Rat catcher guild

Pocus

Warlord
Joined
Feb 12, 2004
Messages
160
What does it do? I'm playing with common events and after 270 turns, I have yet to see one even related to him.

Also, the merc guild is supposed to propose experimented mercs, but I never saw one.

Finally, how can I double the event frequency without too much file hassle?

(playing in v030h, huge game)
 
I don't think that the Ratcatcher's Guild exactly has events of its own, but owning the headquarters gives you extra options for various crime events, basically letting you accept bribes from the criminals instead of trying to punish them. These events, of course, require a minimum amount of crime in a city (or maybe the chances depend of crime rate, I'm not really sure).


Merchants hired through the "hire mercenary" spell do not have xp or promotions. Having the Guild of the Nine in a city allows various events where you are given the option to hire other mercenary units (or groups of units) which may came with promotions or xp.



I don't know.
 
I would also like to know what exactly is Aeron's bounty is about. After spending gold to spread it to all my cities, I have yet to see an Aeron's bounty related event 300 later.

Why can't all guilds be like the mercenary guild where it can be evoked when needed, as opposed to hoping a guild related event occurs each turn?
 
Aeron's bounty has a much more direct effect: +2 xp (and the Aeron's Chosen promotion, allowing spreading the guild) for all recon units.


I don't think that it has any events, but it may have some extra options for an event or two.


Edit: I just looked in the xml. The text file says its main point is events, but the only effect of Aeron's Bounty on events that I can find is that it allows Option 5 in the dissent event. This allows you to secretly assassinate the dissenter (costing 10 gold) rather than ignoring him (Has a 50% chance of causing a revolt for 2 turns), debating him (Has a 50% chance of adding +1 :), otherwise the city revolts for 4 turns.), whipping him (requires Evil Alignment, +1 unhappiness), letting the people stone the heretic (requiring Social Order civic, apparently no effect)
 
Hiring mercs: when you have the guild of nine in one of your city, you can always hire mercenaries by selecting a unit in the city and using the hire merc skill that appears.

For doubling event occurence you can select the option 'Living world' in the custom game setup. It works well, I almost always play with it on, and I see a lot more events.
 
I just looked in the XML and Ratcatcher's Guild is the trigger for events to remove itself, that is about it. Cult of the Dragon & Guild of the Nine are the only other corporations presently which are required to trigger events.

Circle of Gaelan, Aeron's Bounty, Ratcatcher's Guild, & Guild of Hammers enable 1 extra option in 1 event each.

No other events are tied to corporations as yet.


As for increasing the chance of events, check out my modular mod and you can just keep the one which sets it up to easily tweak the event frequency. Just remember that some events are bad. And that the AI also will get them more often.
 
You missed one - Guild of Hammers can trigger the event to spread itself.

But I suppose that's fairly obvious...
 
I thought you caught me on that one, but I had used a search function which should be quite flawless and it turns out you are incorrect. Guild of Hammers is not listed as a requirement for the guild to spread in the XML.

I looked over the Python and I cannot quite say for certain, but it appears to only check that the Guild of Hammers has been founded ANYWHERE in the world, and that it is not already in the city.

Thus you don't need to have the guild to spread the guild (which actually makes sense, as if you already have the guild in the city you sorta don't need it spread there anymore).

There could be others which are set via python which I did not ferret out though.
 
Ah, touché (shut up, Iruka).

And forgive my obscure references.
 
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