Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

Xemnas Apr 22, 2014 @ 4:18pm
medieval 2 total war. i need help with guilds!
i want the hashahims guild but i have no idea how to get it! i also would like to know and get the other guilds and how to get them thx for the help in advance. PLEASE HELP ME
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Showing 1-15 of 15 comments
Mamma_Duck Apr 23, 2014 @ 2:24pm 
Interesting question. I'd like to know the answer too.
GoaFan77 Apr 23, 2014 @ 3:53pm 
Generally you need to build the type of building associated with each guild or recruit agents/units that correspond to that guild. For the assassin/hashashim guild, pick a city, build as many shisha buildings as you can, and recruit all your assassins from that city. Having a governor with 4 or higher dread and successfully assassinated people will also help. Eventually you should be offered a hashashim guild.

Likewise, building temples/priests or markets/merchants will get you the theologians guild and merchants guild respectively. Some that aren't so obvious are the masons guild, which you get for buiding major buildings like walls (though I think some of the triggers are bugged so its a harder guild to get) and the explorers guild, which has some overlap with the merchants guild (the higher level guilds don't seem to have any use though, so just get one in your major port city since it can provide an ancillary to help admirals) but can also be gained by simply having ships stationed far away from your capital.

If you want more details, this one is generally pretty good, though there is a lot of misinformation about guilds on the internet because the game sometimes says they do things they really don't. I don't think this one falls victim to it I could be wrong.

http://forums.totalwar.org/vb/showthread.php?75649-Daveybaby-s-Guide-to-Guilds
Xemnas Apr 23, 2014 @ 4:15pm 
ok thank u very much

Originally posted by CPPFZGoaFan77:
Generally you need to build the type of building associated with each guild or recruit agents/units that correspond to that guild. For the assassin/hashashim guild, pick a city, build as many shisha buildings as you can, and recruit all your assassins from that city. Having a governor with 4 or higher dread and successfully assassinated people will also help. Eventually you should be offered a hashashim guild.

Likewise, building temples/priests or markets/merchants will get you the theologians guild and merchants guild respectively. Some that aren't so obvious are the masons guild, which you get for buiding major buildings like walls (though I think some of the triggers are bugged so its a harder guild to get) and the explorers guild, which has some overlap with the merchants guild (the higher level guilds don't seem to have any use though, so just get one in your major port city since it can provide an ancillary to help admirals) but can also be gained by simply having ships stationed far away from your capital.

If you want more details, this one is generally pretty good, though there is a lot of misinformation about guilds on the internet because the game sometimes says they do things they really don't. I don't think this one falls victim to it I could be wrong.

http://forums.totalwar.org/vb/showthread.php?75649-Daveybaby-s-Guide-to-Guilds
Xemnas Apr 23, 2014 @ 4:16pm 
Originally posted by kathyp3:
Interesting question. I'd like to know the answer too.
here is that answer lol
Barry White Apr 25, 2014 @ 5:19pm 
assassinate people. Thats it for assassins/hashashins guild.
Xemnas Apr 26, 2014 @ 11:01am 
with assassins from a certain province/settlement?

Originally posted by UltimateHobo:
assassinate people. Thats it for assassins/hashashins guild.
Barry White Apr 26, 2014 @ 11:34am 
Certain actions earn 'points' with certain guilds. For example killing people with assassins or even just hiring assassins earns these 'points'.
The province from which you hire the assassin earns these points when you hire them however i am not sure if that province earns them when they kill people though i would assume not and it is likely your capital.

You will often be offered in your capital first and then other provinces follow so perhaps the 'points' are spread across your nation aand you simply recieve more in your capital.


Other guilds work in a simmilar way.

Merchants guild - earn a lot of money and build economic buildings.
Thieves guild - use spys.
Explorers guild - i have no idea but it doesnt seem to do anything.
Knights hospitaller/templar/of santiago - going on crusades or just holy wars and governor having high chivalry. Hospitaller seems the most easiest to get.
Masons guild - building most buildings.
Horsebreeders guild - train mounted units and build stables chain.
Alchemists guild - train cannons
Theologians guild - build church chain.
Swordsmiths guild - build barracks and train dismounted knights.

There may be some other ways but this is what ive found works.
There is also the teutonic knights but only the HRE gets them and i believe they work the same as the other holy orders but ive never played HRE so idk.

Doing missions also earns points with the appropriate guild. Eg assassins guild requests you kill King Joe and in doing so you will earn points with them allowing for upgrades or more guilds.

Only swordsmiths guild can be in both castle and town.
Knights only go into castles.

I think there is a 1 guild/province limit so you may wish to decline the 1000th merchant guild youre offered as destroying a guild makes them hate you so you wont be able to upgrade others and you will also not be offered others while another guild is present.

The 'points' do not just give you the option when you reach a certain amount it simply allows it to happen. You may be eligable to have an alchemists guild but simply are not offered one because of probablitly.


If you want someone who knows what actually causes this (these are just what ive found to work and my theroies) then find someone on the internet who has looked at the files. These usually worked for me though
Last edited by Barry White; Apr 26, 2014 @ 11:36am
Cometf Apr 26, 2014 @ 12:01pm 
Originally posted by UltimateHobo:
destroying a guild makes them hate you so you wont be able to upgrade others and you will also not be offered others while another guild is present.

I'm interested in this part. I have thieves guild upgraded to the 2nd level in my capital, but playing as Spain I only had one city at start. Since then EVERY single city I've conquered has had the 1st level thieves guild in it.

So the question is, is it worth destroying the guild houses in conquered cities hoping other guilds would then offer their houses to be built in cities I concentrate my other agent recruiting in, or does it make upgrading thieves guild one more time in my capital too difficult to make it worth it if I really want the best spys available right from recruiting them?

So basically, how much does it hurt to destroy guild houses (ones you have several of in different cities) when you really just need the one to get upgraded fully?
Barry White Apr 26, 2014 @ 1:13pm 
I cant give exact figures but if you destroy a guild in a city then odds are that city will never get that guild again. Other provinces will be set back quite a bit however most of the guilds which you will be destroying, such as a thieves guild, are the easiest ones to earn and level up.

Training a spy or two should offset every guild you destroy and the same goes for one or two espionage missions.

It depends how much you want to upgrade your capital if you really want it then hold off or only destroy one or two other guilds. Given how easy it is to earn the thieves guild and the potential bonuses from a guild such as a swordsmiths guild or knighs of santiago capter house i'd destroy some of the other guilds.

If you choose not to demolish them then you'll be waiting quite some time however because the mean time for the upgrade to HQ event is quite long and you may already be within the parameters for it to happen.

I cant quite remember when you get the bonuses but the max bonus for guilds is +2 so it isnt that huge and presumably you already have +1. Id say that the extra +1, while useful early in a spy's life, isnt that important in the long run. You can always grind some traits by sending them into easy cities because the odds of getting a 'goodspy' trait are the same no matter the difficulty of the mission.
GoaFan77 Apr 26, 2014 @ 1:25pm 
Originally posted by king cold:
with assassins from a certain province/settlement?

Originally posted by UltimateHobo:
assassinate people. Thats it for assassins/hashashins guild.

You're confusing two different ways to get assassin guild points.

A. Building an Assassin in a settlement gives points for just that settlement.
B. Sucessful Assassination missions give points to ALL settlements, regardless of where the assassin was trained.



Originally posted by Cometf:
Originally posted by UltimateHobo:
destroying a guild makes them hate you so you wont be able to upgrade others and you will also not be offered others while another guild is present.

I'm interested in this part. I have thieves guild upgraded to the 2nd level in my capital, but playing as Spain I only had one city at start. Since then EVERY single city I've conquered has had the 1st level thieves guild in it.

So the question is, is it worth destroying the guild houses in conquered cities hoping other guilds would then offer their houses to be built in cities I concentrate my other agent recruiting in, or does it make upgrading thieves guild one more time in my capital too difficult to make it worth it if I really want the best spys available right from recruiting them?

So basically, how much does it hurt to destroy guild houses (ones you have several of in different cities) when you really just need the one to get upgraded fully?

Destroying a guild does reduce the points for that guild at ALL settlements. However, since you can only have 1 masters or HQ guild in your Empire, most cities will only be able to get the basic guild anyways. Thus once you have a HQ guild you can freely replace the lower guilds without issues. Master Guilds are a bit more of a judgement call. On one hand destroying a lower guild in another town will make it harder to get a HQ, but if another faction already has the 1 HQ that is allowed to exist, you cannot obtain one anyways.

Also don't worry about accidentally destroying a lower guild you want back later, I think there is a minimum like 10 turns but after that if your guild points are high enough you can get it again.
Red Bat Apr 26, 2014 @ 3:45pm 
Originally posted by UltimateHobo:
Merchants guild - earn a lot of money and build economic buildings.
Thieves guild - use spys.
Explorers guild - i have no idea but it doesnt seem to do anything.
Knights hospitaller/templar/of santiago - going on crusades or just holy wars and governor having high chivalry. Hospitaller seems the most easiest to get.
Masons guild - building most buildings.
Horsebreeders guild - train mounted units and build stables chain.
Alchemists guild - train cannons
Theologians guild - build church chain.
Swordsmiths guild - build barracks and train dismounted knights.
Merchant Guilds are actually earned by making merchants, building economic buildings, performing aquisitions (not sure on this one), and making trade agreements. Easiest guild to make, and one of the more useful ones.

Explorer Guilds are earned in almost the same way, but I think they also relate to how you use your ships or something. They do offer a benefit, but its bugged. They are supposed to increase how far your armies can move, however I don't know what the exact condition needs to be for your unit to benefit from the effect, and like I said, its bugged. The HQ does let you benefit from a trade route event later on though. Probably not worth making due to it being a bit bugged.

Only the Spanish and maybe Portugal can get the Knights of Santiago. All of knight orders are earned the same way with the same chance's, but the Knight's of Santiago and the Teutonic Knights have one or two extra modifiers relating to what types of provinces border the city. Since all the knights have the same stats and the Hospitaller Knight building also improves public health, the Hospitaller Knight's are clearly the best.

Mason's Guild is odd. You need to build Barracks, Stables, and Archery Ranges to get the points needed to build one, but its a city based guild so its incredibly rare you will ever see a Mason's Guild, much less a Mason's Guild HQ. Probably the rarest guild in the game and probably not worth making.

Horse Breeder's guild is odd because its a city based guild and most factions can't make mounted units in cities. You can still obtain it by throwing races though. If you absolutely must have one as a faction that can't normally make it, you could build a merchant guild, train dozens of merchant calvary, then demolish it and hope a Horse Breeder guild gets offered to you, but that is way too much work.

Alchemists guild can actually be built by making large numbers of any gunpowder unit.

Theologians guild can be built in any city that produces a lot of priests. Having one of your priests become pope increases the points you get to making this guild in all your cities. Building religious buildings also helps.

Swordsmith guild is actually earnable by making any sword using infantry unit. However not every faction has easy access to one.
Xemnas Apr 26, 2014 @ 3:56pm 
Originally posted by UltimateHobo:
assassinate people. Thats it for assassins/hashashins guild.
hey also how do u get jannisarys
GoaFan77 Apr 26, 2014 @ 4:12pm 

Originally posted by king cold:
Originally posted by UltimateHobo:
assassinate people. Thats it for assassins/hashashins guild.
hey also how do u get jannisarys

If you're playing the Turks, you get Janissary Heavy Infantry from city hall structure, and Janissary Archers and Muskeeters from high level city barracks. They have nothing to do with guilds.

Originally posted by Azazel:
Merchant Guilds are actually earned by making merchants, building economic buildings, performing aquisitions (not sure on this one), and making trade agreements. Easiest guild to make, and one of the more useful ones.

Explorer Guilds are earned in almost the same way, but I think they also relate to how you use your ships or something. They do offer a benefit, but its bugged. They are supposed to increase how far your armies can move, however I don't know what the exact condition needs to be for your unit to benefit from the effect, and like I said, its bugged. The HQ does let you benefit from a trade route event later on though. Probably not worth making due to it being a bit bugged.

He is not wrong, you also get points for the merchants guild simply by having a lot of money in the bank, as well as what you said.

Explorers guild is very bugged in Vanilla. They simply provide a chance to get an Intrepid Explorer and Naval Navigator ancillary. The Master and HQ buildings do nothing that the base guild does not do.
Barry White Apr 26, 2014 @ 5:14pm 
a quick search came up with this.

http://www.twcenter.net/forums/showthread.php?77577-A-Guide-for-Guilds-(MAJOR-UPDATE-3-9-07)

This person appears far more knowledgeble and has looked at the files. As i said everything i said was based purely on experience.
I posted a guild guide which details how to get offers from the various guilds.
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Date Posted: Apr 22, 2014 @ 4:18pm
Posts: 15