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    The name of the building mentioned in descr_guilds.txt.
    The name of each level of the guild.
    Makes the guild only available in cities.
    The factions or cultures that can have the guild.
    This is irrelevent, ignore it because guilds are built instantly.
    How much it costs to build each guild level.
    The level a settlement must be in order to be offered the guild.
    What the guilds upgrade is.
    In between these brackets list the affects the guild has. This is where things like law bonuses, unit recruitments, etc go. It would take a huge reference table to list all the valid parameters so just look through the rest of the file for parameters and clues for what they do.


    Step 3
    Open export_descr_buildings_enums.txt

    Scroll down to the bottom of the file and add the following lines:
    Code:
    trade_monopoly
    trade_monopoly_desc
    trade_monopoly_desc_short
    trade_monopoly_northern_european
    trade_monopoly_northern_european_desc
    trade_monopoly_northern_european_desc_short
    trade_monopoly_mesoamerican_desc
    trade_monopoly_mesoamerican_desc_short
    trade_monopoly_middle_eastern
    trade_monopoly_middle_eastern_desc
    trade_monopoly_middle_eastern_desc_short
    trade_monopoly_eastern_european
    trade_monopoly_eastern_european_desc
    trade_monopoly_eastern_european_desc_short
    trade_monopoly_greek
    trade_monopoly_greek_desc
    trade_monopoly_greek_desc_short
    trade_monopoly_southern_european
    trade_monopoly_southern_european_desc
    trade_monopoly_southern_european_desc_short
    m_trade_monopoly
    m_trade_monopoly_desc
    m_trade_monopoly_desc_short
    m_trade_monopoly_northern_european
    m_trade_monopoly_northern_european_desc
    m_trade_monopoly_northern_european_desc_short
    m_trade_monopoly_mesoamerican_desc
    m_trade_monopoly_mesoamerican_desc_short
    m_trade_monopoly_middle_eastern
    m_trade_monopoly_middle_eastern_desc
    m_trade_monopoly_middle_eastern_desc_short
    m_trade_monopoly_eastern_european
    m_trade_monopoly_eastern_european_desc
    m_trade_monopoly_eastern_european_desc_short
    m_trade_monopoly_greek
    m_trade_monopoly_greek_desc
    m_trade_monopoly_greek_desc_short
    m_trade_monopoly_southern_european
    m_trade_monopoly_southern_european_desc
    m_trade_monopoly_southern_european_desc_short
    gm_trade_monopoly
    gm_trade_monopoly_desc
    gm_trade_monopoly_desc_short
    gm_trade_monopoly_northern_european
    gm_trade_monopoly_northern_european_desc
    gm_trade_monopoly_northern_european_desc_short
    gm_trade_monopoly_mesoamerican_desc
    gm_trade_monopoly_mesoamerican_desc_short
    gm_trade_monopoly_middle_eastern
    gm_trade_monopoly_middle_eastern_desc
    gm_trade_monopoly_middle_eastern_desc_short
    gm_trade_monopoly_eastern_european
    gm_trade_monopoly_eastern_european_desc
    gm_trade_monopoly_eastern_european_desc_short
    gm_trade_monopoly_greek
    gm_trade_monopoly_greek_desc
    gm_trade_monopoly_greek_desc_short
    gm_trade_monopoly_southern_european
    gm_trade_monopoly_southern_european_desc
    gm_trade_monopoly_southern_european_desc_short
    The name of the first level of the guild from export_descr_buildings.txt.
    The name of the second level of the guild from export_descr_buildings.txt.
    The name of the third level of the guild from export_descr_buildings.txt.


    Step 4
    Open descr_building_battle.txt

    Scroll down to the bottom and add the following lines:
    Code:
    trade_monopoly 
    {
    	stat_cat		medium_stone
    	localised_name	trade_monopoly 
    }
    m_trade_monopoly 
    {
    	stat_cat		medium_stone
    	localised_name	m_trade_monopoly 
    }
    gm_trade_monopoly 
    {
    	stat_cat		medium_stone
    	localised_name	gm_trade_monopoly 
    }
    The name of the level of the guild.
    How strong the building is.


    Step 5
    Open descr_building_battle_enums.txt

    Scroll down to the bottom and add the following lines:
    Code:
    trade_monopoly
    m_trade_monopoly
    gm_trade_monopoly
    Name of the first level of the guild.
    Name of the second level of the guild.
    Name of the third level of the guild.


    Step 6
    Open building_battle.txt

    Add the following lines:
    Code:
    {trade_monopoly}Trade Monopoly
    {m_trade_monopoly}Master Trade Monopoly
    {gm_trade_monopoly}Trade Monopoly Headquarters
    The name of each guild level from export_descr_buildings.txt.
    The name of each guild level that you want to appear ingame.


    Step 7
    Open export_buildings.txt

    Scroll down to the bottom and add the following lines:
    Code:
    {trade_monopoly}	trade_monopoly
    
    {trade_monopoly_desc}	DO NOT TRANSLATE
    
    {trade_monopoly_desc_short}	DO NOT TRANSLATE
    
    {trade_monopoly_northern_european}	Trade Monopoly
    
    {trade_monopoly_northern_european_desc}
    --ADD--
    
    {trade_monopoly_northern_european_desc_short}
    --ADD--
    
    {trade_monopoly_mesoamerican_desc}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    
    {trade_monopoly_mesoamerican_desc_short}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    
    {trade_monopoly_middle_eastern}	Trade Monopoly
    
    {trade_monopoly_middle_eastern_desc}
    --ADD--
    
    {trade_monopoly_middle_eastern_desc_short}
    --ADD--
    
    {trade_monopoly_eastern_european}	Trade Monopoly
    
    {trade_monopoly_eastern_european_desc}
    --ADD--
    
    {trade_monopoly_eastern_european_desc_short}
    --ADD--
    
    {trade_monopoly_greek}	Trade Monopoly
    
    {trade_monopoly_greek_desc}
    --ADD--
    
    {trade_monopoly_greek_desc_short}
    --ADD--
    
    {trade_monopoly_southern_european}	Trade Monopoly
    
    {trade_monopoly_southern_european_desc}
    --ADD--
    
    {trade_monopoly_southern_european_desc_short}
    --ADD--
    
    
    ¬--------------
    
    {m_trade_monopoly}	m_trade_monopoly
    
    {m_trade_monopoly_desc}	DO NOT TRANSLATE
    
    {m_trade_monopoly_desc_short}	DO NOT TRANSLATE
    
    {m_trade_monopoly_northern_european}	Master Trade Monopoly
    
    {m_trade_monopoly_northern_european_desc}
    --ADD--
    
    {m_trade_monopoly_northern_european_desc_short}
    --ADD--
    
    {m_trade_monopoly_mesoamerican_desc}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    
    {m_trade_monopoly_mesoamerican_desc_short}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    
    {m_trade_monopoly_middle_eastern}	Master Trade Monopoly
    
    {m_trade_monopoly_middle_eastern_desc}
    --ADD--
    
    {m_trade_monopoly_middle_eastern_desc_short}
    --ADD--
    
    {m_trade_monopoly_eastern_european}	Master Trade Monopoly
    
    {m_trade_monopoly_eastern_european_desc}
    --ADD--
    
    {m_trade_monopoly_eastern_european_desc_short}
    --ADD--
    
    {m_trade_monopoly_greek}	Master Trade Monopoly
    
    {m_trade_monopoly_greek_desc}
    --ADD--
    
    {m_trade_monopoly_greek_desc_short}
    --ADD--
    
    {m_trade_monopoly_southern_european}	Master Trade Monopoly
    
    {m_trade_monopoly_southern_european_desc}
    --ADD--
    
    {m_trade_monopoly_southern_european_desc_short}
    --ADD--
    
    
    ¬--------------
    
    {gm_trade_monopoly}	gm_trade_monopoly
    
    {gm_trade_monopoly_desc}	DO NOT TRANSLATE
    
    {gm_trade_monopoly_desc_short}	DO NOT TRANSLATE
    
    {gm_trade_monopoly_northern_european}	Trade Monopoly Headquarters
    
    {gm_trade_monopoly_northern_european_desc}
    --ADD--
    
    {gm_trade_monopoly_northern_european_desc_short}
    --ADD--
    
    {gm_trade_monopoly_mesoamerican_desc}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    
    {gm_trade_monopoly_mesoamerican_desc_short}
    DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    
    {gm_trade_monopoly_middle_eastern}	Trade Monopoly Headquarters
    
    {gm_trade_monopoly_middle_eastern_desc}
    --ADD--
    
    {gm_trade_monopoly_middle_eastern_desc_short}
    --ADD--
    
    {gm_trade_monopoly_eastern_european}	Trade Monopoly Headquarters
    
    {gm_trade_monopoly_eastern_european_desc}
    --ADD--
    
    {gm_trade_monopoly_eastern_european_desc_short}
    --ADD--
    
    {gm_trade_monopoly_greek}	Trade Monopoly Headquarters
    
    {gm_trade_monopoly_greek_desc}
    --ADD--
    
    {gm_trade_monopoly_greek_desc_short}
    --ADD--
    
    {gm_trade_monopoly_southern_european}	Trade Monopoly Headquarters
    
    {gm_trade_monopoly_southern_european_desc}
    --ADD--
    
    {gm_trade_monopoly_southern_european_desc_short}
    --ADD--
    The name of the guild level.
    The culture that the text is for.
    What the name should appear as ingame.
    The description should say ingame.

    Step 8
    Create the structure data/settlements/techtree/culture/ where culture is a culture that the guild can build. Make a folder inside techtree for each culture that can have the guild.

    Go to the techtree folder where you unpacked the game files. Find a building from vanilla that looks closest to what your new guild should look like (on the battlemap). Copy and paste that buildings folder over. So for my trade monopoly guild, I am going to copy over merchants_guild, m_merchants_guild, and gm_merchants_guild for each culture.

    Then rename each folder to the names of your guild levels. I will rename the merchants_guild folders to trade_monopoly, the m_merchants_guild folders to m_trade_monopoly, and the gm_merchants_guild folders to gm_trade_monopoly.

    Then do the same for all of the files inside each folder. Rename every occurance of the old name to the name of your new guild.


    Step 9
    Create the path data/ui/culture/buildings/construction/ where culture is the name of each culture that can build the guild.

    In each buildings folder you need the following .tga's:
    • #northern_european_gm_trade_monopoly.tga
    • #northern_european_gm_trade_monopoly_constructed.tga
    • #northern_european_m_trade_monopoly.tga
    • #northern_european_m_trade_monopoly_constructed.tga
    • #northern_european_trade_monopoly.tga
    • #northern_european_trade_monopoly_constructed.tga

    Name of the guild level.
    Name of the culture.

    You can either make them from scratch in a program such as photoshop, open a vanilla one and edit it, or simply clone a vanilla one.

    The constructed.tga is the icon displayed in the box at the middle of the bottom of the screen when you click on the settlement and click the buildings tab.

    The other tga is the icon displayed on the building construction menu.


    Next add the following tga's to the construction folder:
    • #northern_european_gm_trade_monopoly
    • #northern_european_m_trade_monopoly
    • #northern_european_trade_monopoly


    These .tga's are what appear on the UI while the building is being constructed.

    Of all of those the only one that really matters is the contructed one. Because guilds can only be built upon request of the guild, the one on the building menu will never be seen. Because guilds are constructed instantly, the construction one will never be seen.
    Last edited by DarkKnight; March 09, 2007 at 07:34 PM.

  4. #4

    Default Re: A Guide for Guilds

    References

    List of Guilds
    • Alchemists Guild
    • Assassins Guild
    • Explorers Guild
    • Hashshashins Guild
    • Horse Breeders Guild
    • Masons Guild
    • Merchants Guild
    • Swordsmiths Guild
    • Theologians Guild
    • Thiefs Guild
    • Woodsmens Guild
    • Knights of Santiago Chapter House
    • St. Johns Chapter House
    • Templars Chapter House
    • Teutonic Knights Chapter House


    Guild Levels

    LevelPoints RequiredAvailabilityCost
    Guild House/Minor Chapter1001 per settlement1000
    Master Guild/Major Chapter2501 per faction2000
    Headquarters5001 in the world3000







    Guild Points


    Universal (for all guilds)
    ActionGuildPoints in SettlementPoints in Other Settlements
    Upgrade GuildThis2010
    Guild DestroyedThis-100-20
    Settlement UpgradedAll100
    Every turn after turn 25All-1-1

    • "This" refers to the guild specified by the trigger. "All" refers to every guild.
    • "Points in Settlement" are the points gained in the settlement specified by the trigger
    • "Points in Other Settlements" are the points gained in the factions settlements not were not the settlement specified by the trigger
    • If trigger does not specify a settlement, the value for all settlements will be in both "Points in Settlement" and "Points in Other Settlements". Notice that they are the same.


    Alchemists Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Recruit Bombard100
    Recruit AS Rocket Launcher150
    Recruit Grand Bombard100
    Recruit Mortar100
    Recruit Ribalt150
    Recruit Culverin150
    Recruit Cannon150
    Recruit Serpentine150
    Recruit Basilisk200
    Recruit Monster Ribalt200
    Recruit Reiters150
    Recruit Arquebusiers150
    Recruit Musketeers150
    Recruit Hand Gunners150
    Recruit Portugese Arquebusiers150
    Recruit Mercenary Arquebusiers150
    Recruit Camel Gunners150
    Recruit Janissary Musketeers150
    Recruit Sudanese Gunners150
    Build Alchemist Lab101
    Build Cannon Maker152
    Build Cannon Factory203
    Build Artillery Factory254
    Build Royal Arsenal305

    Assassins Guild
    Spoiler Alert, click show to read: 

    ActionPoints in SettlementPoints in Other Settlements
    Recruit Assassin100
    Successful Assassination2020
    Governors Dread 5 or Greater (per turn)40
    Build Tavern200
    Build Brothel100
    Build Inn150
    Build Coaching House252
    Build Pleasure Palace305
    Recruit Assassin Mission Success1010
    Recruit Assassin Mission Failure-10-10

    Explorers Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Recruit Merchant100
    Build Port150
    Build Shipwright200
    Build Dockyard252
    Build Naval Drydock305
    Build Merchants Warf200
    Build Warehouse252
    Build Docklands305
    Fleets distance from capital is between 50 and 100 (per turn) (per fleet)33
    Fleets distance from capital is greater than 99 (per turn) (per fleet)55
    Explorers Guild Take Settlement Mission Success3030
    Explorers Guild Take Settlement Mission Failure-30-30

    Hashshashins Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Recruit Assassin100
    Successful Assassination2020
    Governors Dread Greater than 440
    Build Tavern200
    Build Brothel100
    Build Inn150
    Build Coaching House252
    Build Pleasure Palace305

    *Identical to Assassins Guild except for Muslims and no guild missions

    Horsebreeders Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Recruit Cavalry101
    Build Stables101
    Build Knights Stables152
    Build Earls Stables203
    Build Barons Stables254
    Build Kings Stables305
    Build Racing Track505
    Build Sultans Racing Track755
    Races Thrown50

    Masons Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Build Stone Wall102
    Build Large Stone Wall152
    Build Huge Stone Wall253
    Build Mustering Hall102
    Build Garrison Quarters152
    Build Drill Square202
    Build Barracks252
    Build Armoury303
    Build Town Watch102
    Build Town Guard152
    Build City Watch152
    Build Militia Drill Square202
    Build Militia Barracks202
    Build Army Barracks252
    Build Royal Armoury303
    Build Leather Tanner102
    Build Blacksmith152
    Build Armourer202
    Build Heavy Armourer202
    Build Plate Armourer252
    Build Gothic Armourer303
    Build Castle Armourer*152
    Build Bowyer102
    Build Practice Range152
    Build Archery Range202
    Build Marksmans Range303

    *The castle version of the Armourer actually generates 15 points instead of the cities version 20. I think the programmer made a mistake with the city version and it should be 15.

    Merchant Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Recruit Merchant100
    Build Merchants Warf200
    Build Warehouse252
    Build Docklands305
    Build Market100
    Build Fairground150
    Build Great Market202
    Build Merchants Quarter255
    Make Trade Agreement1010
    Successful Acquisition1010
    Faction Income Between 1000 and 2000 Florins11
    Faction Income Between 2000 and 5000 Florins22
    Faction Income Between 5000 and 10000 Florins33
    Faction Income Greater than 10000 Florins44
    Trade Rights Mission Success1010
    Trade Rights Mission Failure-10-10
    Acquisition Mission Success2020
    Acquisition Mission Failure-20-20

    Swordsmiths Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Build Leather Tanner100
    Build Blacksmith150
    Build Amourer150
    Build Heavy Armourer201
    Build Plate Armourer252
    Build Gothic Armourer305
    Recruit Sword and Buckler Unit150
    Recruit Sword Militia100
    Recruit Armoured Swordsman150
    Recruit Highland Nobles150
    Recruit Zweihander150
    Recruit Noble Swordsman150
    Recruit Forlorn Hope150
    Recruit Byzantine Infantry150
    Recruit Battlefield Assassins150
    Recruit Norse Swordsman150
    Recruit Dismounted Fuedal Knights150
    Recruit Dismounted Chivalric Knights150
    Recruit Dismounted Gothic Knights150
    Recruit Dismounted Conquistadores150
    Recruit Dismounted Italian MAA150
    Recruit Dismounted Broken Lances150
    Recruit Dismounted Norman Knights150
    Recruit Dismounted Polish Knights150
    Recruit Dismounted E Chivalric Knights150
    Recruit Dismounted Byzantine Lancers150
    Recruit Dismounted Latinkon150
    Recruit Sudanese Tribesmen100
    Recruit Hashishim150
    Recruit Urban Militia150
    Recruit Dismounted Christian Guard150

    Theologians Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Recruit Priest100
    Build Small Church/Small Masjid100
    Build Church/Masjid150
    Build Abbey/Minareted Masjid201
    Build Cathedral/Jama252
    Build Huge Cathedral/Great Jama305
    Pope Elected3030
    Governors Piety 6 or Greater (per turn)50
    Denouncement Mission Success1010
    Cardinal Promoted1010
    Priest Becomes a Heretic-5-5
    Recruit Priest Mission Success1010
    Recruit Priest Mission Failure-10-10

    Thiefs Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Governors Dread is 5 or Greater (per turn)20
    Build Brothel100
    Build Inn150
    Build Tavern200
    Build Coaching House250
    Build Pleasure Palace300
    Recruit Spy100
    Spy on Settlement22
    Spy Mission Success*1010
    Recruit Spy Mission Success1010

    *I have yet to find out what the Spy Mission is. In descr_missions.txt the only spy mission defined is the recruit a spy mission, which is defined itself later in export_descr_guilds.txt.

    Woodsmens Guild
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Recruit Peasant Archers100
    Recruit Longbowmen150
    Recruit Yeoman Archers150
    Recruit Sherwood Archers200
    Recruit Archer Militia100
    Recruit Dismounted Longbowmen150
    Build Brothel100
    Build Inn150
    Build Tavern200
    Build Coaching House250
    Build Pleasure Palace305
    Governor Chivalry is 5 or Greater (per turn)50

    Knights of Santiago Chapter House
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Crusade Army Created2525
    Crusade Army Abandoned-25-25
    Recruit Knights of Santiago101
    Governors Chivalry is 5 or Greater (per turn)55

    St. Johns Chapter House
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Crusade Army Created2525
    Crusade Army Abandoned-25-25
    Recruit Hospitaller Knight101
    Declare War on Muslim Faction1010
    Governors Chivalry is 5 or Greater (per turn)55
    Neighbor Region is 50% Muslim or Greater(per turn)101

    Templars Chapter House
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Crusade Army Created2525
    Crusade Army Abandoned-25-25
    Recruit Templar Knight101
    Governors Chivalry is 5 or Greater (per turn)55

    Teutonic Knights Chapter House
    Spoiler Alert, click show to read: 
    ActionPoints in SettlementPoints in Other Settlements
    Crusade Army Created2525
    Crusade Army Abandoned-25-25
    Neighbor Region is 50% Pagan or Greater101
    Recruit Teutonic Knight101
    Governors Chivalry is 5 or Greater (per turn)55
    Last edited by DarkKnight; January 11, 2007 at 06:56 PM.

  5. #5

    Default Re: A Guide for Guilds

    Faction Limitations

    GuildFactions That Can Host This Guild
    Alchemists GuildAll
    Assassins GuildAll
    Explorers GuildAll
    Hashshashins GuildMoors, Turks, Egypt, Mongols, Timurids
    Horse Breeders GuildAll
    Masons GuildAll
    Merchants GuildAll
    Swordsmiths GuildAll
    Theologians GuildAll
    Thiefs GuildAll
    Woodsmens GuildEngland
    Knights of Santiago Chapter HousePortugal and Spain
    St. Johns Chapter HouseEngland, France, Scotland, Denmark, Hungary, Poland, Papal States, Milan, Sicily, Venice
    Templars Chapter HouseEngland, France, Scotland, Denmark, Hungary, Poland, Papal States, Milan, Sicily, Venice
    Teutonic Knights Chapter HouseHoly Roman Empire




    Guild Benefits

    Spoiler Alert, click show to read: 
    GuildBenefit 1Benefit 2Benefit 3
    Alchemists GuildGun Powder Units +1 Experience In Settlementxx
    Master Alchemists GuildGun Powder Units +1 Experience In SettlementGun Powder Units +1 Experience In All Settlementsx
    Alchemists Guild HQGun Powder Units +1 Experience In SettlementGun Powder Units +2 Experience In All Settlementsx
    Assassins GuildHigher subterfuge assassinsLaw +1x
    Master Assassins GuildHigher subterfuge assassinsLaw +1Battlefield Assassins (Hungary)
    Assassins Guild HQHigher subterfuge assassinsLaw +2Battlefield Assassins and +1 Experience(Hungary)
    Explorers GuildHigher Army and Navy Movement Slightlyxx
    Master Explorers GuildHigher Army and Navy Movementxx
    Explorers Guild HQHigher Army and Navy Movement NotablyOpens Trade Route to Indiax
    Hashshashins GuildHigher Subterfuge AssassinsHashishimx
    Master Hashshashins GuildHigher Subterfuge AssassinsHashishim +1 Experiencex
    Hashshashins Guild HQHigher Subterfuge AssassinsHashishim +1 Experiencex
    Horse Breeders GuildCavalry +1 Experience In Settlementxx
    Master Horse Breeders GuildCavalry +1 Experience In SettlementCavalry +1 Experience In All Settlementsx
    Horse Breeders Guild HQCavalry +1 Experience In SettlementCavalry +2 Experience In All Settlementsx
    Masons GuildStone Building Cost Bonus 30Happiness +1Italian Spear Militia (Mi, Ve, P.S., Si), Spear Militia (Everyone else)
    Master Masons GuildStone Building Cost Bonus 20Happiness +1Bill Militia (En), Heavy Pike Militia (Sc), Partisan Militia (Fr), Halberd Militia (Hre, P.S., Si, Pol, Hu), Swordstaff Militia (De), Swordsmen Militia (Sp, Por), Italian Spear Militia (Mi, Ve), Spear Militia (Ru, Mong), Byzantine Infantry (By), Urban Militia (Moor), Halberd Militia (Eg, Tu, Ti)
    Masons Guild HQStone Building Cost Bonus 30Happiness +2Heavy Bill Militia (En), Heavy Pike Militia (Sc), Pike Militia (Fr, Hre, Sp, Por, Mi, Ve, P.S., Si), Swordstaff Militia (De), Halberd Militia (Pol, Hu), Berdiche Axemen (Ru), Byzantine Infantry (By), Urban Militia (Moor), Halberd Militia (Eg, Tu, Ti), Spear Militia (Mong)
    Merchants GuildHigher Finance MerchantsTrade Bonus +1Arab Cavalry (Moor, Eg), Sipahis (Tu), Cavalry Militia (Caths and Orthos)
    Master Merchants GuildHigher Finance MerchantsTrade Bonus +2Arab Cavalry (Moor, Eg), Sipahis (Tu), Cavalry Militia (Caths and Orthos)
    Merchants Guild HQHigher Finance MerchantsTrade Bonus +3Arab Cavalry (Moor, Eg), Sipahis (Tu), Cavalry Militia (Caths and Orthos)
    Swordsmiths GuildSwordsmen Experience +1xx
    Master Swordsmiths GuildSwordsmen Experience +1Heavy Cavalry Experience +1x
    Swordsmiths Guild HQSwordsmen Experience +1Heavy Cavalry Experience +1x
    Theologians GuildHigher Piety Priestsxx
    Master Theologians GuildHigher Piety Priestsxx
    Theologians Guild HQHigher Piety Priestsxx
    Thiefs GuildHigher Subterfuge Spiesxx
    Master Thiefs GuildHigher Subterfuge Spiesxx
    Thiefs Guild HQHigher Subterfuge Spiesxx
    Woodsmens GuildArcher Units +1 Experience In Settlementxx
    Master Woodsmens GuildArcher Units +1 Experience In SettlementArcher Units +1 Experience In All SettlementsSherwood Archers
    Woodsmens Guild HQArcher Units +1 Experience In SettlementArcher Units +2 Experience In All SettlementsSherwood Archers
    Minor Knights of Santiago Chapter HouseKnights of Santiagoxx
    Major Knights of Santiago Chapter HouseKnights of Santiago and +1 Experiencexx
    Knights of Santiago Chapter House HQKnights of Santiago and +1 Experiencexx
    Minor St. Johns Chapter HouseKnights of HospitallerHealth +1x
    Major St. Johns Chapter HouseKnights of Hospitaller and +1 ExperienceHealth +2x
    St. Johns Chapter House HQKnights of Hospitaller and +1 ExperienceHealth +3x
    Minor Templars Chapter HouseKnights Templarxx
    Major Templars Chapter HouseKnights Templar and +1 Experiencexx
    Templars Chapter House HQKnights Templar and +1 Experiencexx
    Minor Teutonic Knights Chapter HouseTeutonic Knightsxx
    Major Teutonic Knights Chapter HouseTeutonic Knights and +1 Experiencexx
    Teutonic Knights Chapter House HQTeutonic Knights and +1 Experiencexx




    Guild Descriptions

    Spoiler Alert, click show to read: 
    GuildLong DescriptionShort Description
    Alchemists GuildThe Alchemists’ Guild is really only likely to install a guild house in a place where the local nobility has already shown an open acceptance of alchemy as a practise, as the religious leaders are commonly swift to denounce it as a heretical practise. In return for the freedom to practise their arts, the alchemists continually refine a higher quality of gunpowder to be made available at the local barracks.An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
    Master Alchemists GuildAt a Master Alchemists’ Guild, the most promising apprentices from the smaller outlying guild halls come to complete their studies before applying for their own grants. Here they gain access not only to a Master’s knowledge, but most importantly to retorts, alembics and other apparatus made of the finest glass available – Specialist tools that are difficult even to commission, let alone afford.An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
    Alchemists Guild HQThe Alchemists’ Guild Headquarters is the highest centre of learning in the known world when it comes to material science. Here theology is considered a waste of time, something that opposes the progress of true research – A stance that differentiates it greatly from a University, and makes it incredibly unpopular with local men of the faith. The gunpowder produced here is considered the finest, without exception.The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
    Assassins GuildAn Assassins' Guild house is an unremarkable structure, simply because inconspicuousness is a must in this particular guild’s trade. From the outside it appears as a merchant’s office, but it really serves as a meeting place, and as a training centre for assassins that emerge from this city. The presence of the guild house helps keep streetwise commoners in line.An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
    Master Assassins GuildThe Master Assassins' Guild is a place most noble folk would rather not see the inside of. On one hand there’s the disturbing sight of the advanced training facilities made available to assassins training here – a vast arsenal of weapons most sinister and painful adorn the racks. Then there’s the guild’s grim circle of masters, who arrange the grizzly tasks that lord and coin command done.A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
    Assassins Guild HQAny city the Assassins' Guild chooses to its home instantly bears an air of notoriety, as a place that spawns the deadliest hired blades in the west. Here the Grand Master of assassins resides over the affairs of the guild, which generally involve intense moments of diplomacy with lords from all over the known world. Assassins trained here are polished, deceitful, cunning and deadly.The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
    Explorers GuildAs time goes on, Lords and Sultans have realised that finding new lands is generally easier than conquering known ones. An Explorer’s Guild house is essentially a gathering point for pioneering types to further the pursuits of traversing the earth, and proper cartography. The guild tends to offer its findings to the local military, making the troops more graceful travellers.An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
    Master Explorers GuildA Master Explorers’ Guild house is always headed by a truly well-travelled scholar, who has seen enough of known world to be considered an authority on how to discover what lies beyond. He brings enough insight into a diversity of climates and how to best survive them to genuinely assist the way the local military trains its troops.A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
    Explorers Guild HQThe Explorers’ Guild Headquarters is where the greatest pioneers of distant frontiers gather and make boasts and plans to reach increasingly more ambitious horizons. Proud chest beating aside, the headquarters musters the kind of people required to establish a trade route to India, by sailing around the Cape of Good Hope, the distant southern tip of Africa.The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
    Hashshashins GuildThe Hashashim are a notorious order of killers who hail from the Alborz mountains, who are infamous for their brutal efficiency at doing away with people, regardless of their station or security. When the Hashashim choose to set up a chapter house in a city, it is a true testimony to the grim cunning and determination of the young men emerging from the streets. A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins.
    Master Hashshashins GuildThe Master Hashashim's' Guild house is a den of delights and death. Promising young protégés are lured into the order here in ritualistic ceremonies, and turned into lethal weapons for the promise of paradise. It keeps the common folk watching their feet and backs, for fear of losing a friend or loved one to the order, one way or another.A Master Hashashim's Guild improves law and order in the region, and the quality of locally trained assassins.
    Hashshashins Guild HQThis is for all intents and purposes, the home of the Hashashim order, outside of their founding fortress base at Alamut castle. Here masters of the order train the most promising young members of the order’s darkest secrets of subtlety, sabotage, and murder. The presence of the Hashashim grandmasters shall earn notoriety for any city they call home.The Hashashim's Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
    Horse Breeders GuildThe medieval age has made it apparent that the mounted warrior is the most powerful and capable on the battlefield, and thus, the art of breeding steeds that are both strong and fearless has been heavily refined in the recent past. A Horse Breeders' Guild house ensures that the local stock is devoid of skittish nervousness, which has a habit of making cavalry trained here more reliable in battle.A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
    Master Horse Breeders GuildHere at the Master Horse Breeders’ Guild, wealthy equine experts further the arts of animal husbandry to produce steeds that are prized by lords who seek to field quality cavalry. The experimentation of the guild masters in matching breeds from distant lands has resulted in steeds that boast better traits than either parent can. The guild’s expertise is typically passed on to the local cavalry stables, that benefit in bolder steeds.A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
    Horse Breeders Guild HQThe Horse Breeders’ Guild Headquarters is essentially the world’s home of genetic science in the medieval age. While notions of human genetics are kept blasphemous by men of the cloth, the guild has been unhindered in its quest to prove that careful breeding can produce a greater steed than would normally be found anywhere. This offers the Headquarters’ host city cavalry units steeds of unmatched quality.The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
    Masons GuildAs one would expect, a Masons' Guild house is a solidly constructed building with strong stone foundations, representative of the Guild’s sphere of focus. The guild usually chooses to establish its offices in places where a lot of construction takes place. This is a true boon for the local nobility, as the guild will help cut construction costs down on expensive stone structures.A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
    Master Masons GuildThrough always a solidly constructed building, a Master Masons’ Guild hall is never the most breathtaking building in any city it inhabits, by nature of the fact the guild ensures far more ambitious and spectacular buildings are erected at a notably lower price. The urban beautification that the master masons bring to a settlement is always welcome.A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
    Masons Guild HQThe Masons' Guild Headquarters is a shining example of solid construction and opulent interiors, fitting of the recognised masters of civil construction. The building dominates its host city, not by its appearance, but rather by its influence over the rest of the settlement. Evidence of this influence can be seen in the expensive stonework throughout the city, and the people’s pride in their home town.The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
    Merchants GuildWhen mercantile trade starts to flourish in a city, the Merchants’ Guild house is the sign that the guild heads have seen the potential in the place. The building itself serves as clerical headquarters for the guild to administrate trade in the region, bringing higher profits in thanks to the guild’s broad connections. Merchants trained in this city are more likely to be skilled and educated.A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
    Master Merchants GuildA Master Merchants’ Guild house is essentially the home of the trade establishment in any medieval city it adorns. The primary roles of the building are to serve as a place to dictate the trade value of commodities for local trade, as well as to regulate all trade with merchants from abroad, checking weights so that all trade in the area is considered fair and just, even if it is under the guild’s thumb. A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
    Merchants Guild HQThe Merchants’ Guild Headquarters hosts something that goes outside the typically self-serving nature of merchants – charity. At first many local merchants would find the guild’s presence oppressive, but once they saw the guild take care of its own when misfortune strikes, the guild’s system would be readily embraced. This network of support helps increase trade in the region notably.The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
    Swordsmiths GuildNaturally, as the demand for increasingly stronger weapons continues to grow, the number of men working to master the art of metallurgy and weaponsmithing grow too, in time large enough to form a Swordsmiths’ Guild. The members are highly skilled smiths who pride themselves on being able to improve the standard weaponry of standing armies.A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
    Master Swordsmiths GuildThe Master Swordsmiths’ Guild house offers a greater diversity of expertise than a standard guild house. Master smiths that have outfitted knights at tournament bring a greater understanding of the needs of a rider, and this in turn offers cavalry units trained here a keen knowledge of the weak points in their own protection.A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
    Swordsmiths Guild HQAs one would expect, the Swordsmiths' Guild Headquarters is home to the greatest weapon makers in the world. A Grandmaster himself sometimes fashions weapons here as gifts to lords, that typically prove to be most effective in keeping the guild’s relations with the nobility nice and smooth.The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
    Theologians GuildRather than a place of worship, the Theologians' Guild house is a place of study, contemplation and very careful debate. The building is essentially a place of research into holy texts, relics, writings and their meanings. Profound findings are rare, as theologians struggle with being dubbed heretics, which has the benefit of making priests who study here pious and proper.A Theologians' Guild house improves the quality of priests created in the region.
    Master Theologians GuildA Master Theologians’ Guild house is a true centre of spiritual exploration. Here enough learned scholars that have explored a diversity of texts are gathered in one place to understand the nature of the spirit, and the holy word to make it a place on the map for any seeking religious enlightenment. This enlightenment can be seen in the priests that are trained here.A Master Theologians' Guild improves the quality of priests created in the region.
    Theologians Guild HQThe Theologians’ Guild Headquarters is considered the premiere authority of religious research and understanding, outside of that which is written in the Bible and deigned by the Papacy. Many of the most respected members of the clergy come here to better complete their understanding of God before meeting him, and their experience is evident in the clergy fortune enough to study here.The Theologians' Guild Headquarters improves the quality of priests created in the region.
    Thiefs GuildA Thieves’ Guild house is more of a training centre devoted to the practice of security and intelligence rather than a criminal collective. However, it is easy to understand as to why there is some confusion on the matter. The guild house offers a way out to those born to a life of petty crime, by honing their skills so that they may serve the nobility legitimately, spying for the throne abroad.A Thieves' Guild house improves the quality of spies hired in the same settlement.
    Master Thiefs GuildA Master Thieves’ Guild house is essentially a sort of intelligence headquarters that works in liege with the noble court. Here, information is centrally gathered and digested from informants near and far, and masters teach aspiring young men tricks of the trade that can pay off in field work abroad. The guild may school in sin, but the improved intelligence it provides is a godsend.A Master Thieves' Guild improves the quality of spies hired in the same settlement.
    Thiefs Guild HQThe Thieves’ Guild Headquarters is the world’s leading centre of excellence in espionage. Much of the guild masters’ time here is actually spent focused on diplomacy, ensuring the guild plays the game of working for opposing masters without angering them. As a result, initiates and apprentices that study at the headquarters are schooled in dealing with nobility, improving their chances of infiltrating foreign courts.The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
    Woodsmens GuildThe Woodsmen’s Guild is more of an organisation of peasants that maintain skills of living off the land that even most trained soldiers cannot lay claim to. Though most of their skills are trade orientated, virtually all guild members can both string and fire and longbow properly with genuine skill. The guild offers its expertise to lords that support its existence without quarrel.A Woodsmen's Guild improves the quality of archers recruited from the region.
    Master Woodsmens GuildThough it may pride itself as a house of the master of woodland lore, the Master Woodsmen’s Guild is really a regional headquarters for an unofficial militia force formed from the ranks of the peasants. There is nothing ostentatious about the furnishings of a Master Woodsmen’s guild house, with all the guild’s wealth lying in its abilities to help field a more potent force than meets the eye.A Master Woodsmen's Guild notably improves the quality of archers recruited from the region.
    Woodsmens Guild HQThough the Woodsmen's Guild Headquarters includes artisans of peasant trade and labour, in truth this just helps form the legitimate face of what is essentially a well-trained bandit clan that is known to prey on indecent lordlings that abuse the lower class. Tolerating this behaviour affords the King the benefit of ensuring that mastery of the bow is popular among the majority of Englishmen.The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region.
    Minor Knights of Santiago Chapter HouseLike the other Christian knightly orders, the Knights of Santiago owe their origins to offering shelter and safe passage to pilgrims. However, unlike the other orders, a Knights of Santiago Minor Chapter House is not found on the roads to the Holy Lands, but along the pilgrim’s path to Compostella, the most important pilgrimage centre in all Western Europe.A Knights of Santiago Minor Chapter House allows the recruitment of Knights of Santiago.
    Major Knights of Santiago Chapter HouseUnlike the other Christian knightly orders, the Knights of Santiago makes a point of schooling its members in maritime pursuits, and this is typically done at a Knights of Santiago Major Chapter House. With the order devoted to the Reconquista of Iberia from the Moors, these large chapter houses serve as major barracks and training centres.A Knights of Santiago Major Chapter House allows the recruitment of experienced Knights of Santiago.
    Knights of Santiago Chapter House HQThe Knights of Santiago Headquarters is where the order’s Grand Master resides, and meets with the Trecenezago, a council of thirteen of the order’s veteran members. Because the Knights of Santiago only take a vow of marital chastity, the Trecenezago tend to have had plenty of opportunity to settle locally with their wives and children, which in turn brings a family tradition unto the order.The Knights of Santiago Headquarters allows the recruitment of veteran Knights of Santiago.
    Minor St. Johns Chapter HouseThe Hospitaller Knights of Saint John have formed a rather progressive order. The first St. Johns’ Minor Chapter Houses were little more than a refuge for pilgrims, established by a devout group of Christian knights in the Holy Lands. As the order decided to get involved with escorting pilgrims, the chapter houses became barracks for its highly respected troops.A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
    Major St. Johns Chapter HouseIncreased call for the order’s protection brought about the need for the St. Johns’ Major Chapter House. Though the Hospitallers’ reputation as warriors of salvation has not diminished, the reality is that the order has become a small military power in its own right. This is most evident by observing the prowess of the Knights trained at a Major Chapter House.A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights.
    St. Johns Chapter House HQSt Johns’ Headquarters is the home of the order of the Hospitaller Knights, an order that has grown to become one of the Papacy’s favoured. The Knights of St John were exempt from all authority short of the Pope himself, making the Grand Master of the order a very powerful man.The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights.
    Minor Templars Chapter HouseThe Knights Templar are an order of warrior monks that were formed to ensure the safe passage of European Christians to the Holy Lands. A Templars' Minor Chapter House is both a hostel to pilgrims and also a place of dedication to the pursuits of the order - spiritual, and martial.A Templars' Minor Chapter House allows the recruitment of Templar knights.
    Major Templars Chapter HouseA Templars’ Major Chapter House may be the home of an order founded upon virtues that include poverty, and it may still offer safety for the humblest of pilgrims, but it is no poor house. In fact, the building itself shows splashes of opulence and decadence, although this does nothing to change the respect shown for the warriors of the order trained here.A Templars' Major Chapter House allows the recruitment of experienced Templar knights.
    Templars Chapter House HQThe Templars’ Headquarters is the home to arguably the most powerful knightly orders within all of Christendom. Though the order’s path to greatness was forged in acts of benevolence, it is now almost a commercial organisation, with an incredibly dedicated and powerful armed force to ensure its legitimacy is not questioned too strongly. In some respects, this building is the palace of one of Europe’s powers.The Templars' Headquarters allows the recruitment of veteran Templar knights.
    Minor Teutonic Knights Chapter HouseThe Teutonic Knights are a German order of Christian knights that serve in the Holy Lands when the Crusades call them there. They are also noted for their eagerness to purify European lands where the populace has yet to properly embrace the Christian faith.A Teutonic Knights' Minor Chapter House allows the recruitment of Teutonic knights.
    Major Teutonic Knights Chapter HouseA Teutonic Knights’ Major Chapter House is a place where the finest German Christian warriors reside, training and devoting themselves to the order’s pursuits. Those pursuits are primarily in skill at arms, at which the order excels. Other pursuits include hording money from taxing the lands they liberate from the darkness of Paganism. The chapter house garrisons a fair amount of the order’s warriors.A Teutonic Knights' Major Chapter House allows the recruitment of experienced Teutonic knights.
    Teutonic Knights Chapter House HQThe Teutonic Knights’ Headquarters is the grand residence of the Hochmeister, the head of the mighty Teutonic Order. Even though the order’s power is apparent in the lavish furnishings within, the true wealth lies in the knowledge and devotion of its most senior members. Here they gather to both pay homage to the Hochmeister, and help to manage a knightly order with the power of a small nation.The Teutonic Knights' Headquarters allows the recruitment of veteran Teutonic knights.



    Guild Missions

    GuildMissionDurationTurn StartExclude DurationRewardPenalty
    Explorers GuildTake Settlement10330300 Florins, 30 points in all citiesLoss of 30 Points in all cities
    Assassins GuildRecruit Assassin532010 Florins, 10 points in all citiesAssassination Chance 0.05*, loss of 10 points in all cities
    Thiefs GuildRecruit Spy5320100 Florins, 10 points in all citiesLoss of 10 Points in all cities
    Merchants GuildRecruit Merchant5320100 Florins, 10 points in all citiesLoss of 10 Points in all cities
    Theologians GuildRecruit Priest5320100 Florins, 10 points in all citiesLoss of 10 Points in all cities
    Merchants GuildAcquisition10325200 Florins, 20 points in all citiesLoss of 20 Points in all cities
    Merchants GuildTrade Agreement10320100 Florins, 10 points in all citiesLoss of 10 Points in all cities
    Masons Guild*Build Churchx330Guild Points OnlyNone

    *Not sure exactly what Assassination Chance 0.05 means
    *Mason Guild build church seems incomplete. Duration is missing. Penalties are missing. Reward is absent from descr_guilds.txt.



    City vs Castle Availability

    GuildHouseMasterHeadquarters
    Alchemists GuildCityLarge CityHuge City
    Assassins GuildCityLarge CityHuge City
    Explorers GuildCityLarge CityHuge City
    Hashshashins GuildCityLarge CityHuge City
    Horse Breeders GuildCityLarge CityHuge City
    Masons GuildCityLarge CityHuge City
    Merchants GuildCityLarge CityHuge City
    Swordsmiths GuildCity or FortressLarge City or CitadelLarge City or Citadel
    Theologians GuildCityLarge CityHuge City
    Thiefs GuildCityLarge CityHuge City
    Woodsmens GuildFortressCitadelCitadel
    Knights of Santiago Chapter HouseCity or FortressLarge City or CitadelLarge City or Citadel
    St. Johns Chapter HouseCity or FortressLarge City or CitadelLarge City or Citadel
    Templars Chapter HouseCity or FortressLarge City or CitadelLarge City or Citadel
    Teutonic Knights Chapter HouseCity or FortressLarge City or CitadelLarge City or Citadel









    If you liked this guide or found it useful please +rep to let me know. In the mean time I will be working on writing a guide to another area. Feel free to quote or completely repost this anywhere without my permission or giving me credit (so long as you don't give yourself the credit). All content in this guide belongs to the general community.
    Last edited by DarkKnight; January 09, 2007 at 09:54 PM.

  6. #6

    Default Re: A Guide for Guilds

    very informative guide. much appreciated

  7. #7

    Default Re: A Guide for Guilds

    What does the Trade Route to India actually do? I have an Explorer's Guild HQ, but I managed to get it very early in the game, and I didn't notice any differnce

  8. #8

    Default Re: A Guide for Guilds

    You just get extra money through trade.

  9. #9

    Default Re: A Guide for Guilds

    I have 2 questions:

    1. Since taverns/inns (which give bonuses to woodsmens guild in the settlement) can only be built in cities, and woodsmens guilds are only available in castles, wouldn't the bonus be meaningless?

    2. Has anyone actually gotten Sherwood Archers. I've been playing as England on VH/VH and I've been pumping out lbows and yeomen for many, many turns at Nottingham, but I've only gooten the basic woodsmens guild (no SA's). Any suggestions?

  10. #10

    Default Re: A Guide for Guilds

    1) Yes. Except the pleasure palace. You get 5 points in all settlements, but it is kind of pointless because you can get more points through recruitment.

    2) I have never played England and tried to get them. But from looking at the triggers I would say the best way to get them would be not only to pump out longbows and yeomen but also have a governor with 5 Chivalry in the city.

    How many turns did you do that for. Lets say you have a city which you recruit a longbow or yeoman every turn and its governor has 5 chivalry. Every turn you get 15 from the unit, 5 from the governor, and -1 from normalization. So 19 points a turn. At that rate it would take 6 turns for a house and 14 turns for a master. Now if you didn't get the governor bonus it would only be 14 points a turn. At that rate it would take 8 turns for a house, but 18 turns for a master! If you wanted an HQ it would be 27 turns with a governor and 36 without. It takes a lot of time to get it.

  11. #11
    Trajan's Avatar Capodecina
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    Default Re: A Guide for Guilds

    DarkKnight, is there anyway to have both the St. John's and Templars' Chapter Houses? I had the St. Johns for awhile but I wanted to get the Templars so I destroyed all the St. John houses.

    In the export_descr_guilds.txt, if I delete the lines "exclude st_johns_chapter_house" and exclude templars_chapter_house, can I have both guilds approach me in the long run?

  12. #12

    Default Re: A Guide for Guilds

    It should work. However I have never play tested it, and sometimes things that should work according to code don't work. But at least according to the code that will allow both to be built by the same faction.

  13. #13
    Trajan's Avatar Capodecina
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    Default Re: A Guide for Guilds

    Thanks man. If it works, I'll let you know.

  14. #14

    Default Re: A Guide for Guilds

    Quote Originally Posted by Trajan View Post
    Thanks man. If it works, I'll let you know.
    If it works you may also want to mod the triggers for them. They have basically identical triggers, so if you get one you will get the other right after (in most cases). So you might want to polarize them a bit.

  15. #15
    Trajan's Avatar Capodecina
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    Default Re: A Guide for Guilds

    Thanks, I'll do that.

  16. #16
    kleemann's Avatar Libertus
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    Default Re: A Guide for Guilds

    Well to test it out to have both Templars and Hospitaller just make one cheat triger, recruit spearmen and get 100 point for templars and milita for 100 for hospitallers. So you can see then will it is bossible.
    Trading tip: Load your mercants on your (crapy, cheap upkeep) unit and place that crapy unit on the valuable trade ressource. All will earn money on that single ressourec AND other merchants can't do anything! ha:ha

    BUT it has bad side efect, if the unit rebel you will lose your merchants :hmmm:

    How-to: edit battle_model.modeldb to add new animations and skins.

  17. #17

    Default Re: A Guide for Guilds

    Thanks, amazing amount of detail.

    A question though...

    Is it better to recruit only 1 unit a turn, in the example above with the Woodsman's guild, would recruiting 3 longbow archers in 1 turn give 45 points, or just 15?

  18. #18

    Default Re: A Guide for Guilds

    It would be better to recruit multiple a turn. However, if you are doing a long recruiting line for (say 20 turns) after a couple turns the recruitment pool will have depleted to the point where you only can recruit 1 a turn.

  19. #19

    Default Re: A Guide for Guilds

    Good to know, Thanks for your quick reply.

    One more question: With the explorers guild,
    Fleets distance from capital is between 50 and 100 (per turn) (per fleet) 3
    I'm assuming 10 stacked ships is 1 fleet, and 10 single ships is 10 fleets?

  20. #20

    Default Re: A Guide for Guilds

    I honestly do not know the answer to that question. The term "fleet" was what is used in the code. In the game, fleet means a stack (your definition above). However, you never know if the game interpretes it as a ship.

    If you decide to test it and get an answer please share the results.

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