The Guild II: Renaissance

The Guild II: Renaissance

34 ratings
How to play as the Rogue Class
By Tylander The Traveler
This guide will help people play the rogue class
   
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Introduction
Rogue
noun \ˈrōg\
Definition
: a man (or woman) who is dishonest or immoral
: a man (or woman) who causes trouble in a playful way
: NOT ROUGE

Out of the 3 classes the rogue is by far the easiest the play and would reconmend to any beginner. Yet despite the simplicities in the rogue it is in my opinion the most fun to play.
Whether you want the town to hate you while you make your fortune stealing from the peons or you make your fortune by owning the market in gentlemens clubs, either way this guide should hopefully teach you a thing or two about the rogue class.
The Buildings
Hopefully you either did a tutorial or read another guide on how to move your person, talk, and do the simple things. Now how do you make money? Well here are the buildings avalible and their effectivness in generating money and the best ways to utilize them.

Robber Nest/Camp/Baron Camp



First on the list is the simple robber camp, this is pretty straight forward as in well you rob people with the robber camp so the best thing to do is to extort some protection money, because I mean you could rob them but wouldent it be easier to get their money without even lifting a finger.
Note however there is a cooldown for buildings and sometimes you wont get alot of money from the lowly peasents.

The only real way to make money with this is to waylay nearby carts at a busy intersection and steal their goods, however most of the AI usually only have really low value items so this might not turn up a big profit. (not to mention no one likes you when you do this).

A good strategy is to jump peasents near a trade house or jump a rival dynasty/player and steal their expensive stuff. Also each building can offer more money depending on what type, banks/churches/woodcutter huts offer a good amount.

Because of a lack of a stable income ill give this a 2/5 for income potential

Smugglers hole/Thieves' Den/Thieves' Guild



Ah the classic rogue hangout complete with cells and fun little torture tools! So how do you make money with this thing? Well if you are lucky you can go around scouting for places that would contain alot of money like money lenders and possibly go and rob the place.

You could also simply hire alot of employees and go to town pick pocketing but be careful as it would slowly drain your likeness to other people.

Finally you can make the big bucks by kidnapping powerful people and demanding ransoms, however alot of people are really strong so you better bring a crew and find your target realitivly alone. A caution with kidnapping as once you realease the person you can get charged for kidnapping and possibly sentenced to death. You also need to have a Theives' Den to do it atleast.

A way to go about using this is to hire a group and tell them to pickpocket the major areas, then start scouting buildings for ones that have alot of money banks. Also if you can jump owners of mines when they walk to their far away mines you can kidnap them and get loads too.

Due to the potential of gaining money but big starting costs and rep dip I give this a 4/5

Pub/Sheeben/Hedge Tavern



This building is very simple, effective, and outright fun to use and by far my favorite of all the rogue buildings. The reason why is very simple, you can become a pimp procurer of many women. The gist of this building is that you run this gentlemans club while your girls are out getting you good money.

All you gotta do here is tell your person to serve drinks in the building while you tell all your girls to do salacious services, what that means is that they will wonder around the town/city and get money by showing some more skin to the lonely life of a man in the middle ages (mainly guards).

As you level up the place you can start using the girls for diffrent things like distracting guards while you rob a bank or dance for more attractivness to your pub.

A really good way to make money with this is to have a pub in every city where 1 of your girls runs the place while the others are out, not to mention you don't lose respect for this and this is a good way to play as a respected rogue.

Since you can make money without even touching it and it works really fast, I consider this a 5/5

Mercenary Quaters/Castle/Fortress



Now as Robert Trout once said "The East India Company's domination of the Indian economy was based on its private army.". You guessed it with this building you can make your own private army.

You can either collect tolls, hush money, or offer protection.
Collectings tolls is pretty straight forward, think of it like waylay but you just take money or they just cant pass, loads of money potential but everyone will hate you.

Hush money is good when there are alot of theives or a rival pub around as it will get money from the theives directly and raise your rep too, but it relatively dosent make alot of money.

When you offer protection depending on how often the place is attack you get a certain amount of money (usually 500 gold) and a rep boost, this is nice but your guys will be occupied for awhile.

This can make alot of money with tolls and hush money but you will lose rep and it also depends on the city so ill settle this into a 3/5

Pirate Haven/Nest/Fortress



Though the name sounds cool, the pirate buildings arent all that great compared to the others. The main thing the pirate building gets is one pirate ship that it can use to plunder other ships and counting houses. The haven itself can also make guns however they are expensive to make and their trade value lowers quickly. (No demand)

The pirate ship is an ok ship that can be upgraded, but the problem with it is that the AI of the other ships in the area dont really carry valuble trade and the cooldown for rading the counting houses is really large.

Although, if you want to be an ♥♥♥♥♥♥♥ to your human friend who thinks that they can get rich quick off trading houses. Then this place is good for ruling the seas like Britan.

Due to its lackluster production potential and narrow useability I give this one a 1/5

Vagabond Camp/Jugglers Camp/Camp of the Traveling Folk



Finally the last building, the ♥♥♥♥♥♥♥ Camp Vagabond Camp. This place allows you to beg for money or from other people and even produce alot of nice stuff.

Starting out with this building is the ability to beg; Begging allows you to gain money much like pickpocketing except its usually less and sometimes has a chance to raise your likeness. THe amount of people you attract and money made is depending on the upgrades of the building and the charisma score. When you level up the building you get access to telling fortunes and crystal balls. Telling a fortune attracts more customes and makes more money, crystal ball attracts less but makes the most money.

The products you can make at the camp are artifacts that usualy make people wander around aimlessly, or fall asleep. Both of these are good for getting the victim to wander away from the guards and kill talk about their misgivings.

All and all this building makes decent money and good items. However, due to the money not being that great I give this a 4/5.
Strategies
You know what the buildings do and how they are utilized, now how do you make money?

Smugglers hole and Sheeben
With the Sheebens ability to distract guards, you can now rob places that are relatively in busy areas. *Note: Try to still do it at night because if the non AI guards see it, the guards will run past the distraction.* Also remember for maximum profit make sure more than 1 theif is stealing.

Decent start

Start by building a pub or buy the nearest one and set your women to salasious services; then buy a Mercenary Quaters. Use the quarters to collect tolls from the major roads into the city. Also Use your person to serve drinks at the pub. When you get enough money get a new title at the town hall then buy a vagabond camp and set all your people to beg at the market. Now marry some other profession that you know works but needs some investment; For example I married a scholar. I built a money lender, got another title and starting adding credits until I had about 5k in the account. When you feel satisfied that your 4th buisness is running strong, raze your mercenary camp. Now you should have a stable economy that makes a decent amount of money with no rep drop.

Jugglers camp and running for office

When you think that someone can vote you out or want to have an edge when voting out an encumbent, use the hypnosis pendulum to achive your goal. Make sure that its right before the meeting and it isnt the highest person in the court or they will end up postponing the meeting.
Conclusion
I wrote this guide because the game was lacking decent guides on how to play the game. I might end up making more guides if people end up reading this and wanting me to. If there are any grammical/spelling mistakes or you have another good strategy put it in the comments below. For now "Good Hunting Stalker"
13 Comments
ExaltedRedfox 7 Mar, 2021 @ 12:10am 
Great Guide!
SirTheo60 18 Jan, 2021 @ 11:09pm 
Great guide. Uploaded to the renaissance wiki to fit out the Rogue guide and buildings. Thanks for all the leg work, credited you on every page
https://guild2renaissance.fandom.com/wiki/Category:Rogue_Buildings
https://guild2renaissance.fandom.com/wiki/Rogue
SlickerMasher 7 Feb, 2020 @ 12:50am 
thanks for the guide bb the tutorials dont give nuff info like right now when i do not have charcoal anywhere and cannot afford a woodcutters hut so am stuck making tongs at crap profit
I'm Luna Snow 3 Jan, 2019 @ 7:18pm 
Shit guide, you're not a real gamer. :Gauntlet_Gold::Gauntlet_Gold::Gauntlet_Gold::wheelchair:
Tomash 11 Nov, 2016 @ 12:36pm 
Well, You should definately try it :-) 1500 gp per Merc per 6 hours is nice amount of cash, and there is no favour hit for this job. If building owner does not agree, You can always go and take the tolls and come back after 6 hours. I've observed that Bank and Cathedral usually agrees for the protection but Tavern and Clothing Shop often doesn't have enough money.
Tylander The Traveler  [author] 11 Nov, 2016 @ 12:25pm 
What it could mean is, if you protect a building and a bandit or something attacks it, not only do the people who you totally didnt extort acually like you, but you also get bonus money. Iv never sucessfully used protection money because of the cooldown and whatnot but its a theory.
Tomash 11 Nov, 2016 @ 12:19pm 
Hmm... after The Guild II Renaissance manual, chapter 3.8: "lvl 3 Mercenary Fortress: Set up a protectorate and your mercenaries will no longer treat rogues and thieves with kid gloves. The town will thank you with head money"
You know... I just figured out that no one who mentiones this "protectorate" says any word about "guard building" command. Maybe one feature was changed to another in one of the patches?
BTW: Thanks for the clarification of this bounty money ;-)
Tylander The Traveler  [author] 11 Nov, 2016 @ 10:24am 
The bounties are for when someone dosent show up to court and is delcared an outlaw, thus anyone who kills the outlaw get the money. The protect building thing is considerd going on a patrol. Also other than a patchnote that breifly mentions a protectorate and the allusion of a protectorate in the game description of the mercenary fortress, I could not find anyone talking about it.
Tomash 11 Nov, 2016 @ 7:42am 
Ah, important thing about protection money (ver 4,21 FINAL). You get 500 gold for every tier of building You are protecting, so for example 500 gp for Pub, 1000 gp for Shebeen and 1500 gp for Hedge Tavern. Of course if the owner agrees or have enough money to pay You for the service; You can repeat protection offer every 6 hours.
Tomash 11 Nov, 2016 @ 7:33am 
Thank You for your fast response, Tylander. From the same post You pointed I learned about this "protectorate" feature, because previously I didn't know about it at all. No addiitonal option or command appeared when I upgraded Merc Fortress to lvl 3. You say that this may be removed in Renaissance, but I am member of city council and can see city's budget and there is position about bounties and mercenaries (I don't remember exact name) so... is it removed or not?
In the same thread we mentioned Malkuth said that he was sending his men to patrol. If he was correct and sending his Mercs not Thugs then, even if not successful, he was one step before me, because I don't know how to send MERCS on patrol :P
I don't know if this is matter of version or another bug. It seems that more investigation is required :)