Guilds Question

Victorvanwavere

Warlord
Joined
Apr 6, 2002
Messages
105
Location
O.C. California
Can you get rid of a guild that is founded in one of your cities?
I got both Guild of the Nine and Ratcatchers Guild.

I would like to get rid of the Ratcatchers Guild. Can I?
Also, how do I hire Mercenaries in my Guild of the Nine city?
 
Get rid of Ratcatcher's HQ by lowering your crime-rate, then it moves to another Civ who now has the highest crime-rate in the world. Not sure if the non-HQ guild stays in city though.

Hire Merc's by having any unit on the city tile cast the spell "Hire Mercenary"
 
Is it really worth hiring mercs do you think? They are pretty expensive for a str 5 unit. Guild of the nine isn't a bad thing and there's no reason to get rid of it.

What does the crime rate do exactly? AFAIK not a lot.
 
mercenaries do get metal weapon promotions. I find them helpful in cities near borders, but I tend to go light on the defense.

Crime rate has little effect at this time. Guilds cannot be removed, at this time.

You must have enough gold on hand for the Hire mercenary spell to even show up.
 
Do you think a possible strategy would be to get worker techs, then beline the metal working techs, then run at 0% science bullying other civs to get any other techs you need. Create a huge army of mercs, go for conquest victory.

In the late game you often have huge gpt when on 0% but I've never tried this strategy, now that mercs only cost 120 it shouldn't be too hard to get huge stacks of them. Esp' as the hippus, (aren't their mercs mounted?)
 
Is it really worth hiring mercs do you think? They are pretty expensive for a str 5 unit. Guild of the nine isn't a bad thing and there's no reason to get rid of it.

In a large map, normal speed, emperor game, as the Bannor I eventually had a huge empire, with 0% Maintanence in most cities. I researched quickly with lots of towns, and specialists. But I didn't need to do much research, so I could just increase tax rate, and get about 5-10 mercs every turn if I wanted to, and with mithril weapons, they became quite useful suicide units during my crusades. Although, since they don't get any XP when they are recruited with the spell they became too slow to use as attackers. (since most of my army had the mobility promo)

And hippus mercs cost half-price.
 
Hold on. Does this mean that Guild of Nine hirelings do not have maintenance costs?
 
Hippus with mercenaries become quite a force, if you build a solid money-based economy with lots of trade routes. Lanun are also very good at generating gold, mercs work well with them too.
 
Ruins of Kilmorph with Guild of the Nine can get you quite a large army in notime. :)
 
And with no experiance or promotions. I'm really not a fan of how mercenaries are implemented now; I would prefer if hiring a mercenary always just reiggered the event that lets you choose between the availible units, wich would be of different types, races, experiance, promotions, and of course costs.
 
Having recently looked at how events are set up in the XML, I am wondering if it is possible to have a random selection of the options shown to the player? If it is, then maybe design "Hire_Mercenary_XX) where XX ranges from 1-15, each being a different race/unit class/promotion setup/cost, and then randomly place 4 options for who to hire. If that is not possible then design 6 random events to hire mercenaries, each one with a slightly different spread of who is offered for hire at the time (1 low cost, 1 high cost, 2 middle road).
 
you do get random events from the guild offering you units to purchase. also the hippus are not currently getting half price mercs. hippus mercs are move 3 however.
 
I find that Mercs are *really* useful in cases where it is hard to reinforce a locality. My current game has me playing on a Huge, continents map. I don't have that much of a fleet (yet) and shipping a guy across takes 10 turns, so I got a merc over to a little city on the other continent I got, and if I need to, I can dip into my treasury and hire 4-5 guys on an emergency basis.


OTOH, I don't think they are intended to be a replacement for a regular army.
 
I've found them more useful than I care to admit, but I still plan to change the way they work in my mod mod (eventually)
 
The guild actually saved my life once.
I was playing Lanun Falamar and was (or felt) invincible. I conquered my entire continent and went out on other wars. Had a huge one with Kuriotate/Mercurians, which was fun (and actually challenging). They had Guild of the Nine and bunch of other cool stuff in their Capital.
After that I went north on to Varn and his sun worshipping Priests.
The pretty much handed my ass back to me. It was when I discovered the power of Blood of the Phoenix...
Luckily I've gathered a nice sum from earlier conquests and 5000 coins worth of mercenaries put me back on track. Still I had to kill every Malakim twice...
 
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