Guilds - How do they work?

Snofru1

Emperor
Joined
Dec 29, 2005
Messages
1,356
Location
Germany
I can´t find any ingame information on what guilds really do. The Sevopedia says "Build a Guild to give a gold bonus to its related building in every city" but there is no information on how big this bonus is. Also no information in the hover text except +5:culture: and +1:gp:. How should I choose whether it is worth to build a Guild?
 
They give free buildings in every city. Except if they have maintenance they they aren't free as you still have that maintenance cost.

In many cases it is not worth it because it takes almost as long to build it as it takes to get the tech that obsoletes it.
 
@Snofru1

They are currently a WIP. They use to work like Coroporations but then we took all that out and then they gave a free building (ex. Woodcutter's Guild gave a free Lumber Camp). But sicne they obsoleted so soon it would undo so much that I changed it to its current state which is +5 :gold: to every building of that guild's type (ex. Clerks Guild gives +5 :gold: to every Paper Maker you have built).

I may tweak them some more in the future, but that's what they do at the moment.

They give free buildings in every city. Except if they have maintenance they they aren't free as you still have that maintenance cost.

In many cases it is not worth it because it takes almost as long to build it as it takes to get the tech that obsoletes it.

They do not do that any more for the reasons you stated.
 
@DH

NOt true. Hydro tweaked it so now it gives additional bonuses to existing buildings
ex bakers guild additional gold to each bakery
 
Thanks for the quick and thorough information!

I still would like to see this additional gold somewhere in the hover text...

BTW: Wouldn´t it be better if the Guilds didn´t give plain money but would somehow increase the revenue of the building? E.g. the Baker´s Guild would increase the food of each Bakery, Apothecary´s Guild would increase the health and so on? Money isn´t really critical at the time Guilds are reached (at least in my games), there is already plenty of it...
 
I am not sure if those tags exist. For :food:/:hammers:/:commerce: or :health:. All I know how to do tags for is :gold:/:science:/:culture: and possibly :espionage:.

Easy solution for ya Hydro, look at any of the icons you want, ie :health: in a text that has it, then do a search in the file where it exists and walla there it is! (And not Woop):lol:
 
@SO

The code for it is brand new and I have only seen it used on things like the Tumulus from wonders that gave :culture: and :science: to it. I had not seen :gold:, but i guessed the tag name for it and it worked. I assume it worked because it was one of the 4 types of Commerce. However :food:, :hammers: and :commerce: are all types of yields, so I am not sure it would work. And :health: and :) tend to be in their own separate groups too.

Here is the code ...

Code:
			<GlobalBuildingExtraCommerces>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_LUMBER_CAMP</BuildingClass>
					<CommerceType>COMMERCE_GOLD</CommerceType>
					<iExtraCommerce>5</iExtraCommerce>
				</BuildingExtraCommerce>
			</GlobalBuildingExtraCommerces>

Do we have a GlobalBuildingExtraYeilds or something? Or GlobalBuildingExtraHealth?
 
Back
Top Bottom