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Thread: How do you get a Merchants Guild???

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  1. #1

    Default How do you get a Merchants Guild???

    I must be missing something obvious, but I still haven't had an offer for a merchants guild and it's around the year 1260. I focus pretty heavily on the economy but I must be missing something. Any help would be greatly appreciated

  2. #2
    tornnight's Avatar Forum Bot
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    Default Re: How do you get a Merchants Guild???

    Guild acquisition still has to be tweaked.

    I attempted a first pass in Beta 7 but thieves guilds are still too easy to acquire. Many others are too hard.

    That is unless my changes aren't taking effect because of the path issues in 1.1.

    I haven't noticed much difference even though there should have been.

    Still needs work is the answer.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  3. #3

    Default Re: How do you get a Merchants Guild???

    One thing I have noticed is that like you said thieve guilds are a dime a dozen. When sending assasins on sabotage missions it seems almost every AI city has one. Unfortunately so far it is the only kind of guild I am yet to acquire.

  4. #4

    Default Re: How do you get a Merchants Guild???

    Building merchants, all in the same city, will increase the guild points for merchants guild in that city, should get offered one there eventually. Note there's a minimum size settlement for all guilds, you won't get any offers at all for guilds in villages/towns, need at least a large town (and, of course, can only have 1 guild per city, so don't accept any other guild in the city you're trying to get a merchant's guild in). Theologians Guild works the same way. Oddly, training merchants in a city is also the best way to get that city an explorer's guild.

    Mason's Guild is very difficult to get in TLR, given the -1 guild point per turn 'normalization' of guild points and the much slower construction times. Nothing you can recruit will help you get a mason's guild, have to complete buildings, particularly walls/barracks/smiths/ranges in the city you want to have the guild in. Problem is, the amount of guild points you get for completing the construction is mostly being negated by the -1 guild point normalization. If that city's queue gets stalled at all, or if you simply build any type of building there that doesn't contribute to Mason's Guild points, you can forget about any chance of being offered the guild.

    Horsebreeder's, on the other hand, is easier to get in TLR than any other mod, since its city only and you need to recruit cavalry in that city to get it.

  5. #5
    tornnight's Avatar Forum Bot
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    Default Re: How do you get a Merchants Guild???

    I attempted to fix some of these issues in Beta 7 by giving more points per building. Has anyone noticed any difference?
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  6. #6

    Default Re: How do you get a Merchants Guild???

    Not yet! But I've only plyed 100 turns, and I only have 1 city capable of holding a guild right now (and it already has a merchants guild!). I got a few more cities and a castle coming up the pipeline, so we'll see what guild offers I get from them.

  7. #7

    Default Re: How do you get a Merchants Guild???

    Having payed bits of three campaigns and one full one (not all 900 turns, I won WAY before that, maybe 300 turns in) I find that as mentioned, thieves guilds are retarded easy to get. it's like the computer is pushing them on you, like a drugdealer. In many games I don't build many spies (because opening gates it too easy, and I don't need to know what they have in their army, I can beat it, anyway. Stupid easy AI) but even in cities that have never even build a spy recruiting building are getting offers for the guild.

    I have never been offered a Swordssmith's guild, despite castles and fortresses churning our melee every turn for express purpose of getting the guild. Very weaksause.

    Higher level buildings needs to give massive points to Mason's guilds, especially churches/jamas, as they were architectural center points in this period. Other buildings should obviously contribute, also.

    And despite crusading a fair bit (though I don't bend over backward for Rome, those fickle bastards!) I have yet to be offered any Knights Templar, and only a single Hospitaler order has been offered to me. H/Assassin's guild? Nope, not a one, despite many recruitments.

    Overall, I find guild aquisition to be one of the more frustrating aspects of TLR, and I'm glad to hear it's a priority to Torn. Keep up all the good work btw, Torn. This is a very good mod.

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