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Thread: The Byzantines stole my Thieves' Guild Headquarters!

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  1. #1

    Default The Byzantines stole my Thieves' Guild Headquarters!

    The Byzantines have not one inn-type structure in all of their cities and yet somehow they still managed to steal the Thieves' Guild Headquarters from under my nose! And Constantinople's governor is a high chivalry general.

    At least now I know I can start tearing down all the excess Thieves' Guild and Master Thieves' Guild.

  2. #2

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    That makes sense. The Byzantines were known for their advanced system of spies and spy training. Constantinople was a pretty large and powerful city compared to the dirty hovels of western Europe, and the Eastern Empire was just starting to decline from their bureaucratic society.

  3. #3

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    Quote Originally Posted by rebelyell2006 View Post
    That makes sense. The Byzantines were known for their advanced system of spies and spy training. Constantinople was a pretty large and powerful city compared to the dirty hovels of western Europe, and the Eastern Empire was just starting to decline from their bureaucratic society.
    But the thieves' guild depends on the inns and the ability to recruit spies. As far as I can tell, my Byzantium had no ability to recruit any spy nor had I encountered any spies from the Byzantines in over thirty turns. And despite this, not only Constantinople had the guild HQ, their two other cities had the guild houses as well.

  4. #4

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    Hm, I once tried to get the Hashashin's guild while playing Egypt. I got Cairo, Jerusalem and Antioch developing a lot, hiring lots of assassin's in those cities, assassinating lots of folks (got faction leader full dread) and then... I get the guild in................. Jedda

  5. #5

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    The triggers for a Thief's Guild:
    Low governor chivalry/high governor dread - 2 points
    Construction of Brothel/Inn/Tavern/Coaching House/Pleasure Palace - 10/15/20/25/30 points
    Recruitment of spies - 10 points
    Infiltration of spies in other settlements - 2 points
    Completion of Spy missions (faction missions) - 10 points
    Completion of Spy missions (guild missions) - 10 points, but lose 10 guild points if player fails this mission

    So it is not entirely impossible for the Byzantines to get the headquarters before you, or any other faction, if they play their cards right and have horrible governors. Plus the AI cheats, so there you go.

  6. #6

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    I can accept the Byzantines having the headquarters if it made sense. But they haven't met any of the guild requirements to earn the guild's interest. They don't have any of the inn structures, they are unable to recruit any spies, once they have lost their initial spy they will be unable to conduct more spy missions, and Constantinople's governor is a six Chivalry general. Checking through older saves, it appears to have been that way at least since turn 33 and Constantinople had the Master Thieves' Guild at that time.

  7. #7

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    As I said, the AI cheats at hard and very hard levels in terms of economics and construction times. It would not surprise me if the AI gets guild point boosts as well.

  8. #8
    eggthief's Avatar Praepositus
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    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    Look, I never build inns and the first offer I receive when one of my cities has been upgraded, is whether I want to build a thieves' guild. The guild is simply way too easy to obtain.

  9. #9

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    The Byzantines didn't even had brothels or an alternate building to recruit spies with. Without brothels to recruit spies from, it would have taken their sole spy ~480 turns (including the normalisation) to acquire the 500 guild points required. At age 30, their initial spy would have died after only 60 turns, if he survived that long. 95% chance is only one in twenty.

    Unless the AI is capable of demolishing their own buildings?

  10. #10
    Fireright's Avatar Campidoctor
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    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    I've long had the suspicion that the pesky ai is a bit quick off the mark with master guilds and HQs and all that. little rascal.

  11. #11
    Double A's Avatar person man
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    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    Quote Originally Posted by rebelyell2006 View Post
    That makes sense. The Byzantines were known for their advanced system of spies and spy training. Constantinople was a pretty large and powerful city compared to the dirty hovels of western Europe, and the Eastern Empire was just starting to decline from their bureaucratic society.
    M2. IS. NOT. REAL. LIFE.

    Quote Originally Posted by painter View Post
    But the thieves' guild depends on the inns and the ability to recruit spies. As far as I can tell, my Byzantium had no ability to recruit any spy nor had I encountered any spies from the Byzantines in over thirty turns. And despite this, not only Constantinople had the guild HQ, their two other cities had the guild houses as well.
    Every faction gets a starting spy, I guess they just used it a lot.

    Have you checked their Asia Minor territories? Or you could just conquer Constantinople, it'll save you the trouble.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
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  12. #12

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    I've already estimated the impact of their sole spy. It is only 2 guild points per successful mission. Assuming that spy is very productive and never get caught for his usual lifespan of 60 years, he's only going to get the Byzantine 85 guild points. The only way for a single spy to collect that much guild points is if the thieves' guild commissions a spying mission, never before seen, on every turn.

    Their Asia Minor holdings are all castles and I double checked their buildings nonetheless. Not a single building that may recruit spies.

    Yes, I could just conquer Constantinople, but it is still far too early in the game for that at this time. There is still a long way to go before the Timurids and the Aztecs and I need something to help keep me occupied in the meanwhile.

    By the way, when it comes to guild points to building guild upgrades, are they cumulative or do we need to start over from scratch? As in acquiring the guild headquarters, do we need only 500 points in the settlement or do we need 850 points?

    Edit: My normalisation calculation is a bit off. I had thought it started at turn 20, but it actually starts after turn 25.
    Last edited by painter; January 16, 2011 at 11:17 AM.

  13. #13
    Double A's Avatar person man
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    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    Quote Originally Posted by painter View Post
    I've already estimated the impact of their sole spy. It is only 2 guild points per successful mission. Assuming that spy is very productive and never get caught for his usual lifespan of 60 years, he's only going to get the Byzantine 85 guild points. The only way for a single spy to collect that much guild points is if the thieves' guild commissions a spying mission, never before seen, on every turn.

    Their Asia Minor holdings are all castles and I double checked their buildings nonetheless. Not a single building that may recruit spies.

    Yes, I could just conquer Constantinople, but it is still far too early in the game for that at this time. There is still a long way to go before the Timurids and the Aztecs and I need something to help keep me occupied in the meanwhile.

    By the way, when it comes to guild points to building guild upgrades, are they cumulative or do we need to start over from scratch? As in acquiring the guild headquarters, do we need only 500 points in the settlement or do we need 850 points?

    Edit: My normalisation calculation is a bit off. I had thought it started at turn 20, but it actually starts after turn 25.
    Too early? Maybe you should tell that to half of Europe.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
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  14. #14

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    About demolishing a guild house: don't do it! I've read somewhere that it will hurt your rep with other guild aswell and that might hurt you if you`re looking to obtain merch guild or explorers guild.....
    "Living each second like it's my last one."

    B.D.

  15. #15
    Old Geezer's Avatar Senator
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    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    I don't think demolishing a guild hurts your standing with any other line of guilds; I always demolish thieves guilds (well 97 percent of the time at least) and still am offered all the others and thieves guilds too.

  16. #16

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    trigger 0002_Guild_Destroyed
    WhenToTest GuildDestroyed


    Guild this s -100
    Guild this o -20


    from export_descr_guilds.txt

  17. #17

    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    Quote Originally Posted by DarkKnight View Post
    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
    Thus the trigger specifies that "the specific guild whose building was demolished loses 100 points of interest in the specific settlement. Also, the specific guild loses 20 points of interest in all other settlements." The other guilds are unaffected.

  18. #18
    Double A's Avatar person man
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    Default Re: The Byzantines stole my Thieves' Guild Headquarters!

    Quote Originally Posted by Old Geezer View Post
    I don't think demolishing a guild hurts your standing with any other line of guilds; I always demolish thieves guilds (well 97 percent of the time at least) and still am offered all the others and thieves guilds too.
    It does hurt your rep, but I guess you use so many spies it doesn't matter all that much.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
    super awesome music thing | political profile
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