The Guild 3

The Guild 3

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pmm5000 Sep 23, 2020 @ 2:55pm
Few Questions
1. How do I increase the number of businesses that I can own past 10? I even noticed that there is an achievement for having 24 businesses.

2. How does one become a Sovereign anyways?

3. What's the point of warehouses? Actually, the better question would be how do I use them well?

4. Is there a way to automate repairs of buildings?

Otherwise, enjoying the game so far. Glad to see the updates.
Originally posted by Yeniary:
1. the maximum numbers of businesses is set by the developers, we will modify that soon, same for the Achievement, 25 businesses is impossible, this is a bug
2. you have to reach the top of the offices and get people to vote for you.
3. Warehouses work well to collect and redistribute the items you make in your businesses. best is if you use the storage rules to define how much should be kept in the warehouse and how much can be sold (those items kept in the warehouse can be used by your other businesses) the transporter should automatically go to your businesses and try to collect items to store them)
However, we are still working on this system and it has a few known bug that we are trying to fix.
4.no, you have to repair manually
5. you can only automate henchmen if you follow the rogue path, however there are some actions that can only be executed with your manual input
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pmm5000 Sep 23, 2020 @ 8:47pm 
5. How do I automate Henchmen? Like, let's say I want them to continue to collect evidence repeatedly. How would I do that?
The author of this thread has indicated that this post answers the original topic.
76561199030978674 Sep 24, 2020 @ 1:12am 
1. the maximum numbers of businesses is set by the developers, we will modify that soon, same for the Achievement, 25 businesses is impossible, this is a bug
2. you have to reach the top of the offices and get people to vote for you.
3. Warehouses work well to collect and redistribute the items you make in your businesses. best is if you use the storage rules to define how much should be kept in the warehouse and how much can be sold (those items kept in the warehouse can be used by your other businesses) the transporter should automatically go to your businesses and try to collect items to store them)
However, we are still working on this system and it has a few known bug that we are trying to fix.
4.no, you have to repair manually
5. you can only automate henchmen if you follow the rogue path, however there are some actions that can only be executed with your manual input
Zaela Zhezzaia Sep 24, 2020 @ 3:50am 
would like to ask if there a way to prevent rogues from demanding protection money?

While as a doctor I pretty much just befriended them as I am the only person who can heal their wounds. Seems a bit broken to just take over the healing market and now people are depending on you healing them or leaving them injured forever. Lol

Will we get to buy churches like in Guild 2?
pmm5000 Sep 24, 2020 @ 5:48am 
Okay. Cool. Thanks. And actually, I'm of the same question. Is there a way to have the AI not do certain actions in the Rogue queue? Like not allow my robber camps to ambush people? Or as the above asked, not ask for protection money?
Yes and no. The way to do this to add actions like "protection money" and "ambush" to the set of actions where the legal status can be changed. However currently they are not part of this and as a result, they are always legal. We do see the problem with that.

"protection money" should definitly be something that can be made illegal, and we do plan to add it, but it is not out priority at the moment.

"ambushes" by definition are legal and will be, as one cannot just be punished for hanging out on the street. However, the ambush only starts as ambush and then executes automatically several actions that can be illegal, like fighting and stealing. It is just executed in areas that are unlikely to have law enforcement around. They can however generate evidence of crimes, which you can use to start a legal process or to blackmail someone. Alternatively you could hire henchmen to guard your people and transports.
pmm5000 Oct 4, 2020 @ 6:05pm 
Ah. Thank you Yeniary. I do have another question though about Hospitals. Why can't my characters go there to get healed from an illness? And is it just me, or are poison, illness, and injuries treated at three different places of business?
It really does depend on the type of illness you have to where you can receive treatment for it. Not every service has the necessary qualifications. In some cases it can also be sufficient to just drink some herbal tea or apply a proper bandage.
It can also depend on the upgrade level of the business if they can offer a certain treatment or not.
pmm5000 Oct 5, 2020 @ 1:42pm 
Well. Why? In particularly, the difference between the herb shop which can only be built in the village and going to a hospital which is a level 3 pesthouse. Sure. I can accept not being to get my poison cured at either place, but surely if I'm sick, I should be able to the hospital, right? Which it seems like isn't an option if one of my workers get ill.
76561199030978674 Oct 6, 2020 @ 12:32am 
For the "why" it gets a bit complex.

First of all, with the Guild 1&2 we have legacy. Some features were created based on original implementation, just because people will expect it to be.

Other decisions were added before our current team took over the development and we simply did not yet have the time to review every part of the game. We rely a lot on the community feedback for it, such as yours right now, to see it this is acceptable, intended, a bug or needs fixing.

Many decisions are also modeled on actual real life experience of the medieval ages. Because, believe it or not, a lot of the developing team really loves the game and setting and have a lot of input on how things would have been historically. Out of that context some things may seem odd, in modern standards.
For example a tooth ache from rotting teeth could not easily be fixed, people would have to go to a real doctor, only available in a city which was too expensive for most. Or they had to wait for a travelling barber and hope for the best. Or just end up with no teeth.

With your example of poison, there was no way for even doctors to properly identify poisons and give antidotes. In the game therefore you have some "possible antidote with a failure rate" that can be bought in the market. Of course we can make it available as a service in the hospital (and with your feedback we will discuss this), but it is also a matter of expectation for the player.
If you send your character to the hospital and pay for treatment, you could still end up losing your character, because that is a reality of poison that we want to have in the game. But it will also be a very bad gaming experience, as every player would expect a hospital treatment to be effective. Or have a very clear feedback to your survival-chance.
It is not always easy to merge modern expectations with a medieval life simulation, but we try.

So thank you for the feedback and for asking those questions, as we will be discussing this issue to see if we are going wrong here.
pmm5000 Oct 6, 2020 @ 12:55am 
Okay. That's actually rather nifty to learn. Thank you for the reply Yeniary. I'm actually rather appreciative that you replied.

I see your point in terms expecting the hospital treatment to be effective, when in reality back then...it was....sketchy to say the least. Which now makes sense of the decision to go to the Herb Shop in the villages if your sick because it's the most cost effective option, whereas going to the doctor in a hospital (should one even exist) was only reserved for the most serious of problems, and even then only for the reasonably well off, or the one guy in the village loved by everyone.

Also, in terms of the guild 2, which is what I played, I made it a point to play as a Scholar or romance one, solely so I could build hospitals everywhere because....man the bubonic plague or some other diseases would just wipe out everyone including my competition and more importantly me, and what's worse, would be that there would be absolutely no where to get it cured, because hospitals weren't exactly a priority for the AI at least.

Of course, the biggest reason why I brought up this issue is simply because I was looking around and asking myself, do I really need to open a Hospital, a Mage Shop (I think that's the name of the tier 3 Apothecary), and a dinky little herb shop (would be significantly more satisfied if this could be upgraded to tier 3 and more importantly that 130% customer satisfaction bonus), all at the same time? Because I only have 10 building slots....and I really need to make them count.
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Date Posted: Sep 23, 2020 @ 2:55pm
Posts: 10