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  1. #1

    Default Any trigger for swordsmiths guild?

    As the topic suggests, is there any trigger for swordsmiths guild or any guild in general? Is there a guide?

    Thanks in advance.

  2. #2
    Chazz1225's Avatar Miles
    Join Date
    Aug 2012
    Location
    Australia
    Posts
    381

    Default Re: Any trigger for swordsmiths guild?

    I've been wondering this myself, I would decline any guild offers for anything else waiting for it but it would never show up, so i'd settle for the masons guild. I do that you can upgrade the weaponry of handgunners and some other gunpowder based troop, but i think that's as far as it goes

  3. #3

    Default Re: Any trigger for swordsmiths guild?

    i love swordsmith

  4. #4

    Default Re: Any trigger for swordsmiths guild?

    Check export_descr_guilds for guild triggers.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    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_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_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_Training_Idle
    WhenToTest SettlementTurnStart

    Condition TrainingQueueIdleDespiteCash

    Guild swordsmiths_guild s -2
    Guild woodsmens_guild s -1
    Guild horse_breeders_guild s -1
    ;------------------------------------------
    Trigger Swordsmiths_Train_Infantry
    WhenToTest UnitTrained

    Condition TrainedUnitCategory infantry

    Guild swordsmiths_guild s 1
    ;------------------------------------------
    Trigger Swordsmiths_HorseBreeders_Woodsmens_Leader_Trait_Protector
    WhenToTest FactionTurnStart

    Condition I_EventCounter protector = 1

    Guild swordsmiths_guild a 2
    Guild horse_breeders_guild a 3
    Guild woodsmens_guild a 2
    ;------------------------------------------
    Trigger Swordsmiths_HorseBreeders_Woodsmens_Leader_Attribute_Command
    WhenToTest CharacterTurnStart

    Condition IsFactionLeader
    and Attribute Command > 4

    Guild swordsmiths_guild a 2
    Guild horse_breeders_guild a 3
    Guild woodsmens_guild a 2
    ;------------------------------------------
    Trigger Swordsmiths_HorseBreeders_Woodsmens_Governor_Attribute_Command
    WhenToTest SettlementTurnStart

    Condition GovernorAttribute Command > 4

    Guild swordsmiths_guild s 5
    Guild horse_breeders_guild s 6
    Guild woodsmens_guild s 8
    ;------------------------------------------
    Trigger Swordsmiths_HorseBreeders_Woodsmens_No_Garrision
    WhenToTest SettlementTurnStart

    Condition not IsSettlementGarrisoned

    Guild swordsmiths_guild s -5
    Guild horse_breeders_guild s -2
    Guild woodsmens_guild s -2
    Guild swordsmiths_guild o -2
    Guild horse_breeders_guild o -2
    Guild woodsmens_guild o -2
    ;------------------------------------------
    Trigger Swordsmiths_Woodsmens_Governor_Games
    WhenToTest GovernorThrowGames

    Guild swordsmiths_guild s 5
    Guild woodsmens_guild s 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_City_Smith01
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = armourer

    Guild swordsmiths_guild s 15
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_City_Smith02
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = heavy_armourer

    Guild swordsmiths_guild s 15
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_City_Smith03
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = plate_armourer

    Guild swordsmiths_guild s 20
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_City_Smith04
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = gothic_armourer

    Guild swordsmiths_guild s 20
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_Castle_Smith01
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = c_armourer

    Guild swordsmiths_guild s 15
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_Castle_Smith02
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = c_heavy_armourer

    Guild swordsmiths_guild s 15
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_Castle_Smith03
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = c_plate_armourer

    Guild swordsmiths_guild s 20
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger Swordsmiths_Building_Completed_Castle_Smith04
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = c_gothic_armourer

    Guild swordsmiths_guild s 20
    Guild swordsmiths_guild a 5
    ;------------------------------------------
    Trigger HorseBreeders_Building_Completed_Tourney01
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = jousting_lists

    Guild woodsmens_guild s 5
    Guild swordsmiths_guild s 5
    ;------------------------------------------
    Trigger HorseBreeders_Building_Completed_Tourney02
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = tourney_fields

    Guild woodsmens_guild s 10
    Guild swordsmiths_guild s 10
    ;------------------------------------------
    Trigger HorseBreeders_Building_Completed_Stables01
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = stables

    Guild swordsmiths_guild s 10
    Guild swordsmiths_guild a 2
    ;------------------------------------------
    Trigger HorseBreeders_Building_Completed_Stables02
    WhenToTest BuildingCompleted

    Condition SettlementBuildingFinished = knights_stables

    Guild swordsmiths_guild s 10
    Guild swordsmiths_guild a 2
    ;------------------------------------------
    Trigger Swordsmiths_No_Guild_Bonus
    WhenToTest FactionTurnStart

    Condition not FactionBuildingExists >= swordsmiths_guild
    and I_TurnNumber > 30

    Guild swordsmiths_guild a 6
    ;------------------------------------------
    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_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_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_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

  5. #5

    Default Re: Any trigger for swordsmiths guild?

    Can someone translate that into a lazier English? so we solved this issue, Wait swordsmith only gives rank now and not upgraded weapon?

  6. #6

    Default Re: Any trigger for swordsmiths guild?

    It's pretty simple to understand. Guilds have 3 levels, which require a certain amount of points. The first one is reached at 100 points, the second at 250, and the third at 500. Each of those triggers awards or subtracts a certain amount of points to the swordsmiths guild. If the number has an "a" before it, it means that it adds/subtracts the number to all of your settlements. If it has an "s" before it, it means it adds/subtracts the number only to the relevant settlement. And if the number has an "o" before it, it means that it adds/subtracts the number to all of your other settlements except for the relevant settlement. It's simple to remember. All/Settlement/Other.

    Besides just the point value, your settlement also needs to be at a certain level in order to get the guilds. The first level guilds require at least a minor city or a fortress. The level 2 and 3 guilds require at least a large city or citadel.

    Edit: And yes, Swordsmiths Guild only gives experience in SS.

  7. #7

    Default Re: Any trigger for swordsmiths guild?

    It was pretty hard getting one, but after about 15 turns of rejecting the crappier guilds i finaly got all 3 important ones: Archers, Horsebreeders and Swordsmith guilds, trough all of them went against my plans, i had 1 fort designed for each unit type but the guilds were all given to the wrong castles

  8. #8

    Default Re: Any trigger for swordsmiths guild?

    Quote Originally Posted by Baltic Warrior View Post
    It was pretty hard getting one, but after about 15 turns of rejecting the crappier guilds i finaly got all 3 important ones: Archers, Horsebreeders and Swordsmith guilds, trough all of them went against my plans, i had 1 fort designed for each unit type but the guilds were all given to the wrong castles
    Lol this ALWAYS happens to me. I always plan out where I will have my Merchants Guild HQ and start pumping merchants out of there, and then I get a Master Merchants Guild offer somewhere else.

  9. #9

    Default Re: Any trigger for swordsmiths guild?

    if you ant the swordsmiths guild just recruit a lot of sword wielding units. you will find the units in the DEB. also make sure they're a fortress for master and citadel for HQ. works for all other guilds.

  10. #10

    Default Re: Any trigger for swordsmiths guild?

    Thanks a lot guys. Which guild do you think is the most useful and which one is the most useless?

  11. #11
    Lazy's Avatar Biarchus
    Join Date
    Jul 2011
    Location
    Aachen
    Posts
    661

    Default Re: Any trigger for swordsmiths guild?

    Quote Originally Posted by Falcon Hornbeam View Post
    Thanks a lot guys. Which guild do you think is the most useful and which one is the most useless?
    Thiefs Guild!
    Never build it! NEVER!
    Not because it is not usefull... it is because the AI always builds it in almost every city!

    Try building one HQ per guild. ( exept thiefs of course! Conquer a town which has it and just upgrade it )
    And in all remaining cities merchants guilds.
    Quote Originally Posted by SirWarts View Post
    ...the woman trampled didn't look impenetrable. So they ran through her.

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