The Guild II: Renaissance

The Guild II: Renaissance

Little things you may not know about the guild 2
As the title suggests this thread will hopefully be a list of things that may not be immediately apparent and will help people who have recently purchased the game.


To get a boat to do accounting house trades you will need a fishing shack, still unclear if possible to get bigger ships.

The monastery can be used to buy engagement rings

The monastery can be used to adopt children

If you choose to get married at a cathedral and pay for it instead of simply marrying on the spot you get bonus xp (500)

The robbers nest along with all rogue buildings has no employee tasks you can assign them to in the production menu, instead you click on the employee and check the combat tree ( the red box with hostile actions) to find a list of things they can do.

One of the actions from a Robbers nest is to "extort protection money" despite giving you a notifaction saying they have paid immediately, it is not until the rogues white bar compeltely fills has he finished "protecting" the bussiness at which point he is paid.

The guild hall lets you take out loans, you can do this by clicking "view loans" and choosing one of the loans, to repay the loan do the same thing but it will be on the right side column.

The guild hall has a "proffession" based ability, for patrons this lets you order raw materials and for a rogue this lets you purchase stolen loot, this can be profitable and can also be unprofitable, it depends on luck.

If you have any helpful hints or tips feel free to comment on this thread
Viimeisin muokkaaja on Anthologee; 23.9.2014 klo 21.06
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I really wish someone would compile a complete FAQ because there is so much to learn and the in-game tutorial (from the very first The Guild 2) doesn't even scratch the surface.The following info comes from a poster named MAXBETA.

MaxBeta:
[hi] I've been playing Guild 2 since it came out. I've collected, posted, and have amassed quite a List of Info..that helped me understand the game mechanics..so I thought I'd share. It's been so long I've forgotten how and who these points were documented originally..but the info is true to the game.

This first topic covers some of the recent question asked by our current group of players.

Tidbit before I start the main theme.. someone asked "how do you know" which profession a prospective courting partner is.. this is how I find the one I plan on marrying...

No head covering = Patron
Head covering w/ knot tied in back = Rogue
Head covering w/ fins on the sides = Scholar
Head covering w/o fins or knot = Craftsman

As you can see.. I've focused on women.. MEN can be distinguish by style and color of their clothing.. I just never documented it.

Now on to the Theme..Making your character and what makes it happen.

Part One: Building a Character
Section One: Talents

Constitution - 10/10 - A vital talent for all characters as it determines how long the character will live (amongst other, less useful boosts). I often boost this up to maximum as quickly as possible in order to benefit from taking Constitutional Miracle twice so as to reach a constitution of 12. Unfortunately, I have not been able to test whether having a constitution above 10 actually does increase your lifespan further, but it does stand to reason.

Dexterity - 9/10 - Another important talent for all characters that has the effect of increasing the character's movement speed. This talent also provides a variety of very useful boosts for rogues (notably a boost to pickpocketing value), and so would easily rank a 10/10 for a rogue. Which makes it just too bad it isn't a class talent for them...

Charisma - 3/10 - Makes you better at physical displays of affection, which (in my experience) tend to be less effective than the rhetoric-based actions, even at a high level of charisma. Also gives you a very small standing boost. Not a particularly useful talent, but would rank higher were it not for the fact that most characters will want to take Dorian Greyish as your 10th level talent.

Martial Arts - 6/10 - Apparently this makes you hit more. Combat may be somewhat glitched though, as I've found that more often than not a character with Martial Arts and Dexterity at 10 will still get hit several times for every hit they place on a level 1 thug. Equipping your character well seems to be much more important than boosting this talent. On the other hand, this talent is vital for killing your opponents the legal way (through duelling), and should not be ignored for any character that leans towards combat.

Handicrafts - 7/10 - Boosts speed of production. Obviously, this talent is far more useful for anyone whose primary focus is production. If you're a rogue, then you're a fool for putting any points into this. Scholars running Churches and Patrons running Inns will also find this talent less than satisfactory, though not quite a waste of points. For craftspeople though, this talent is what will keep you head and shoulders above your competition.

Stealth - 2/10 - Appears not to work, or at least not to be particularly useful. Also, this talent seems to only apply to illegal activities done by the character themselves and does not extend to your employees. Finally, if you are playing well then you shouldn't find it difficult to get a position granting you immunity well before you would possibly be able to have a high level of stealth.

Rhetoric - 8/10 - This is THE talent you use to make people like you. And like you they will, with high enough rhetoric. It's not particularly difficult to get people to like you with low rhetoric, but having a high rhetoric will allow you to make friends out of your enemies, and have a far greater boost when you use your diplomatic measures. Not only that, but occasionally you will get the opportunity to do special actions with quite considerable situational effects (such as making a plea before the judge or denouncing a competitor).

Empathy - 5/10 - Useful, but not that useful. This talent's main purpose seems to be allowing your character to avoid being pickpocketed, and for that reason all characters should get two or three levels of this talent. If you're planning on duelling opponents to death, then this talent is far more useful, as it prevents your opponent from using non-combatative means to avoid your shots.

Bargaining - 1/10 - This on has a virtually insignificant chance to get a very small bonus or discount on an item? Sign me up! The only reason I would ever put points into this talent is if I am just a tiny bit away from gaining a level where the acquired talent would be of immediate use to me.

Arcane Knowledge - 4/10 - This talent increases the power of artifacts, and decreases their re-use duration. Since most characters will find themselves using artifacts only when they are desperate for that little (and pricey) edge, this is a useful talent, but not really worth sinking your points into unless it's cheap compared to your other options. However, it becomes quite valuable for scholars who open tincturies and want to use the "Have a Vision" and "Summoning" measures more effectively.

Section Two: Abilities
I'm only going to mention the abilities worth taking here. If I don't mention it, it isn't worth taking. Remember, as a level 10 character, you get three level 2 abilities, three level 4 abilities, two level 7 abilities and one level 10 ability.

LEVEL 2
Easily the nicest level for abilities, every single ability on this level is worth taking. Well, with the exception of Deep Sleep - drinking mead to heal is far more effective.

Sneaky Fighter - Take this one on your fighting characters for a small but worthwhile boost. Personally though, I only ever take this talent when none of the other level 2 picks seem better.

Mentor - This is a valuable ability for rogues, as it will make your robber barons more likely to become effective fighting forces more rapidly... though without good equipment they're still dog food. If this ability came on a different level, I'd be more tempted to get it, as it's a very useful ability, but not quite as useful as the others that are coming up. I haven't done the maths on this, but I suspect that unless you have very high staff turnover, this ability would not be worth taking twice.

Educated - A nice little boost for characters who don't see a lot of gameplay and so cannot be expected to level up quite as quickly. I often give this to my spouse or children. This is particularly useful if you have a Church-based scholar, as these characters cannot goad and pay bonuses as often as other characters (due to sermons)

Pack Mule - If you just can't get enough of those artifacts, why not? Well, you do get 4 slots with a constitution of 10, but for some that just won't be enough.

Ironsides - VITAL FOR ALL COMBAT BASED CHARACTERS. I cannot state this clearly enough. Ironsides is the difference between an armor value of 65 and 75, and thus the difference between taking 35% damage and 25% damage.

Motivation Artist - There are so many ways they could have made this into a far more valuable ability. As it is, it's well worth taking with your first character and spouse (particularly if you have a handicrafts business), but not so useful if you have lots of businesses to run.

Master of Manure - You're a patron, you have a farm, why not get a 10% production boost? You might want to take some of the other level 2 abilities first though as this talent isn't quite spectacular in its effect.

LEVEL 4
Though some of the abilities on this level are far superior to L2 abilities, some of them are pretty lousy. And some of them... well, you'd probably be better off with a L2 ability. Note that (contrary to what the manual says) you cannot choose to take a talent from the level below when you have the option of getting a L4 ability.

Leader - This is a valuable ability if you're too lazy or cheap to pay bonuses on a regular basis, and you like to use that free XP-cow known as Goading. If, on the other hand, you pay bonuses regularly, this is not very valuable. Still, it's better than most of the L4 abilities.

Local Club President - Not very good in a single player game, but I have a (thus far untested) theory that if you max out a person's disposition before the political meeting, then in the political meeting you will receive a quite unbeatable 105% favor. If true, this would make the ability a game-winner in a multi-player political battle.

Great Preacher/Best House in Town - If you own a Church or a Pub, TAKE IT IMMEDIATELY. If you are even considering owning a church or a pub with that character later on in the game, you should take this ability as your third L4 ability. It's just that good.

Security Fanatic - It's much easier to just keep on good terms with all the major rogues in your game, but this would probably be worth taking if you own a lot of buildings and have a lot of enemies of the stealthy persuasion. That is, if you aren't a church-based scholar, who has a infinitely more useful L7 ability yet to come.

Exploiter - I haven't actually taken this ability in my games yet, as I never really thought that employee's wages were all that high. I suspect this is a useful ability, but until I find out how much employees wages are at each level, I'm not going to bother with it.

Constitutional Miracle - This is usually what I fill my second and third L4 slots with, in order to get a constitution of 12. Even if you aren't planning on doing that, this ability is well worth taking, particularly if Constitution is cross-class for you.

Artefact Knowledge - Deserves special mention for not saying what it actually does in it's freaky description! I took it once, and it actually boosts your arcane knowledge, though I'm not sure whether it's by one or two points. Also deserves special mention as it's the only way (barring a lucky Miracle) to get your scholar's Arcane Knowledge to 11 and thus always succeed at Summoning or Having a Vision. May also be useful if Arcane Knowledge is cross-class for you, yet you are really addicted to Artefacts.

LEVEL 7
The best abilities on this level are class-specific. Simple as that. There's a few for most characters, but they aren't so great. But hey, at least you have a better range to choose from than level 10.

Lightning Burglary - Probably very useful for rogues. I wouldn't know, as I find pickpocketing makes quite a satisfactory amount of cash with far less micromanagement. If you like to burgle, it should go without saying that you want to take this talent.

Face of Innocence - Would be quite a nice ability... but if you have reached level 7 without gaining immunity from trial then something horrible has happened to you. Not only that, but trials are pretty severely broken as it stands. Gets a mention though as an ability that would be valuable for a rogue if the judicial system gets fixed and you are in a city where the leadership hates you.

♥♥♥♥♥foot - Remember how I said Stealth wasn't very useful? Well, it still isn't! But getting a boost to a talent for yourself and ALL YOUR EMPLOYEES is pretty nice, even if the talent itself is not so great. Obviously this advice only applies to rogues - what on earth is a barmaid going to do with her newfound stealthiness?

Wily Trader - You want this ability. Unless you are a rogue who only ever pickpockets. I only just realised how useful this is compared to the other L7's, so I have yet to ascertain whether or not it can be taken twice. If it can be taken twice, you may wish to seriously consider it.

Peacemaker - Congratulations, all your churches are now immune to most attacks! Saves a little money on the security upgrades and a fair bit of hassle from trying to keep all those rogues friendly to you. Now you can just station thugs (and guards) outside your house(s) and you will only have to keep the robber barons friendly to you.

LEVEL 10
Only two abilities on this level are worth taking, and it should be pretty obvious which one you want based on your character design...OK OK..since I've played some long games..I've used Halo the most ..and will continue because it fits my playing style best...I rely on the "innocent" at all cost bonus given in this one.

Dorian Greyish - Yeah, you want this.

Miracle - The talent you take if you have a highly sociable character with high charisma. You might want to save first, as nothing is quite so frustrating as taking this ability only to wind up raising Stealth, Martial Arts and Bargaining on a non-combat character

Well this covers Leveling up your Character to your specifications. Depending on how you play and what you want to do with your Dynasty..the combinations are virtually endless. I found which ones I liked and focus on acquiring them..then I can play with expectations that I'm assured will assist my goals..and encounters. [grinn]
I would also like to add something about a money exploit I saw a LOT while searching info on this game. A lot of sites and videos will tell you to try to capture a mine from the get go to get a lot of money.

DON'T TRY THAT.

It was a viable solution 3 or 4 years ago. But, because everyone was doing it, it was patched later, and it's now a whole lot harder to perform, and getting the mine to sell it and sell the stuff inside while waiting for someone to rebuild it and repeat just won't work because there is now a protection against that(I think the mine simply won't be full of loot, and won't sell for as much as before).

Also, goading your employees is probably the best way to make xp.

In a pub, you can send your girls to offer salacious services outside and generate money over time. They can also distract guards which is really important.

When you have a bank/pawn shop you can actually use some of the items you produce to try to sell people real estates which may or may not exist just by having the item and using the proper command.

The same thing is possible if you own a pesthouse by making remedies and having your character carry some while outside to try to sell them to credule passer-bys

The guild house also sell special necklaces which you can use for a favor boost dependant of your character guild status(if he's a guild master, the effect is a lot more important).

Having evidences against someone allows you to blackmail that person to turn her into an ally. For a time at least.

Doing guild contracts raise your disposition, which is the way people consider you. An other way to raise that is to attend chuch services.

Spying on other people is a very good way to make your thugs useful while there is no threat or you don't have anything in particular to make them do, plus it generate a lot of xp to them, making them battle ready when you need them later.

You can rotate buildings while placing them to build them by holding control and moving your mouse.
Viimeisin muokkaaja on Zephyr; 30.9.2014 klo 3.31
About the boat, there's an option to build one with the storehouse building. Haven't played with the latest patch so I don't know if it's still there. Edit* I've reinstalled and it's still there, you build a storehouse then click storeroom and click the ship tab, you can build 2 ships of any of 3 different types.
Viimeisin muokkaaja on SinStar87 (He/Him); 29.9.2014 klo 4.43


Seraphiel lähetti viestin:
No head covering = Patron
Head covering w/ knot tied in back = Rogue
Head covering w/ fins on the sides = Scholar
Head covering w/o fins or knot = Craftsman
.
not sure if its obvs but u can just left click the said person then right click on there pick and it tells u at the top of the page that pops up
Viimeisin muokkaaja on shyguy; 5.10.2014 klo 9.09
Something that wasn't obvious to me and I only recently figured out: the game defaults to 4 years per turn which can age you fast (and also throws your finances around since it's simulating and calcuating your costs but not your profit during that 4 year stretch). If you switch this when creating your game to 1-2 years, you'll age more slowly (basically a turn per year or two) and have plenty of time to build up your skills, your business, and your funds. It does slow other aspects down (for instance, your children will take a bit longer to grow older, obviously, and your rivals won't die off so fast) but it's made all the difference in the world for my gameplay.
Vuyek 29.10.2014 klo 6.28 
Bumping this thread which should be stickied anyway.
Yes I have a helpful hint to add. You can just cheat and add more money to your character at the begining to not go through all the hard work.
Vuyek 29.10.2014 klo 19.43 
... That kills the game.

What's the point of playing it then?
Hwvxyeej lähetti viestin:
Yes I have a helpful hint to add. You can just cheat and add more money to your character at the begining to not go through all the hard work.

Cheating to give yourself money in a business simulator...?
Ensign 12.11.2015 klo 21.57 
The idea here is that while it is a business simulator, we all have our own goals. One of the flaws of this "sanbox simulator" as i call it is that there is only one way to play, build from the ground up. With no option to start as a rich aristocrate from another country for examlpe. Some people like us like to start with nearly nothing and grow an empire from the ground up.

While others like to start with some of the advantages the AI gets, buying the only hospital/church/taven in town, buying the best plots in the best towns, running a business with a full (unupgraded) production line which requires expensive titles).

You see, we musnt see cheats as killing the game or ruining it, its just another way to play. When you finish the game legit, cheats gives you a sort of new game +. Its important to keep an open mind to them rather than decree anyone who uses them as casual or the bringers of the mobile craze sweeping the games industry as many others (not in this thread) have done.
PETER 13.11.2015 klo 7.46 
Viimeisin muokkaaja on PETER; 13.11.2015 klo 7.47
Zakor 13.11.2015 klo 9.00 

Petar lähetti viestin:
http://s643.photobucket.com/user/Stravokov/media/Clipboard01_zpslzl0lfeq.jpg.html

another way of obtaining Imperial Reputation
well thats interesting where can i make that?
PETER 13.11.2015 klo 17.34 
says in the picture, the bank
Ensign lähetti viestin:
The idea here is that while it is a business simulator, we all have our own goals. One of the flaws of this "sanbox simulator" as i call it is that there is only one way to play, build from the ground up. With no option to start as a rich aristocrate from another country for examlpe. Some people like us like to start with nearly nothing and grow an empire from the ground up.

While others like to start with some of the advantages the AI gets, buying the only hospital/church/taven in town, buying the best plots in the best towns, running a business with a full (unupgraded) production line which requires expensive titles).

You see, we musnt see cheats as killing the game or ruining it, its just another way to play. When you finish the game legit, cheats gives you a sort of new game +. Its important to keep an open mind to them rather than decree anyone who uses them as casual or the bringers of the mobile craze sweeping the games industry as many others (not in this thread) have done.

I hear you, I wasn't trying to insinuate it was unacceptable to do the things you've mentioned. When I hear "cheat" I usually assume the person is intending to god mode it i.e. relatively unlimited money etc.; I've done what you offered on multiple occasions, I just use the dice game ;)

Oh and the grammar Nazi in me won't let me avoid correcting "decry*" :P
Viimeisin muokkaaja on ʕ•ᴥ•ʔ; 14.11.2015 klo 10.53
Ensign 14.11.2015 klo 11.08 
I hear you, I wasn't trying to insinuate it was unacceptable to do the things you've mentioned. When I hear "cheat" I usually assume the person is intending to god mode it i.e. relatively unlimited money etc.; I've done what you offered on multiple occasions, I just use the dice game ;)

Oh and the grammar Nazi in me won't let me avoid correcting "decry*" :P

No worries, like i mentioned in the final line of that little rant "(not in this thread)". So it wasnt aimed at anyone here.

That grammar nazi thing was funny though. Your user name is "♥♥♥♥♥ of yo dreams" doesnt that set you off?

Decry and Decree are two different words though and i definitely meant decree not decry. You know like those gamers who claim themselves the gaming autority, passing down what they believe are laws that gamers should follow. they give royal decrees.
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