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  1. #1
    paradamed's Avatar Praepositus
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    Default Could guilds be more diverse?

    Hi guys, I know there are lots of guilds in the game but somehow I mostly get offered to build the spies/assassins guild. ANy way to make the other guilds (swordsman, horse breeders, etc) easier to acquire? I always build tons of infantry in my Gondor campaigns but never ever got the swordsman guild offered to me.

  2. #2
    Bladvak's Avatar Senator
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    Default Re: Could guilds be more diverse?

    You can only have a guild per city. So for example, if you already have an assassin's guild in Minas Tirith, you will not be offered a swordsmith's guild there.
    If you built the wrong type of guild and wish to build another one, destroy the current one and wait for the right type to pop up.

    As for being offered the choice of a guild, please remember that each guild type has points, which can be won either in the city, or in the empire.
    For example, let's take Minas Tirith and swordsmith's guild. Each sword infantry you recruit there (gondor infantry, citadel guards, fountain guards, what-have-you) will give you swordsmith points (5 for gondor infantry, 20 for fountain guards, if I recall correctly). Also, you can gain swordsmith guild points by building armories and blacksmiths (the higher the level, the more points to gain). Also, any level 3 or up blacksmiths built in the empire will be counted towards the swordsmith guild points anywhere. So a blacksmith level 3 build in W. Osgiliath will give let's say 20 points in W.O. and 5 points everywhere else.
    Swordsmith guild level points are at 100/250 and 500. However, starting with turn 45, you will lose one guild point per turn.

    There's a thorough guide on this, somebody might have the link. However, until then, hope my info helps.
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  3. #3
    Withwnar's Avatar Script To The Waist
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    Default Re: Could guilds be more diverse?

    There's a thorough guide on this, somebody might have the link.
    http://www.twcenter.net/forums/showt...UPDATE-3-9-07)

  4. #4

    Default Re: Could guilds be more diverse?

    The easiest Swordsmith guild to get (for me) is Pelargir, as I think that Pelargir Marines give double points, are trainable early in the game, and it's natural for the player to make a lot of them. Just make sure to refuse all other guilds there, if you get another guild then demolish the building, and keep pumping out Marines!

    Now if someone wants to tell me how to get the Jewelsmith's Guild for the High Elves, on the other hand....

  5. #5

    Default Re: Could guilds be more diverse?

    Wait...there are swordsman guilds...?

    Edit: And a Jewelsmith guild?! How is that I have 1200 hours of TATW and I didn't know this?

  6. #6

    Default Re: Could guilds be more diverse?

    Jewelsmith guild, I'm not sure its in vanilla tatw, its one of the requirements for the noldor kingdom in MOS. Its buildable in eriador (est-in-edhil?)

    To build this, DrDragun, upgrade your settlement.

  7. #7
    paradamed's Avatar Praepositus
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    Default Re: Could guilds be more diverse?

    Where do I define how many points recruiting each infantry unit gives me towards swordsman guild? Is it some parameter in the export descr unit file?

  8. #8

    Default Re: Could guilds be more diverse?

    Jewelsmith's is the only way to build Eregion Smiths I think, but the guild points are impossible. I made Ost-in-Edhil a Large City and built armories in all of my settlements after conquering most of Middle Earth and still didn't get it. Maybe if I demolish-rebuild the armory in Ost-in-Edhil I could get it to trigger.

  9. #9

    Default Re: Could guilds be more diverse?

    normally the jewel smith is not depending on points solely on town size... weird.... did u activate the script at the beginning of campaign? otherwise post on mos topic.

  10. #10
    Withwnar's Avatar Script To The Waist
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    Default Re: Could guilds be more diverse?

    Quote Originally Posted by DrDragun View Post
    Jewelsmith's is the only way to build Eregion Smiths I think, but the guild points are impossible. I made Ost-in-Edhil a Large City and built armories in all of my settlements after conquering most of Middle Earth and still didn't get it. Maybe if I demolish-rebuild the armory in Ost-in-Edhil I could get it to trigger.
    Quote Originally Posted by manekemaan View Post
    normally the jewel smith is not depending on points solely on town size... weird.... did u activate the script at the beginning of campaign? otherwise post on mos topic.
    In MOS it might be named differently and have different requirements (no idea). But it is a vanilla TATW guild - "Smith Guild", "Gwaith-i-Mírdain" - and the only way to get it is by constructing smiths. Each time you complete the construction of a smith in that settlement you get points toward the guild:

    Leather Tanner: 25
    Blacksmith: 75
    Armourer: 150
    Heavy Armourer: 70

    Building those in any other settlement gives you a small number of points too (1..4). You need 250 points to get the guild but each turn (from turn 25 onwards) you lose a point. Therefore, even though it might have been yourself who built those smiths (those built by other factions don't count) the total points would still not be enough to get the guild if too many turns were taken to accumulate them.

    Plus this settlement must be a Minor City. And, of course, no other guilds present there.

    If, once reaching Minor City, the guild is not offered then destroying its smith and rebuilding some there would do it.

    P.S. Swordsmith Guilds also require Minor City (or above).

    Quote Originally Posted by paradamed View Post
    Where do I define how many points recruiting each infantry unit gives me towards swordsman guild? Is it some parameter in the export descr unit file?
    export_descr_guilds.txt. See TATW's for examples: "UnitTrained" triggers.
    Last edited by Withwnar; January 13, 2014 at 09:09 PM.

  11. #11
    paradamed's Avatar Praepositus
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    Default Re: Could guilds be more diverse?

    Thanks for answering. Are the values for the guild being offered (100/250/500) hardcoded or can I increase or decrease them? I couldnt find that info in the tutorial you posted. I really want to make the other guilds more common. I noticed that even for the ai the spy guilds are the most common and I want to reduce that. The only guilds I tend to see aside from spies are horsebreeders guild, generally for Rhun and Rohan.

  12. #12
    Withwnar's Avatar Script To The Waist
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    Default Re: Could guilds be more diverse?

    The Smith Guild uses different numbers, suggesting that these numbers are taken from the file and therefore not hardcoded.

  13. #13

    Default Re: Could guilds be more diverse?

    what guilds are even available?
    i've only ever seen explorer and merchant.

    and what the hell is the "Gwaith-i-Mírdain"?

  14. #14

    Default Re: Could guilds be more diverse?

    Quote Originally Posted by Spongeon View Post
    what guilds are even available?
    Normally I get merchant, spy/assasin, and swordmakers offered to me. Swordsmiths gives you weapon upgrades (a bronze sword icon, next to the shield icon for blacksmith-upgraded armor)

    Quote Originally Posted by Spongeon View Post
    and what the hell is the "Gwaith-i-Mírdain"?
    It's a High Elf guild that unlocks the ability to train Eregion Smiths, elite hammer infantry

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Could guilds be more diverse?

    Evil factions have Assasins guild
    Dwarves have the Masons guild (construction cost bonus)
    All but Elves can get the thieves guild
    Gondor, Arnor, Dale and Eriador can get swordsmiths guild
    Dale can get woodsmens guild (+ archery)
    Rohan and wicked men can get horse breeders guild
    May be some more but that's most that affect players

    What the "hell" do you think it is? The People of the Jewel-smiths of course
    A guild avilable for High Elves in Ost-in-Edhil that enables the unit Smiths of Eregion

    EDIT: ninjad

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  16. #16
    Withwnar's Avatar Script To The Waist
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    Default Re: Could guilds be more diverse?

    Plus...
    Merchants Guild - all but Orc factions.
    Explorers Guild - all but Orc factions.
    History Guild - High Elves.
    Dance Guild - Silvan Elves.
    Last edited by Withwnar; January 16, 2014 at 09:17 PM.

  17. #17
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    Default Re: Could guilds be more diverse?

    I never understood what the Explorers guild did, both in vanilla and TATW.

  18. #18
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Could guilds be more diverse?

    Movment bonus on strat map, IIRC

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  19. #19
    Withwnar's Avatar Script To The Waist
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    Default Re: Could guilds be more diverse?

    In TATW just this ancillary it seems: Intrepid Explorer (+15% movement).

    Plus a mission that gives 300 gold. Yippee. Oh, no, wrong. It needs the "atlantic" hidden resource that is not used in TATW.

    Well, +15% movement is not to be sneezed at but it would be nice if this guild did more.

  20. #20

    Default Re: Could guilds be more diverse?

    like offer occasional map information for unexplored (for your faction) parts of the map

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