Table of Contents

Guilds

Overview

Guilds are societies for people who share common interests or skills. For example a Town might have a Crafts Guild that all of the towns Craftsmen belong to - a city might have different guilds for each trade (or group of trades). A stronghold might have a Miners' Guild, a Merchant-Venturer guild or a Wizards' Guild - they all come into this category. The Guild does a number of things. First it tries to regulate trades in its catchment area, some say this is to protect its members from competition, other say that it helps ensure good quality work. It also acts as a meeting place, a place for discussions, sharing and learning - so long as you are a member. Larger guilds provide a small pension for sick members, or their dependents and 'children of the guild' are often apprenticed or employed within the guild.

Note

Buildings

Unlike other businesses and organisations where buildings follow an 'upgrade system', a guild hall is a single building that you add to as it develops. Every guild halls starts with a hall, and you add extras to improve it. You should note that Lodgings can only be added once you have offices and a kitchen.

Remember the larger it grows, the more space it takes up.

Religious Developments
ClassificationNameCost BPEconomyLoyaltyStabilityMinorMediumMajorDefence
GuildGuild Hall21110000
GuildOffices10110000
GuildLibrary10110000
GuildMuseum10110000
GuildShrine0.50100000
GuildKitchens0.50100000
GuildClubroom0.50100000
GuildLodgings {★★★} 21110000

Descriptions

Note-1: Shrines

See Residential Classifications for a description of the ★ rating system.