The Guild II: Renaissance

The Guild II: Renaissance

VA gamer Apr 10, 2015 @ 9:33am
Renaissance 4.22/Guild 3 suggestions
Been playing Renaissance, 4.20 patch singleplayer and had some thoughts. These forums seem more active than others for the game, including dev comments.

I really like the basic mechanic of interdependent class-based buildings. That said, there are some clunky mechanics that I think can be improved.

-Basic problem lies with lack of options to ease micro-management with large numbers of production buidings. AI control of buildings and automated carts don't seem to work well for me long-term. I think adding functionality to carts and warehouses might help here. For example, cart at farm could have option to grab full cart of wheat (once 40/60 units become available) and deliver it to warehouse. An additional command could be available for a pub cart to fetch wheat from the warehouse when pub wheat inventory reaches 50%, for example. By using the warehouse as a production supply hub, the player can have better control and visibility of enterprise stock levels. Drop down menus and cart-naming feature would also help.

-Sales from production buildings seems odd to me. Why can I only sell four goods from a building, and why is price for direct sales lower than base price? As a patron, it makes more sense to sell porridge to the market or mead through free trade than to sell at my inn - something is off there. As a L10 patron with 10 charisma and bargaining, I should be making more than 20/26 for selling porridge and beer. I would recommend having more sales slots with higher level buildings, four slots for T1 buildings, six for T2, and eight slots for T3 maybe.

-AI buildings don't seem to feed the market. I see AI farms growing wheat and sheep but it doesn't show up at any market. Perhaps it's a bug. It would interesting mechanic if we could arrange contracts with AI to deliver their raw goods to our buildings, IMO.

-Allow harvesting employees to deliver to a nearby cart, rather than carry their eight items all the way back to the production building. It's possible to do this manually, but it's really tedious.

-Allow purchase of second fishing boat at tier two, and 3rd fishing boat at tier three fishery

-More detail on earnings for thieves - some sort of daily tally to optimize where they are placed would be optimal. As it stands, I have eight L5/6 pickpockets working on one game and the theft income column doesn't seem to match what I see by watching their gains locally.

-Ability to plant herbs like lavender - perhaps tier 2 orchard?

-Function to see why reputation is decreasing - as it stands, we can lose reputation when some citizen tries to buy a suit of platemail at a L1 smithy. If not zoomed in and watching an individual shop, we don't see the rep decline. Likewise, that whole pamphlet thing can kill rep if one isn't aware of the mechanic.

Sorry for the long post, but it's a really good game that has potential to be great.

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Showing 1-5 of 5 comments
Sandsandal Apr 11, 2015 @ 11:57am 
I'm just going to say this first, most of these suggestions sounds amazing but most likely would not be possible to impliment into Guild 2. (Guild 3 hopefully)

Now i have been doing some digging and you can almost make a automatic traderoute system, it should be explain how to do so in this forum post by a admin/dev (http://forum.runeforge-games.net/index.php?topic=303.0)

I would also love to have some better "Illegal incone overlook" and that would help distinc where your money is coming from, i've been experiencing a lot of "Wait, where did this money come from" moments
DiscoZombie Apr 13, 2015 @ 6:20pm 
Just wanted to say, I agree with pretty much all your suggestions - especially the automation one. The one thing that's keeping me from continuing to enjoy the game is having to micromanage the supplies for every one of my businesses because I can't properly tell my raw materials businesses to properly supply my other businesses.
Scandal  [developer] Apr 17, 2015 @ 5:46am 
Hi VA gamer,
thanks for your suggestions. The Guild 3 will include most of that :)
Regarding TG2Ren: the RUNEFORGE team has decided, not to continue working on further patches after 4.21 is released. But you can be sure, that the learnings out of TG2 influence the developer (GolemLabs) of TG3.
Humdrum Fox Apr 19, 2015 @ 6:22am 
Originally posted by Scandal:
Hi VA gamer,
thanks for your suggestions. The Guild 3 will include most of that :)
Regarding TG2Ren: the RUNEFORGE team has decided, not to continue working on further patches after 4.21 is released. But you can be sure, that the learnings out of TG2 influence the developer (GolemLabs) of TG3.
I'd also love to add:

- Ability to upgrade resource dens would be nice (basically investments into higher profitable business);
- Automate family members (a family member would automatically go to a closest available to his level owned business and basically become an "ownerworker" without getting ownership);
- One active member instead of three (for the sake of not cheating in politics and being able to have your full concentration on one member);
- Using things like "invitations" and "diplomacy" with your workers without the need for your character to actually being in the required place;
- Diversive development (instead of having the need to have different classes in your party - your whole family tree gains the experience in various areas (more like family wisdom, that passes onto next generations), that allows you to buy and upgrade stuff without the constant need for having different guys). Basically, when you get X-amount of profit from a business type - you get extra family experience in that perticular area (like craftsman; get a total profit of 10k - get family craftsmanship to level 2; unlock T2 craftsman upgrade on family craftsmanship level 5 and don't ever worry about having the need to have a crafter on your team for that perticular business type);
- Additionaly to previous: family level unlocks mighty ability of buying/building new businesses of that perticular type without the need of having a craftsman on your team/in your main slot;
- Automating while building; instead of having to wait until the building is done, just click on the building site and automate it and never have to worry about actually visiting that place again; becomes extremely important in mid/late-game;
- "Travelling merchants" - basically, a cart, that just buys and sells stuff without producing anything of it's own; an extra passive coin boost;
- "Dynasty mode" - get extra boosts for your next game after beating current one. Get a total posessions score to 100k - get +1 dynasty point. Get 10 points - upgrade one of the dynasty skills (like, +5% from selling things/+5% to production speed etc). Just for the sake of replayability with extra boosts for the more casual players, that want to relax and dominate.

^_^
azxcvbnm321 Apr 20, 2015 @ 4:21am 
Remember there needs to be game balance, not just an easy mode that gives you super powers because the game has to be challenging or else it will get boring.

In all, the Guild 2 with 4.20 is already very good, the most important improvements needed are to the AI and how to fit the AI into the overall economy. This will be a very difficult task. Otherwise, easy to manage trade routes are the only other thing needed to make a great game. Hopefully the developers of Guild 3 will come up with a gem.
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Date Posted: Apr 10, 2015 @ 9:33am
Posts: 5