The Guild II: Renaissance

The Guild II: Renaissance

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WIP Maps and Tips
Af Ilthe
First of all - this was made with Fajeth's MegaMod Pack installed, so something may be different if you play without in or with other mods.
This guide was made to share with my sister, but it also may be helpful for someone else.
I wrote down some general tips, which should be suitable for any map. I also wrote some notes, mostly about religion and class choises at the beginning of the game, or some nice places to build.
You will find descriptions of each map with placed buildings and resources lists here.
The guide is not finished (lazy me), I will add screenshots after I finish typing the descriptions (or I won't, I'm OK without any).
Please tell me if you find any typos or if you want to share your wisdom!
   
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Installing for dummies (short patch and mod install guide)
Installing the game & latest patch

Just install the game via steam menu, there is no need to use betas section for the latest patch, it is now applied automatically.

Installing the Mod
Download the latest stable version of the mod (for now it is Megamod 0.81) and unpack the files into the folder where the game's main exe file is.

The main menu picture should then be something like "The Guild 2 Renaissanse MegaMod 0.8".
Tips - Basics
  • To lvlup you must spend your earned exp on increasing attributes.
  • Pick Aires sign while character creation - constitution attribute makes your char live longer and gives the ability to carry more items in inventory (so you can always have perfumes and jewelry with you).
  • There are four classes, each can run different buildings: fishery, farm, orchard, mill, bakery, inn (patron); mine, woodcutter, carpentry, smithy, stonecutter, tailor (craftsman); jugglers camp, mercenary quarters, hedge tavern, pirate haven, thieves guild, robbers camp (rogue); bank, hospital, cemetery, church, tinctury (scholar).
  • Sleeping and eating restores HP, eating breakfast and dinner giver you exp.
  • Soap protects you from illnesses, herb tea can cure them (put item in inventory, action will appear on action bar). But you'll have better chances to cure at hospital.
  • It doesn't matter if you start the game with female or male character - you'll soon get one of the opposite sex as a spouse. All things chars can do are the same - except for courting abilities.
  • Some actions are always awailable, some - only after you enter the building (like town hall or guild hall or tavern or church...) or come to the special object (noticeboard, benches, market...).
  • You can change your faith in any church.
  • You can have limited count of buisnesses - but unlimited houses. So, if you want to make sure no one builds on the land you want to expand your buisness - build there a hut.
  • AI management sucks. And costs additional money.
  • Use action from action bar to change your active members, so they will be available again and again. Don't use option in dynasty book. That's one way ticket.
Tips - Family, Courting, Kids
  • You can marry people of any class, age or religion.
  • It's easier to court someone who is in the same religion as you.
  • You should marry someone who is young to produce babies.
  • Male babies inherit father's class, female - mother's.
  • You can change the kid's class by sending him/her to specialized apprenticeship.
  • Children can enroll school when they are 4 and appenticeship when they are 8. At the age of 12 little scholars can attend university. At the age of 16 children become adult.
  • Born babies inherit attributes of their parents. So there are two strategies: start making babies as soon as you're married - or wait untill you get decent attributes to get better babies. Sometimes I combine - make (or adopt) first one or two babies as soon as possible just in case something goes wrong with my main char, then train parents a few years and then make "heirs".
  • If you're too old to produce babies - you can buy some in any monastery (up to 4). Adoption costs money, but you can choose the gender, and the child will be older than newborn and will have medium skills. You can't specify the name of your adopted child, but you also can't do so with your spouse, so don't bother.
  • Monastery is not only for adoption - you can also buy an engagement ring there.
  • And you can get extra exp if you marry in a church (or monastery? - never tried that).
  • When you start courting someone read carefully the note - the game tells you what your future spouse would like the most. But I usually just start with compliment, then go dance in the inn, maybe give a gift, talk, then hug and kiss.
  • You can also buy a spouse! That is called forced marriage and costs you money (action on action panel). I guess the more money you have and the better future spouse is - the more money you'll have to pay.
  • There's a point in having huge family - they are all friendly, so you can arm them and they'll help you if someone attacks you. You can make them active, make them use perfume, send them to the market and they'll get you some rep points. You can fill all offices with your family mambers too.
Tips - Money, Trading, Production
  • Attributes of your employees are not very important when you hire them (except constitution/dexterity for ones that fetch things from the wilderness to your business and fighting/dex/const for ones that will fight for you).
  • It is better to build up supply chains first, then expand. So, examples: farm - orchard - tavern or farm - mill - bakery (patron); mine - blacksmith or woodcutter - carpenter (craftsman); woodcutter - farm - fishery (patron & craftsman); woodcutter - mine - bank (craftsman & scholar); etc.
  • You can trade with any market and any counting house.
  • Sometimes you'll need a boat to reach a counting house - you can build a fishery (available for patrons; slow, one slot, can't protect itself from pirates) or a storehouse (available for everyone, counts as one of buisness buildings; three different specialised types of ships - trader, protector and medium, optimal choise) or a pirate nest (rogues; medium ship with better fighting).
  • You can sell your items from your buildings - there are speccial slots. Items will be sold using base price but you won't have to route carriages.
  • You can freetrade - send your char (craftsman) with a cart to market (or any other lively place) and use an action from the action bar.
  • Patrons can sell beer - take it to you inventory and go sell it (works like freetrade, but without cart)
  • You can play dice in a pub.
  • On some of rogue's buildings there are no things to produce via menu - you should send your robbers, girls, beggers and other criminals manually.
  • You can store your money in a box in your house (high level house).
  • Sometimes people come to your business building and try to buy something - if you have that item in your building's inventory - fine, you get the money and some reputetion, but if you don't have it customers will get upset and you'll lose their favour. They usually want low tier stuff.
Tips - Politics, Reputation, Enemies, Titles
  • To apply for an office you have to buy a house in that town and assign the char you want to get the office to that house.
  • Your enemies can put bad notes about you on the notice board - and you'll have to rip that notes if you don't want to be hated. You can put your notes about your enemies - not only in your/their home city! (People say that if you put a note not in the city your enemy lives, he won't come to rip it - never checked that though...)
  • Special action will appear on your action bar when you come near the town crier. It is called "character assasination".
  • If you have high title, you can insult your enemy and kill him in a duel. That is a legal way to kill enemies.
  • Use your thugs to ask around to get evidences.
  • If your enemy owns a robbers camp you can send one of your peeps to the closest road to it and get tons of evidence.
  • On the hardest difficulty AIs will be more aggresive!
  • People will vote for you if they like you.
  • You can bribe people, but it is a crime.
  • Use your female chars to compliment guys and male chars to compliment girls.
  • Any char can give gifts or talk to people of any gender.
  • The best gifts are cakes. I also sometimes give them expensive items like rings or poems. But cakes are the best.
  • Dont try to give cheap items to rich people.
  • Make sure you are always using a perfume/accesory. At the beginning of the game you can use wooden rings and poor clothes as minor buff. To use a perfume/accesory, put in into your inventory and a special action will appear on action bar - use it.
  • There can be only 4 pretendents to an office. Be fast!
  • Clibming the ladder means it, basically. You can't apply for highest office if you're not on the lower position.
  • Attending ceremonies in a church (they usually happen in evenings) is quite nice way to improve your relationships with people you meet there. Don't forget about perfumes!
  • You can buy Aldermans Necklace in the Guild Hall. That's a nice thing. Use it as any accesory to get guild fame. Being chosen as the best of the class gives one point in a year per character.
  • To get imperial fame send your family members to the war, finance the war, meet foreign diplomats at your estate. Also being in the top office gives one point in a year.
  • You can send your child to a special school which gives that child guild/imperial fame point.
Map - Ulm
One-city map, can hold up to 8 dinasties.

There is plenty of place to build within city walls.
I find this map more protestant than catholic because prot church is right on the central platz and cath church is down the road. But both churches are the same size, and both are placed nicely, so it's also not that bad to play as catholic.
The preview image of the map doesn't show any water bodies, but there is quite a big river flowing near the city.
There are two land counting houses and one on the river, so trading is available.
There are two nice places for outposts/trader's or rogue's camps on the crossroads between Ulm and land counting houses. Unfortunately, there is no chance to build close to the counting houses (and they look basically like camps, not even houses).

The city is centered around the marketplace (townhall, tavern, church, rich houses). There are three gates:
South Gate (tinctury & alchemist's, carpenter and foundry, stonecuttery & bakery, hospital - within the walls; orchard and two fisheries - outside)
down the road lies the island with harbour, pub, smugglers' hole and one more fishery;
on the other side of the river there is a mill, farm with two corrals & two fields, robbers nest and a mine;
East Gate (another church, cemetery, bank - within the walls; orchard - outside)
further to the south-east there is a monastery, to the north-east - woodcutter's hut;
further to the north lies a very nice place to build peaceful settlement (land counting house is to the north-east)
North Gate (mercenary quarters - outside)
one more woodcutter's hut to the north;
there is another robbers' camp almost on the second crossroad (this is a place to build not-that-much-peaceful settlement, maybe)
one road goes up to a cluster of metal deposits and gems - can build there another mine;
to the north-west stands one more land counting house.

Within city walls people can harvest rock lily, holy water, lavender, moon flower and willow; near the south gate there is a quarry; on the island there are toads and blackberry; on the other side of the river there is a mussel cluster, spiders, clay pit, metal deposits and gems; the river has lots of fish (but not close to the facilities) and is also the way to third counting house (to the east); near the east road woodcutter's hut there are both wood clusters, nushrooms and a coal pit; near the north road woodcutter's - woods, mushrooms and coal; metals and gems up the west crossroad;

Residence:
Building
Title
Amount
Hut
Commoner
8
Mansion
Baron
2

Scholar:
Building
Level
Amount
Dome (prot)
2
1
Dome (cath)
2
1
Vault
1
1
Pesthouse
1
1
Tinktury
1
1
Alchemist's Shop
2
1
Money Lender
2
1

Patron:
Building
Level
Amount
Tavern
2
1
Bake Shop
1
1
Mill
1
1
Croft
1
1
Field
1
2
Corral
1
2
Orchard
1
1
Fisher's Shack
1
1
Fishing Hut
2
1
Smokehouse
3
1


Craftsman:
Building
Level
Amount
Carpenter's Shop
1
1
Foundry
1
1
Stonecuttery
2
1
Mine
1
1
Woodcutter's Hut
1
2

Rogue:
Building
Level
Amount
Shebeen
2
1
Smugglers' Hole
1
1
Robber's Nest
1
2
Mercenary Quarters
1
1
Map - The Right of Magathaburg
Two-towns map, up to 8 dinasties.
Major city - Magathaburg, lesser - Shoenebeck.

This map has a very interesting combo of counting house and monastery. The road to Magatheburg is safe, so is the road to Shoenebeck - no robbers' camps!
There are no water bodies!

Shoenebeck

Tiny peaceful village in a valley. There is a place to expand though.

There are frogs, mushrooms and spiders in the area; also people can harvest blackberry, rock lily, lavender, moon flovers, both woods, willow (x2), clay, charcoal, holy water, stone, gems, precious metal and iron (x2);

Residence:
Building
Title
Amount
House
Yeoman
1

Scholar:
Building
Level
Amount
Pesthouse
1
1
Tinktury
1
1

Patron:
Building
Level
Amount
Croft
1
1
Mill
1
1
Field
1
1
Corral
1
1
Orchard
1
1


Craftsman:
Building
Level
Amount
Woodcutter's Hut
1
2

Magathaburg

The city is placed on the hill and surrounded with farmlands (north-west) and wountains (south-east).
Farmlands look really nice and peaceful, even with merc fortress near the mine. Juggler's camp also fits in very well. All farming facilities are nicely clustered (but not cluttered).
Lower city/ market/ city entrance has not that much place to build at all (comparing tp Shoenebeck or monastery surroundings); right by the entrance there is a church, around the market there are carpentry, weawing mill, a puplic house, a pesthouse, a foundry and a smugglers' hole; there are 3 huts.
Near the entrance to the "castle" zone there is a mansion on the slope; "castle" zone itself is made of cathedral, arsenal, townhall and - guess what! - brickery.
Up to the mountains (to the east) there is a guild house; to the north of the "castle" zone there is one more small area - money lender, bakery, magician, one more smugglers' hole and a house.

Clay, charcoal, willow, both woods, frogs, mushrooms, moon flower and blackberry can be found near the woodcutter's hut in the farmlands; iron, gild, silver and spiders are close to the mine - but gem cluster is pretty far from it; There are no resources within the city walls, but people can harvest willow (x2), lavender, rock lily, moon flowers, frogs and holy water up in the mountains (near the guild house).

Residence:
Building
Title
Amount
Hut
Commoner
3
House
Yeoman
1
Mansion
Baron
1

Scholar:
Building
Level
Amount
Cathedral (cath)
3
1
Church (cath)
1
1
Pesthouse
1
1
Magician's Shop
2
1
Money Lender
2
1

Patron:
Building
Level
Amount
Public House
1
1
Bakery
2
1
Croft
1
2
Field
1
2
Corral
1
2
Orchard
1
1
Wind Mill
1
1


Craftsman:
Building
Level
Amount
Carpenter's Shop
1
1
Foundry
1
1
Brickery
1
1
Mine
1
1
Woodcutter's Hut
1
1
Weawing Mill
1
1

Rogue:
Building
Level
Amount
Smugglers' Hole
1
2
Mercenary Fortress
3
1
Jugglers' Camp
2
1
Map - Area around Heiligenblut
Three-towns map, up to dynasties.
Major city is Heiligenblut; villages - Lendorf and Lurnfeld.

There are two land counting houses - made like small settlements in the woods (can build nearby); no lands are blocked from building; there is a river on the map but it doesn't have any fish.

Basically, the river separates the map into two parts with Drafenberg (counting house) on one side and everything else on the other side. There is a huge mountain between Heiligenblut and Lurnfeld (which looks like a nobleman's village).

Lendorf

Small protestant village with large farmlands surrounded by forest. Has everything to expand further. No rogues' buildings. There is a monastery near Lendorf.

There are wood piles near the farmlands, so building a woodcutter's hut is convenient. there are also metals and gems near the mine with quarry (may also build stonecutters'), clay and willow (camp of travelling folks), toads and blackberry; to the south of village center (the market) people can harvest mushrooms, lavender, holy water, spiders, moonflowers and rock lily.

Residence:
Building
Title
Amount
Hut
Commoner
4

Scholar:
Building
Level
Amount
Church (prot)
1
1
Tinktury
1
1

Patron:
Building
Level
Amount
Public House
1
1
Bake Shop
1
1
Croft
1
3
Field
1
3
Corral
1
2
Orchard
1
1
Wind Mill
1
1


Craftsman:
Building
Level
Amount
Carpenter's Shop
1
1
Foundry
1
1
Stonecuttery
2
1
Mine
1
1

Sonnstein (counting house) is reachable directly through the forest; also one can go there following the road from Heiligenblut to Sonnstein.

Heiligenblut - farmlands

Theese are lesser than Lendorf.
Tables
Titles

Title
Cost
Buildings
Residence
Marriage in Monastery
Adopting a Child
Privileges
Commoner
?
1
Hut
400
?
no
Yeoman
1000
3
Hut
900
?
no
Lesser Citizen
4500
4
House
1600
?
apply to lowest level offices
Citizen
9000
5
Gabled House
2500
?
apply to any offices
Free Citizen
20000
6
Patrician House
3600
?
insult someone - duel
Patrician
40000
7
Mansion
4900
?
political regard
Nobleman
100000
8
Mansion
6400
9600
recruiters - war
Updates
160313 - initial release, added Ulm, separated tips into sections
160314 - added The right of Magatheburg
160315 - added more tips
160403 - added installation guide
160520 - updated installation guide
160531 - started tables section
160601 - edited tables section
160604 - edited tables section
2 kommentarer
Snoop Dogg Wearing Funny Hats 19. okt. 2022 kl. 23:08 
Learned some interesting things, a few tips of my own:

The "Follow Me" command can be used liberally while courting someone to keep them from running off or doing other tasks while you wait for the interaction cooldown timers to expire. Its range is infinite too!

Robbing counting houses with ships is highly profitable and comes at no relations cost. If you're being optimal, you can rob twice a day and net ~20-30k gold each time. 2 ships to rob 3 counting houses is a good balance, you can have one ship per Pirate Den. This might actually be an overpowered strategy...

Attacking a dynasty's property will often cause them to come over. The dynasty member might not try to defend the property, but their rogue bodyguards often will. Should your small dagger-wielding army dispatch these bodyguards, that leaves the dynasty member completely exposed...

There are special items that you can only get through debentures. Legendary swords, for example. I won't say anything more.
Evilkwiet 27. mar. 2016 kl. 13:28 
Nice guide man, thanks for sharing with us!