Hey Melkor, interesting vid and something I was totally unaware of until now. Guilds always seemed totally random... Another thing I stumbled upon recently was the historical generals in Empire Total War, that pop up when you recruit "General's Bodyguard" units. Any chance you could have a look at that? Perhaps piece together the historical Admirals and Generals that are available in the game? Seems another feature that's fairly random from the outside...
One of the most important guilds to get, for catholic factions, are the theologians guild headquaters (THQ). If you have the THQ in a city, where you also have a huge cathedral , all the priests you recruit are high level bishops, and will in a few turns become cardinals. Most of them quickly become the rank of peferati. Thereby you control the papal elections, and can go from bad standing with the pope to best freinds as soon as the old pope die.
That's what i'm doing in my Polish campaign and despite being Ex-communicated never had a problem with Inquisitors just very minor public order penalties.
Yeah you can do that Or you can just rercuit a diplomat to stand next to Rome and give 1000 gold to increase by +1 relationship with the pope Do not give 7000 gold at once to get +7. Just give 1000 gold one after another
In my France playthrough where I took over the world. I had an army of Scots guard, horse archers and knights hospitaller trained in Paris. Always cool when you can get such a great army from a city
I play as Sicily, and get Italian Spear Militia, Italian Crossbow Militia, and Knights Hospitaller from my cities. :D Probably better as Milan with their better XBow units.
Have a little over 4000 hours playing total war 2 & lately I've been on a journey of delving into how the mechanics really work. This has been one of the most informative videos I've seen
I always wondered what the actual mechanic behind guild acquisition was. I would just keep building associated units or agents till I got what I wanted but had no idea it was a point system. Thanks
Wow, I didn't know there were actually that many guilds! I played this game on and off and only just recently I saw a quest pop-up when playing the Spanish to overthrow the current French King for the son of that faction. Loads of little gems hidden in this title and a shame the future games (aside Shogun 2) never really inspired me to keep coming back to play them.
One of the best guilds, the horsebreeders guild is all but unavailable for most factions. They provide recruitment experience bonuses for cavalry, the headquarters providing a +2 experience bonus empire wide. But how do you get points for the horse breeders guild? You need to build stables and recruit cavalry. Easy enough, right? Except the horsebreeders guild is only available in cities, where you cannot build stables and most factions cannot recruit cavalry. Strange decision by the devs to say the least.
@The Nova renaissance You can indeed do that. When I converted Corinth at the end of my recent Byzantium game I was able to get the master horsebreeders guild. Managed to get it in other cities I conquered off muslims with race tracks built.
Just accept merchant guild first, it gives you cavalry militia. I did the same trick with hashishim guild to get swordsmith guild in damascus, while playing as turk
That was very informative. I play a Milan campaign where I want to sail to America (I've never done it!) and it would be cool to have Explorers Guild HQ in Genoa.
Early game I'll specialize 1 settlement each for recruitment of merchants/spies/assassin/priests/diplomats and specialize construction in them. Guilds offers come pretty quickly after that. I accept every Guild offer and don't worry about the cost.
Same info also available at forums.totalwar.org/vb/showthread.php/75649-Daveybaby-s-Guide-to-Guilds. I have to say though, as opaque as the mechanics for getting a guild are and as incredibly minor as most of the bonuses are, this is yet another mechanic in the game that I tend to ignore. Medieval II suffers from a large number of features that are distractions, and the game becomes more difficult than it needs to be if you pay attention to them.
Hospitallers are some of the best given the health bonus, but I do like my Santiago knights and Teutonics, but now I'm going to do a French Templar run.
HOWEVER ... if you open up your descr_strat file and pre-create your city you can add multiple guilds to a city and with huge citys you can add multiple grand master guilds.
@@hassarfn3557 no that was not what i meant and I did already know that. I wanted to know if I have already an hq of any guild, can i have an other guild hq of any other guild by conquering a City with the Hq on it for example Merchant Hq in my Capital and a Priest Hq in a new City of my enemy. PS: I don't need an answer anymore. I tried it myself and yes you can have both at the same time
@@eternalgreed5953 As far I remember, my best HQs achievement was during my moors campaign. Built my own merchant, explorer, and horse breeder HQs. Capture santiago, john, theology, thieves, and swordsmith HQs
It gives your generals the ancillary "intrepid explorer" which gives them +15% movement and 1 line of sight. Admirals created in cities with guilds tend to spawn with the " naval navigator" ancillary. Also by fulfilling certain criteria the explorers guild can give your generals the ancillaries Amerigo Vespucci, Marco Polo and Vasco de Gama. Here is a link to the requirements forums.totalwar.org/vb/showthread.php/81576-The-explorers-guild.
either count every action and point towards the guild or hope that you're getting there. man this game had a lot of issues with showing critical info you needed to play.
Knight's of St. John are the best. Build them in cities, and you can recruit heavy knights from your cities. I play as Sicily, and I can recruit Italian Spear Militia, Italian Crossbow Militia, and Hospitaller Knights from my cities. Plus, you get a public order bonus.
I would say that I do like how it isn't clear to the player what to do. The point is to encourage you to treat it like an RPG, "Oh I want the Merchant Guilds master quarters? Maybe I'll get more favor with them if I recruit a merchant or get trade agreements for them", or "To get those Crusader Knights I should go on Crusade" etc.. Same thing with the traits and diplomacy. The problem is that their system isn't that good on things like diplomacy, so even if the player tries it still feels weak.
I'm sorry, i didn't understand. Can I have 2 master buildings of different guilds? Like in one city master theologian and in other master merchant? And what happens when i capture a city with another master guild I already have?
Yes. You can have a thelogians and merchant master guild in your empire. Just not 2 merchant guilds. Or, not 2 theologians guilds in the empire. As for capturing, interesting question. I believe, from experience with other guilds, you do keep it, but I cannot say for certain, and I don't know if you will get the positive effects from the 2nd.
@@MelkorGG in my campaigns, I used to get several master thieves guilds 😅 There was even time when I got thief HQ and another 4 master thieves. Not a single one of it I built, since I prefer merchant guild (for its trade bonus and cavalry militia). No stack bonus I got tho. But spies created in cities with master thieves guild tend to have better stats than the one created in normal thieves guild
The link in the description provides barely any actual information, due to everything relevant being blocked for spoilers, and “show” being entirely unresponsive
Most important guild is merchant guild ... I choose that one in majority of cities. You get bigger income and you can recruit better merchants so if you learn from cersei l. 😂😂 Its all about money but I change this statement ... Its all about food and money..Give to smallfolks food and to feudals money and you are the winner. Best guild in fortress is swordsmiths guild ...for upgrading of weapons not only for units recruit in fortress... You can recruit spear units in cities and upgrade them in fortress. And some of swordsmiths guilds bring new units like sherwood archers for England. So ok guilds for tepmplar , hospitaller knights are more less like garnish of your army with this units but not necessary. You can build this guilds in few castles. Than you can build one-two theologican guilds in cities where you prefer build expensive catedral before food farm and trades and ports cause still remember if you want big army you must have money and if you want to have money so make smallfolk and feudals happy 😂. And than there are guilds for assasins and spies - just a couple as needed. And there are other guilds but needed more less in late period.
When you have conquered the whole map but dont care to bother about guilds...by the time they are available I have so much money I build them anyway 😂🤣
There we go, one of my most requested guides finally done.
What more guides of the old titles would people want to see? : )
You know what, good idea. 500 Likes, and I'll get it done. : )
Melkor What is your Steam?
Hey Melkor, interesting vid and something I was totally unaware of until now. Guilds always seemed totally random... Another thing I stumbled upon recently was the historical generals in Empire Total War, that pop up when you recruit "General's Bodyguard" units. Any chance you could have a look at that? Perhaps piece together the historical Admirals and Generals that are available in the game? Seems another feature that's fairly random from the outside...
unit export description
@Ivan The evil well shoot
One of the most important guilds to get, for catholic factions, are the theologians guild headquaters (THQ). If you have the THQ in a city, where you also have a huge cathedral , all the priests you recruit are high level bishops, and will in a few turns become cardinals. Most of them quickly become the rank of peferati.
Thereby you control the papal elections, and can go from bad standing with the pope to best freinds as soon as the old pope die.
That's what i'm doing in my Polish campaign and despite being Ex-communicated never had a problem with Inquisitors just very minor public order penalties.
Pair this with a high level assassin and you can recommunicate yourself whenever you want.
@@fl-ri- Reconcile
Yeah you can do that
Or you can just rercuit a diplomat to stand next to Rome and give 1000 gold to increase by +1 relationship with the pope
Do not give 7000 gold at once to get +7. Just give 1000 gold one after another
Yeah 100% you can pack the college to be in your favor always, and it makes poking other catholic nations that much easier.
If only Templar chapter houses had bonus to income to represent the Templars becoming bankers
Or if they would be historicaly accurate and let you borrow money from them and then just demolish their chapter house...
@@vojemetefar too CK2 for total war lol
In my France playthrough where I took over the world. I had an army of Scots guard, horse archers and knights hospitaller trained in Paris. Always cool when you can get such a great army from a city
I play as Sicily, and get Italian Spear Militia, Italian Crossbow Militia, and Knights Hospitaller from my cities. :D Probably better as Milan with their better XBow units.
*laughs in Milan*
In my holy Roman playthrough, I had Frankfurt defended only by teutonic knights
I've been looking for something like this for years
A decade for me
A era for me
Have a little over 4000 hours playing total war 2 & lately I've been on a journey of delving into how the mechanics really work.
This has been one of the most informative videos I've seen
Now I’m going to play another campaign now that I understand how this works
MUCH NEEDED since forever. thank you Melkor!!!
Yeah, I got no idea why nobody has done one already XD
bro, I'm a massive veteran of 'the' game and did not know these rules at all. Thanks it really does make it more interesting!!
I always wondered what the actual mechanic behind guild acquisition was. I would just keep building associated units or agents till I got what I wanted but had no idea it was a point system. Thanks
Please do more guides on Medieval 2, let the new generations know how Total War used to be and also the best Total War CA has made
Wow, I didn't know there were actually that many guilds! I played this game on and off and only just recently I saw a quest pop-up when playing the Spanish to overthrow the current French King for the son of that faction. Loads of little gems hidden in this title and a shame the future games (aside Shogun 2) never really inspired me to keep coming back to play them.
you are THE guy that makes made me able to win a total war campaign. Thank you
If I only knew this back in 2006...
Better late than never I guess! :)
One of the best guilds, the horsebreeders guild is all but unavailable for most factions.
They provide recruitment experience bonuses for cavalry, the headquarters providing a +2 experience bonus empire wide.
But how do you get points for the horse breeders guild? You need to build stables and recruit cavalry.
Easy enough, right? Except the horsebreeders guild is only available in cities, where you cannot build stables and most factions cannot recruit cavalry. Strange decision by the devs to say the least.
@The Nova renaissance You can indeed do that. When I converted Corinth at the end of my recent Byzantium game I was able to get the master horsebreeders guild.
Managed to get it in other cities I conquered off muslims with race tracks built.
Some faction have city that can build Calvary such as England (Demi Lance)
Just accept merchant guild first, it gives you cavalry militia.
I did the same trick with hashishim guild to get swordsmith guild in damascus, while playing as turk
Moors 👍👍
One question. Cavalry or "cavalry" a type of unit with cavalry name on their card?
Great stuff, thank you Melkor. Still a truly underappreciated TW RUclipsr.
Freaking love guilds. I always enjoyed working towards guilds to supplement a faction or regions weakness.
Sorely missed from later titles.
Thanks for the guide! Some guilds seemed important (Thieves), some just a scam (Explorer). Now I know :)
Nice. Now I'll hop back into Medieval 2 with this new knowledge, thank you.
Interesting. Didn't know that! Thnk you for this information and keep up the good work! 👍🏻
your channel is very good
I just remembered this now, it was such a great system.
That was very informative. I play a Milan campaign where I want to sail to America (I've never done it!) and it would be cool to have Explorers Guild HQ in Genoa.
Early game I'll specialize 1 settlement each for recruitment of merchants/spies/assassin/priests/diplomats and specialize construction in them. Guilds offers come pretty quickly after that. I accept every Guild offer and don't worry about the cost.
Same info also available at forums.totalwar.org/vb/showthread.php/75649-Daveybaby-s-Guide-to-Guilds.
I have to say though, as opaque as the mechanics for getting a guild are and as incredibly minor as most of the bonuses are, this is yet another mechanic in the game that I tend to ignore. Medieval II suffers from a large number of features that are distractions, and the game becomes more difficult than it needs to be if you pay attention to them.
The fact that I haven’t even heard of half of these is insane
Today's the Big day , Melkor !
Had no idea about the points system, thank you.
Ah total war....always something hidden in plain sight, thanks :)
Thanks for you hard work, more videos like this👍🏻😁
Hospitallers are some of the best given the health bonus, but I do like my Santiago knights and Teutonics, but now I'm going to do a French Templar run.
Still learning new things about this great game
In all the times I’ve played MTW:II I have NEVER gotten the option to build a Templar chapter, only Knights of St John
Would've enjoyed a more indepth run down of the guilds, but thanks for that link.
can we cheat like build all guild house in every settement ?
HOWEVER ... if you open up your descr_strat file and pre-create your city you can add multiple guilds to a city and with huge citys you can add multiple grand master guilds.
Can you have multiple swordsman guilds throughout multiple cities?
Thanks men good job xD
Question: What happens if I conquer a City with a HQ Guild but i have already one? downgrade the one i would conquer?
There is only ONE hq for each guild on the entire map.
@@hassarfn3557 no that was not what i meant and I did already know that. I wanted to know if I have already an hq of any guild, can i have an other guild hq of any other guild by conquering a City with the Hq on it for example Merchant Hq in my Capital and a Priest Hq in a new City of my enemy.
PS: I don't need an answer anymore. I tried it myself and yes you can have both at the same time
@@eternalgreed5953 you can.
I usually have both merchant and theo hq, and capture thieves and sword hq from the others
@@eternalgreed5953
As far I remember, my best HQs achievement was during my moors campaign.
Built my own merchant, explorer, and horse breeder HQs.
Capture santiago, john, theology, thieves, and swordsmith HQs
What benefits does the Explorer's Guild actually give?
It gives your generals the ancillary "intrepid explorer" which gives them +15% movement and 1 line of sight. Admirals created in cities with guilds tend to spawn with the " naval navigator" ancillary. Also by fulfilling certain criteria the explorers guild can give your generals the ancillaries Amerigo Vespucci, Marco Polo and Vasco de Gama. Here is a link to the requirements forums.totalwar.org/vb/showthread.php/81576-The-explorers-guild.
Is there a way to check the current points (scores) of guilds / settlement?
either count every action and point towards the guild or hope that you're getting there. man this game had a lot of issues with showing critical info you needed to play.
Did you explore a trade road to India by Explorers guild HQ?
Knight's of St. John are the best. Build them in cities, and you can recruit heavy knights from your cities. I play as Sicily, and I can recruit Italian Spear Militia, Italian Crossbow Militia, and Hospitaller Knights from my cities. Plus, you get a public order bonus.
I would say that I do like how it isn't clear to the player what to do. The point is to encourage you to treat it like an RPG, "Oh I want the Merchant Guilds master quarters? Maybe I'll get more favor with them if I recruit a merchant or get trade agreements for them", or "To get those Crusader Knights I should go on Crusade" etc.. Same thing with the traits and diplomacy. The problem is that their system isn't that good on things like diplomacy, so even if the player tries it still feels weak.
i have a question i mean 2 or 3
Melkor What is your Steam?
It's just MELKOR, but I keep my Steam mostly private.
@@MelkorGG Damn I wanted to play some rtw with you man.
I want to know which locations do you want to have a particular guild
Super helpful! Just finished the long campaign with England, and thinking about starting a new short campaign. Any suggestions?
I checked the link where the info came from. It’s broke
No naval guilds... No naval wars... most underwhelming part of MII
the guilds are the only reason the merchants are worth it.
once you get the HQ you end up with nation wide trade bonuses.
Is it the Same for Mods ? Like SS
Medieval 3 has soo much Potential.
I'm sorry, i didn't understand. Can I have 2 master buildings of different guilds? Like in one city master theologian and in other master merchant? And what happens when i capture a city with another master guild I already have?
Yes. You can have a thelogians and merchant master guild in your empire.
Just not 2 merchant guilds. Or, not 2 theologians guilds in the empire.
As for capturing, interesting question. I believe, from experience with other guilds, you do keep it, but I cannot say for certain, and I don't know if you will get the positive effects from the 2nd.
@@MelkorGG in my campaigns, I used to get several master thieves guilds 😅
There was even time when I got thief HQ and another 4 master thieves. Not a single one of it I built, since I prefer merchant guild (for its trade bonus and cavalry militia).
No stack bonus I got tho. But spies created in cities with master thieves guild tend to have better stats than the one created in normal thieves guild
I've always said yes to them
The link in the description provides barely any actual information, due to everything relevant being blocked for spoilers, and “show” being entirely unresponsive
All work for me, just checked. Maybe you have some security setting on your computer, or something.
Most important guild is merchant guild ... I choose that one in majority of cities. You get bigger income and you can recruit better merchants so if you learn from cersei l. 😂😂 Its all about money but I change this statement ... Its all about food and money..Give to smallfolks food and to feudals money and you are the winner.
Best guild in fortress is swordsmiths guild ...for upgrading of weapons not only for units recruit in fortress... You can recruit spear units in cities and upgrade them in fortress. And some of swordsmiths guilds bring new units like sherwood archers for England. So ok guilds for tepmplar , hospitaller knights are more less like garnish of your army with this units but not necessary. You can build this guilds in few castles. Than you can build one-two theologican guilds in cities where you prefer build expensive catedral before food farm and trades and ports cause still remember if you want big army you must have money and if you want to have money so make smallfolk and feudals happy 😂. And than there are guilds for assasins and spies - just a couple as needed. And there are other guilds but needed more less in late period.
I’ve always been wondering how to get more Holy Orders!
could you get holy order guilds even as muslim/orthodox if you have a 5+ chivalry general?
You can't.
Just look at building list when playing campaign. It shows what a faction can build, including guild types
7:18
Wait... you have been? What are you now?
A fun mechanic, unfortunately not so user friendly :(
100% agree. They could have done so much more with this, simply by just putting it in the UI
I thought about it to check it out in RUclips and w I was right I always buy them I didn't even knew now i know thanks
nice!
You have a defective mic. The sound is a bit... Northern.
lol, love the user name
*Hashashim have entered the chat*
Finally, i can finally understand what these MF guilds want.....
A new record for the notification lol, 6 days.
👍
I knew about this from modding the building txt
Nice
I never understood how these work tbh
Had to watch in x2 speed just to make that northern twang into English 😏
I just edited the mongols and timurids invasion out of the campaign
🤭
The benefits of the guilds and how they work are not made clear enough. Always just seems like a surprise expense
When you have conquered the whole map but dont care to bother about guilds...by the time they are available I have so much money I build them anyway 😂🤣
You tried but its not good you let the important infos out