The Guild 3

The Guild 3

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Ragnara Jul 27, 2022 @ 12:04pm
New player here: Are there any good tutorials?
Hi people!

Just bought the game and played like 10 hours already. I don't know if I'm playing the game "correct" at all. I cannot find any tutorial at all.

I have an alliance with one other dynasty.

What I basically do the whole time is let my workers craft daggers and sell them, wait until I have money, get a new title, wait more and so on. It just feels like the wrong way to play.

Do you maybe have any tipps? Or any good in depth tutorial available somewhere?

Thanks in advance guys :)
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Showing 1-11 of 11 comments
BrowneHawk Jul 27, 2022 @ 2:51pm 
A simple youtube search could help you with this issue, This is one of the top hits. His viewers seem to feel it was a good tutorial based on comments. https://www.youtube.com/watch?v=dzp919i7Y3o
BrowneHawk Jul 27, 2022 @ 2:53pm 
When I'm learning a game, I'll go to youtube and I'll check most of the tutorials, you'll know with in the first few minutes if the video maker knows what they are talking about.

This is one of those games thats best to play for learning. Have bee doing multiplayer past few night and met a few people who learned that way, just hopping into multiplayer games seeing what others do, asking questions and so on.
Ragnara Jul 28, 2022 @ 1:17pm 
Originally posted by BrowneHawk:
A simple youtube search could help you with this issue, This is one of the top hits. His viewers seem to feel it was a good tutorial based on comments. https://www.youtube.com/watch?v=dzp919i7Y3o

Believe it or not, I searched YT for a video, but could't find any good. Man I feel stupid now, thanks for the link!
BrowneHawk Jul 28, 2022 @ 2:37pm 
Originally posted by Ragnara:
Originally posted by BrowneHawk:
A simple youtube search could help you with this issue, This is one of the top hits. His viewers seem to feel it was a good tutorial based on comments. https://www.youtube.com/watch?v=dzp919i7Y3o

Believe it or not, I searched YT for a video, but could't find any good. Man I feel stupid now, thanks for the link!
All good man, if you end up liking the game and want to get in on some multiplayer hit me up.
jclovis3 Jul 28, 2022 @ 9:42pm 
There is a lot more this video doesn't tell you so I'll try to give you some additional things to think about. You might wonder why to buy upgraded housing when you unlock them. For starters, the first homes have very little storage space. They offer automation of only the basic tasks so when you unlock higher levels of citizenship, the new tasks that come along with them will require the higher level house for any automated work with them. This is especially the case with children who you will want to Read Something Out Loud for the maximum XP gain. You will then note that the higher level houses have special family items you can craft, some of which require ingredients you cannot make or buy in the markets. This leads us to quests and other ways to acquire special goods.

One of the skill tree options allow you to Summon spirits in a grave yard who may give you some of these goods. Your Rum Den workers may also smuggle some of them. Having a family member do some hunting or fishing may result in finding a sack of coins to use as an item for some extra gold. There are far away missions you can unlock and you'll want to send someone on a horse or with a wagon to have more storage space for bringing home the spoils. Speaking of spoils, when you are a citizen you can answer the call at the Arsenal to distant wars and sometimes bring home weapons, gold pouches, or other special goods. I once brought home a Medal of Honor, which is the best neck jewelry I have seen thus far.

Influence can sometimes be bought with gold, and influence will be in short supply more often than gold anyway so when ever you can afford to do this through various actions, you should. As you go up in citizenship status, the cost of some of this increases. There is a little bug where it may tell you the influence reward might be something like 50 or 500 or whatever but with the higher costs you actually gain more influence than is reported. Perhaps this can be attributed to your "ability to gain influence" stat in your character.

The far away markets can be a little tricky to unlock. Remove any gear that gains you intimidation as this will decrease your chance of success. Equip or use anything that raises your intelligence as this seems to have a far greater influence than charisma does. Focusing one of your characters on high intelligence gains to unlock the markets as early as you can is a good idea. Higher intelligence also means they gain XP faster, but no character can exceed level 10 so watch out for this.

The far right of the skill tree has some upgrades you can spend influence on. Be careful not to get any that add intimidation if you are still trying to unlock the far trade markets. Intimidation is better for the rogue jobs who want to scare people into handing over their gold. There are items you can equip that increase this so the stat bonus being applied to your family and workers isn't needed early on. You may even avoid it all together.

Some jobs your family can do from the house have location assignments. Boasting about your achievements for example. Assigning a location to do this requires that you not have them running on the automated production or any scheduled production line. You have to drag the job directly onto the player in the building manager screen and it will ask you where you want your character to perform this task repeatedly. If you have a seat as a judge, you might want to place him right outside the building so he won't miss an appointment. This task also keeps them from wasting time running around as they can jump right into the next iteration right away. Many of the other workers, like robbers, can do location based tasks in the same way.

Henchmen are unlike workers or family members. They don't have pause and resume work duties for starters. They can be assigned as escorts for any character, or to guard a building. Guarding the building does not stop a character from taking any action on the building. It only causes the henchman to attack that character if they are successful. If any henchmen are escorting one of your characters when your character is attacked or attacks someone, the henchmen will join in on the fight right away. Be careful that you don't gain more speed than your henchmen can run or they may not be able to keep up with you while chasing somebody down to attack. Equip them with riding horses and better armor/weapons. Guard dogs help increase the perception of henchmen assigned guard duty. Meta-physical belts increase their strength and thus attack power.

When any character is injured while assigned to a work production, they will automatically run to a business to pay for treatment. Alternatively, you may intervene and task them to sleep to heal faster. This does not stop automatically when they are healed however but allowing it to finish will reward you some buffs. To interrupt sleep though, you can't just send them to do something. You have to use the urgent tasks list and wake them up first. Sleeping off injuries is one way to save gold on medical expenses, and may prove to be faster when you take into account that medical business workers won't work during the night from 10 pm to 4 am unless a family member is assigned the job.

Many office positions will spam you with court appointments, especially the judges position so you may want to avoid them unless you plan to be racking up a lot of crime and wish to control the outcome of the court appointments. Be warned however that any failure to appear will cost you influence and if you can't afford that cost, you lose the seat immediately. The only seat worth having in my opinion is Sovereign, and you want this with a very young head of household as it is a life position. All the other positions end in four cycles and you have to remember to reapply or you lose the seat. You can also try to apply for higher tiers in the tree as each level higher yields more influence pay. Sovereign makes 1000 influence per cycle however.

Workers can attack and kill too, so if you really want someone dead, gather up your workers and use them to launch an assault all at once. AI can "flee" however, which uses up influence so they can repeat this over and over until they run out. Just be prepared to follow them back to their homes as you won't be able to attack them until they run out of influence to use this with. Sovereigns usually have a couple city guards stalking about so a mob may be needed if you want to free up that seat. I once played with several rogue buildings so I would naturally have a good reason to arm up a bunch of men and put them to use as foot soldiers when I needed them. The character selection menu on the right side of the screen will help with selecting them.

There is a character selection bug that has bothered me for ages and I don't think the devs will ever aim to fix this. When two characters get really close together in a fight, you will find it impossible to select the one fighting with your character so as to see his inventory or health, or assign another character to attack him. If this is a dynasty character, you can open the dynasty tree and find them in there. Same goes for any other screen that shows character circles, like the office holders. You can use these circles to select or target any character you wish to attack as well. If you plan to target a character often, maybe even set a quick select on them by holding Left Control and pressing a number key on the top row of numbers. This works with buildings too, digits 0-9 all work. With any of your characters selected, you can L.Alt+digit to send them to that saved building or character. This does not work however for assigning as a target of attack or kill. It is helpful to find and "focus" on the target first so you can click on them. The bug that annoys me about this is you can zoom up close and be able to click anywhere on the character's body but not be able to select them when they are too close together.

I hope all this helps clear up any confusion left over from the video, or at least give you some things to think about going forward.
Different Name Jul 29, 2022 @ 4:00am 
Originally posted by jclovis3:
I hope all this helps clear up any confusion left over from the video, or at least give you some things to think about going forward.

This was amazingly helpful.

Do you know if it is better to plead guilty or not guilty at court? The tool tip says it affects the sentencing. I've assumed coming clean when the guards have evidence will help. But I'm not sure. One of my thieves ended up in prison for 1.6 turns.

Also, why do some of my thieves get a little too mean and break bones after they've defeated someone who attacked them after they caught them pick pocketing? That's what usually gets them in the most trouble.
Ragnara Jul 29, 2022 @ 10:53am 
Originally posted by jclovis3:
There is a lot more this video doesn't tell you so I'll try to give you some additional things to think about. You might wonder why to buy upgraded housing when you unlock them. For starters, the first homes have very little storage space. They offer automation of only the basic tasks so when you unlock higher levels of citizenship, the new tasks that come along with them will require the higher level house for any automated work with them. This is especially the case with children who you will want to Read Something Out Loud for the maximum XP gain. You will then note that the higher level houses have special family items you can craft, some of which require ingredients you cannot make or buy in the markets. This leads us to quests and other ways to acquire special goods.

One of the skill tree options allow you to Summon spirits in a grave yard who may give you some of these goods. Your Rum Den workers may also smuggle some of them. Having a family member do some hunting or fishing may result in finding a sack of coins to use as an item for some extra gold. There are far away missions you can unlock and you'll want to send someone on a horse or with a wagon to have more storage space for bringing home the spoils. Speaking of spoils, when you are a citizen you can answer the call at the Arsenal to distant wars and sometimes bring home weapons, gold pouches, or other special goods. I once brought home a Medal of Honor, which is the best neck jewelry I have seen thus far.

Influence can sometimes be bought with gold, and influence will be in short supply more often than gold anyway so when ever you can afford to do this through various actions, you should. As you go up in citizenship status, the cost of some of this increases. There is a little bug where it may tell you the influence reward might be something like 50 or 500 or whatever but with the higher costs you actually gain more influence than is reported. Perhaps this can be attributed to your "ability to gain influence" stat in your character.

The far away markets can be a little tricky to unlock. Remove any gear that gains you intimidation as this will decrease your chance of success. Equip or use anything that raises your intelligence as this seems to have a far greater influence than charisma does. Focusing one of your characters on high intelligence gains to unlock the markets as early as you can is a good idea. Higher intelligence also means they gain XP faster, but no character can exceed level 10 so watch out for this.

The far right of the skill tree has some upgrades you can spend influence on. Be careful not to get any that add intimidation if you are still trying to unlock the far trade markets. Intimidation is better for the rogue jobs who want to scare people into handing over their gold. There are items you can equip that increase this so the stat bonus being applied to your family and workers isn't needed early on. You may even avoid it all together.

Some jobs your family can do from the house have location assignments. Boasting about your achievements for example. Assigning a location to do this requires that you not have them running on the automated production or any scheduled production line. You have to drag the job directly onto the player in the building manager screen and it will ask you where you want your character to perform this task repeatedly. If you have a seat as a judge, you might want to place him right outside the building so he won't miss an appointment. This task also keeps them from wasting time running around as they can jump right into the next iteration right away. Many of the other workers, like robbers, can do location based tasks in the same way.

Henchmen are unlike workers or family members. They don't have pause and resume work duties for starters. They can be assigned as escorts for any character, or to guard a building. Guarding the building does not stop a character from taking any action on the building. It only causes the henchman to attack that character if they are successful. If any henchmen are escorting one of your characters when your character is attacked or attacks someone, the henchmen will join in on the fight right away. Be careful that you don't gain more speed than your henchmen can run or they may not be able to keep up with you while chasing somebody down to attack. Equip them with riding horses and better armor/weapons. Guard dogs help increase the perception of henchmen assigned guard duty. Meta-physical belts increase their strength and thus attack power.

When any character is injured while assigned to a work production, they will automatically run to a business to pay for treatment. Alternatively, you may intervene and task them to sleep to heal faster. This does not stop automatically when they are healed however but allowing it to finish will reward you some buffs. To interrupt sleep though, you can't just send them to do something. You have to use the urgent tasks list and wake them up first. Sleeping off injuries is one way to save gold on medical expenses, and may prove to be faster when you take into account that medical business workers won't work during the night from 10 pm to 4 am unless a family member is assigned the job.

Many office positions will spam you with court appointments, especially the judges position so you may want to avoid them unless you plan to be racking up a lot of crime and wish to control the outcome of the court appointments. Be warned however that any failure to appear will cost you influence and if you can't afford that cost, you lose the seat immediately. The only seat worth having in my opinion is Sovereign, and you want this with a very young head of household as it is a life position. All the other positions end in four cycles and you have to remember to reapply or you lose the seat. You can also try to apply for higher tiers in the tree as each level higher yields more influence pay. Sovereign makes 1000 influence per cycle however.

Workers can attack and kill too, so if you really want someone dead, gather up your workers and use them to launch an assault all at once. AI can "flee" however, which uses up influence so they can repeat this over and over until they run out. Just be prepared to follow them back to their homes as you won't be able to attack them until they run out of influence to use this with. Sovereigns usually have a couple city guards stalking about so a mob may be needed if you want to free up that seat. I once played with several rogue buildings so I would naturally have a good reason to arm up a bunch of men and put them to use as foot soldiers when I needed them. The character selection menu on the right side of the screen will help with selecting them.

There is a character selection bug that has bothered me for ages and I don't think the devs will ever aim to fix this. When two characters get really close together in a fight, you will find it impossible to select the one fighting with your character so as to see his inventory or health, or assign another character to attack him. If this is a dynasty character, you can open the dynasty tree and find them in there. Same goes for any other screen that shows character circles, like the office holders. You can use these circles to select or target any character you wish to attack as well. If you plan to target a character often, maybe even set a quick select on them by holding Left Control and pressing a number key on the top row of numbers. This works with buildings too, digits 0-9 all work. With any of your characters selected, you can L.Alt+digit to send them to that saved building or character. This does not work however for assigning as a target of attack or kill. It is helpful to find and "focus" on the target first so you can click on them. The bug that annoys me about this is you can zoom up close and be able to click anywhere on the character's body but not be able to select them when they are too close together.

I hope all this helps clear up any confusion left over from the video, or at least give you some things to think about going forward.

These tips are brilliant and are a blessing of secret tips. Thanks so much!
BrowneHawk Jul 29, 2022 @ 2:30pm 
Originally posted by Different Name:
Originally posted by jclovis3:
I hope all this helps clear up any confusion left over from the video, or at least give you some things to think about going forward.

This was amazingly helpful.

Do you know if it is better to plead guilty or not guilty at court? The tool tip says it affects the sentencing. I've assumed coming clean when the guards have evidence will help. But I'm not sure. One of my thieves ended up in prison for 1.6 turns.

Also, why do some of my thieves get a little too mean and break bones after they've defeated someone who attacked them after they caught them pick pocketing? That's what usually gets them in the most trouble.
I'll tell you right now, coming clean in court will never benefit you. You're always not guilty.
jclovis3 Jul 30, 2022 @ 11:18am 
When you submit evidence in court, you have a chance to request a light, just, or harsh sentence. So does any AI bringing a case against your characters. This has an effect of altering the voted upon sentence. For example, I watched votes for jail time from all 3 judges and the sentence was a loss of influence due to a light sentence being requested. I have not personally done any testing with pleading guilty but I think the devs should consider some favor like gained influence or something for doing this (after court convenes so you don't keep changing it).

The thieves, and many other characters, have a chance of sometimes doing something on their own. I've seen my own characters decide they're going to take a lunch break, or have a drink and get drunk. Of course, AI may also try to give your characters Boozy Breath Beer and force them to get drunk so there are always some actions out of our hands. We can never tell a character to "flee" though they often do on their own.

At present, I have found the play a game of dice (Citizen) to be a very fast way of producing XP for adult family members. With a Thieves Den, you can assign them a location to play so they don't run all over the map in between. This nets even more XP with boosts to "ability to learn". Raising intelligence only for children helps them gain XP faster to level up and raise other important stats, like strength for longer life spans. Sending a kid to school gives them less XP when they finish then another kid with assigned repeatedly to read something out loud or apologize to the neighbors. Even giving both kids 3 stone statues to increase ability to learn seems to help the working kid more than the school bound kid. I would have thought that paying for a fancy school should give your kid a bump up, but it doesn't. Not even in the 4 year cycle. So for 1 year cycles, you can send your kid to school more than once, but still the working kids will earn more XP in the same time.

Much of this game is not about finding the meta or best way to level up the fastest. It's more about playing with all the things you can do and having fun with it.
jclovis3 Jul 30, 2022 @ 12:22pm 
I'd like to add one more little known hint about transports. First off, you can tell them to pick up more than four different items if you wish. They will first try to pick up the first four in the list. Sometimes the items they reach for are not available, and they move on to the next item in the list. When they are full, they stop scanning the list and proceed to the next stop. Now, you can also assign them to drop off more than you would expect they hold. Just as in the first stop, if you have 20 different items listed to drop off, they will drop off anything they have in their possession if it is in that list. I use this when I want a transport to just empty out the inventory at one location in preparation for demolishing the building, but you may have other uses as well. I gave one example in another post, the Farmer/Butcher problem.

In this solution, I demonstrate the second fact, that you can schedule a route which drops off the same stacks of items more than once. Using the maximum storage rule at the first drop off business, you can allow supplies to be delivered up until that limit is reached. Then with the same schedule of goods to be dropped off at your local market, you can effectively ensure all of the excess goods go to market while keeping your own business supplied first. The storage buildings help solve this problem nicely but for the fledgling Yeoman or Commoner, this is not an option yet. The source business will have to uncheck the sell items option and keep the minimum to zero (or low) so your manual route can pick these items up. Just remember that once you have your storage building up, return your routes to normal and allow selling and procure where appropriate.
Different Name Aug 1, 2022 @ 4:37pm 
Originally posted by jclovis3:
The thieves, and many other characters, have a chance of sometimes doing something on their own.

I feel like Robin Hood in Time Bandits when I see them breaking bones.

Me: Excuse me! Is that really necessary?
My Thief: Yes sir. I’m afraid it is.
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Date Posted: Jul 27, 2022 @ 12:04pm
Posts: 11