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Thread: HOWTO: get the Guilds

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  1. #1
    Hypocracy's Avatar Libertus
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    Icon3 HOWTO: get the Guilds

    I've been going through the export_descr_guilds.txt and compiled the following list. To get guilds you need 100, 250 and 500 points for the levels, so 100 for the basic guild, 250 for the master and 500 for the headquarters.
    Points you get are divided into 3 sorts, s, o, and a. I think s(settlement) is for the settlement only, o(other) is for the entire faction and a is for all settlements.


    All Guilds:
    Increase:
    Guild Upgraded (s 20 ,o 10)
    Settlement Upgraded (s 10)
    Missions Accomplished (varies)

    Decrease:
    Guild Destroyed (s -100, o -20)
    every 25 turns (s -1)
    Missions Failed (varies)

    Assassins Guild:
    Increase:
    Recruit Assassin (s 10)
    Governor Chivalry < -4 (s4)
    Built: Brothel (any type, s 10-30, o 0-5)

    Assassins Muslim Guild:
    Increase:
    Recruit Assassin (s 10)
    Governor Chivalry < -4 (s 4)
    Built: Brothel (any type, s 10-30, o 0-5)

    Masons Guild:
    Increase:
    Built: Walls (last 3, s 10,15,25, o 2,2,3), Barracks (any type, s 10-25, o 2),
    Armoury (any type, s 10-30, o 2-3), Bowyer (any type, s 10-30, o 2-3),

    Swordsmiths Guild:
    Increase:
    Built: Armoury (any type, s 10-30, o 2-5),
    created any foot swordsmen (s 15, ss 10 for Swordsmen Militia and Sudanese Tribesmen)

    Theologians Guild:
    Increase:
    Built: Any Religous Building (s 10-30, o 0-5)
    Pope Elected (a 30)
    Cardinal Promoted (a 10)
    Governor Piety > 5 (s 5)
    Recruit Priest (s 10)

    Decrease:
    Priest turns Heretic (a -5)

    Explorers Guild:
    Increase:
    Recruit Merchant (s 10)
    Built: Port (any type, s 15-30, o 0-5), Warehouse (any type, s 20-30, o 0-5)
    Admiral over 50 squares (a 3), over 100 (a 5) squares from capital

    Merchants Guild:
    Increase:
    Recruit Merchant (s10)
    Built: Warehouse (any type, s 20-30, o 0-5), Market (any type, s 10-25, o 0-5)
    Trade Agreement (a 10)
    succesful acquisition (a 10)
    Income over 1000 (a 1), over 2000 (a 2), over 5000 (a 3), over 10000 (a 4)

    Templar Chapter House:
    Increase:
    General Joins Crusade (aa 25)
    Recruit Knight Templar (s 10, o 1)
    Governor Chivalry > 4 (s 5)

    Decrease:
    General Abandons Crusade (a -25)

    St Johns Chapter House:
    Increase:
    General Joins Crusade (a 25)
    Recruit Knight Hospitaller (s 10, o 1)
    War declared on muslims (a 10)
    Neighbour religion islam > 50 (s 10, o 1)
    Governor Chivalry > 4 (s 5)

    Decrease:
    General Abandons Crusade (a -25)

    Santiago Chapter House:
    Increase:
    General Joins Crusade (a 25)
    Recruit Knight of Santiago (s 10, o 1)
    Governor Chivalry > 4 (s 5)

    Decrease:
    General Abandons Crusade (a -25)

    Teutonic Knights Chapter House:
    Increase:
    General Joins Crusade (a 25)
    Recruit Teutonic Knight (s 10, o 1)
    Neighbour religion pagan > 50 (s 10, o 1)
    Governor Chivalry > 4 (s 5)

    Decrease:
    General Abandons Crusade (a -25)

    Thieves Guild:
    Increase:
    Governor Chivalry < -4 (s 2)
    Built: Brothel (any type, s 10-30)
    Recruit Spy (s 10)
    Spy in Foreign Settlement (a 2)

    Woodsmens Guild:
    Increase:
    Recruit Archers (any type, england only, s 10-20)
    Built: Brothel (any type, s 10-30, o 0-5)
    Governor Chivalry > 4 (s 5)

    Horsebreeders Guild:
    Increase:
    Recruit Unitcategory Cavalry (s 10, o 1)
    Built: Stables (any type, s 10-30 (useless if you don't make this guild buildable in castles), o 1-5), Racing Track (any type, s 50-75, o 5)
    Throw Races (s 5)

    Alchemists Guild:
    Increase:
    Recruit Gunpowder Troops & Gunpowder Artillery (s 10-20)
    Built: Alchemists Lab (s 10, o 1), Gunsmith (any type, s 15-30, o 2-5),


    For Example:
    Templar Chapter House:
    Increase:
    General Joins Crusade (aa 25)
    If your general joins a crusade all your settlements gain 25 points.
    Recruit Knight Templar (s 10, o 1)
    If you recruit a unit of Templar Knights, the settlement gains 10 points and all your other settlements gain 1
    Governor Chivalry > 4 (s 5)
    For every turn the settlement has a governor with a chivalry over 4 the settlement gains 5 points
    Decrease:
    General Abandons Crusade (a -25)
    If your general abandons a crusade all your settlements lose 25 points.


    To get offered the guilds the settlement needs to be level 3 or above and have 100 of (the guilds type) points for the Basic Guild, and 250 for the Master Guild and 500 for the Guild HQ
    Last edited by Hypocracy; December 19, 2006 at 02:28 PM.

  2. #2
    No, that isn't a banana
    Join Date
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    Default Re: How to get the Guilds

    Thanks - finally some concrete Guild information.

  3. #3

    Default Re: How to get the Guilds

    Well, I can't argue with code, but imagine my surprise (and happiness)after seeing this and just last night getting a St. John's (Hospitaliar) House after achieving very few of the above requirements. I think. Let me describe the set-up....

    I am playing Sicily on M/VH, 2T/yr. It was about 40 turns into the game. I had conquered Sardinia and Corsica, them moved on still rebel Tunis. After conquering Tunis I then marched on and took Triploi castle. As soon as I had that castle I converted Sicily, Corsica, and Tunis into settlements. Around this time the Egyptians declared war on me, and altho it lasted for 10 years before I could make a ceasefire with them, no combat ever occurred due to the vast distances.

    My next move we west to Algeria. Shortly after taking it the Moors made peace. It was at this time I was awarded the St' John's house in Tunis.

    I had not participated in any Crusade, I had declared war (for only a short period) on the Moors, and my King was low chivalry. I am bordered by 2 Muslim factions on the east and west, and it's probably the high values from those that triggered the event.
    "oooh a gypsy wind is blowing warm tonight, sky is starlit and the time is right. Now you're telling me you have to go...before you do there's something you should know." - Bob Seger

    Freedom is the distance between church and state.

  4. #4

    Default Re: How to get the Guilds

    Quote Originally Posted by Mikelus Trento View Post
    Well, I can't argue with code, but imagine my surprise (and happiness)after seeing this and just last night getting a St. John's (Hospitaliar) House after achieving very few of the above requirements. I think. Let me describe the set-up....

    I am playing Sicily on M/VH, 2T/yr. It was about 40 turns into the game. I had conquered Sardinia and Corsica, them moved on still rebel Tunis. After conquering Tunis I then marched on and took Triploi castle. As soon as I had that castle I converted Sicily, Corsica, and Tunis into settlements. Around this time the Egyptians declared war on me, and altho it lasted for 10 years before I could make a ceasefire with them, no combat ever occurred due to the vast distances.

    My next move we west to Algeria. Shortly after taking it the Moors made peace. It was at this time I was awarded the St' John's house in Tunis.

    I had not participated in any Crusade, I had declared war (for only a short period) on the Moors, and my King was low chivalry. I am bordered by 2 Muslim factions on the east and west, and it's probably the high values from those that triggered the event.
    You don't need to meet all of the points listed, for they are not requirements for getting the guild per se, but rather requirements to earn points to build the guild. For example, I attempt to cover all the points for the assassins guild, or I could just build 10 assassins in that province giving me enough points for a level 1 assassins guild (10 each makes 100).

    Correct me if I'm wrong here, but I'm pretty sure that is how it works wth a few exceptions.
    "A great leader is not the one who is most willing to lead, but rather the one whom others are most willing to follow"- C.S

  5. #5

    Default Re: How to get the Guilds

    rep up, this deserves a sticky no?

  6. #6

    Default Re: HOWTO: get the Guilds

    Absolutely. I've just set up several links just for getting the guild for Sherwood Archers. This has to become a sticky...

  7. #7

    Default Re: HOWTO: get the Guilds

    I don't like the fact that CA releases the game with things like this in the closet. Why do we want this stuff to be a mystery anyways? It's more annoying, really.

    I am the bad boy of these forums.

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  8. #8
    Scorch's Avatar One of Giga's Ladies
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    Default Re: HOWTO: get the Guilds

    Quote Originally Posted by harm View Post
    I don't like the fact that CA releases the game with things like this in the closet. Why do we want this stuff to be a mystery anyways? It's more annoying, really.
    They do it so we don't abuse the game engine, the whole idea of the guilds is that the guilds you are offered match with the way you're running your empire.
    Patronized by Ozymandias, Patron of Artorius Maximus, Scar Face, Ibn Rushd and Thanatos.

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    Godless Musings: A blog about why violent fairytale characters should not have any say in how our society is run.

  9. #9

    Default Re: HOWTO: get the Guilds

    wow, this is really useful! i've always wanted to know how to get guilds!

  10. #10

    Default Re: HOWTO: get the Guilds

    So the men in green tights need a bordell ? heh heh

  11. #11
    IronBrig4's Avatar Good Matey
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    Default Re: HOWTO: get the Guilds

    Thank you so very much. I've been trying to build a swordsmith's guild for ages.

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