Results 1 to 18 of 18

Thread: Guilds

  1. #1

    Default Guilds

    Do light men at arms and archers contribute to swordsmith guild and woodsmen's guild for England. I've finding it impossible to get anything other than chapter houses in castles.
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  2. #2

    Default Re: Guilds

    Light Men At Arms give 5 points to Swordsmiths' and nothing to Woodsmen's.

    For Woodsmen's:

    Peasant Archers - 10 points.
    Longbowmen - 15 points.
    Yeomen - 15 points.
    Sherwood - 20 points.
    Archer Militia - 10 points.
    Dismounted Longbowmen (these might be called something else in the campaign, maybe Retinue?) - 15 points.

    Brothel - 10 points.
    Inn - 15 points.
    Tavern - 20 points.
    Coaching House - 25 points.
    Pleasure Palace - 30 points.

    A governor with 5 or more Chivalry will give 5 points per turn towards the Woodsmen's Guild.

    All of these give points only to the settlement where the governor stays/the unit is recruited/the building is built.

  3. #3

    Default Re: Guilds

    what about regular Archers?
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  4. #4

    Default Re: Guilds

    They weren't on the list of units that give points to the Woodsmen's Guild.

  5. #5

    Default Re: Guilds

    wouldn't it make scene to have them on there?

    BTW when do Longbowmen become available?
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  6. #6

    Default Re: Guilds

    From memory around 1220, a bit early really. Welsh Longbow mercs available earlier.

  7. #7

    Default Re: Guilds

    which units add to swordsmith guild for England?

    When i played my later era campaign, they only guilds i was getting offered were the Assassin's (i always form a marriage alliance with Scotland and them destroy the faction with nothing but assassins) Chapter Houses (i have a habbit of having all my generals join a Crusade the turn before he target is capture) and Theologian's. I'm i'm lucky I'll be offered a Merchants guild.

    I'm only at 1070 and its 2TPY so i got a while to go. Last time i played an early campaign events were turned off and I played the enter thing to the 1300s with only the basic English units.
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  8. #8

    Default Re: Guilds

    Armored Swordsmen - 15 points.
    Dismounted Feudal Knights - 10 points.
    Light Men At Arms - 5 points.

    You should check the guild text file in the "data" folder; it has the answers to such questions.

  9. #9

    Default Re: Guilds

    cheers, after spam recruiting peasant archer i finally got my woodsman's guild
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  10. #10
    Tiro
    Join Date
    May 2011
    Location
    Novgorod
    Posts
    238

    Default Re: Guilds

    Quote Originally Posted by k/t View Post
    Armored Swordsmen - 15 points.
    Dismounted Feudal Knights - 10 points.
    Light Men At Arms - 5 points.
    Pardon, but this effect is global or for each town separately?
    I can't get Swordsmith guild in Palanga, TO campaign, is it possible?
    Buying all Swordbrethrens and Ritterbruders as much as possible.
    Last edited by ITC; June 16, 2011 at 12:10 PM.

  11. #11

    Default Re: Guilds

    Quote Originally Posted by k/t View Post
    All of these give points only to the settlement where the governor stays/the unit is recruited/the building is built.
    The high-level armourers give 2 or 5 points to the rest of the settlements, but it's a negligible effect.

    Hmm...in the TO campaign Palanga doesn't exist. It's Konigsberg. Or at least that's how it is in the RR/RC Compilation. That's where I got the Swordsmiths' Guild Headquarters. Recruit Sword Brethren (10 points) and Ritterbruder (dismounted version only - 15 points), then disband them as soon as they're recruited. Keep doing this for a while and you'll get the guild. Make sure the settlement is at least a fortress - the Major House and HQ need a citadel. The other guys that the TO gets in Palanga, Prussian Swordsmen or something (Local-type), don't give points.
    Last edited by k/t; June 16, 2011 at 06:02 PM.

  12. #12
    Tiro
    Join Date
    May 2011
    Location
    Novgorod
    Posts
    238

    Default Re: Guilds

    Thank's. Yes, Konigsberg.
    So I'm on the right way. I'll try to do this without disband, fair play )))))

  13. #13

    Default Re: Guilds

    Build the armourers too while recruiting those guys. It will speed up the process.

    Still, without disbanding it's going to take a long time and a lot of money. Each turn you lose 1 point from each guild in every city, so if you wait 8 or 9 turns to recruit a unit that gives 10 points, you've only gained 1 or 2 points. The HQ needs 500. At that rate you'll need to wait a few thousand turns.

  14. #14
    Tiro
    Join Date
    May 2011
    Location
    Novgorod
    Posts
    238

    Default Re: Guilds


  15. #15

    Default Re: Guilds

    Disband...

  16. #16
    Tiro
    Join Date
    May 2011
    Location
    Novgorod
    Posts
    238

    Default Re: Guilds

    The high-level armourers give 2 or 5 points to the rest of the settlements
    But wait. 8 castles. In every one I am buying every unit whith sword (Prussian Swordsmen is not counted global?)
    So may be I have a chance...
    Btw, I do not need to disband cause the Crusade is called on my Riga )))

  17. #17

    Default Re: Guilds

    Quote Originally Posted by k/t View Post
    Prussian Swordsmen or something (Local-type), don't give points.
    Originally Posted by k/t
    All of these give points only to the settlement where the governor stays/the unit is recruited/the building is built.

  18. #18
    Tiro
    Join Date
    May 2011
    Location
    Novgorod
    Posts
    238

    Default Re: Guilds

    It's done, Swordsmith in Konigsberg. 120 turn, 2YPT.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •