Guilds [Modular] 2.7

Ups that the reason I am still on Barter because I dont like Slavery ^^.
Thanks for the fast reply.
 
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
 
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)
 
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.
 
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:
 
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 :(
 
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.
 
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
 
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
 
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.
 
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 ;)
 
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! :)
 
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.
 
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.
 
Where is the file download?
Can I have it please?
 
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