crossroads problem

lil_wilde

Chieftain
Joined
Mar 30, 2007
Messages
42
I don't understand how to spread my guild. I have had success in two cities, one that was mine and one whom I have open borders with. The rest of the cities I can't set up my guild there because the city doesn't have gems, clam etc. I look in the cities where I do have the guild spread and those cities don't have those resources either. In fact, those resources aren't anywhere on the map.
Whats up?
 
I haven't played crossroads yet but I took a look at it before. I think I remember that some trade guilds generate resources that aren't on the map and some also consume those resources. So you might have to find a city that has a guild in it that generates the resource yours needs.
 
It's something like that. Some of the guilds generate off map resources, so you have to have open borders with at least one of the countries with those corporation guilds. If you have closed borders with everyone, then your own corporation doesn't function.

I haven't played crossroads yet but I took a look at it before. I think I remember that some trade guilds generate resources that aren't on the map and some also consume those resources. So you might have to find a city that has a guild in it that generates the resource yours needs.
 
I don't know if this is a bug issue or if I'm missing something. As Ethiopia I can no longer build my Portuguese Guildmasters. I wonder if its because I switched briefly to the Free Market civic. But after switching back to Decentralization I still can't build any Guildmasters. I don't see how anything else could be preventing them. On the first turn of the game I was able to build them before I opened any borders. I had Furs then and I still have them (apparently thats one of the pre-req resources?). They must come with the HQ since I don't have any sources in my borders. I don't see how any recently closed borders or eliminated civs would affect my ability to build Guildmasters since I had the Furs and could build the Guildmasters from turn one.

I wish this mod (and all the mods in fact) actually had some proper pedia info. Everytime I give BTS another chance, I find more examples of an incomplete and low quality game.
 
If you cannot spread your guild to a city either it's set to civic Mercantilism or possibly a vassal of a Major enemy. If it's the former you will not see a guild marker on the city, but there is a small black symbol. The way to deal with this is either a) make him a vassal then request a civic change for a small price or b) amass espionage points against him, send a spy, then when you have enough points select change civic. It has to be the civic in that group that you are currently set to (and that he can switch to) so the best choice is be on Decentralization and switch him to that. Guild spreading has nothing to do with resources.
 
That does't help, it's got to be some sort of bug that affects only a small portion of people.

Same problem here. The guilds aren't blacked out in foreign civ's cities, so it's not Mercantalism. The problem seems to be that it says it requires 1 of 5 resources that don't exist anywhere on the map (bananas, clams, gems, silk, and fur). These guilds do NOT produce these resources (In fact, NO guilds produce resources in this Mod, only gold or culture (and maybe science) in exchange for the resources.

However the Crossroads Concepts section of the Civilopedia seems to suggest that the guilds have to be established in cities with another guild, possibly their headquarters. Tried that as well, didn't work.
 
There are eight minor civilizations, and each has a minor trade guild in one of their cities. You can only establish your trade guild in one of these cities.

Mercantilism and State Property both negate foreign corporations. You can't spread your guild to a civ which is running either of those civics. I haven't felt like running them myself, but I'd guess that either one would stop you from spreading your guild. For certain, they'd stop you from building guildmasters.

Each minor trade guild makes a resource, which is necessary to establish the major trade guilds. It is possible that some of them might require other resouces, which ordinarily are available but could be lost due to enemy action.

Each guild branch generates 25 gold, which is quite nice and a major part of your income. You can run a profit at 100% science with a couple of them, and you start with two guildmasters to do this with.

War and closed borders make it impossible to spread the guild into hostile cities, obviously, but it may also make the branch temporarily disappear.

The AI will happily switch to mercantilism as soon as possible, making it hard to spread without forcing a change on them.
 
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