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  1. #1
    Massive_attack's Avatar Campidoctor
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    Default How to attract specific guilds ?

    Hello, welcome to another one of my wonderfully short lived question threads, I'd like to know how to attract certain guilds to my cities/castles ?

    I always seem to end up with silly guilds that i really dont need, things like a woodsmens guild, or theologians guild (nine times out of ten im excommunicated, lol).

    What i really want are guilds that offer unique troops, merchant guilds do that, and i very much like them, but ive also wanted crusader guilds and the like, but they seem so utterly unattainable to me ! (Or so rare that even getting *one* is truly an achievement).

    Any ideas ? General knowledge on attracting guilds ? Witty remarks or banter ?

    PS: im mainly talking about western european factions, so that should narrow things down !

  2. #2

    Default Re: How to attract specific guilds ?

    You get specific guilds for building different buildings in your cities. These are off the top of my head. Building barrack type buildings will get you the swordsmith guild. Building armourers will get you the armorsmith guild. Building stables will get you the horse breeders guild. You get the masons guild for simply building a lot. And etc. In my experience the masons guild is the hardest to get. The masons guild gives you unique units as well, usually two per faction. I believe the crusaders guild has to do with your faction leaders piety, your standing with the pope and whether or not you join crusades.

    So as an example you want to get a swordsmiths guild in one of your castles. You should build as many barrack type buildings in that castle as you can.

  3. #3
    TheBromgrev's Avatar Ducenarius
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    Default Re: How to attract specific guilds ?

    After a quick 10 minute search of the forums, I found this thread:
    http://www.twcenter.net/forums/showthread.php?t=77577

  4. #4
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: How to attract specific guilds ?

    Templar and Hospitaller chapter houses: your best bet is to go on crusade
    Merchants guild: build markets and recruit merchants
    Swordsmiths guild: recruit sword units (for a list of what units qualify, look in descr_guilds.txt in the SS\data folder).
    Stonemasons guild: build stone buildings (again see descr_guilds for a list of buildings).

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  5. #5

    Default Re: How to attract specific guilds ?

    In the data folder, you can have a quick check in export_data_guilds.txt

    Save you the trouble - here's the skinny for the triggers.

    Each guild has 3 Levels - Basic, Master, and HQ. Each one requires X amount of points, generated by certain triggers - respectively - 100, 250, 500.

    Points are generated in 3 ways either by the specific settlement (s), by that which occurs in other settlements (o), or by all (a).

    Generally, it's higher in specific settlements.

    General Triggers -
    1 When a guild is upgraded, +20 points is generated to that guild in the settlement, +10 for all others.
    2 When a guild is destroyed, loses -100 in the settlement, and -20 elsewhere.
    3 When a settlement is upgraded, ALL GUILDS gain +10 in that settlement.
    4 Every turn after Turn Number is 25, all Guilds in that settlement lose -1.

    Assassins Guild
    1 - Train Assassin +10 for that settlement
    2 - Assassination Mission successful, +15 for all.

    Masons Guild
    1 - Build Stone Wall, +10 for that settlement, and +2 for others.
    2 - Build Large Stone Wall, +15 for that settlement, and +2 for others.
    3 - Build Huge Stone Wall, +25 for that settlement, and +3 for others.
    4 - Build Guards Quarters, +10 for that settlement, and +2 for others.
    5 - Build Outpost Garrison, +15 for that settlement, and +2 for others.
    6 - Build Drill Square, +20 for that settlement, and +2 for others.
    7 - Build Barracks, +25 for that settlement, and +2 for others.
    8 - Build Armoury, +30 for that settlement, and +3 for others.
    9 - Build Town Watch, +10 for that settlement, and +2 for others.
    10 - Build Town Guard, +15 for that settlement, and +2 for others.
    11 - Build City Watch, +15 for that settlement, and +2 for others.
    12 - Build Militia Drill Square, +20 for that settlement, and +2 for others.
    13 - Build Militia Barracks, +20 for that settlement, and +2 for others.
    14 - Build Army Barracks, +25 for that settlement, and +2 for others.
    15 - Build Royal Armoury, +30 for that settlement, and +3 for others.
    16 - Build Leather Tanner, +10 for that settlement, and +2 for others.
    17 - Build Blacksmiths, +15 for that settlement, and +2 for others.
    18 - Build Armourer, +20 for that settlement, and +2 for others.
    19 - Build Heavy Armourer, +20 for that settlement, and +2 for others.
    20 - Build Plate Armourer, +25 for that settlement, and +2 for others.
    21 - Build Gothic Armourer, +30 for that settlement, and +3 for others.
    22 - Build Leather Tanner (in a Castle), +10 for that settlement, +2 for others.
    23 - Build Blacksmith (in a Castle), +15 for that settlement, +2 for others.
    24 - Build Armourer (in a Castle), +15 for that settlement, +2 for others.
    25 - Build Heavy Armourer (in a Castle), +20 for that settlement, +2 for others.
    26 - Build Plate Armourer (in a Castle), +25 for that settlement, +2 for others.
    27 - Build Gothic Armourer (in a Castle), +30 for that settlement, +3 for others.
    28 - Build Bowyer, +10 for that settlement, +2 for others
    29 - Build Archery Range, +20 for that settlement, +2 for others.
    30 - Build Archery Academy, +30 for that settlement, +3 for others.
    31 - Build School, +10 for that settlement, +2 for others.
    32 - Build University, +15 for that settlement, +2 for others.
    33 - Build Library, +15 for that settlement, +2 for others.


    Swordsmiths Guild
    1 - Build Leather Tanner, +10 for that settlement.
    2 - Build Blacksmiths, +15 for that settlement.
    3 - Build Armourer, +20 for that settlement.
    4 - Build Heavy Armourer, +20 for that settlement, and +1 for others.
    5 - Build Plate Armourer, +25 for that settlement, and +2 for others.
    6 - Build Gothic Armourer, +30 for that settlement, and +5 for others.
    7 - Build Leather Tanner (in a castle), +10 for that settlement.
    8 - Build Blacksmiths (in a castle), +15 for that settlement.
    9 - Build Armourer (in a castle), +20 for that settlement.
    10 - Build Heavy Armourer (in a castle), +20 for that settlement, and +1 for others.
    11 - Build Plate Armourer (in a castle), +25 for that settlement, and +2 for others.
    12 - Build Gothic Armourer (in a castle), +30 for that settlement, and +5 for others.

    Theologians Guild
    1 - Train Priest, +10 for that settlement.
    2 - Build Small Church, +10 for that settlement.
    3 - Build Church, +15 for that settlement.
    4 - Build Abbey, +20 for that settlement, +1 for others.
    5 - Build Cathedral, +25 for that settlement, +2 for others.
    6 - Build Huge Cathedral, +30 for that settlement, +5 for others.
    7 - One of your Cardinals becomes the Pope, +30 for all.
    8 - Governer has a higher Piety than 5, +5 for that settlement.
    9 - You successfully denounce a Witch or Heretic, +10 for all.
    10 - One of your Priests becomes a Cardinal, +10 for all.
    11 - One of your Priests becomes a Heretic, -5 for all.

    Merchants Guild
    1 - Train Merchant, +10 for that settlement.
    2 - Build Merchants Wharf, +20 for that settlement.
    3 - Build Warehouse, +25 for that settlement, +2 for others
    4 - Build Docklands, +30 for that settlement, +5 for others
    5 - Build Market, +10 for that settlement.
    6 - Build Fairground, +15 for that settlement.
    7 - Build Great Market, +20 for that settlement, +2 for others.


    Explorers Guild
    1 - Train Merchant, +10 for that settlement.
    2 - Build Port, +15 for that settlement.
    3 - Build Shipwright, +20 for that settlement.
    4 - Build Dockyard, +25 for that settlement, and +2 for others.
    5 - Build Naval Dry Dock, +30 for that settlement, and +5 for others.
    6 - Build Merchants Wharf, +20 for that settlement.
    7 - Build Warehouse, +25 for that settlement, +2 for others
    8 - Build Docklands, +30 for that settlement, +5 for others

    Unfinished still working on it***
    Last edited by Vaz; October 20, 2009 at 11:11 PM.

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  6. #6

    Default Re: How to attract specific guilds ?

    Nice.

    +rep Vaz.

  7. #7

    Default Re: How to attract specific guilds ?

    See also http://www.twcenter.net/forums/showthread.php?t=76368 Info on guilds: spoiler for a summary on all guilds. It is for vanilla but works fine for me in SS 6.1
    Last edited by campbela; October 20, 2009 at 09:48 PM. Reason: gooder grammar

  8. #8
    TheBromgrev's Avatar Ducenarius
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    Default Re: How to attract specific guilds ?

    I like my post better Simple and straight to the point

  9. #9

    Default Re: How to attract specific guilds ?

    Not necessarily for SS =) Much appreciated, django

    [ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
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  10. #10
    Tyrenia's Avatar Tiro
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    Default Re: How to attract specific guilds ?

    That's odd. I've managed to get (at one point or another) almost every guild, except the Mason's one. I appear to be getting points in the right places, yet I have never had one. And is it true that you get special units for a Mason's guild? If so, which ones?
    "It's only after we've lost everything that we're free to do anything"
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  11. #11
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: How to attract specific guilds ?

    Quote Originally Posted by Tyrenia View Post
    That's odd. I've managed to get (at one point or another) almost every guild, except the Mason's one. I appear to be getting points in the right places, yet I have never had one. And is it true that you get special units for a Mason's guild? If so, which ones?
    Not special units, just extra militia units. If you want to see which ones, open up SS\data\export_descr_buildings.txt and do a search for "mason"

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  12. #12
    cedric37's Avatar Why Not ?!
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    Default Re: How to attract specific guilds ?

    Very interesting.
    But let say you can have montesa knights or santiago knights, what will trigger montesa or santiago ?
    It seems that once i have chosen montesa, the game always prompt me montesa chapters. It is nice because i can replenish my troops all over my kingdom quite easily as aragon, but i would like to get 1-2 settlements with a santiago chapter just for fun; but it just seems to be impossible as i am only asked to accept montesa chapters since the 1st time i accepted one. If i refuse the building of montesa chapter, it will propose me a montesa chapter some turns later...... Any way to deal with this ?
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  13. #13
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: How to attract specific guilds ?

    The Montesa and Santiago chapter houses work the same as the others: you can only have one type of chapter house per faction. Once you accept one, that is all you will be offered from then on.

    Judging from the guilds file, Montesa chapter houses are easier to get than Santiago. You get guild points with Montesa for joining crusades, declaring war on muslim factions, having a chivalrous governor as well as when you have majority muslim regions neighbouring your own. Whereas Santiago chapter houses you only get points for joining crusades.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  14. #14
    cedric37's Avatar Why Not ?!
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    Default Re: How to attract specific guilds ?

    Ok, thanks a lot!
    Montesa is just fine with me (as they are only playable with aragon); when i will play portugal or Spain i will take Santiago
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  15. #15
    cedric37's Avatar Why Not ?!
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    Default Re: How to attract specific guilds ?

    Quote Originally Posted by Caesar Clivus View Post
    The Montesa and Santiago chapter houses work the same as the others: you can only have one type of chapter house per faction. Once you accept one, that is all you will be offered from then on.
    In fact, it seems it does not works like this...

    In my SS6.2 RC4 game (late era) playing as 'Crown of Aragon', i got both santiago chapters and montesa chapters. The way i used to achieve this result was to destroy some of my montesa chapters (i did not need to destroy them all, in fact i kept roughly 50% of them - my purpose was originally to replace them with explorer's guilds...). The AI then proposed me santiago chapters, so i got both. After a few turns, i destroyed a couple of santiago chapters and i was proposed montesa chapters again (i still had santiago chapters though).

    So now i am able to recruit both montesa and santagio knights (and i also have headquarters for both orders). This is not really usefull but it adds some fun and diversity.
    Last edited by cedric37; November 03, 2009 at 04:36 AM. Reason: clarity
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  16. #16

    Default Re: How to attract specific guilds ?

    The Mason's guild is the only guild I've never gotten. I'm going to focus on getting it in my new English campaign. I think my best bet is to turn a wooden castle (Winchester) into a town at the beginning of the game. Winchester has no buildings when it becomes a town. I'll park a chivalric gonvernor there and build everything possible. Does anyone know if destroying buildings and rebuilding them gives you points towards the Mason's guild? This tactic could be used when everything in a city is maxed out and you are waiting for the next city level to become available.

  17. #17
    TheBromgrev's Avatar Ducenarius
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    Default Re: How to attract specific guilds ?

    You gain points for the Mason's guild by building stone buildings, and don't lose any from destroying buildings. Vaz's post has a list of what to build. I think the fastest way to get the guild is to build, demolish then rebuild barracks and armorers. I haven't managed to get that guild though, so I could be wrong.

  18. #18

    Default Re: How to attract specific guilds ?

    is it possible to get the tutonic order for factions other then the germans?

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