
This guide lists the various guilds in the game, how to unlock them, and some hints and tips on how to get that guild that you want. Most of the data is taken from game data files, any resemblence to other guides is thus coincidence. Table of Contents To jump to a specific section hit ctrl f and insert the number(and letter). at the beginning of the section. 1. Other Stuff 2. Version History 3. Intro 4. Guild Triggers 4a. All Guilds 4b. Assassin's Guild 4c. Mason's Guild 4d. Theologian's Guild 4e. Merchant's Guild 4f. Alchemist's Guild 4g. Thieves’ Guild 4h. Explorer's Guild 4i. Swordsmith's Guild 4j. Templar Knights Guild 4k. St John's Knights Guild 4l. Teutonic Knights Guild 4m. Santiago Knights Guild 4n. Woodsmen Guild 4o. Horse Breeder's Guild 5. FAQ 6. Credit and Compliments 7. Copyright 1. Other Stuff Don't sell it, other than that I don't care. If you have anything you want to contribute or questions. My Email is xpertgamer87 at yahoo dot com. 2. Version History 0.1 - Basic outline of the Triggers 0.6 - Refined things a bit 0.7 - Added points to the list 0.9 - Added effects of guilds. 1.0 - Added a FAQ section 3. Intro Since there is no info on the subject at gamefaqs I decide to write a faq. Of course you could get this info from the export_descr_guilds file included with Medieval 2: Total War, but my guide looks better, and hopefully explained a little. :P As follows I break the listing by Guild then effects, then by triggers. Gains followed by losses. Notice: This is my work, developed from pouring over the game files, and input from various gamefaqs users as well as BlueYoshi579's guild section. (Thanks for allowing me to use it). It is not taken from any other sources. Medieval 2: Total War as well as export_descr_guilds.txt and the data contained there in belong to Creative Assembly and or Sega. 4. Guild Triggers Guilds work on an point system. When you gather 100 Guild Points. Here to after referred to as GP. You'll receive an offer for a basic guild. When you gather 250 GP. You'll receive an offer for an intermediate guild. Then finally When you gather 500 GP. You'll receive an offer for a master guild. That does not mean you'll receive an offer from that specific guild for that specific city because you can only receive 1 guild offer per turn and limited to 1 guild per province. At the beginning of every turn the system checks for the city with the most GP for a guild and that is the guild for which you will receive an offer given that it meets the above requirements. I've found that in instances where there is GP for this settlement and GP for all settlements, the settlement's GP changes by both. For instance destroying a guild building drops that settlements GP by 120 instead of 100. Retraining of troops gives points just like recruiting. Note: Make sure you check the FAQ section. 4a. All Guilds Gains: Guild building is upgraded GP Gained: 20 for this settlement GP Gained: 10 for all other settlements A settlement upgrades GP Gained: 10 gained for all guilds in all settlements Losses: Guild building is destroyed GP Lost: 100 in this settlement GP Lost: 20 for all other settlements Normalize GP Lost: 1 per turn for turns over 25 in all Settlements 4b. Assassin's Guild How to Get: One of the easier ones to get. Plant a general with 4+ dread as governor. Build the inn line of buildings and recruit assassin after assassin. When you get the odd assassination mission make sure to do it. Effects: Level 1: Can recruit Hashashim (Islamic Factions only), Can recruit Battlefield Assassins (Hungary Only), +5% Public order from law. Level 2: Can recruit more Hashashim (Islamic Factions only), Can recruit Battlefield Assassins (Hungary Only), +5% Public order from law. Level 3: Can recruit more Hashashim (Islamic Factions only), Can recruit Battlefield Assassins (Hungary Only), +10% Public order from law. Gains: General with >4 Dread as Governor of settlement GP Gained: 4 in this Settlement Recruit Assassin GP Gained: 10 in this Settlement Successful Assassination GP Gained: 20 in all Settlements Build Brothel GP Gained: 10 in this Settlement Build Inn GP Gained: 15 in this Settlement Build Tavern GP Gained: 20 in this Settlement Build Coaching House GP Gained: 25 in this Settlement GP Gained: 2 for all other Settlements Build Pleasure Palace GP Gained: 30 in this Settlement GP Gained: 5 for all other Settlements Complete Assassins Guild Mission GP Gained: 10 in all Settlements Losses: Fail Assassin Guilds Mission GP Lost: 10 in all Settlements 4c. Mason's Guild How to Get: This one's difficulty depends on your income and the number of provinces you own. More being better. Just build the barracks, archery, and armourer lines. Upgrading whenever you get the chance. Effects: Level 1: +5% Public order from Happiness, 3 of some kind of infantry (faction specific) Level 2: +10% Public order from Happiness, 4 of a better type of infantry (faction specific) Level 3: +15% Public order from Happiness, 4 of a better type of infantry (faction specific) Gains: Build Stone Wall GP Gained: 10 in this Settlement GP Gained: 2 for all other settlements Build Large Stone Wall GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build Huge Stone Wall GP Gained: 25 in this Settlement GP Gained: 3 for all other settlements Build Guards Quarters GP Gained: 10 in this Settlement GP Gained: 2 for all other settlements Build Outpost Garrison GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build Barracks GP Gained: 20 in this Settlement GP Gained: 2 for all other settlements Build Greater Barracks GP Gained: 25 in this Settlement GP Gained: 2 for all other settlements Build Fortified Barracks GP Gained: 30 in this Settlement GP Gained: 3 for all other settlements Build Town Watch GP Gained: 10 in this Settlement GP Gained: 2 for all other settlements Build Town Guard GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build City Watch GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build Militia Drill Square GP Gained: 20 in this Settlement GP Gained: 2 for all other settlements Build Militia Barracks GP Gained: 20 in this Settlement GP Gained: 2 for all other settlements Build Army Barracks GP Gained: 25 in this Settlement GP Gained: 2 for all other settlements Build Royal Armoury GP Gained: 30 in this Settlement GP Gained: 3 for all other settlements Build Leather Tanner GP Gained: 10 in this Settlement GP Gained: 2 for all other settlements Build Blacksmith GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build Armourer GP Gained: 20 in this Settlement GP Gained: 2 for all other settlements Build Heavy Armourer GP Gained: 20 in this Settlement GP Gained: 2 for all other settlements Build Plate Armourer GP Gained: 25 in this Settlement GP Gained: 2 for all other settlements Build Gothic Armourer GP Gained: 30 in this Settlement GP Gained: 3 for all other settlements Build Bowyer GP Gained: 10 in this Settlement GP Gained: 2 for all other settlements Build Practice Range GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build Archery Range GP Gained: 20 in this Settlement GP Gained: 2 for all other settlements Build Gothic Archery Academy GP Gained: 30 in this Settlement GP Gained: 3 for all other settlements Build Bowyer GP Gained: 10 in this Settlement GP Gained: 2 for all other settlements Build Practice Range GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build Archery Range GP Gained: 20 in this Settlement GP Gained: 2 for all other settlements Build Gothic Archery Academy GP Gained: 30 in this Settlement GP Gained: 3 for all other settlements 4d. Theologian's Guild How to Get: Should be an easy one. Put a 5+ piety general in charge, build your church line, recruit priests at every chance. and most of all, get them to work converting your neighbors, denouncing those heretics, and burning those witches!! Oh and do any guild missions that you happen upon. Effects:(Taken from export_descr_character_traits.txt) Level 2: Trained Priests will receive the 1st Level of the Theologians Guild Member trait Level 3: Trained Priests will receive the 2nd Level of the Theologians Guild Member trait Gains: Recruit a PriestOr Equal GP Gained: 10 in this Settlement Build a Small ChurchOr Equal GP Gained: 10 in this Settlement Build a ChurchOr Equal GP Gained: 15 in this Settlement Build an AbbeyOr Equal GP Gained: 20 in this Settlement Build a CathedralOr Equal GP Gained: 25 in this Settlement Build a Huge CathedralOr Equal GP Gained: 30 in this Settlement Your Cardinal becomes Pope GP Gained: 30 in all Settlements General with Piety >5 as Governor of settlement GP Gained: 5 Per Turn in this Settlement Denounce a Heretic/Witch GP Gained: 10 in all Settlements Your Priest Becomes Cardinal GP Gained: 10 in all Settlements Complete a Theologians Guild Mission GP Gained: 10 in all Settlements Losses: Priest Becomes a Heretic GP Lost: 5 in all Settlements Fail a Theologians Guild Mission GP Lost: 10 in all Settlements 4e. Merchant's Guild How to Get: On to my second favorite guild. Anyway, every faction I've played starts with high income as it is so you'll most likely have the 1000+ income trigger. Build the market and the merchant's wharf lines. Send out diplomats and get trade agreements, recruit merchants whenever you get the chance and take out the opposing merchants. Ofcourse doing missions as they come to you. Effects: All: Increase in tradeable goods (More money) Level 1: Can recruit Merchant Cavalry Militia (not all factions) Level 2: More MCM Level 3: More MCM Gains: Recruit a Merchant GP Gained: 10 in this Settlement Build a Merchant's Wharf GP Gained: 20 in this Settlement Build a Warehouse GP Gained: 25 in this Settlement Build Docklands GP Gained: 30 in this Settlement Build a Market GP Gained: 10 in this Settlement Build a Fairground GP Gained: 15 in this Settlement Build a Great Market GP Gained: 20 in this Settlement Build Merchant Quarters GP Gained: 25 in this Settlement Form Trade Agreement GP Gained: 10 in all Settlements Successful Acquisition GP Gained: 10 in all Settlements Faction Income >1000 per turn - Increased as income increases Up to 10000 GP Gained: 1-4 in all Settlements Complete mission for Merchant's Guild GP Gained: 10/20 in all Settlements Losses: Fail a Merchants Guild Mission GP Lost: 10/20 in all Settlements 4f. Alchemist's Guild How to Get: The late game guild. Odds are you'll have guilds already in all of your provinces. But ok, build the gunsmith line of buildings and recruit gunpowder units. Effects: Level 1: +1 Experience for gunpowder troops recruited here. Level 2: +1 Exp for all gunpowder troops, an additional +1 for all gunpowder troops recruited here. Level 3: +2 Exp for all gunpowder troops, an additional +1 for all gunpowder troops recruited here. Gains: Recruit a Bombard GP Gained: 10 in this Settlement Recruit a Rocket Launcher GP Gained: 15 in this Settlement Recruit a Grand Bombard GP Gained: 10 in this Settlement Recruit a Mortar GP Gained: 10 in this Settlement Recruit a Ribault GP Gained: 15 in this Settlement Recruit a Culverin GP Gained: 15 in this Settlement Recruit a Cannon GP Gained: 15 in this Settlement Recruit a Serpentine GP Gained: 15 in this Settlement Recruit a Basilisk GP Gained: 20 in this Settlement Recruit a Monster Ribault GP Gained: 20 in this Settlement Recruit a Monster Bombard GP Gained: 20 in this Settlement Recruit Reiters GP Gained: 15 in this Settlement Recruit Arquebusiers GP Gained: 15 in this Settlement Recruit Musketeers GP Gained: 15 in this Settlement Recruit Hand Gunners GP Gained: 15 in this Settlement Recruit Portuguese Arquebusiers GP Gained: 15 in this Settlement Recruit Merc Arquebusiers GP Gained: 15 in this Settlement Recruit Camel Gunners GP Gained: 15 in this Settlement Recruit Janissary Musketeers GP Gained: 15 in this Settlement Recruit Sudanese Gunners GP Gained: 15 in this Settlement Build Alchemist lab GP Gained: 10 in this Settlement Build Gunsmith GP Gained: 15 in this Settlement Build Cannon Maker GP Gained: 20 in this Settlement Build Cannon Foundry GP Gained: 25 in this Settlement Build Royal Arsenal GP Gained: 30 in this Settlement 4g. Thieves’ Guild How to Get: My most offered guild (and favorite). You don't really need to do much and you'll probably get offers from here when you are looking for the assassin guild. Plant a 4+ dread general. Build the tavern line of buildings, recruit and use your spies. Completing missions as they come to you. Effects: Level 1: Spies recruited in this city will have +1 Subterfuge. Level 2: Spies recruited in this city will have +2 Subterfuge, and all spies recruited anywhere else will have +1 to Subterfuge (A Master's guild and a plain guild stack as far as I know, but Two Masters' guilds do not; this trait of non-stacking applies to all agent training guilds). Level 3: Spies recruited in this city will have +3 Subterfuge, and all spies recruited anywhere else will have +2 Subterfuge (does not stack with Master's guild bonus). Gains: General with >4 Dread as Governor of settlement GP Gained: 2 in this Settlement Build a Tavern GP Gained: 10 in this Settlement Build Brothel GP Gained: 15 in this Settlement Build Inn GP Gained: 20 in this Settlement Build Hotel GP Gained: 25 in this Settlement Build Grand Hotel GP Gained: 30 in this Settlement Recruit Spy GP Gained: 10 in this Settlement Successfully Spy GP Gained: 10 for infiltration/2 per turn in all Settlements Complete Thieves Guild Mission GP Gained: 10 in all Settlements Losses: Fail Thieves’ Guild Mission GP Lost: 10 in all Settlements 4h. Explorer's Guild How to Get: Perhaps the least offered guild. Build some ships and send them to egypt, or if you are egypt to england. Anyway, somewhere far away. Build the port and merchant's wharf lines, recruit merchants. And complete missions as they come. Effects: Readers confirm that this guild increases movement points for your armies by encouraging the retinue of generals to include the Intrepid Explorer. Gains: Recruit Merchant GP Gained: 10 in this Settlement Build Port GP Gained: 15 in this Settlement Build Shipwright GP Gained: 20 in this Settlement Build Dockyard GP Gained: 25 in this Settlement Build Naval Drydock GP Gained: 30 in this Settlement Build Merchant's Wharf GP Gained: 20 in this Settlement Build Warehouse GP Gained: 25 in this Settlement Build Docklands GP Gained: 30 in this Settlement Ships >50 <100 from capital GP Gained: 3 Per Turn in all Settlements Ships >99 from capital GP Gained: 5 Per Turn in all Settlements Complete Explorer's Guild Mission GP Gained: 30 in all Settlements Losses: Fail Explorer's Guild Mission GP Lost: 30 in all Settlements 4i. Swordsmith's Guild How to Get: One of the more useful guilds, It gives you the attack bonus upgrades. Anyway, build the armourer line then recruit things with a sword. Easiest being the dismounted knights. Effects: Level 1: All units recruited/retrained in this place get +1 to melee attack. Level 2: All units recruited/retrained in this place get +1 to melee attack, all Knights (mounted only) get +1 Experience. I think this bonus would stack with bonuses from thing like Jousting Lists. Level 3: I've never gotten this, but it does not state that it is any different from the Master's Guild. Gains: Build Leather Tanner GP Gained: 10 in this Settlement Build Blacksmith GP Gained: 15 in this Settlement Build Armourer GP Gained: 15 in this Settlement Build Heavy Armourer GP Gained: 20 in this Settlement Build Plate Armourer GP Gained: 25 in this Settlement Build Gothic Armourer GP Gained: 30 in this Settlement Recruit Sword and Buckler Men GP Gained: 15 in this Settlement Recruit Swordsman Militia GP Gained: 10 in this Settlement Recruit Armored Swordsmen GP Gained: 15 in this Settlement Recruit Highland Nobles GP Gained: 15 in this Settlement Recruit Zweihander GP Gained: 15 in this Settlement Recruit Noble Swordsmen GP Gained: 15 in this Settlement Recruit Forlorn Hope GP Gained: 15 in this Settlement Recruit Byzantine Infantry GP Gained: 15 in this Settlement Recruit Battlefield Assassins GP Gained: 15 in this Settlement Recruit Norse Swordsmen GP Gained: 15 in this Settlement Recruit Dismounted Feudal Knights GP Gained: 15 in this Settlement Recruit Dismounted Chivalric Knights GP Gained: 15 in this Settlement Recruit Dismounted Gothic Knights GP Gained: 15 in this Settlement Recruit Dismounted Conquistadores GP Gained: 15 in this Settlement Recruit Dismounted Italian MAA GP Gained: 15 in this Settlement Recruit Dismounted Broken Lances GP Gained: 15 in this Settlement Recruit Dismounted Norman Knights GP Gained: 15 in this Settlement Recruit Dismounted Polish Knights GP Gained: 15 in this Settlement Recruit Dismounted Byzantine Lancers GP Gained: 15 in this Settlement Recruit Dismounted Latinkon GP Gained: 15 in this Settlement Recruit Dismounted Christian Guard GP Gained: 15 in this Settlement Recruit Sudanese Tribesmen GP Gained: 10 in this Settlement Recruit Hashishim GP Gained: 15 in this Settlement Recruit Urban Militia GP Gained: 15 in this Settlement 4j. Templar Knights Guild How to Get: Plant a 4+ chivalry general as governor. after that Start and join crusades. You are most likely to receive offers from St John's so reject them. After you get one just recruit Templar Knights every chance you get. (Refer to the FAQ section.) Effects: Level 1: Can recruit Templar Knights (3) Kingdoms/Crusades Income bonus and +1 Exp for Heavy Cavalry instead Level 2: Can recruit Templar Knights (4, +1 Exp) Kingdoms/Crusades x2 Income bonus and +2 Exp for Heavy Cavalry instead Level 3: Can recruit Templar Knights (6, +2 Exp) Kingdoms/Crusades x4 Income bonus and +3 Exp for Heavy Cavalry additional +1 as the Templars instead Gains: A General joins Crusade GP Gained: 25 in all Settlements Templar Knight Recruited in settlement GP Gained: 10 in this Settlement GP Gained: 1 for all other settlements General With >4 Chivalry as Governor of settlement GP Gained: 5 Per Turn in this Settlement Losses: A General abandons Crusade GP Lost: 25 in all Settlements 4k. St John's Knights Guild How to Get: Most likely knight's guild you will get an offer for. Plant a 4+ chivalry general as governor. after that Start and join crusades. Start attacking Egypt, the Turks, and the Moors. After you get one just recruit Hospitaller Knights every chance you get. (Refer to the FAQ section.) Effects: Level 1: Can recruit Hospitaller Knights (3), +5% Public Health Level 2: Can recruit Hospitaller Knights (4, +1 Exp), +10% Public Health Level 3: Can recruit Hospitaller Knights (6, +2 Exp), +15% Public Health Gains: General joins Crusade GP Gained: 25 in all Settlements Recruit Hospitaller Knight GP Gained: 10 in this Settlement GP Gained: 1 for all other settlements Declare War on a Muslim Nation GP Gained: 10 in all Settlements Neighbor with >50 Muslim Religion GP Gained: 10 in this Settlement General with Chivalry >4 as Governor of settlement GP Gained: 5 Per Turn in this Settlement Negative: General on Crusade Leaves Crusade GP Lost: 25 in all Settlements 4l. Teutonic Knights Guild How to Get: Plant a 4+ chivalry general as governor. after that Start and join crusades. After you get one just recruit Teutonic Knights every chance you get. (Refer to the FAQ section.) Effects: Level 1: Can recruit Teutonic Knights (3) Level 2: Can recruit Teutonic Knights (4, +1 Exp) Level 3: Can recruit Teutonic Knights (6, +2 Exp) Gains: A General joins Crusade GP Gained: 25 in all Settlements Teutonic Knight Recruited in Settlement GP Gained: 10 in this Settlement GP Gained: 1 for all other settlements General With >4 Chivalry as Governor of settlement GP Gained: 5 Per Turn in this Settlement City has Pagan Neighbor GP Gained: 10 in this Settlement GP Gained: 1 for all other settlements Losses: A General abandons Crusade GP Lost: 25 in all Settlements 4m. Santiago Knights Guild How to Get: Plant a 4+ chivalry general as governor. after that Start and join crusades. After you get one just recruit Santiago Knights every chance you get. Think I've read that somewhere before... (Refer to the FAQ section.) Effects: Level 1: Can recruit Santiago Knights (3), +5% Public Health Level 2: Can recruit Santiago Knights (4, +1 Exp), +10% Public Health Level 3: Can recruit Santiago Knights (6, +2 Exp), +15% Public Health Gains: General joins Crusade GP Gained: 25 in all Settlements Recruit a Knight of Santiago GP Gained: 10 in this Settlement GP Gained: 1 for all other settlements General with Chivalry >4 as Governor of settlement GP Gained: 5 Per Turn in this Settlement Losses: General Leaves Crusade GP Lost: 25 in all Settlements 4n. Woodsmen Guild How to Get: Plant a 4+ chivalry general as governor. Build the Inn line of buildings. Then recruit best available archers. Once you get one recruit Sherwood archers. Oddly, the archery range line has no affect. Effects: Level 1: Can Recruit Sherwood Archers, +1 Experience for archers recruited here. Level 2: Can Recruit Sherwood Archers, +1 Experience for archers recruited here, +1 additional experience for all archers. Level 3: Can Recruit Sherwood Archers, +1 Experience for archers recruited here, +2 additional experience for all archers. Gains: Recruit Archer Militia GP Gained: 10 in this Settlement Recruit Peasant Archers GP Gained: 10 in this Settlement Recruit Longbowmen GP Gained: 15 in this Settlement Recruit Yeoman Archers GP Gained: 15 in this Settlement Recruit Retinued Longbowmen GP Gained: 15 in this Settlement Recruit Sherwood Archers GP Gained: 20 in this Settlement Build a Brothel GP Gained: 10 in this Settlement Build a Inn GP Gained: 15 in this Settlement Build a Tavern GP Gained: 20 in this Settlement Build a Coaching House GP Gained: 25 in this Settlement GP Gained: 2 for all other settlements Build a Pleasure Palace GP Gained: 30 in this Settlement GP Gained: 5 for all other settlements General With >4 Chivalry as Governor of settlement GP Gained: 5 Per Turn in this Settlement 4o. Horse Breeder's Guild How to Get: Build the stables line. Then recruit cavalry, cheapest and most plentiful as they are all equal point-wise. If you are playing egypt, and perhaps Turks, throw races. (Refer to the FAQ section.) Effects: Level 1: +5% Public order from Happiness, 3 of some kind of infantry (faction specific) Level 2: +10% Public order from Happiness, 4 of a better type of infantry (faction specific) Level 3: +15% Public order from Happiness, 4 of a better type of infantry (faction specific) Gains: Recruit Cavalry GP Gained: 10 in this Settlement GP Gained: 1 for all other settlements Build Stables GP Gained: 10 in this Settlement GP Gained: 1 for all other settlements Build Knight's Stables GP Gained: 15 in this Settlement GP Gained: 2 for all other settlements Build Earl's Stables GP Gained: 20 in this Settlement GP Gained: 3 for all other settlements Build Baron's Stables GP Gained: 25 in this Settlement GP Gained: 4 for all other settlements Build King's Stables GP Gained: 30 in this Settlement GP Gained: 5 for all other settlements Build Racing Tracks GP Gained: 50 in this Settlement GP Gained: 5 for all other settlements Build Sultan's Racing Tracks GP Gained: 75 in this Settlement GP Gained: 5 for all other settlements Throw Races GP Gained: 5 Per Turn in this Settlement 5. FAQ Question: Do you have any similar info on how to actually GET a guild offer in a specific settlement? Contributed by ziegd Answer: If you are looking for a specific guild offer, but keep getting offers from other guilds. Accept them, then destroy the building. It'll drop the points by 120 in that settlement for that guild.(Very useful if you want a specific knight's guild) Contributed by Nordlaender Question: Paraphrase: Why do I get offers from Thieves guilds even though I don't build spies? Why do I get offers in freshly conquered provinces? Answer: You aren't alone in gathering GP any points gathered while the province is in another's hands carry over when you conquer it, also the ai loves to build and send out spies so you are benefiting(or suffering if you don't want thieves guilds...) from the ai, specifically the Successfully Spy GP Gained: 10 for infiltration/2 per turn in all Settlements Any gains or losses for All Settlements seem to affect every province not just the factions. Contributed by Steam User - Dark Angel Question: So if I understand, when my counter reaches 100 points, I get a guild offer. If I accept or refuse, does it go back to 0? Contributed by zyxos Answer: Whether you accept or refuse the offer has no affect on the amount of points. Except the 30 points you get for the guild building upgrade. Although refusing an offer pauses offers for that guild in that city for 10 turns. Contributed by bigredk001 Question: Do I have to have level 1 guilds in all provinces before I can be offered a level 2 guild? Contributed by zyxos Answer: No you don't. If you have 250+ GP in a city with a level 1 guild and 99 or less GP for all guilds in all other settlements you will get an offer for the level 2 guild. Although it is my experience if you have 100+ GP for a guild in a settlement with no guild and 250+ points in a city with a level 1 guild you will get the offer for the 100+ GP guild before the other. Contributed by bigredk001 Question: Is it possible to get the highest level of a guild in every city (if you only built that one type of guild in all your cities)? Contributed by Emperor Tromedlov Drolmai - Steam User Answer: No you are only allowed one grandmaster building in the world for any guild. Question: What's up with the Horse Breeder's Guild? Answer: In my opinion, it is an oversight in the game because most of the triggers are for the castle line but it is a city only guild. To change that you need to mod the export_descr_building file, search for horse_breeders_guild city then delete the city part of the three incarnations there. Once done, It'll look like: horse_breeders_guild requires m_horse_breeders_guild requires gm_horse_breeders_guild requires There are 2 spaces between guild and requires. 6. Credit and Compliments First to Total War Sega/Creative Assembly, some of my favorite games here. Next to my friends out there in TCA you know who you are. Special Thanks to: BlueYoshi579 - The information in the effects section. Nordlaender - Helping define some trigger data. Notably what the a and s stand for and how to change guild offers. As well as answering some questions Steam User Dark Angel - Bonuses for Templar Knights for the Crusades in Kingdoms. bigredk001 - Pointing out glaring oversights in the Assassin Guild. As well as answering some questions. Gamefaqs Contribution Writers - Copyright info. 7. Copyright 7. Copyright 2010-2017 Cody Collins This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
2026-02-19 04:00:20 发布在
Total War: MEDIEVAL II – Definitive Edition
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