View Full Version : Guilds [Modular] 2.7
vincentz Jul 07, 2009, 03:04 AM http://forums.civfanatics.com/attachment.php?attachmentid=220369&d=1247041641
Uploaded Guilds 1.0 27/6 22:15
The Guilds will work as a minor corporation available with Guilds tech. It will be 3 Master Guild Halls (Crafts/Victuallers/Servants, National Wonders) that each adds a Guild Charter (Resource) and each allows building of a Guild Master (Unit). The Guild Masters can spread (not found) any of the 5 guilds in their category but only one of each category per city. The guilds can however be replaced by another or by a corporation for a small fee. The spreading and maintenance costs will be much lower than the Corporations (1/5).
It is possible to found (with a Great Person) or to build (with enough building requirements) a <guild> Master Guild (World Wonder) to get some income, but it can only be founded in a city that has the <category> Master Guild, thereby making it possible to found only 3 guilds/civ in total. So choose wisely. The Founded Guild will provide the abillity to build a Master <guild>'er (Unit) that can spread only that guild, however all guilds can still be spread by the <Category> Guild Master.
The Guild Charters will expire at Machine Tools and the Guild Masters will be upgraded to Freights. The Guilds will exist until a corporation which consumes a similar resource is being spread to the city. <guild> Master Guilds cannot be removed.
http://forums.civfanatics.com/attachment.php?attachmentid=222383&stc=1&d=1248707661
The 15 Guilds :
Guilds :
Guilds of Victuallers (Agricultural Tools+Guilds)
Fishmongers Guild (Food: Fish/Shrimp/Crap/Clam/Whale)
(Guilds/Merchant) (B req : Fishing Hut)
Bakers Guild (Food: Wheat/Rice/Corn)
(Agricultural Tools/Merchant) (B req : Bakery)
Mercers Guild (Money: Tea/Coffee/Sugar/Tobacco/Spice)
(Banking/Merchant) (B req : Market)
Butchers Guild (Food: Cow/Pig/Sheep/Deer)
(Crop Rotation/Merchant) (B req : Butchery)
Grocers Guild (Food: Apple/Lemon/Banana/Olives/Potatoes)
(Usury/Merchant) (B req : Grocer)
Guilds of Crafts (Machinery+Guilds)
Carpenters Guild (Small Production + Provide Carpentry)
(Engineering/Engineer) (B req : Siege Workshop)
Masons Guild (Production: Stone + Provide Marble)
(Architecture/Engineer) (B req : High Walls)
Blacksmiths Guild (Production: Copper/Iron)
(Smithing/Engineer) (B req : Forge)
Glassblowers Guild (Production: Salt/Stone + Provide Glass)
(Optics/Enginner) (No B req)
Goldsmiths Guild (Money: Gold/Silver/Gems/Pearls)
(Clockworks/Artist) (B req : Jewellery)
Guilds of Servants (Civil Service+Guilds)
Drapers Guild (Culture: Sheep/Cotton/Dye/Silk + Provide Cloth)
(Heraldry/Artist) (B req : Bazaar)
Artists Guild (Big Culture)
(Drama/Artist) (B req : Theatre)
Apothecaries Guild (Science + Provide: Medicine)
(Sanitation/Scientist) (B req : Healers Hut)
Equestrians Guild (Small Production + Provide Horses)
(Stirrup/Merchant) (No B req)
Clerks Guild (Science/Money)
(Paper/Scientist) (B req : Library)
Suggestions are, as always, very welcome ;)
Installation : put PROJECTS folder from RAR into
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\
Uninstallation : remove GUILDS folder from
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Projects\Vincentz\
Simple as that ;)
Note : If you want to see the right icons you'll have to install these gamefonts into
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\res\Fonts
climat Jul 07, 2009, 03:48 AM I really wanted to see things like this. :D
BTW, will guilds be replaced by corporation or be obsolete?
Sarkyn Jul 07, 2009, 03:54 AM Very interested!
More detail on specifics would be lovely :)
So at "Guilds" Tech, we get to make 7 (?) new national wonders.
Those national wonders allow us to make a unit called Guild Master.
How is the Charter involved? Surely as a resource, it's going to have fairly global effects... Or are you using the "consume" mechanic with resources...
Maybe start with 1-3, 7 might be too many and the additional hammers might be too much at that early stage in the game. I'm usually in the middle of painstaking pre-rifleman wars at that stage :)
vincentz Jul 07, 2009, 04:26 AM I really wanted to see things like this. :D
BTW, will guilds be replaced by corporation or be obsolete?
Good question. Best answer is : Don't know ;) I'm still in early beta and havent tested yet, but the Guild Charter and the Grand Master Guildhall will expire with industrialism (same as normal guild hall) and that will prevent spreading, but maybe they'll exist until a corporation "overwrites" them.
Very interested!
More detail on specifics would be lovely :)
(1) So at "Guilds" Tech, we get to make 7 (?) new national wonders.
Those national wonders allow us to make a unit called Guild Master.
(2) How is the Charter involved? Surely as a resource, it's going to have fairly global effects... Or are you using the "consume" mechanic with resources...
(3) Maybe start with 1-3, 7 might be too many and the additional hammers might be too much at that early stage in the game. I'm usually in the middle of painstaking pre-rifleman wars at that stage :)
(1) No. It will be 1 national wonder (Master Guild Hall) that allows building 1 national unit (max 3/civ) (Grand Master) that can spread all guilds.
(2) The Charter is an attempt to put in a little history and most importent to allow only 1 guild per city.
(3) Since there is 1 unit spreading, 1 national wonder the extra cost will be limited. Also the bonuses (boni?!?) will be scaled down from the corporations so they'll not be unbalancing in that era. In addition it seems like when the Guilds provide a resource (Cloth/Carpentry) it will be for that city alone (dont know if they are tradeable with other civs yet. have to test)
As of now, I'm still in the early beta. The gamefonts are more or less finished and the first 4 guilds are working, but I need to do a lot of testing/balancing before releasing the mod. Just wanted to give a heads up ;)
vincentz Jul 07, 2009, 04:49 AM Just a couple of early screenies
1) The Guild Charter Resource (From national wonder) and the produced Carpentry (From Carpenters Guild)
2) The Build Commands from Grand Master
3) The Citybar Icon from Carpenters Guild
Dancing Hoskuld Jul 07, 2009, 06:15 AM I assume you have seem the graphics for guild buildings by hrochland here (http://forums.civfanatics.com/showthread.php?t=214401&page=15)
vincentz Jul 07, 2009, 07:27 AM I assume you have seem the graphics for guild buildings by hrochland here (http://forums.civfanatics.com/showthread.php?t=214401&page=15)
Nope (well, now I have ;)) thanks. they'll certainly come in handy, though right now its only 1 building (Grand Master Guild Hall). Have to find a nice guildmaster too.
vincentz Jul 08, 2009, 02:32 AM Uploaded a BETA
Sarkyn Jul 08, 2009, 03:26 AM I've installed and I look forward to it.
Having played a lot of FFH2, your guild-master is oddly familiar. I keep expecting him to cast fireballs :)
What's the effect of the new resources? Medicine, Cloth and Carpentry?
vincentz Jul 08, 2009, 03:34 AM I've installed and I look forward to it.
Having played a lot of FFH2, your guild-master is oddly familiar. I keep expecting him to cast fireballs :)
yeah, I just turned him blue instead of red and removed his knife. No fireballs though ;)
What's the effect of the new resources? Medicine, Cloth and Carpentry?
So far the cloth and carpentry gives happiness+1 and medicine gives health+3 and happiness +1.
Dancing Hoskuld Jul 08, 2009, 03:36 AM I get a CTD while loading uncached XML. When I remove this mod everything works again!
vincentz Jul 08, 2009, 03:42 AM I get a CTD while loading uncached XML. When I remove this mod everything works again!
Yeah, seems like I did a stupid last minute change. Be right back ;)
vincentz Jul 08, 2009, 03:55 AM Uploaded another BETA. Apparently the RESOURCE XML wasnt happy after I removed the happiness from Guild Charter. Should be working now.
Dancing Hoskuld Jul 08, 2009, 04:29 PM Still CTD - I even redownloaded it just now incase you had updated it while I slept.
DRJ Jul 08, 2009, 05:45 PM get a ctd too
vincentz Jul 08, 2009, 08:28 PM mmmm. could be a conflict with another mod or a broken gamefont. I'll try to change the names and look at the fonts. Back to the drawing boards ;)
vincentz Jul 09, 2009, 02:19 AM Uploaded BETA3.
It works with my all my mods, but could be conflicting with another ones mods. The crash to desktop before getting into the game is a symptom of having same same (but different ;)) xml definitions in more than one mod. If you still have crashes before getting into the game, please post which other mods you installed so I can change the definitions to something different.
I also uploaded new gamefonts here (http://forums.civfanatics.com/showpost.php?p=8247850&postcount=263) as there was some problems with the old ones.
i_diavolorosso Jul 09, 2009, 02:54 AM I'm sorry, but it still gave me a CTD (because i didn't get any CTD when i remove this modmod)
Bad news is, i have all available modmod here installed.So maybe it'll really hard to tracked it down.But, is it compatible with a corporation modmod(i forgot whether it's you or Aaranda's), because it have a gamefont file too.
vincentz Jul 09, 2009, 03:50 AM have you tried with the gamefont in the previous post? I found a couple of pink grid errors in Aaranda's corporation gamefonts that could very well be the reason for crashes. (My guilds Icons comes after Aarandas so even though aarandas corps would work, then anything added after will create CTDs). Sorry for the inconvinience, but there is nothing more frustrating than having to trace down bugs that I cannot simulate myself. (Well, a matter of speaking, as I could propably mention a 100 things more frustrating ;))
DRJ Jul 09, 2009, 05:11 AM I have also all available modmods installed and your fixed gamefont as well. If I put AArandas corps in "unloaded modules" and have "guilds beta3" active it crashes while loading - if it's the other way round no ctd.
vincentz Jul 09, 2009, 05:35 AM thanks for trying. then it has to be a conflict with another mod
Guess I have to change all defines in my mod :cry:
DRJ Jul 09, 2009, 08:50 AM thanks for trying. then it has to be a conflict with another mod
Guess I have to change all defines in my mod :cry:
Could it maybe be that I have your minimods (like jungle) installed one after the other which means I was now too lazy to search them all out and put in the new merged "projects", while you, vincentz (now) have them all in the same "projects" folder, instead of previous seperate locations?
Afforess Jul 09, 2009, 09:01 AM thanks for trying. then it has to be a conflict with another mod
Guess I have to change all defines in my mod :cry:
That might not fix it. If you want useful bug reports, ask people to list the addons they are using or go and backup your ROM folder and download ALL the existing addons. That's how I figure out what problems I have.
DRJ Jul 09, 2009, 09:21 AM That might not fix it. If you want useful bug reports, ask people to list the addons they are using or go and backup your ROM folder and download ALL the existing addons. That's how I figure out what problems I have.
Thats's what I just did yesterday evening, cause I got the ctd.
It's annoying, let me tell you that (took about half an hour to search for all the files). I thought about making a "mega-mini-mod", by merging it all together in one archive.
But then again, I have no idea where to host... :(
Could it be done by anyone? It might be the hit for newbs "new RoM XXL", cause they don't have to dl, install, dl, install a hundred times before having the [best] hugest possible rom (if they don't like a part they just put the thing in unloaded modules - of course this wouldn't work with core dll).
As they get easier in the game and "dig" the scene earlier they themselves will become multipliers in the modding process far sooner.
vincentz Jul 09, 2009, 01:04 PM Could it maybe be that I have your minimods (like jungle) installed one after the other which means I was now too lazy to search them all out and put in the new merged "projects", while you, vincentz (now) have them all in the same "projects" folder, instead of previous seperate locations?
No, i dont think so. Every mod I made is independent of each other and some like the satellites and secret agents are even more separateable. The reason I made the Projects was it would be easier to make the Vincentz Mods so people could pick and choose what they wanted with better overview instead of having to go through 4 or 5 folders. With that said, you'd propably missed some silent updates that I made with Vincentz Mods. Though you might want to wait until I update again after 2.71. Especially the Warlords mod will be fixed.
That might not fix it. If you want useful bug reports, ask people to list the addons they are using or go and backup your ROM folder and download ALL the existing addons. That's how I figure out what problems I have.
I have a really slow internetconnection so if I had to download all the mods it would take weeks compared to putting a V in front of the definitions which would take 15 to 30 minutes. Next time I go on a Visarun (and get mainland ADSL) I'll download the whole lot. There are sooo many good mods in this forum ;)
Could it be done by anyone? It might be the hit for newbs "new RoM XXL", cause they don't have to dl, install, dl, install a hundred times before having the [best] hugest possible rom (if they don't like a part they just put the thing in unloaded modules - of course this wouldn't work with core dll).
I think that we have to wait until 2.71 as it will change how modules can be placed
johny smith Jul 11, 2009, 03:12 PM I have not had time to check out all of the RoM Modmods, but want to say this looks very promising.:goodjob:
darkedone02 Jul 12, 2009, 05:37 PM It will be nice if you could add in some events into your mod, the events could help of receive benefits such as discovering resources more often if we have either the farmer's guild or the miner's guild, help us receive payment for a job well done on that guild, and many other events.
vincentz Jul 17, 2009, 04:02 AM It will be nice if you could add in some events into your mod, the events could help of receive benefits such as discovering resources more often if we have either the farmer's guild or the miner's guild, help us receive payment for a job well done on that guild, and many other events.
Oooh events :) I havent even looked at them, though I have a lot of ideas for quests as I almost never get one. But first I'll have to get the Guilds up and running ;)
Which brings me to a small request : Can anyone who has a lot of modmods installed try out the BETA4. There has been some compability issues, and I think I have solved it, but it would be nice to be sure before I continue the work on it. It is updated to 2.71. (Including MLF. Thanks Afforess :))
NOTE : It is not for testing in game (It is not finished yet). It is just to test if CIV can load....
Dancing Hoskuld Jul 17, 2009, 06:44 AM I get it to load OK with 2.71, my movies, generalstaff's extra wonders and Affordess' "Realistic Deplomacy" and "Castles". No other of your stuff yet. I am slowly adding modules this time since last time I added in all the modules at once and everything went haywire!
vincentz Jul 17, 2009, 06:48 AM Thanks. That was good news. :D I'll continue developing. Should be finished within the next couple of days.
Dancing Hoskuld Jul 17, 2009, 07:01 AM Still loading andI have now tried it with bits from zulu9812 and joyoo but not the dll stuff from joyoo. Oh and your stuff. I have not tried putting in AAranda's stuff yet.
vincentz Jul 20, 2009, 08:59 PM Uploaded Guilds BETA5. It is getting VERY close to a release version after fighting one battle after another with the A(not so)I.
Sarkyn Jul 21, 2009, 03:49 AM This looks incredibly more complex than your original concept of "Just a corporation model, only earlier".
I like it a lot - particularly that it's forcing us to make interesting choices.. :-)
vincentz Jul 21, 2009, 07:08 AM Oh yeah, this is getting pretty complex. Just a simple thing like the Guild Masters was a huge project (which I just finished. Put a screenie on the first page). First I used some wizard or something like that from the download section, but he didnt have the found animation, so instead I used a christian missionary with the wizards texture (dds). but the wizard didnt have a proper head so I copied it from the christian missionary and changed hair/beard while changing the color of the robe. But he was holding a crucifix in his hand, so that was removed only to find out that his hand didnt fall down but looked like he wanted to hold something. So I gave him a staff from the settler, and finally (after a lot of trial and error) there he is.... (with sound and animation)
http://forums.civfanatics.com/attachment.php?attachmentid=221708&d=1248178374
royal62184 Jul 21, 2009, 07:18 AM Amazing work. have you got to the part where you try to "teach" the AI to learn it yet? Just curious your overall progress. Either way it looks awesome.
Also, has anyone else here tried this with Vista 64 bit OS. That is what I have and it kept me from trying some of the other modmods on the forum.
vincentz Jul 21, 2009, 07:29 AM Everything I make is in XML, (though I wish I could code in sdk and python) so it can be used with 32bit/64bit win3.11/win95/win98/xp/vista/win7 ;)
About the AI : I worked a lot on it, and they'll found a guild in BETA5 and try to spread it, but they dont understand the concept 5 choices, so they'll stick to the first choice (Fishmonger/Carpentry/Weaving), which makes a lot more work for me, as I now have to make 15 guildmasters. But after that (and some testing/balancing) the Guilds are finally finished.
royal62184 Jul 21, 2009, 09:12 AM Excellent. Thanks for the quick response and the work you have done.
Dancing Hoskuld Jul 21, 2009, 12:14 PM The guild masters weren't able to spread their guilds until I studied corporations!
vincentz Jul 21, 2009, 04:56 PM its actually pre-slavery that stops them. I was wondering about that as well sometimes when I was testing it. Until I read the Barter description. Just revolt to slavery. that should fix it ;)
Dancing Hoskuld Jul 21, 2009, 05:43 PM its actually pre-slavery that stops them. I was wondering about that as well sometimes when I was testing it. Until I read the Barter description. Just revolt to slavery. that should fix it ;)
But slavery destroys my research - which probably explains why I get so far ahead and have buildings and wonders becoming obsolete before I can build them ;)
vincentz Jul 21, 2009, 05:52 PM I'm thinking about making a civic after slavery called Guilds, as the medieval guilds (at least in europe) was a complete financial system going from the top (monarchs) to the smallest craftsmen. Or maybe move mercantile to guilds. It seems to fit the description.
vincentz Jul 21, 2009, 07:56 PM Uploaded BETA 6
Made 15 Master <guilders> so the AI can spread the right guilds.
Optimized, optimized and optimized, so it is now almost half the size.
Made a couple of new buttons for <guild> Master Guild (building) and Master <guilder> (Unit)
Fixed a BUG with Masons guild (because stone was requirement AND bonus it would repeat itself giving 28 stones and a HUGE production bonus)
Uploaded the new Master graphics (units)
Made the <guild> Master Guild (World Wonder) buildable with building requirements (like temples/cathedrals) It has 2 building required on a normal size map (4 on huge).
Plus a lot of small changes....
BTW : Thanks to all of the "BETA testers". I think BETA6 will be the last before a release version as it is practically done. Just needs some balancing.
royal62184 Jul 22, 2009, 11:37 AM If I wanted to make a <guild> Master Guild (World Wonder) to get some income as described in the first post what do I need to do:
1) What are the building requirements that are talked about in the first post
2) Does the world wonder give you income for all cities with the guilds like corp HQ or just the ones present in your cities.
It is possible to found (with a Great Person) or to build (with enough building requirements) a <guild> Master Guild (World Wonder) to get some income, but it can only be founded in a city that has the <category> Master Guild, thereby making it possible to found only 3 guilds/civ in total.
3) Using the logic that you can found 1 guild per category (3 total) you can only build 3/15 <guild> Master Guild (World Wonder). I am assuming in this question there is one world wonder per guild (15 total) to generate income from taht specific Guild. Not sure if that is right.
I obviously need to just DL this and play but i have been busy w/ family matters so I apologize for that because I have not had time to download ROM 2.7.1 and try this.
arkham4269 Jul 22, 2009, 03:14 PM I'm thinking about making a civic after slavery called Guilds, as the medieval guilds (at least in europe) was a complete financial system going from the top (monarchs) to the smallest craftsmen. Or maybe move mercantile to guilds. It seems to fit the description.
I like this idea since one of the few things about RoM I don't like is there is slavery...and then suddenly we jump to the 1700's and mercantilism! I know that economics is a recent thing and that inflation was poorly understood (play Europa Universalis a lot and you learn this the hard way) but I can't think that the Chinese, Greeks, Romans and later Renaissance countries didn't have something above a slave economy.
If anything, I remember after the Black Plagues, the value of the common worker got better and thus caused a lot of economic reform.
Plus, I would think that either there needs to be a very early form of Free Market capitalism to show the whole Robber Baron age. One could argue that this is Corporationalist, but to me looking that civic, it is a more modern one as is the Regulated economy.
I don't know. Perhaps there could be a tech that changes these civics so that the first Free Market is fraught we problems of boom to bust cycles and a later tech would cause a change in this. The original Corporationlist would give a lot of gold and hammers but at a great cost in health and unrest. This would be lessened by a later tech. Plus I think Regulated Economy is at bit later. If it were me, I'd move it down a tier.
...and perhaps I need to stomp rambling. :crazyeye:
vincentz Jul 22, 2009, 07:25 PM If I wanted to make a <guild> Master Guild (World Wonder) to get some income as described in the first post what do I need to do:
1) What are the building requirements that are talked about in the first post
2) Does the world wonder give you income for all cities with the guilds like corp HQ or just the ones present in your cities.
3) Using the logic that you can found 1 guild per category (3 total) you can only build 3/15 <guild> Master Guild (World Wonder). I am assuming in this question there is one world wonder per guild (15 total) to generate income from taht specific Guild. Not sure if that is right.
I obviously need to just DL this and play but i have been busy w/ family matters so I apologize for that because I have not had time to download ROM 2.7.1 and try this.
Hehe, I admit my first post text is a mess. I wrote it as I made the guilds, piece by piece.
1) the requirements (Tech/Great Person) (Building Requirements) for the <Guild> Master Guild (World Wonder) is listed in the guilds descriptions in the first post (But also ingame):
Fishmongers Guild (Food: Fish/Shrimp/Crap/Clam/Whale)
(Guilds/Merchant) (B req : Fishing Hut)
I made these <guild> Master Guild building requirements because otherwise you could found f.ex. a Fishmongers Master Guild without ever having seen the ocean plus a guild is a gathering of Masters in their field, so how can you make a Blacksmith Master Guild if there is no Forges etc. There is exceptions though. Like the Glassblowers and Equestrians Guild. (I might change them, as you would still be able to spread the guild, but not found it)
2) Yes, it works more or less the same way as the corporations income, so if you spread a Goldsmiths Guild in one of your cities and another civ had built the Master Guild, he would recieve a small "royalty" bonus. (Same as religions too)
3) Yes, there is 15 <guild> Master Guilds (World Wonders) (no movies though ;)) and each civ can only build 3 <guild> Master Guilds (World Wonders) because they require A the <category> Guild Charter and B the <category> Master Guild.
vincentz Jul 23, 2009, 01:55 AM Uploaded BETA 7
I went a little off track and made a "wonder movie" for each Guild, based on the Coat of Arms of the Wonderful Companies of London (Livery Companies) of which I based most of this mod. It is not a movie but a simple picture displayed whenever the civ in control founds/builds a <guild> Master Guild. The example below is from the Equestrians Guild. I have changed the Coat of Arms to an almost simular guild in two places : Glassblowers Guild to Spectacles Guild, and Carpentrys Guild to Engineers Guild, simply because the original logos where not "in style". I also modified some of the guilds and finetuned/balanced them, but might do even more fiddeling ;)
I also changed the expire date on the Guild Charters and Guild Master so its no longer possible to spread guilds after Machine Tools and no longer possible to build Guild Masters after Motorised Transportation.
http://forums.civfanatics.com/attachment.php?attachmentid=221914&stc=1&d=1248335281
I made the pictures low resolution so they wouldnt take up too much space. The mod incl. the "Wonder Movies" is about 360 KB zipped, and each picture is about 33 KB unzipped, so it shouldnt be a speed killer ;). The main reason for the "Wonder Movies" was to give the Guilds a bit of atmosphere.
Sarkyn Jul 23, 2009, 02:44 AM The only downside with using World Wonders is that there is a hard limit on the number of Wonders per city in ROM. This won't bother me as it's one of the few things I immediately change as soon as I download a new version (along with STONE chance). It may well make people think very carefully about which cities to drop your guilds into -especially on smaller maps.
National wonders have just as many issues. Only thing I can think of would be to limit by quantity - eg 3 glass blower's guilds required to build master glass blower... but that has it's own set of complications.
I'll leave it to you :)
Sarkyn Jul 23, 2009, 02:45 AM btw - Equestrian master's guild surely requires both Horse and Stable? If so, be careful of the building upgrade chain of Stable.
vincentz Jul 23, 2009, 04:00 AM The "problem" about the limited World/National wonders is a strategic one I rather like. It forces you to think twice where to build them, instead of just loading every wonder in the same city. This applies to the Guilds as well. If you choose to put all possible Guild wonders in one city it will fill the slots of 3 WW and 3 NW, so it is not going to tilt the game. When that said, I dont think RoM in itself (without any modmods) is very suitable for small map sizes ;).
About the Equestrians Guild. I'm standing with a foot in each camp. If I give horse/stable requirements, then there wouldnt be any reason for building it as it provides horses. (The reason why I made the E.G. was that I almost never get the horse resource, and looking on especially Europe that looked odd as almost every country had horses. Regarding the # of guilds before being able to found a master guild : It is impossible (with my modding skills) as the AI wont spread any guilds that it is not master of and I dont see any counter for the guilds spreaded. All the work I have done is made purely in XML, but maybe a SDK or Python modder could enhance it later on.
Sarkyn Jul 23, 2009, 05:12 AM Oh.
It *gives horses*.
That's an excellent idea. I always thought the technology "Horse Breeding" should have allowed you to build a building that gave you horses, but a horsey guild is even better.
May I suggest an alternative icon for it?
http://fashionista.com/my-little-pony-beverage-napkin2.png
vincentz Jul 23, 2009, 06:00 AM I always thought the technology "Horse Breeding" should have allowed you to build a building that gave you horses, but a horsey guild is even better.
lol. What was I thinking... Using Medieval Coat of Arms when I could use that cute little pony.... I have to redo it all. Thinking Bananas in Pyjamas as Grocers Guild and some Muppets for the Butchers Guild. Maybe for the more mature audience use Ironman for Blacksmiths Guild :lol:
I also thought about some building that would allow horsebreeding. In danish its called a Stutteri (which onlinetranslates into Stud). If Zappara chooses to make one, I'll make a quick shift to require Horses/Knights Stables.
Sarkyn Jul 23, 2009, 06:52 AM Your translation is entirely correct - "Horse Stud" or "Stud Farm" is the phrase in English, yes.
Hrm.. I smell a ModMod.
Et Voila
Horse Stud [Modular]
http://forums.civfanatics.com/showthread.php?t=328967
NBAfan Jul 23, 2009, 11:42 AM Sarkyn what do you edit to remove the wonder limit?
Sarkyn Jul 23, 2009, 12:51 PM Sarkyn what do you edit to remove the wonder limit?
Step 1 - Open the file:
/(game directory)/Mods/Rise of Mankind/Assets/Xml/GlobalDefines.xml
Step 2 - Find the tags:
MAX_WORLD_WONDERS_PER_CITY
MAX_TEAM_WONDERS_PER_CITY
MAX_NATIONAL_WONDERS_PER_CITY
Step 3 - Change the values:
Change the defined value underneath them to whatever it is suits you and your map. To remove the limit entirely change the number to -1
Hope that helps :-)
Dancing Hoskuld Jul 23, 2009, 05:14 PM Or if you like you can have your own modular one so that when a newer version of RoM comes out you don't have to edit again :).
Sarkyn Jul 23, 2009, 05:37 PM Or if you like you can have your own modular one so that when a newer version of RoM comes out you don't have to edit again :).
Time for me to overcome my reluctance and share, isn't it?
Okay. Here goes...
Wonder Cap Remover [Modular]
http://forums.civfanatics.com/showthread.php?t=328997
vincentz Jul 27, 2009, 10:03 AM 1st version of the finished Guilds is uploaded.
Added a lot of small changes/graphics/balancing
Moved <catagory> Guild Masters to later coz if they spread the guild before master guild was founded, the master guild couldnt be founded/build.
Added Annual Fair to Artist Guild
Added Civopedia graphics for new resources.
Changed guild icons to the coat of arms.
vincentz Jul 27, 2009, 10:04 AM It is also uploaded along with my 6 corporations to the Vincentz Mods, which also had some fixes and minor changes (mostly the sealanes).
Schwarzbart Aug 28, 2009, 01:06 AM I whanted to build the Fishmongers Master Guild in the City I build the Vistualler Master Guild but its wont let me :(.
I checked that I have the Victuallers Guild Charter and also all Seefood resources (except Whale) in the City. I still can Build other World Wonders in this City so this is not a problem (have a mod the removes the limit).
Do I miss some Techs because I rushed to the Guilds and Agricultural Tools Techs or is it some Kind of Messup with other Mods?
Btw. I use vincentz mods 1.3 (beside some other mods ;) )
vincentz Aug 28, 2009, 03:39 AM Most likely because you have pre slavery civic (Barter) which doesnt allow corporations.
Just revolt to slavery that should fix it (I hope ;))
Do you have enough fishing huts?
Schwarzbart Aug 28, 2009, 04:08 AM Ups that the reason I am still on Barter because I dont like Slavery ^^.
Thanks for the fast reply.
JosEPh_II Aug 30, 2009, 01:28 PM How many fish huts are needed?
Do you send the "Masters" to your own cities or to rivals?
I've never in all these years of CIV4 -ing gotten a good handle on Corporations and their real value. And these Guilds follow the Corp guidelines it seems to me. I almost never build Corps so my eXperience with them is very limited.
JosEPh
vincentz Aug 30, 2009, 06:30 PM 1) How many fish huts are needed?
2) Do you send the "Masters" to your own cities or to rivals?
3) I've never in all these years of CIV4 -ing gotten a good handle on Corporations and their real value. And these Guilds follow the Corp guidelines it seems to me. I almost never build Corps so my eXperience with them is very limited.
JosEPh
1) it is 3 on large map, 4 on huge and could imagine it 5 or 6 on giant map
2) start out by sending them to your own cities, to get the bonus the guild gives. Then you can always send to other civs to get extra earnings.
3) The important thing is to found them in a financial city. That way the royalties paid by each city can multiply and you'll get a pretty decent gold income in your founding city. The best way, IMO, is to put the 3 different guilds you can have in 3 different cities (prefereably with a religion too). That way you have space for building Wall Street and other gold enhancing world/national wonders (If you play with the 4 w/n wonder limit)
Schwarzbart Sep 01, 2009, 02:16 PM After playing some Turns (around 60-80) with this Mod I think to have a earlyer acces to a other Economy Civic beside Slavery that allow Corps would be a nice to have for this mod.
For Excample put Mercantilism back to Banking.
Modfan Sep 01, 2009, 03:12 PM I simply went and tweaked Barter to allow Corporations.
Afforess Sep 01, 2009, 03:18 PM I simply went and tweaked Barter to allow Corporations.
lol, That's the kind of stuff that turns ordinary people into modders. How do you think I got started? I was disgusted with diplomacy... so I set out to fix it. Now look where I am. :lol:
Schwarzbart Sep 02, 2009, 02:12 PM Lol already tryed to change Mercantilsm to be aviable with banking but either its changed in some Mod I have loaded or the changes dont work with a already startet game :(
Bezhukov Sep 02, 2009, 05:11 PM How many fish huts are needed?
Do you send the "Masters" to your own cities or to rivals?
I've never in all these years of CIV4 -ing gotten a good handle on Corporations and their real value. And these Guilds follow the Corp guidelines it seems to me. I almost never build Corps so my eXperience with them is very limited.
JosEPh
The income from shrines/guild HQ (1 gold per) really isn't worth it on RoM, given all the other options for GP's. For Corporations (at 4 gold per), the math changes. Corporations (and guilds) have game-breaking value in the extent to which they provide a boost not otherwise available in food and hammers, greatly increasing the viability of otherwise marginal cities and allowing supercities to an extent not usually possible.
With all the multipliers in RoM, they turn the game into a rout once you get them cooking.
JosEPh_II Sep 02, 2009, 05:38 PM Well since I didn't know where to send a "Master" I set it to auto and then lost track of it.
I did notice a city with a Master just sitting there doing nothing later in that game. I wasn't even sure if it was the auto one or not. Shows how much attention I was paying to them. :rolleyes:
JosEPh
vincentz Sep 02, 2009, 10:00 PM how late? They'll upgrade later to the freight. However since the AI doesnt know how to use freights/caravans they'll not upgrade them :( I guess that would be the same for a AUTO.
vincentz Mar 23, 2010, 07:22 AM Almost finished with the Guilds.
The list of changes is too long to list, but one of the things I added was Guild Halls for Crafts and Services. The Victuallers Guilds have, instead of Guild Halls, a Free Building (the prereq building) when the Guild is founded.
I still need to make Goldsmiths and Glassblowers Guild Halls. Any suggestions for those two (and for the rest ofcourse) is MORE than welcome ;)
edit : just for examples of made Guild Halls :
Apothecaries : HEAL promotion to any unit built in city
Artists : +1 Artist -20% Warweariness
Blacksmiths : Build Land units 20% faster
Carpenters : 1 Specialist for each Lumbermill in cityradius
Clerks : +1 commerce/scientist +1 scientist +25% protection against spies
Drapers : +1 happiness for dye/fur/sheep/silk/cotton
Equestrians : Free Mobility promotion for Horses +1 Horse resource
Masons : +20% Defense / +20% Bombardment Defense
Talyn Aug 16, 2010, 09:02 AM Thanks to Google, I managed to post this into the wrong mod thread. Here's my original post, can anyone help?
Gah, I think I'm being stupid. I can't seem to build any guilds at all.
I've done the reasearch and had the box appear explaining that guilds are like corps etc.
I've managed to get 2 Great Engineers but I can't seem to be able to build the "Grand Mastercraftsmens Guild" which i believe is the pre-requisite for building the individual guilds.
Can someone point out how to build the "Grand Mastercraftsmens Guild" so I can try to establish at least 1 guild, if nothing else to help me try and understand how they work. (I understand the Coporation side of things, but i'm lost on getting that first building sorted for guilds). i couldn't see any reference to it in the original post, only that you need a 'special' type of forge.
Cheers folks. Apologies if I'm being dumb and missing something blooming obvious!!
I've got space in some of my cities for World and National Wonders, but when moving the Engineers there's no option for the 'main' building. I can see the icons for other guild buildings, but they are greyed out with the red 'Requires xyz' text.
vincentz Aug 17, 2010, 02:09 AM The Grand Master Guilds (Crafts/Servs/Victu..) cannot be buildt in the capital. Look in tech tree which techs it requires and remember to build the prereq buildings for the Guild you want to found. And make sure you don't have Barter Civic enabled ;)
Talyn Aug 17, 2010, 08:50 AM That's what i'm saying, I have all the pre-reqs except for the "Grand Mastercraftsmens Guild" which every guild needs. I can't find a way to build that particular thing to allow access to the other guilds.
Now, if I'm being totally dumb, please explain the process in simple terms! :)
Baskedyt Aug 21, 2010, 02:23 PM That's what i'm saying, I have all the pre-reqs except for the "Grand Mastercraftsmens Guild" which every guild needs. I can't find a way to build that particular thing to allow access to the other guilds.
Now, if I'm being totally dumb, please explain the process in simple terms! :)
I'm having the same problem. I can't build the NW guilds (Craft/Servants/Vict.). I have the techs for crafts and servants but I've looked in every city with or without guilds already present and it's not an option. The build button isn't just greyed out, it's not there.
I play AND 1.74G I don't know if this is the issue...
Edit: BTW the AI have guilds, because they have spread into some of my cities.
Baskedyt Aug 22, 2010, 07:45 AM OK I think I've found out why. In AND the guilds (and corps ?) incorporate them selves. I know because suddenly the Grocers Guild incorporated in one of my cities. So like the spread its just means that you have to have the right techs, ressources and civics and then wait.
j_mie6 Feb 08, 2011, 03:56 AM Where is the file download?
Can I have it please?
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