Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

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Guild Guide
By SinStar87 (He/Him)
This guide lists the various guilds in the game, how to unlock them, and some hints and tips on how to get that guild that you want. Most of the data is taken from game data files, any resemblence to other guides is thus coincidence.
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Table of Contents
To jump to a specific section hit ctrl f and insert the
number(and letter). at the beginning of the section.

1. Other Stuff
2. Version History
3. Intro
4. Guild Triggers
4a. All Guilds
4b. Assassin's Guild
4c. Mason's Guild
4d. Theologian's Guild
4e. Merchant's Guild
4f. Alchemist's Guild
4g. Thieves’ Guild
4h. Explorer's Guild
4i. Swordsmith's Guild
4j. Templar Knights Guild
4k. St John's Knights Guild
4l. Teutonic Knights Guild
4m. Santiago Knights Guild
4n. Woodsmen Guild
4o. Horse Breeder's Guild
5. FAQ
6. Credit and Compliments
7. Copyright
1. Other Stuff
Don't sell it, other than that I don't care.
If you have anything you want to contribute or questions.
My Email is xpertgamer87 at yahoo dot com.
2. Version History
0.1 - Basic outline of the Triggers

0.6 - Refined things a bit

0.7 - Added points to the list

0.9 - Added effects of guilds.

1.0 - Added a FAQ section
3. Intro
Since there is no info on the subject at gamefaqs I decide to write a faq.
Of course you could get this info from the export_descr_guilds file
included with Medieval 2: Total War, but my guide looks better,
and hopefully explained a little. :P
As follows I break the listing by Guild then effects, then by triggers.
Gains followed by losses.


Notice:
This is my work, developed from pouring over the game files, and input from
various gamefaqs users as well as BlueYoshi579's guild section.
(Thanks for allowing me to use it). It is not taken from any other sources.

Medieval 2: Total War as well as export_descr_guilds.txt and the
data contained there in belong to Creative Assembly and or Sega.
4. Guild Triggers
Guilds work on an point system.
When you gather 100 Guild Points. Here to after referred to as GP.
You'll receive an offer for a basic guild.

When you gather 250 GP. You'll receive an offer for an intermediate guild.

Then finally When you gather 500 GP.
You'll receive an offer for a master guild.

That does not mean you'll receive an offer from that specific guild for that
specific city because you can only receive 1 guild offer per turn and
limited to 1 guild per province. At the beginning of every turn the system checks for the city with the most
GP for a guild and that is the guild for which you will receive an offer
given that it meets the above requirements.

I've found that in instances where there is GP for this settlement
and GP for all settlements, the settlement's GP changes by both.
For instance destroying a guild building drops that settlements GP by 120
instead of 100. Retraining of troops gives points just like recruiting.

Note: Make sure you check the FAQ section.
4a. All Guilds
Gains:
Guild building is upgraded
GP Gained: 20 for this settlement
GP Gained: 10 for all other settlements
A settlement upgrades
GP Gained: 10 gained for all guilds in all settlements

Losses:
Guild building is destroyed
GP Lost: 100 in this settlement
GP Lost: 20 for all other settlements
Normalize
GP Lost: 1 per turn for turns over 25 in all Settlements
4b. Assassin's Guild
How to Get:
One of the easier ones to get. Plant a general with 4+ dread as governor.
Build the inn line of buildings and recruit assassin after assassin. When you
get the odd assassination mission make sure to do it.


Effects:
Level 1: Can recruit Hashashim (Islamic Factions only),
Can recruit Battlefield Assassins (Hungary Only),
+5% Public order from law.

Level 2: Can recruit more Hashashim (Islamic Factions only),
Can recruit Battlefield Assassins (Hungary Only),
+5% Public order from law.

Level 3: Can recruit more Hashashim (Islamic Factions only),
Can recruit Battlefield Assassins (Hungary Only),
+10% Public order from law.


Gains:
General with >4 Dread as Governor of settlement
GP Gained: 4 in this Settlement
Recruit Assassin
GP Gained: 10 in this Settlement
Successful Assassination
GP Gained: 20 in all Settlements
Build Brothel
GP Gained: 10 in this Settlement
Build Inn
GP Gained: 15 in this Settlement
Build Tavern
GP Gained: 20 in this Settlement
Build Coaching House
GP Gained: 25 in this Settlement
GP Gained: 2 for all other Settlements
Build Pleasure Palace
GP Gained: 30 in this Settlement
GP Gained: 5 for all other Settlements
Complete Assassins Guild Mission
GP Gained: 10 in all Settlements

Losses:
Fail Assassin Guilds Mission
GP Lost: 10 in all Settlements
4c. Mason's Guild
How to Get:
This one's difficulty depends on your income and the number of provinces you
own. More being better. Just build the barracks, archery, and armourer lines.
Upgrading whenever you get the chance.


Effects:
Level 1: +5% Public order from Happiness, 3 of some kind of infantry (faction
specific)

Level 2: +10% Public order from Happiness, 4 of a better type of infantry
(faction specific)

Level 3: +15% Public order from Happiness, 4 of a better type of infantry
(faction specific)


Gains:
Build Stone Wall
GP Gained: 10 in this Settlement
GP Gained: 2 for all other settlements
Build Large Stone Wall
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build Huge Stone Wall
GP Gained: 25 in this Settlement
GP Gained: 3 for all other settlements
Build Guards Quarters
GP Gained: 10 in this Settlement
GP Gained: 2 for all other settlements
Build Outpost Garrison
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build Barracks
GP Gained: 20 in this Settlement
GP Gained: 2 for all other settlements
Build Greater Barracks
GP Gained: 25 in this Settlement
GP Gained: 2 for all other settlements
Build Fortified Barracks
GP Gained: 30 in this Settlement
GP Gained: 3 for all other settlements
Build Town Watch
GP Gained: 10 in this Settlement
GP Gained: 2 for all other settlements
Build Town Guard
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build City Watch
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build Militia Drill Square
GP Gained: 20 in this Settlement
GP Gained: 2 for all other settlements
Build Militia Barracks
GP Gained: 20 in this Settlement
GP Gained: 2 for all other settlements
Build Army Barracks
GP Gained: 25 in this Settlement
GP Gained: 2 for all other settlements
Build Royal Armoury
GP Gained: 30 in this Settlement
GP Gained: 3 for all other settlements
Build Leather Tanner
GP Gained: 10 in this Settlement
GP Gained: 2 for all other settlements
Build Blacksmith
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build Armourer
GP Gained: 20 in this Settlement
GP Gained: 2 for all other settlements
Build Heavy Armourer
GP Gained: 20 in this Settlement
GP Gained: 2 for all other settlements
Build Plate Armourer
GP Gained: 25 in this Settlement
GP Gained: 2 for all other settlements
Build Gothic Armourer
GP Gained: 30 in this Settlement
GP Gained: 3 for all other settlements
Build Bowyer
GP Gained: 10 in this Settlement
GP Gained: 2 for all other settlements
Build Practice Range
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build Archery Range
GP Gained: 20 in this Settlement
GP Gained: 2 for all other settlements
Build Gothic Archery Academy
GP Gained: 30 in this Settlement
GP Gained: 3 for all other settlements
Build Bowyer
GP Gained: 10 in this Settlement
GP Gained: 2 for all other settlements
Build Practice Range
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build Archery Range
GP Gained: 20 in this Settlement
GP Gained: 2 for all other settlements
Build Gothic Archery Academy
GP Gained: 30 in this Settlement
GP Gained: 3 for all other settlements
4d. Theologian's Guild
How to Get:
Should be an easy one. Put a 5+ piety general in charge, build your church
line, recruit priests at every chance. and most of all, get them to work
converting your neighbors, denouncing those heretics, and
burning those witches!! Oh and do any guild missions that you happen upon.


Effects:(Taken from export_descr_character_traits.txt)
Level 2: Trained Priests will receive the 1st Level of
the Theologians Guild Member trait

Level 3: Trained Priests will receive the 2nd Level of
the Theologians Guild Member trait


Gains:
Recruit a Priest Or Equal
GP Gained: 10 in this Settlement
Build a Small Church Or Equal
GP Gained: 10 in this Settlement
Build a Church Or Equal
GP Gained: 15 in this Settlement
Build an Abbey Or Equal
GP Gained: 20 in this Settlement
Build a Cathedral Or Equal
GP Gained: 25 in this Settlement
Build a Huge Cathedral Or Equal
GP Gained: 30 in this Settlement
Your Cardinal becomes Pope
GP Gained: 30 in all Settlements
General with Piety >5 as Governor of settlement
GP Gained: 5 Per Turn in this Settlement
Denounce a Heretic/Witch
GP Gained: 10 in all Settlements
Your Priest Becomes Cardinal
GP Gained: 10 in all Settlements
Complete a Theologians Guild Mission
GP Gained: 10 in all Settlements

Losses:
Priest Becomes a Heretic
GP Lost: 5 in all Settlements
Fail a Theologians Guild Mission
GP Lost: 10 in all Settlements
4e. Merchant's Guild
How to Get:
On to my second favorite guild.
Anyway, every faction I've played starts with high income as it is so you'll
most likely have the 1000+ income trigger.
Build the market and the merchant's wharf lines. Send out diplomats and
get trade agreements, recruit merchants whenever you get the chance and take
out the opposing merchants. Ofcourse doing missions as they come to you.

Effects:
All: Increase in tradeable goods (More money)

Level 1: Can recruit Merchant Cavalry Militia (not all factions)

Level 2: More MCM

Level 3: More MCM


Gains:
Recruit a Merchant
GP Gained: 10 in this Settlement
Build a Merchant's Wharf
GP Gained: 20 in this Settlement
Build a Warehouse
GP Gained: 25 in this Settlement
Build Docklands
GP Gained: 30 in this Settlement
Build a Market
GP Gained: 10 in this Settlement
Build a Fairground
GP Gained: 15 in this Settlement
Build a Great Market
GP Gained: 20 in this Settlement
Build Merchant Quarters
GP Gained: 25 in this Settlement
Form Trade Agreement
GP Gained: 10 in all Settlements
Successful Acquisition
GP Gained: 10 in all Settlements
Faction Income >1000 per turn - Increased as income increases Up to 10000
GP Gained: 1-4 in all Settlements
Complete mission for Merchant's Guild
GP Gained: 10/20 in all Settlements

Losses:
Fail a Merchants Guild Mission
GP Lost: 10/20 in all Settlements
4f. Alchemist's Guild
How to Get:
The late game guild. Odds are you'll have guilds already in all of your
provinces. But ok, build the gunsmith line of buildings and recruit gunpowder
units.


Effects:
Level 1: +1 Experience for gunpowder troops recruited here.

Level 2: +1 Exp for all gunpowder troops, an additional +1 for all gunpowder
troops recruited here.

Level 3: +2 Exp for all gunpowder troops, an additional +1 for all gunpowder
troops recruited here.


Gains:
Recruit a Bombard
GP Gained: 10 in this Settlement
Recruit a Rocket Launcher
GP Gained: 15 in this Settlement
Recruit a Grand Bombard
GP Gained: 10 in this Settlement
Recruit a Mortar
GP Gained: 10 in this Settlement
Recruit a Ribault
GP Gained: 15 in this Settlement
Recruit a Culverin
GP Gained: 15 in this Settlement
Recruit a Cannon
GP Gained: 15 in this Settlement
Recruit a Serpentine
GP Gained: 15 in this Settlement
Recruit a Basilisk
GP Gained: 20 in this Settlement
Recruit a Monster Ribault
GP Gained: 20 in this Settlement
Recruit a Monster Bombard
GP Gained: 20 in this Settlement
Recruit Reiters
GP Gained: 15 in this Settlement
Recruit Arquebusiers
GP Gained: 15 in this Settlement
Recruit Musketeers
GP Gained: 15 in this Settlement
Recruit Hand Gunners
GP Gained: 15 in this Settlement
Recruit Portuguese Arquebusiers
GP Gained: 15 in this Settlement
Recruit Merc Arquebusiers
GP Gained: 15 in this Settlement
Recruit Camel Gunners
GP Gained: 15 in this Settlement
Recruit Janissary Musketeers
GP Gained: 15 in this Settlement
Recruit Sudanese Gunners
GP Gained: 15 in this Settlement
Build Alchemist lab
GP Gained: 10 in this Settlement
Build Gunsmith
GP Gained: 15 in this Settlement
Build Cannon Maker
GP Gained: 20 in this Settlement
Build Cannon Foundry
GP Gained: 25 in this Settlement
Build Royal Arsenal
GP Gained: 30 in this Settlement
4g. Thieves’ Guild
How to Get:
My most offered guild (and favorite).
You don't really need to do much and you'll probably get offers from here
when you are looking for the assassin guild. Plant a 4+ dread general. Build
the tavern line of buildings, recruit and use your spies. Completing missions
as they come to you.


Effects:
Level 1: Spies recruited in this city will have +1 Subterfuge.

Level 2: Spies recruited in this city will have +2 Subterfuge, and all spies
recruited anywhere else will have +1 to Subterfuge (A Master's guild and a
plain guild stack as far as I know, but Two Masters' guilds do not; this
trait of non-stacking applies to all agent training guilds).

Level 3: Spies recruited in this city will have +3 Subterfuge, and all spies
recruited anywhere else will have +2 Subterfuge
(does not stack with Master's guild bonus).


Gains:
General with >4 Dread as Governor of settlement
GP Gained: 2 in this Settlement
Build a Tavern
GP Gained: 10 in this Settlement
Build Brothel
GP Gained: 15 in this Settlement
Build Inn
GP Gained: 20 in this Settlement
Build Hotel
GP Gained: 25 in this Settlement
Build Grand Hotel
GP Gained: 30 in this Settlement
Recruit Spy
GP Gained: 10 in this Settlement
Successfully Spy
GP Gained: 10 for infiltration/2 per turn in all Settlements
Complete Thieves Guild Mission
GP Gained: 10 in all Settlements

Losses:
Fail Thieves’ Guild Mission
GP Lost: 10 in all Settlements
4h. Explorer's Guild
How to Get:
Perhaps the least offered guild. Build some ships and send them to egypt, or
if you are egypt to england. Anyway, somewhere far away. Build the port and
merchant's wharf lines, recruit merchants. And complete missions as they come.


Effects:
Readers confirm that this guild increases movement points
for your armies by encouraging the retinue of generals to include the
Intrepid Explorer.


Gains:
Recruit Merchant
GP Gained: 10 in this Settlement
Build Port
GP Gained: 15 in this Settlement
Build Shipwright
GP Gained: 20 in this Settlement
Build Dockyard
GP Gained: 25 in this Settlement
Build Naval Drydock
GP Gained: 30 in this Settlement
Build Merchant's Wharf
GP Gained: 20 in this Settlement
Build Warehouse
GP Gained: 25 in this Settlement
Build Docklands
GP Gained: 30 in this Settlement
Ships >50 <100 from capital
GP Gained: 3 Per Turn in all Settlements
Ships >99 from capital
GP Gained: 5 Per Turn in all Settlements
Complete Explorer's Guild Mission
GP Gained: 30 in all Settlements

Losses:
Fail Explorer's Guild Mission
GP Lost: 30 in all Settlements
4i. Swordsmith's Guild
How to Get:
One of the more useful guilds, It gives you the attack bonus upgrades. Anyway,
build the armourer line then recruit things with a sword. Easiest being the
dismounted knights.


Effects:
Level 1: All units recruited/retrained in this place get +1 to melee attack.

Level 2: All units recruited/retrained in this place get +1 to melee attack,
all Knights (mounted only) get +1 Experience. I think this bonus would stack
with bonuses from thing like Jousting Lists.

Level 3: I've never gotten this, but it does not state that it is any
different from the Master's Guild.


Gains:
Build Leather Tanner
GP Gained: 10 in this Settlement
Build Blacksmith
GP Gained: 15 in this Settlement
Build Armourer
GP Gained: 15 in this Settlement
Build Heavy Armourer
GP Gained: 20 in this Settlement
Build Plate Armourer
GP Gained: 25 in this Settlement
Build Gothic Armourer
GP Gained: 30 in this Settlement
Recruit Sword and Buckler Men
GP Gained: 15 in this Settlement
Recruit Swordsman Militia
GP Gained: 10 in this Settlement
Recruit Armored Swordsmen
GP Gained: 15 in this Settlement
Recruit Highland Nobles
GP Gained: 15 in this Settlement
Recruit Zweihander
GP Gained: 15 in this Settlement
Recruit Noble Swordsmen
GP Gained: 15 in this Settlement
Recruit Forlorn Hope
GP Gained: 15 in this Settlement
Recruit Byzantine Infantry
GP Gained: 15 in this Settlement
Recruit Battlefield Assassins
GP Gained: 15 in this Settlement
Recruit Norse Swordsmen
GP Gained: 15 in this Settlement
Recruit Dismounted Feudal Knights
GP Gained: 15 in this Settlement
Recruit Dismounted Chivalric Knights
GP Gained: 15 in this Settlement
Recruit Dismounted Gothic Knights
GP Gained: 15 in this Settlement
Recruit Dismounted Conquistadores
GP Gained: 15 in this Settlement
Recruit Dismounted Italian MAA
GP Gained: 15 in this Settlement
Recruit Dismounted Broken Lances
GP Gained: 15 in this Settlement
Recruit Dismounted Norman Knights
GP Gained: 15 in this Settlement
Recruit Dismounted Polish Knights
GP Gained: 15 in this Settlement
Recruit Dismounted Byzantine Lancers
GP Gained: 15 in this Settlement
Recruit Dismounted Latinkon
GP Gained: 15 in this Settlement
Recruit Dismounted Christian Guard
GP Gained: 15 in this Settlement
Recruit Sudanese Tribesmen
GP Gained: 10 in this Settlement
Recruit Hashishim
GP Gained: 15 in this Settlement
Recruit Urban Militia
GP Gained: 15 in this Settlement
4j. Templar Knights Guild
How to Get:
Plant a 4+ chivalry general as governor. after that Start and join crusades.
You are most likely to receive offers from St John's so reject them. After you
get one just recruit Templar Knights every chance you get.
(Refer to the FAQ section.)


Effects:
Level 1: Can recruit Templar Knights (3)
Kingdoms/Crusades Income bonus and +1 Exp for Heavy Cavalry instead
Level 2: Can recruit Templar Knights (4, +1 Exp)
Kingdoms/Crusades x2 Income bonus and +2 Exp for Heavy Cavalry instead
Level 3: Can recruit Templar Knights (6, +2 Exp)
Kingdoms/Crusades x4 Income bonus and +3 Exp for Heavy Cavalry additional +1 as the Templars instead

Gains:
A General joins Crusade
GP Gained: 25 in all Settlements
Templar Knight Recruited in settlement
GP Gained: 10 in this Settlement
GP Gained: 1 for all other settlements
General With >4 Chivalry as Governor of settlement
GP Gained: 5 Per Turn in this Settlement

Losses:
A General abandons Crusade
GP Lost: 25 in all Settlements
4k. St John's Knights Guild
How to Get:
Most likely knight's guild you will get an offer for.
Plant a 4+ chivalry general as governor. after that Start and join crusades.
Start attacking Egypt, the Turks, and the Moors.
After you get one just recruit Hospitaller Knights every chance you get.
(Refer to the FAQ section.)


Effects:
Level 1: Can recruit Hospitaller Knights (3), +5% Public Health

Level 2: Can recruit Hospitaller Knights (4, +1 Exp), +10% Public Health

Level 3: Can recruit Hospitaller Knights (6, +2 Exp), +15% Public Health


Gains:
General joins Crusade
GP Gained: 25 in all Settlements
Recruit Hospitaller Knight
GP Gained: 10 in this Settlement
GP Gained: 1 for all other settlements
Declare War on a Muslim Nation
GP Gained: 10 in all Settlements
Neighbor with >50 Muslim Religion
GP Gained: 10 in this Settlement
General with Chivalry >4 as Governor of settlement
GP Gained: 5 Per Turn in this Settlement

Negative:
General on Crusade Leaves Crusade
GP Lost: 25 in all Settlements
4l. Teutonic Knights Guild
How to Get:
Plant a 4+ chivalry general as governor. after that Start and join crusades.
After you get one just recruit Teutonic Knights every chance you get.
(Refer to the FAQ section.)


Effects:
Level 1: Can recruit Teutonic Knights (3)

Level 2: Can recruit Teutonic Knights (4, +1 Exp)

Level 3: Can recruit Teutonic Knights (6, +2 Exp)


Gains:
A General joins Crusade
GP Gained: 25 in all Settlements
Teutonic Knight Recruited in Settlement
GP Gained: 10 in this Settlement
GP Gained: 1 for all other settlements
General With >4 Chivalry as Governor of settlement
GP Gained: 5 Per Turn in this Settlement
City has Pagan Neighbor
GP Gained: 10 in this Settlement
GP Gained: 1 for all other settlements

Losses:
A General abandons Crusade
GP Lost: 25 in all Settlements
4m. Santiago Knights Guild
How to Get:
Plant a 4+ chivalry general as governor. after that Start and join crusades.
After you get one just recruit Santiago Knights every chance you get. Think
I've read that somewhere before...
(Refer to the FAQ section.)


Effects:
Level 1: Can recruit Santiago Knights (3), +5% Public Health

Level 2: Can recruit Santiago Knights (4, +1 Exp), +10% Public Health

Level 3: Can recruit Santiago Knights (6, +2 Exp), +15% Public Health


Gains:
General joins Crusade
GP Gained: 25 in all Settlements
Recruit a Knight of Santiago
GP Gained: 10 in this Settlement
GP Gained: 1 for all other settlements
General with Chivalry >4 as Governor of settlement
GP Gained: 5 Per Turn in this Settlement

Losses:
General Leaves Crusade
GP Lost: 25 in all Settlements
4n. Woodsmen Guild
How to Get:
Plant a 4+ chivalry general as governor. Build the Inn line of buildings. Then
recruit best available archers. Once you get one recruit Sherwood archers.
Oddly, the archery range line has no affect.


Effects:
Level 1: Can Recruit Sherwood Archers,
+1 Experience for archers recruited here.

Level 2: Can Recruit Sherwood Archers,
+1 Experience for archers recruited here,
+1 additional experience for all archers.

Level 3: Can Recruit Sherwood Archers,
+1 Experience for archers recruited here,
+2 additional experience for all archers.


Gains:
Recruit Archer Militia
GP Gained: 10 in this Settlement
Recruit Peasant Archers
GP Gained: 10 in this Settlement
Recruit Longbowmen
GP Gained: 15 in this Settlement
Recruit Yeoman Archers
GP Gained: 15 in this Settlement
Recruit Retinued Longbowmen
GP Gained: 15 in this Settlement
Recruit Sherwood Archers
GP Gained: 20 in this Settlement
Build a Brothel
GP Gained: 10 in this Settlement
Build a Inn
GP Gained: 15 in this Settlement
Build a Tavern
GP Gained: 20 in this Settlement
Build a Coaching House
GP Gained: 25 in this Settlement
GP Gained: 2 for all other settlements
Build a Pleasure Palace
GP Gained: 30 in this Settlement
GP Gained: 5 for all other settlements
General With >4 Chivalry as Governor of settlement
GP Gained: 5 Per Turn in this Settlement
4o. Horse Breeder's Guild
How to Get:
Build the stables line. Then recruit cavalry, cheapest and most plentiful as
they are all equal point-wise. If you are playing egypt, and perhaps Turks,
throw races.
(Refer to the FAQ section.)


Effects:
Level 1: +5% Public order from Happiness, 3 of some kind of infantry (faction
specific)

Level 2: +10% Public order from Happiness, 4 of a better type of infantry
(faction specific)

Level 3: +15% Public order from Happiness, 4 of a better type of infantry
(faction specific)


Gains:
Recruit Cavalry
GP Gained: 10 in this Settlement
GP Gained: 1 for all other settlements
Build Stables
GP Gained: 10 in this Settlement
GP Gained: 1 for all other settlements
Build Knight's Stables
GP Gained: 15 in this Settlement
GP Gained: 2 for all other settlements
Build Earl's Stables
GP Gained: 20 in this Settlement
GP Gained: 3 for all other settlements
Build Baron's Stables
GP Gained: 25 in this Settlement
GP Gained: 4 for all other settlements
Build King's Stables
GP Gained: 30 in this Settlement
GP Gained: 5 for all other settlements
Build Racing Tracks
GP Gained: 50 in this Settlement
GP Gained: 5 for all other settlements
Build Sultan's Racing Tracks
GP Gained: 75 in this Settlement
GP Gained: 5 for all other settlements
Throw Races
GP Gained: 5 Per Turn in this Settlement
5. FAQ
Question:
Do you have any similar info on how to actually GET a guild offer in a
specific settlement?
Contributed by ziegd

Answer:
If you are looking for a specific guild offer, but keep getting offers from
other guilds. Accept them, then destroy the building. It'll drop the points
by 120 in that settlement for that guild.(Very useful if you want a specific
knight's guild)
Contributed by Nordlaender

Question:
Paraphrase: Why do I get offers from Thieves guilds even though I don't build spies?
Why do I get offers in freshly conquered provinces?

Answer:
You aren't alone in gathering GP any points gathered while the province is in another's hands carry over when you conquer it, also the ai loves to build and send out spies so you are benefiting(or suffering if you don't want thieves guilds...) from the ai, specifically the
Successfully Spy
GP Gained: 10 for infiltration/2 per turn in all Settlements
Any gains or losses for All Settlements seem to affect every province not just the factions.
Contributed by Steam User - Dark Angel

Question:
So if I understand, when my counter reaches 100 points,
I get a guild offer. If I accept or refuse, does it go back to 0?
Contributed by zyxos

Answer:
Whether you accept or refuse the offer has no affect on the amount of points.
Except the 30 points you get for the guild building upgrade. Although
refusing an offer pauses offers for that guild in that city for 10 turns.
Contributed by bigredk001

Question:
Do I have to have level 1 guilds in all provinces before I can be offered
a level 2 guild?
Contributed by zyxos

Answer:
No you don't. If you have 250+ GP in a city with a level 1 guild and 99
or less GP for all guilds in all other settlements you will get an offer
for the level 2 guild. Although it is my experience if you have 100+ GP
for a guild in a settlement with no guild and 250+ points in a city with a
level 1 guild you will get the offer for the 100+ GP guild before the other.
Contributed by bigredk001

Question:
Is it possible to get the highest level of a guild in every city (if you only built that one type of guild in all your cities)?
Contributed by Emperor Tromedlov Drolmai - Steam User

Answer:
No you are only allowed one grandmaster building in the world for any guild.
Question:
What's up with the Horse Breeder's Guild?

Answer:
In my opinion,
it is an oversight in the game because most of the triggers are for the
castle line but it is a city only guild.
To change that you need to mod the export_descr_building file,
search for horse_breeders_guild city then delete the city part of the
three incarnations there.
Once done, It'll look like:

horse_breeders_guild requires
m_horse_breeders_guild requires
gm_horse_breeders_guild requires

There are 2 spaces between guild and requires.
6. Credit and Compliments
First to Total War Sega/Creative Assembly, some of my favorite games here.
Next to my friends out there in TCA you know who you are.

Special Thanks to:
BlueYoshi579 - The information in the effects section.
Nordlaender - Helping define some trigger data.
Notably what the a and s stand for and how to change guild offers.
As well as answering some questions
Steam User Dark Angel - Bonuses for Templar Knights for the Crusades in Kingdoms.

bigredk001 - Pointing out glaring oversights in the Assassin Guild. As well
as answering some questions.

Gamefaqs Contribution Writers - Copyright info.
7. Copyright
7. Copyright 2010-2017 Cody Collins

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission.
Use of this guide on any other web site
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50 Comments
beholder Mar 16 @ 8:40am 
I want to add some concrete information:
all needed things for the original geme are in
\Medieval II Total War\data\export_descr_guilds.txt

and for example in moded content (SS6.4) you need to look up to
\Medieval II Total War\mods\ss6.3\data\export_descr_guilds.txt
HK Zero Apr 14, 2023 @ 6:28pm 
Do crossbowmen and/or javelin style infantry count towards the woodsmen guild and do they get the bonus?
Nukoolamukmuk Jun 16, 2022 @ 11:17am 
I wonder how different guilds are in Stainless Steel?
CA should update the game to make guilds more meaningful than giving a tiny pinch of xp. There are a lot of ways to make guilds useful with a bit of thought.
Connan Jan 22, 2022 @ 1:46am 
The Horse Breeder Guild doesnt add any infantry, i have checked every faction. It only adds the XP
gwendoodle<3 May 6, 2021 @ 11:24am 
Am I wrong in assuming guilds are limited to one per city / castle? I was wondering if I need to worry about denying less useful guilds like explorer on a backline or if the more the merrier is a better approach.
Magister Procellas Apr 10, 2021 @ 8:52pm 
I just want to point out that you reused the list of effects for the masons' guild on the horse breeders' guild, ie public order and infantry rather than cav exp.
The_Q Mar 27, 2021 @ 8:24pm 
*knights
The_Q Mar 27, 2021 @ 8:24pm 
as england i have both.. i like both but templar are shock cav and nights of st john are like merchant cav and have swords
dshodaw Mar 27, 2021 @ 6:35am 
Thanks for the guide. I used a similar guide back before Steam and it was very useful. A nice addition were the FAQ. Some lingering questions of mine got answered there. Great job writing and compiling (y) :Crowned::wololo:
76561198120390739 Feb 5, 2021 @ 1:50am 
Answering some comment or questions about swordsmith guild, this guild appear on both city and castle, you rarely saw this on city because only few faction that have sword wielding infantry trained at city.. The only time i got offered this guild on city is where i play as Byzantine since they got byzantine infrantry (a swordmen militia train at city) and I create a lot of them. And now about Russia, Turk and Egypt, yes it is quite hard and time consuming but you actually can attract this guild by build leather tanner and its improvement building, the exploit is to delete them and then build it again and again until you got offered, and somehow it's easier when the settlement already upgraded to citadel.