The Guild II: Renaissance

The Guild II: Renaissance

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Patron: How to build up a Farming Empire
By Fletcher178
In the first installment of How to Create a Sustainable Economy: The Guild 2 Edition, I'm going to show you how you how to make the big bucks as a lowly farmer boy. Listen closely, and you might be able to become some famous bartender or something idk.
   
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The Set-up
Playing as a patron, literally any map is viable. However, large maps such as Big Hansa mean that you can turn a heftier profit as you have access to water.

As for appearance, anything goes go figure.

Now for attributes. Religion should be the most prominent for the map. For reference, the more German sounding the name, the more protestant the people. Attributes you should focus on for your starting guy are bargaining and handicrafts. Using the star sign Aquarius gives a +1 to Bargaining which helps early game and Capricorn gives + 1 to handicrafts. Depends on whether you want more money or production.

Hit play and...
It ain't much...
First off, to start you'll have between 10000 - 5000 (assuming your on normal or fairly easy) gold pieces (shekels? robucks? v-bucks??) to start off your enterprise.

Immediately purchase the yeoman title from the local town hall. This means you can get your ball rolling nice and fast.

Then, build a croft nearby the town you have started, it is actually better to build near a small village as there is more space for expansion. Build 2 farms next to it as well as a windmill if you have enough money for that. Once the croft is built, purchase the wheat upgrade and sow one field to give barley and give 1 to wheat. Now with your worker and your patron boy, focus on collecting as much BARLEY as possible. This is important as the wheat is for later and will clog up your storage. Farming is a good source of XP for your main guy and with that XP you should be focusing on bargaining and handicraft to give as much produce as possible. For traits, master of manure can give more of a profit to your early operations as well as help with the demand of your later business ventures. For trait 5 chose Best House in Town, it is useful later. For upgrades on your croft, focus on storage space and increase the amount in a stack with productivity coming next.The 1 farm hand you start with along with your main guy will produce enough to keep the profit going.

If you haven't already built a windmill, save up and do so. For upgrades, it is the exact same as the croft. The barley flour produced sells for slightly more than the base barley and so you should start selling more of that, with selling some barley stock every now and again to give your croft storage some room to breath.

In order to keep efficiency at its highest, order your handcart at the croft to set up a constant trade route to move its maximum capacity of barley to the windmill. If you don't know how to do this, you:

  • Select your handcart
  • Select "Set up a trade route"
  • Click on your croft
  • Select load and load 20 barley into the cart twice
  • Select next building
  • Press unload and unload the barley you loaded before
  • Once that is done, press "Send out" then press "constantly"


Creating this will mean you can spend the rest of your time selling barley flour and finding yourself a wife and marrying and having kids. I won't go in depth on that as this guide is mostly focused on economy.

Now you've got a sustainable income, its time to make it bigger...

... but its Honest Work
Now you've got a good trickle of money coming in, its time to make some decent money coming in. None of that ♥♥♥♥♥ barley flour stuff.

Build a bakery and start up a trade route with the windmill and start MAKING THAT BREAD GAMERS (I'm so so sorry). 40 barley bread sells for around 1k a pop and so focusing on more slaves barely-paid hands to work you bread factory should be your priority along with storage facilities and storage amounts. This means your'e making a killing in profits, especially if it gets to the point that you can automate a constant supply change with the town market.

If your playing on Big Hansa or a map with sea and fish, this should be where you start to build fisheries and start making a profit through that. Its pretty easy to do and so I won't get into much detail on how to do that, just know that if there are rogues you should try to make sure your boats are well guarded. Having a rogue-class wife in order to create some pirate ships of your own to defend isn't a bad idea.

Spend the rest of your projected profits into expanding your industry, shifting over to wheat and wheat bread when you feel the time is right to get a major increase in profits. Remember not to stop all your barley bread production as it will be needed for stage 2 of the brilliant plan...
Moe's Tavern is open for business
Now that you have a steady income, you better be ready to start raking in the big bucks. Building a pub in the local town will mean you can attract as many patrons as possible as the big pubs will be in the local cities. Setting up the first pub in a town isn't necessary but it does maximise the profits you can generate in a single evening as if you're the only pub in town, the people can only get absolutely hammered at one place. It also helps to send excess bread, fish and farming products to sell at your inns as food as well as being ingredients for the alcohol that make the citizens happy and hammered.

A happy side-effect of this is that the citizens will be very happy about your existence meaning alliances can be brokered with local townsfolk allowing you in turn to get into politics just that little bit easier. This being said of course as long as your going to church like a good Christian boy/girl otherwise you will be absolutely despised by the local populace as shown by this guide here by OwO:

https://steamcommunity.com/sharedfiles/filedetails/?id=1205956107

In order to create the beers and alcohol you might need fruits from the orchards you can build. If you want to be fully self-reliant you can make a quick buck on the side selling the extra apples and honey which due to their rarity keep the money flowing. The trade routes should be self-explanatory so far and so I won't make a big deal about explaining it.
Conclusions
At this point there is nothing left to teach. From here you have a stable economic base so you can branch out to other jobs such as craftsmen and scholars in order to make even more money as well as fund your ever expanding political empire.

I won't go into how you should do politics as a patron although I may go through it in another guide. If you would like an in-depth analysis of the best political offices for you to control please leave a comment.

And remember, it ain't much, but its honest work.
1 Comments
semelern Sep 2, 2024 @ 4:22pm 
This worked great! i have never tried that patron class before seen your guide and gave it a shot was nice not having to worry about money at the start