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  1. #1

    Default Guild Point Accumalation changes

    Does anybody how guild points are accumulated in 6.4? The release thread says they changed it. I ask because in my current early era campaign with Genoa on VH/VH I have been pumping merchants like crazy out of Genoa, but haven't gotten a merchant guild offer yet. On the other hand Milan has gotten around three offers even though I haven't built a single merchant in the city.

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  2. #2

    Default Re: Guild Point Accumalation changes

    Quote Originally Posted by Asparagus View Post
    Does anybody how guild points are accumulated in 6.4? The release thread says they changed it. I ask because in my current early era campaign with Genoa on VH/VH I have been pumping merchants like crazy out of Genoa, but haven't gotten a merchant guild offer yet. On the other hand Milan has gotten around three offers even though I haven't built a single merchant in the city.
    I believe it has to do with the govenor or something, or the trade quality of the settlement? Also it depends on the level of city you have, minor, large, etc.

  3. #3

    Default Re: Guild Point Accumalation changes

    Are Genoas taxes really high compared to Milan? Does it have more trade buildings?

    I just looked at the Guilds file and the only real settlement-specific point winners are recruiting merchants and building trade buildings. High or Very High taxes hurts, and Low taxes helps.

    In my campaign I've had something similar happen, I've trained at least 20 Priests from Polotsk yet it's never got a Thelogians Guild offer, meanwhile I've never trained one from Yaroslavl but it's gotten a couple offers...I guess it had a religious governor or something.

  4. #4

    Default Re: Guild Point Accumalation changes

    I run all my towns on the same system. I keep the taxes on low until a building has 1 turn left then I put it on very high. The governor of Genoa is a pretty good trade governor. Genoa also has better trade buildings. He has a lot of traits like understands trade and stuff. It's very weird to say the least.
    Last edited by Asparagus; March 04, 2011 at 12:22 AM.

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  5. #5
    SoulBlade's Avatar Vicarius
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    Default Re: Guild Point Accumalation changes

    Check the export_descr_guilds.txt in /data guys. Most of the points are even more subtle than you've ever thought.
    Example: Mason's:
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    ;----------------- Masons -----------------
    ;------------------------------------------
    Trigger Masons_Governor_Building_Completed
    WhenToTest GovernorBuildingCompleted

    Guild masons_guild s 3

    ;------------------------------------------
    Trigger Masons_Leader_Trait_WiseAdministrator
    WhenToTest FactionTurnStart

    Condition I_EventCounter wise_administrator = 1

    Guild masons_guild a 2

    ;------------------------------------------
    Trigger Masons_Building_Completed_CityUpg1
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = stone_wall

    Guild masons_guild s 10
    Guild masons_guild o 5

    ;------------------------------------------
    Trigger Masons_Building_Completed_CityUpg2
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = large_stone_wall

    Guild masons_guild s 15
    Guild masons_guild o 5

    ;------------------------------------------
    Trigger Masons_Building_Completed_CityUpg3
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = huge_stone_wall

    Guild masons_guild s 25
    Guild masons_guild o 5

    ;------------------------------------------
    Trigger Masons_Building_Completed_CastleUpg1
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = castle

    Guild masons_guild s 10
    Guild masons_guild o 5

    ;------------------------------------------
    Trigger Masons_Building_Completed_CastleUpg2
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = fortress

    Guild masons_guild s 15
    Guild masons_guild o 5

    ;------------------------------------------
    Trigger Masons_Building_Completed_CastleUpg3
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = citadel

    Guild masons_guild s 25
    Guild masons_guild o 5

    ;------------------------------------------
    Trigger Masons_Building_Completed_Stonemason
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = stonemason

    Guild masons_guild s 5
    Guild masons_guild o 1

    ;------------------------------------------
    Trigger Masons_No_Guild_Bonus
    WhenToTest FactionTurnStart

    Condition not FactionBuildingExists >= masons_guild
    and I_TurnNumber > 30

    Guild masons_guild a 9

    Also:
    Spoiler Alert, click show to read: 
    Trigger Global_SettlementUpgraded
    WhenToTest SettlementUpgraded

    Guild all s 20
    Guild all o 3
    Guild hanseatic_guild s -20
    Guild hanseatic_guild o -3

    ;------------------------------------------
    Trigger Global_WarDeclared
    WhenToTest FactionWarDeclared

    Guild theologians_guild a -10
    Guild masons_guild a -10
    Guild merchants_guild a -10
    Guild explorers_guild a 5
    Guild assassins_guild a 10
    Guild thiefs_guild a 10
    Guild swordsmiths_guild a 10
    Guild woodsmens_guild a 10
    Guild horse_breeders_guild a 10

    ;------------------------------------------
    Trigger Global_AllianceDeclared
    WhenToTest FactionAllianceDeclared

    Guild theologians_guild a 4
    Guild masons_guild a 4
    Guild merchants_guild a 4
    Guild explorers_guild a 4
    Guild assassins_guild a -2
    Guild thiefs_guild a -2
    Guild swordsmiths_guild a -2
    Guild woodsmens_guild a -2
    Guild horse_breeders_guild a -2

    ;------------------------------------------
    Trigger Global_NewLeader
    WhenToTest BecomesFactionLeader

    Guild all a -25

    ;------------------------------------------
    Trigger Global_DecreaseOverTime
    WhenToTest FactionTurnStart

    Condition I_TurnNumber >= 5

    Guild all a -12
    Guild hanseatic_guild a 12

    ;------------------------------------------
    Trigger Global_Settlement_Type_City
    WhenToTest SettlementTurnStart

    Condition SettlementType city

    Guild theologians_guild s 2
    Guild masons_guild s 2
    Guild merchants_guild s 3
    Guild explorers_guild s 3
    Guild assassins_guild s 2
    Guild thiefs_guild s 2

    ;------------------------------------------
    Trigger Global_Settlement_Type_Castle
    WhenToTest SettlementTurnStart

    Condition SettlementType castle

    Guild swordsmiths_guild s 1
    Guild horse_breeders_guild s 2
    Guild woodsmens_guild s 2
    Guild masons_guild s 3

    ;------------------------------------------
    Trigger Global_Building_Exists_Stone_Wall
    WhenToTest SettlementTurnStart

    Condition SettlementBuildingExists = stone_wall

    Guild theologians_guild s 2
    Guild masons_guild s 2
    Guild merchants_guild s 2
    Guild explorers_guild s 2
    Guild assassins_guild s 2
    Guild thiefs_guild s 2

    ;------------------------------------------
    Trigger Global_Building_Exists_Castle
    WhenToTest SettlementTurnStart

    Condition SettlementBuildingExists = castle

    Guild swordsmiths_guild s 2
    Guild horse_breeders_guild s 2
    Guild woodsmens_guild s 2
    Guild masons_guild s 2

    ;------------------------------------------
    Trigger Global_Tax_Level_Low
    WhenToTest SettlementTurnStart

    Condition SettlementTaxLevel = tax_low

    Guild merchants_guild s 1
    Guild theologians_guild s 1
    Guild thiefs_guild s 1
    Guild assassins_guild s 1
    Guild masons_guild s -5
    Guild explorers_guild s -5

    ;------------------------------------------
    Trigger Global_Tax_Level_High_And_Very_High
    WhenToTest SettlementTurnStart

    Condition SettlementTaxLevel > tax_normal

    Guild merchants_guild s -3
    Guild theologians_guild s -3
    Guild thiefs_guild s 3
    Guild assassins_guild s 1

    ;------------------------------------------
    Trigger Global_Loyalty_Level_Penalty
    WhenToTest SettlementTurnStart

    Condition SettlementLoyaltyLevel < loyalty_disillusioned

    Guild all s -10
    Guild all o -1

    ;------------------------------------------
    Trigger Global_Loyalty_Level_Bonus
    WhenToTest SettlementTurnStart

    Condition SettlementLoyaltyLevel = loyalty_happy

    Guild all s 5
    Guild hanseatic_guild s -5

    ;------------------------------------------
    Trigger Global_Building_Idle
    WhenToTest SettlementTurnStart

    Condition BuildingQueueIdleDespiteCash

    Guild masons_guild s -5
    Guild merchants_guild s -5
    Guild explorers_guild s -5

    ;------------------------------------------
    Trigger Global_Training_Idle
    WhenToTest SettlementTurnStart

    Condition TrainingQueueIdleDespiteCash

    Guild swordsmiths_guild s -2
    Guild woodsmens_guild s -1
    Guild horse_breeders_guild s -1

    ;------------------------------------------
    Trigger Global_Settlement_Plague
    WhenToTest SettlementTurnStart

    Condition SettlementHasPlague

    Guild all s -20
    Guild all o -2

    ;------------------------------------------
    Trigger Global_Settlement_Has_Governor
    WhenToTest SettlementTurnStart

    Condition GovernorInResidence

    Guild all s 2
    Guild hanseatic_guild s -2

    ;------------------------------------------
    Trigger Global_Settlement_Building_Completed
    WhenToTest BuildingCompleted

    Guild all s 2
    Guild hanseatic_guild s -2
    Last edited by SoulBlade; March 04, 2011 at 02:50 AM.
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  6. #6

    Default Re: Guild Point Accumalation changes

    I looked at the triggers and I can't see anything that would cause Milan to gain any points. Why would it be getting offered then?

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  7. #7

    Default Re: Guild Point Accumalation changes

    Jeez, someone made the guilds file considerably more complicated. Is it really necessary to have all those triggers?

  8. #8
    Polycarpe's Avatar Back into action!
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    Default Re: Guild Point Accumalation changes

    Quote Originally Posted by k/t View Post
    Jeez, someone made the guilds file considerably more complicated. Is it really necessary to have all those triggers?
    You'll cry if you see a garrison_script to all factions

  9. #9

    Default Re: Guild Point Accumalation changes

    I'd just delete it.

  10. #10
    Ferdiad's Avatar Patricius
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    Default Re: Guild Point Accumalation changes

    Same here, GS aren't nessacary in SS.

  11. #11

    Default Re: Guild Point Accumalation changes

    What I don't get is with the triggers how did Milan even accumulate enough points to get offered? Should I accept the guild in Milan and just start building merchants from there?

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  12. #12
    Ferdiad's Avatar Patricius
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    Default Re: Guild Point Accumalation changes

    Probably.

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