The Guild II: Renaissance

The Guild II: Renaissance

Riggster Aug 5, 2015 @ 11:27am
Best class apart from craftsman
I am looking for a new class to play as, I have played as craftsman all the time. So can anyone tell me a good class which gives good money and is fun to play as? And if possible the best building to use.

Thanks.
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Showing 1-15 of 16 comments
Admiral Fisher Aug 5, 2015 @ 11:54am 
from what I remember it was the scholar. I remember making a f*ckton of money as a presit. Sermons were my ticket to riches. I remember in one seromon I made over 13000 gold. From donations, rosery and food sales. I can't remember what the bread item is but at only 13 gold a pice your parishers eat it like candy.
Mr. Bear Aug 5, 2015 @ 2:57pm 
Can i ask you what makes the craftsman so good at the beginning? It is the class which i have the most trouble with when starting a new game.
The Scholar is a very good option because as mentioned you can go and be a priest, which can bring in some decent money without the need of any resources whatsoever. On top of that you can also keep a Pesthouse/Hospital; it is often thought that they exist in every city, and so owning one has a diminished effect, but as a side project it is a business that ensures you can always heal whatever diseases you might acquire. Sometimes the existing facilities do not have the necessary treatment, causing in inability to cure your ailments, whereas if it is your pesthouse, you can ensure that you can heal any ailment.

Originally posted by DarkOmegaMK2:
Can i ask you what makes the craftsman so good at the beginning? It is the class which i have the most trouble with when starting a new game.

It is a means of buying and selling, and being able to notice the profit as opposed to what you put in. It is about buying what you need to build and then selling the product for a higher value. If you watch the supply and demand of both the resource and the item you are crafting, you can maximize profit and minimize cost. It probably seems more difficult because you will notice your money flying away, but if you look you'll notice that money coming back to you even more.
Last edited by Senlassa Foxy Lassa; Aug 5, 2015 @ 3:33pm
Riggster Aug 5, 2015 @ 3:52pm 
Originally posted by DarkOmegaMK2:
Can i ask you what makes the craftsman so good at the beginning? It is the class which i have the most trouble with when starting a new game.

I just save up for a mine, the mine precious stones, which sell for a lot.
The Rouge or Scholar. You can buy the Smuggler's Hole (I believe), find a corner where the AI Guards don't usually Guard; click Pickpocket and he or she will start stealing from people. With the Scholar, you can buy a church and preach your life away at the podium. The people will come and go and...they will give you all the gold the world can offer.
xK1LLJ0Y77x Aug 6, 2015 @ 3:33am 
I would recommend using either the Patron class or the Rogue class. Rogues don't make much money but they make money fast through Theives and Mercenaries they also have the cool ability to rob buildings of course which late game you could walk away with about 10k depending on the building as for the Patron they can make a decent amount of cash fast but they really need to depend on the market I usually make my money off of Orcharder's then move to an Inn or a Farm then Inn so I don't have to pay for supplies from the market
If you buy a patron's fishing business you cannot lose. The resources are free and constant, and the profit comes along with that. It's a productive business that requires only employee fees in expense, the rest is all revenue.
xK1LLJ0Y77x Aug 6, 2015 @ 5:11am 
Originally posted by Ish:
If you buy a patron's fishing business you cannot lose. The resources are free and constant, and the profit comes along with that. It's a productive business that requires only employee fees in expense, the rest is all revenue.
Pretty much the Craftmans mine and the Rogue's Merc camps or thieves (Prefer mercs)
Originally posted by xK1LLJ0Y77x:
Originally posted by Ish:
If you buy a patron's fishing business you cannot lose. The resources are free and constant, and the profit comes along with that. It's a productive business that requires only employee fees in expense, the rest is all revenue.
Pretty much the Craftmans mine and the Rogue's Merc camps or thieves (Prefer mercs)

The mine requires you to save a ton of money though, and therefore cannot be done right from the go, and the Rogue buildings have side effects that can be awful, such as trials and reputation smears, leading to a city that hates you -_-
Riggster Aug 6, 2015 @ 9:11am 
Originally posted by xK1LLJ0Y77x:
Originally posted by Ish:
If you buy a patron's fishing business you cannot lose. The resources are free and constant, and the profit comes along with that. It's a productive business that requires only employee fees in expense, the rest is all revenue.
Pretty much the Craftmans mine and the Rogue's Merc camps or thieves (Prefer mercs)

How do you make money from the merc camp?
Stryderunknown Aug 6, 2015 @ 12:07pm 
Originally posted by Riggster:
Originally posted by xK1LLJ0Y77x:
Pretty much the Craftmans mine and the Rogue's Merc camps or thieves (Prefer mercs)

How do you make money from the merc camp?

Merc's can either stand on routes asking wagoneers for a toll to pass (you lose rep with the wagon owner) or they can be used to Guard buildings, this requires going to a building and offering protection (you don't lose rep for protection). You get a lump sum and the merc then protects the building for 6 or so hours. It is possible to fail protection (your merc gets turned down) that can be down to the building owner not having any enemies or any money.

Automation of the Merc camp can be buggy in the sense you can end up with your mercs not wanting to guard but toll everyone instead and that of course lowers your rep. (They also tend to stand in a group at one spot rather than picking different entrances to the town etc)

There is also "Hush Money", that's where you send your merc's to stand around waiting for crimes to be committed so they can then blackmail the criminal into paying a fee for silence.
Last edited by Stryderunknown; Aug 6, 2015 @ 12:59pm
I like rogues best, it's the easiest way to get money I think
=M$= Oroberus Aug 11, 2015 @ 1:58pm 
Originally posted by Ish:
Originally posted by xK1LLJ0Y77x:
Pretty much the Craftmans mine and the Rogue's Merc camps or thieves (Prefer mercs)

The mine requires you to save a ton of money though, and therefore cannot be done right from the go, and the Rogue buildings have side effects that can be awful, such as trials and reputation smears, leading to a city that hates you -_-

That's why you don't go rogue on the city you're living in but at the neighbors. Also do not commit too much burglaries and you should be fine. Smuglers Den + Mercenary Quarters and you're absolutely fine, without having to do micromanagement.
Later the Pirate Haven is hilarious, as you can go and pludner ships and branch offices and make a ♥♥♥♥♥♥♥ (which usually equals several ♥♥♥♥♥♥♥♥♥) of money without any rep loss or other sideeffects.
Mr. Bear Aug 11, 2015 @ 4:32pm 
Originally posted by =M$= Oroberus:
Originally posted by Ish:

The mine requires you to save a ton of money though, and therefore cannot be done right from the go, and the Rogue buildings have side effects that can be awful, such as trials and reputation smears, leading to a city that hates you -_-

That's why you don't go rogue on the city you're living in but at the neighbors. Also do not commit too much burglaries and you should be fine. Smuglers Den + Mercenary Quarters and you're absolutely fine, without having to do micromanagement.
Later the Pirate Haven is hilarious, as you can go and pludner ships and branch offices and make a ♥♥♥♥♥♥♥ (which usually equals several ♥♥♥♥♥♥♥♥♥) of money without any rep loss or other sideeffects.

I wish i was good at being a Rogue, but everytime i try it's either a very complex management of several dudes and/or a complete and utter failure. It's odd because with the other classes i end just mopping the floor with the opposition after stacking a healthy sum of cash.

I always assumed that the rogue had the firepower to crush his rivals at will, but getting money with it is always a big problem for me while using the rogue.
=M$= Oroberus Aug 12, 2015 @ 8:15am 
Originally posted by DarkOmegaMK2:
Originally posted by =M$= Oroberus:

That's why you don't go rogue on the city you're living in but at the neighbors. Also do not commit too much burglaries and you should be fine. Smuglers Den + Mercenary Quarters and you're absolutely fine, without having to do micromanagement.
Later the Pirate Haven is hilarious, as you can go and pludner ships and branch offices and make a ♥♥♥♥♥♥♥ (which usually equals several ♥♥♥♥♥♥♥♥♥) of money without any rep loss or other sideeffects.

I wish i was good at being a Rogue, but everytime i try it's either a very complex management of several dudes and/or a complete and utter failure. It's odd because with the other classes i end just mopping the floor with the opposition after stacking a healthy sum of cash.

I always assumed that the rogue had the firepower to crush his rivals at will, but getting money with it is always a big problem for me while using the rogue.

The rogue has indeed a harder start compared to the rest but also he "packs more punch". The other classes only got their minions from the houses, the rogue got his minions from houses, smugler den and mercenaries. So it is easier to go face first into your opponents but this comes also with high risk.
But to be honest, I haven't even tried the other classes yet, beside a craftsman smith as my wife to get the equipment up for my minions and I have to say that the micromanagement of her is way more time consuming then rogueing with him and this is while he also is bailif.
Last edited by =M$= Oroberus; Aug 12, 2015 @ 8:16am
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Date Posted: Aug 5, 2015 @ 11:27am
Posts: 16