Guilds [Modular] 2.7

vincentz

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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.


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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
 

Attachments

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I really wanted to see things like this. :D

BTW, will guilds be replaced by corporation or be obsolete?
 
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 :)
 
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 ;)
 
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?
 
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.
 
get a ctd too
 
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 as there was some problems with the old ones.
 
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.
 
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 ;))
 
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.
 
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