The Guild 2 | |
---|---|
Developer(s) | 4HEAD Studios |
Publisher(s) | |
Director(s) | Matti Jäger |
Producer(s) | Ralf C. Adam |
Designer(s) | Heinrich Meyer |
Programmer(s) | Carsten Stolpmann |
Artist(s) | Matthias Kästner |
Composer(s) | Bernd Ruf |
Series | The Guild |
Engine | Gamebryo engine |
Platform(s) | Microsoft Windows |
Release |
|
Genre(s) | Life simulation |
Mode(s) | Multiplayer single-player |
The Guild 2 is a life simulationvideo game developed by 4HEAD Studios and published by JoWooD Productions. It is the second installment in The Guild series, following Europa 1400: The Guild and preceding The Guild 3. The game was released worldwide in November 2006 for Windows. Taking place within fictional versions of provinces of Europe in the fifteenth century, the Guild 2's main focus revolves around the player character's aim to simulate life in the Renaissance. At the beginning of the game, the player can create a self defined character, whereby characteristic attributes points and skills can be adjusted and developed over the course of the game, by improving its properties and special abilities.
The Guild 2 was developed using the Gamebryoengine and features open end gameplay. The game was released to average acclaim and earned a nomination for 'Best Sound Award'.
Notice: The new Wiki Software is live. Please be aware, that some strange things could happen, while we try to fix the last few glitches. The Guild 2 Renaissance.
Three downloadable content (DLC) stand-alone add-ons were released—Pirates of the European Seas, The Guild 2: Venice and The Guild 2: Renaissance—which were repackaged into The Guild: Complete Collection and released in January 2013.
- 1Gameplay
- 2Plot
- 3Development and marketing
Gameplay[edit]
The Guild 2 is an real-timelife simulation video game, that incorporates nonlinear gameplay, playable from a bird's-eye view, allowing to zoom in and out of the game.[1][2] The Guild 2 introduces features including construction and management, tactical role-playing and social simulation elements, in which players assumes control of a defined characteravatar, to simulate medieval life with characteristic features, role-playing game-style ability scores, classes and special abilities in European cities.[3][4][5] It can be played using a mouse and keyboard. Similar to its predecessor, it features character classes and affects what buildings can be constructed and upgraded, which grants access to more improvements and therefore what businesses can be run.[6][1]
- The Guild 2 is a historical multiplayer real-time strategy video game developed by 4HEAD Studios and published by JoWooD Productions.It is the second installment in the historical real-time strategy video game series, following Europa 1400.
- The Guild 2 - Renaissance is a medieval life simulator where the player starts off controlling one man or women, builds a fortune through one of four professions, and lays the foundation of. This wiki is dedicated to providing detailed guides and information on the game The Guild 2 - Renaissance.
The player's creating a character while picking relevant stats.
Players have the option to develop and create their character at the beginning of the game, benefitting from a variety of customization, during the character creation, by selecting the appearance, first- and surname, class, sex, zodiac sign, religion and spent experience on talents.[7] An objective for players is to improve their character's skills at levelling up, which are numerical representations of their ability in certain areas.[8]
Guild 2 Renaissance Maps
Modes[edit]
The game features an extended single-playercampaign, a comprehensive tutorial placed in the 15th century, that has additionally crafted scenario maps with a German Hanse campaign in the cities of Hamburg and Lübeck, Nottinghamshire and Sherwood Forest and Lyon (France).[9]
Available game modes for playing are the dynasty mode, in which players can play an open-ended game without a defined objective, extinction sets the goal to eliminate the entire opposing dynasties, with time limit, players first selects a time limit and after its expiry, this limit, the points of profit - a comparison representation in the game - compared, the modepro team a random mission specifies as a game objective, that each team must fulfill a random mission and all teams with the same mission, where the game objective is to choose an assignment, only the first named one comes with varying objectives and allows to alter some adjustments to the economic, social and political conditions.[10][6]
Dealing with a medieval legal system, town politics and rivalries between families can range from friendliness to open warfare.[2] All game modes can be played in varying difficulties ranging from easy to hard. The Guild 2 provides online and network play with up to eight people that can playing simultaneously, cooperative and in competitive game modes.[10]
Talents and signs[edit]
The game features talents, including zodiacsigns, which grants players a free talent point, depending on the choice of the sign.
Titles[edit]
The house, level of intrigue and position in government, players may obtain depends on the title, obtained by a generous donation in the town hall new titles which confer different benefits. Each title allows to upgrade a hovel by one level and to extend the influence, since both types of upgrades allows, to engage in darker projects, players may even spy on opponents, rob, sabotage competitors business, or let assassinate them. The title progression is linear, beginning with 'commoner' and proceeding through 'citizen', 'patrician', and then to titles of royalty.
With the titles come privileges that allow the character to perform political acts, like applying for public office and owning more businesses. A higher title allows characters to improve and upgrade their homes.
Plot[edit]
Setting[edit]
The Guild 2 takes place in the fictional medieval world of the 15th century and begins in European cities like London, Lyon or Berlin from which can be selected by the player himself.[6] Set in a medieval environment, a setting influenced by England, France and Germany, the game focuses on the common ideas of the centuries between ancient and early modern times, which has been transformed into an astonishingly diverse and evocative view of life.
Especially in the middle age and the transition to the renaissance in which many important influences, such as entry into politics and the potential associated rise of the civil society, as well as a growing meaning of cities are just as palpable as ubiquitous differences in status between different social strata, reflects the division of the church its entry and a spirit of optimism has been designed by a good development of action combined with a family empire foundation, to compete against players or computer-controlled opponents.
Development and marketing[edit]
Development for The Guild 2 began in early 2003 with a team of more than 80 people and was headed by Europa 1400: The Guild director Lars Mertensen, which was published in 2002. The game is characterized mainly by the increased importance of the private life of the individual figures and released in September 2006 to largely mixed reception at its launch.[11] The Guild 2 was first announced at the Games Convention in Leipzig, Germany, on August 21, 2003.[12]
After initial logistical delays,[13] the first expansion pack named Pirates of The European Seas was released in May 2007.[14] / This stand alone expansion pack added several features, such as new professions and several different types of ships. This first expansion pack met with slightly better reviews than the original game. GameSpot gave it a 'fair' score (6/10),[14] and from Game Watcher a score of 8.2 out of 10.[15] As a result of this, then-Community manager, known only as Fajeth had between the years of 2010-2012 in a fan community forum announced, that he and some of the membersof the game's community led by Fajeth, has taken over the flawed game issues and attempted to fix them with a overhaul and updates, that the issues has been adequately addressed.
The Guild 2: Pirates Of The European Seas an add-on, added new features like a hospital and a fishery.[15][14] On August 31, 2007, The Guild 2 Gold was released, which includes the main game and Pirates of the Seas. All previously published titles in the series, so The Guild and The Guild 2 add-ons with each, were placed under the name of The Guild Universe in July 2008 in the trade.[16]The Guild 2: The Royal Edition appeared on July 25, 2008 and contains The Guild 2, the add-on Pirates of the Seas, new maps and patch 2.1.[17]
A stand-alone expansion for the game called The Guild 2 - Venice developed by Trine Games was released on October 10, 2008. It includes the city of Venice, a new building style, and some minor new features.[18][19] This expansion, which added the city of Venice to the game world, was received poorly by critics, having an average rating of 49% on Metacritic.[20]
On August 25, 2014, Nordic Games announced the new patch 4.2 for The Guild 2 Renaissance. It will fix a lot of map bugs, add some scenarios and remaster the audio track for the game, it was released as stand-alone expanded version by Runeforge Game Studio and JoWooD Entertainment on July 27, 2010.[21] During gamescom 2014 Nordic Games announced that they are developing The Guild 3.[22]
![The guild 2 renaissance trainer The guild 2 renaissance trainer](/uploads/1/2/6/2/126238450/688348180.jpg)
Engine[edit]
The Guild 2 is powered by the Gamebryoengine, the speedtreephysics engine,[11] the Quazal rendez-vous technology and supports online multiplayer for playing cooperatively or competitively with other players.[23]
Audio[edit]
Die Gilde 2: The Guild 2 Official Soundtrack | |
---|---|
Soundtrack album by Pierre Langer | |
Released | July 30, 2007 |
Recorded | Genuin |
Genre | Video game soundtrack |
Length | 3:18(Full soundtrack) 72:13 (Disc 1) |
Label | Sonicminds |
Producer | Alexander Röder Markus Schmidt Pierre Langer Tilman Sillescu |
The team employed Pierre Langer of Dynamedion, to produce the album music and the sound effects for the Guild 2.[24][25] The soundtrack was composed and recorded in the Thuringian Philharmonic Gotha-Suhl under the conduction by Bernd Ruf with a symphony orchestra.[26][27] The German band Versengold has since 2014 musical performances in taverns in the game, with a total of 3 songs.[28]
Reception[edit]
Reception | ||||||||||||||||||||||||||||||||
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Upon release, the Guild 2 received average acclaim from magazines and websites.[30] The game received a 6.2 out of 10 points from GameSpot.[6] Eoghan Brophy of the former gaming website gamers europe praised the opportunity, that players can gain through accumulated experience in the form of redistributable points and noted that it is beneficial to invest them immediately upon receiving in class-related talents.[37] Stuart Thomas of game debate praises the combination created by modifications made by the modding team in the community around the game, calling it an incredible piece of work, that would pay a little patience as the game progresses in terms of the opening complexity of the game.[32] Ludovica Lagomarsino of Italian reference point multiplayer praised both, the particular system of 'favor' for both sentimental and political as well as commercial relationships as useful and also the user interface for its user-friendlyness.[7]GMC's Vincenzo Beretta noted that the 'developers try to overcome their receding success' while criticizing that the 'results are not entirely the same' continuing with criticizing the user interface 'that more problematic than functional' is, but lauded the game's setting as 'very lively and fascinating 3D environment'.[35]
Despite the praise, Joe Martin of VideoGamer.com gave the game 4 out 10 points focusing on the game's variety to gameplay and lack of focus in its design stages, he noted that its an rpg game that was 'ruined by a lack of focus in its design stages' or had it been a little faster paced and involving it may have made a mediocre rts game.[38] Game Watcher gave the game 7.1 out of 10.[34]IGN gave it 6.5 out of 10,[5] and Hooked Gamers gave it 5 out of 10.[33]
The Guild 2 Renaissance was awarded the Sound Award by PC Games magazine.[36] It earned nomination for 'Best Sound Award'.
References[edit]
- ^ abcBale, Nicholas (May 4, 2007). 'The Guild 2 Review - GamingExcellence'. GamingExcellence. Retrieved October 15, 2018.
A plethora of problems make this one tough to manage.
- ^ abBreden, John. 'You've Got the Old World in Your Hands'. The Washington Post. Retrieved October 15, 2018.
- ^Ocampo, Jason (August 30, 2006). 'The Guild II Hands-On - Economic Empire Building in Medieval Europe'. GameSpot. Retrieved October 14, 2018.
Like its predecessor, The Guild II promises to let you create a medieval economic and political empire.
- ^ abLundigren, Jeff. 'The Guild 2 review'. GamesRadar. Retrieved October 14, 2018.
- ^ abcAdams, Dan. 'E3 2006: THE GUILD 2'. IGN. Retrieved September 13, 2006.
Build a better dynasty.
- ^ abcdeTodd, Brett (October 26, 2006). 'The Guild 2 Review'. GameSpot. Retrieved October 15, 2018.
Micromanagement and repetition really bog down this original but unfulfilling game about directing the lives of people trying to make it in the Middle Ages.
- ^ abcLagomarsino, Ludovica (November 10, 2006). 'The Guild 2 - Recensione - PC - 50215 - Multiplayer.it' (in Italian). Retrieved November 10, 2018.
We have made for you a dive into the Middle Ages of The Guild 2, including corruption, courtship and trade, to found new dynasties. How will your empire be?
- ^'Preview The Guild 2 sur PC'. Jeuxvideo.com (in French). L'Odyssée Interactive. September 21, 2006. Retrieved June 13, 2019.
- ^'The Guild 2 Review'. GameStats. Archived from the original on July 27, 2010. Retrieved May 10, 2010.Cite uses deprecated parameter
|dead-url=
(help) - ^ abKing, James. 'PC Review - The Guild 2'. worthplaying.com. Retrieved October 15, 2018.
The Guild 2 will be a combination of unique sweeping role-play and a fascinating life-simulation, conjuring the medieval life anew on your PC. As in the successful predecessor Europa 1400: The Guild and the subsequent expansion pack, the newest development by 4HeadStudios awakes the 14th century to a new life.
- ^ abSnider, Shawn (May 30, 2006). 'The Guild 2 Preview'. GamingExcellence. Retrieved June 5, 2010.
A detailed look at this dynasty-building medieval strategy game
- ^Stolzenberg, Justin. 'Die Gilde 2 erscheint 2006' [The Guild 2 will be released in 2006]. PC Games. Retrieved May 10, 2010.
- ^Ohlsen, Henning (May 5, 2007). 'Die Gilde 2: Release des AddOns wurde verschoben' [The Guild 2: Release of the addon has been moved]. Ströer Media Brands GmbH (in German). Berlin. Retrieved October 16, 2018.
- ^ abcTodd, Brett (July 26, 2007). 'The Guild 2: Pirates Of The High Seas Review'. GameSpot. Retrieved October 15, 2018.
It's a second-verse-same-as-the-first stand-alone expansion that adds seafaring jobs but fails to correct any of the issues of the original game.
- ^ abPriest, Simon (June 28, 2007). 'The Guild 2 - Pirates of The European Seas Review'. gamewatcher.com. Retrieved October 15, 2018.
Those land lubber dynasties have decided to way anchor and set their sights on a new enterprise, plenty of new swag and nobility up for greedy grabs
- ^'JoWooD Productions to Release Universe Editions of their Most Successful Brands - 'SpellForce', 'Gothic' and 'The Guild' - Soon to be Available as Brand-Bundles'. Reed Exhibitions. November 9, 2007. Retrieved October 18, 2018.
- ^Rick, Christophor (April 30, 2010). 'The Guild 2 Gets Patched'. gamersdailynews.com. Archived from the original on May 10, 2010. Retrieved June 21, 2010.
- ^Todd, Brett (October 20, 2008). 'The Guild 2: Venice Review'. Gamespot. Retrieved October 15, 2018.
This stand-alone Venetian expansion adds practically nothing to the gameplay of The Guild 2
- ^Johnson, Neilie (October 31, 2008). 'The Guild 2: Venice - IGN'. IGN. Retrieved June 3, 2010.
- ^'The Guild 2: Venice Review'. Metacritic. Retrieved May 20, 2010.
- ^Coberly, Cohen (March 15, 2017). 'Have You Played... The Guild 2: Renaissance?'. Rock, Paper, Shotgun. Retrieved October 19, 2018.
It's less broken than its predecessors
- ^Valdenaire, Caroline (September 5, 2014). 'The Guild 3 – What to expect from Golem Labs' new ecosim'. Gameplane. Retrieved October 31, 2014.
- ^Ocampo, Jason (May 12, 2006). 'E3 06: The Guild II Impressions'. www.gamespot.com. GameSpot. Retrieved October 14, 2018.
The game will feature multiplayer gameplay with support for up to eight players, each one controlling a dynasty. There's a cooperative mode promised as well.
- ^Hoffmann, Vitus (November 24, 2005). 'Die Gilde 2 - Soundtrack von Dynamedion: Anspruchsvolle Soundkulisse versprochen ...'Gameswelt (in German). Retrieved June 12, 2019.
- ^'Die Gilde 2: The Guild 2 Official Soundtrack музыка из игры'. Game-OST (in Russian). Elvista Media Solutions Corp. Retrieved June 12, 2019.
- ^Elchlepp, Simon. 'Game Music :: Die Gilde 2 - The Guild 2 Official Soundtrack :: Review by Simon Elchlepp'. www.squareenixmusic.com. Retrieved June 12, 2019.
- ^'Pierre Langer, Tilman Sillescu, Alexander Röder, Markus Schmidt - Die Gilde 2: The Guild 2 Official Soundtrack'. Discogs (in German). Zink Media, Inc. Retrieved June 12, 2019.
- ^Fritzenkötter, Thorsten. 'Versengold - Biografie'. www.chartsurfer.de. Retrieved June 12, 2019.
- ^'The Guild 2 for PC'. GameRankings. Retrieved October 3, 2014.
- ^ ab'The Guild 2 for PC Reviews'. Metacritic. Retrieved October 3, 2014.
- ^Marrow, Mark (July 3, 2010). 'The Guild II Review'. PALGN. Archived from the original on July 3, 2010. Retrieved October 16, 2018.
The Sims of the old world.
Cite uses deprecated parameter|dead-url=
(help) - ^ abThomas, Stuart (August 12, 2010). 'The Guild 2: Renaissance review - by Game-Debate'. www.game-debate.com. Retrieved November 5, 2018.
- ^ abBrinkhuis, Sergio (October 3, 2006). 'The Guild 2 PC review - The many bugs keep it from reaching its potential'. hookedgamers.com. Retrieved May 10, 2010.
- ^ abPriest, Simon (November 23, 2006). 'The Guild 2'. gamewatcher.com. Retrieved May 10, 2010.
- ^ abBeretta, Vincenzo (November 2006). 'The Guild 2 review' (in Italian). Retrieved June 13, 2019.
We will be able to increase our political power even with honest actions.
- ^ ab'It was in issue 11/2006 of PC Games'. pcgames. Retrieved May 10, 2010.
- ^Brophy, Eoghan (January 29, 2007). 'Gamers Europe PC Review The Guild 2'. www.gamerseurope.com. p. 1. Archived from the original on September 30, 2007. Retrieved November 1, 2018.
- ^Martin, Joe (August 11, 2006). 'The Guild 2 Review'. videogamer.com. Retrieved May 10, 2010.
What I'll do, He says, scribbling down a sketch of his 'masterpiece', is take the sharp end of a sword - because they're so good and involving - and put an axe blade bit where the handle should be, because sharp bits are so popular right now.
External links[edit]
- The Guild 2 on IMDb
- The Guild 2 at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=The_Guild_2&oldid=912657000'
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Guild 2 Renaissance Mods
Mod name | Notes |
---|---|
TG2-Renaissance TradeWarPolitics | Version 0.95 |
Credits and distribution permission
- Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
I got help of some of the best guys in the community, just quoting a few ...
Scandal, MoK, Napi96, Sunpack, Zbombe, Serpens66, kinver, Teleth, manc, dip12, broliii, Mr. Rogers and TomX, Nommy, Nekuratu, McCoy, jedi93, Three of Me
and lots of bug-reporters and support :)
Scandal, MoK, Napi96, Sunpack, Zbombe, Serpens66, kinver, Teleth, manc, dip12, broliii, Mr. Rogers and TomX, Nommy, Nekuratu, McCoy, jedi93, Three of Me
and lots of bug-reporters and support :)
Donation Points system
This mod is not opted-in to receive Donation Points
Version 0.9.1
- -------------------------------------------------------------------------------------------------------
Changelog 0.91 (includes 0.9 changes)
-------------------------------------------------------------------------------------------------------
**Bugfixes**
- ModPack: Multiple fixes & tweaks for the unreleased version 0.9
- Vanilla: There was a potential bug if the pied piper despawned before the children died.
- ModPack: Fixed a rare bug during the payback of (bank)-credits.
- ModPack/Vanilla: Multiple professions had less than 5 worker slots.
- ModPack: Possible exploit during the usage of the gargoyle fixed.
- Vanilla: AI will no longer start aggressive measures while their target is inside a building
(e.g.: insults, letter from romes etc.)
- Vanilla: You can also no longer activate the 'letter from rome'-item while your target is
inside a building - but you will get a message that tells you why your action is cancelled.
- ModPack: AI controlled jugglers and wenches should no longer 'stock' on the same place.
- ModPack/Vanilla: The AI production management didn't work properly.
- Vanilla: The town secretary is no longer in charge for office meetings in case no voters
appear. Now a guard inside the meeting room will hold the meeting. (-> usher session)
- Vanilla: Children should no longer be able to do crimes.
- ModPack: You could not reach the spiderleg-ressource in Dornweiler on the Bingenheim-map.
- Vanilla: The AI did not climb the political ladder if someone applied for their old
office.
- ModPack: Fixed multiple bugs during the so called 'usher session', including the missing
cutscene.
- Vanilla: AI repairs damaged buildings now occasionly.
- ModPack: Pirates got no XP during production.
- ModPack: Intimidation via Breaking Bones (to buy a building from a shadow dynasty) didn't work.
- ModPack: Lost HP gets healed by the medic (this time for real)
- ModPack: Healer should no longer interrupt the treatment-measure for no reason
- ModPack: AI Healer only interrupt the treatment-measure if at least 1 other doc is treating.
- Vanilla: The residence-tooltip showed wrong title-conditions for the second and fith level
- ModPack: Counting houses no longer ask for build material
- Vanilla: Your thugs no longer get interrupted by the black board, quacksalverer, pick-pockets and priests
- Vanilla: Fixed a text bug in the German version.
- Vanilla: Stonemason can now gather stone without returning every time they picked something up.
- Vanilla: Day worker who spawn when building a new building should now despawn correctly.
- Vanilla: Mine guards don't block employee slots of the mine anymore
- Vanilla/ModPack: Fixed some issues with the council meetings.
- Vanilla: The measure 'fiery speech' affected thugs, merceneries, the royal guards, children and also sims who tried to
start a crusade (and thus making the AI restart the action over and over again)
- Vanilla: The robber now also starts with a free cart.
- ModPack: Fixed and changed some tooltips.
- ModPack: The balance sheet of the tavern now can only be seen by the owner.
- ModPack: If you robbed a unconcious person who has been robbed recently, a false
message appeared.
- ModPack: You can no longer 'lay tarot cards' inside buildings.
- ModPack: Due to a bug, some shadow dynasties had the title 'Serf'.
- Vanilla: Shadow AIs could give sermons even if they had non-scholar classes.
- Vanilla: The rain ends now every morning to fix the endless rain-bug.
- Vanilla: Deleted an obsolete db-entry (state 'DonkeyTeam')
**Maps**
- Hannover and Hameln now start as a small town (village before)
- Pathfinding in Ulm has been improved a bit.
- Ulm now has space for 10 dynasties (8 before).
**Features**
- The ambient-feature 'beggars' has been deactivated to improve game performance.
- The icon for 'Show diseased people' now has the correct background colour.
- Healer can now put their medicens, soaps and miracle cures into a 'medicine chest' to save space.
During treatments your healer will automaticly choose from the medicine chest first before they check
the normal inventory. This works for AI and AI managed buildings aswell
- The item 'Staff of aesculap' has been removed to improve Healer production and inventory management
- The hospital now has a balance sheet that shows income from treatments, soap-sellings and quacksalvery
- The 'Have vision'-measure has been reworked again. You now need a tool and then some raw materials.
You no longer will produce a random item but always the same out of the same ingredients, but: You
need to find out the recipes for yourself (or cheat and look it up). You always get nice XP when you
find out a new recipe and can look up all unlocked recipes in the menu of the measure (not if it is
on cooldown though). You can craft 13 different artefacts this way (mostly craftsman stuff)
- the item 'tarot cards' has been removed.
- Council meetings have been reworked completely:
- The thinkbreak feature had to get removed, unfortunately
- AI voting decisions have been reworked completely. Now presence/absence is one of the main factors.
Also diplomatic relations (feud/alliance) have a massive impact.
- You can no longer see who the AI is going to vote for
- Your thugs have no longer to leave the room, that means that escort duties don't get interrupted anymore.
- There are many more dialogs and variations to boost the atmosphere (and fill the gap through the missing
council actions)
- You no longer get messaged multiple times that you are a voter/ that someone applied for your office
- Diplomacy has been reworked completely:
- As a base, AI now makes totally new calculations to judge how strong the player/ an opponent is
- You can make an offer to another dynasty to improve the status, but the dynasty will now check if this
status is good for them or not. They might make a demand to you to actualy get that status. The stronger
you are the more likely they will accept any kind of treaties.
- The AI will never make alliances with 'rivals' (same buisnesses or same political ambitions)
- You can send a letter to another dynasty to raise or decrease the favor with them a bit.
- You can make a financial demand to another dynasty but it will lower their favor to you.
- You can make a request to your allies. Currently you can do the following 2 things:
- Ask for money
- Ask to attack a random building of one of your enemies.
- You can only do one action per dynasty per day, but can send multiple letters to different dynasties if you want.
- You can send money as often as you want to your allies (that also improves relations).
- Many measures that need a specific target now directly open the 'important persons' tab to improve handling.
- The bigger overview-map from MoK's map-pack has been included
- The 'Remove from active group' button has been removed from the family tree, because clicking on that meaned
that you could never add them back. Use the 'manage group' measure to add or remove party members (thx to MoK!).
- The orchardist no longer produces 'invisible' inside the building but instead has now unique gather-animations,
gathering around the building. There are still some pathfinding issues, and sometimes they take really long
walks to find a place, but I can't change that for now. Still doesn't affect gathering that much.
- Lot's of new and reworked tips and tricks!
- The icon of the good and bad dream has been updated (thx to MoK!)
- The red dynasty colours have been changed
- The button for activating notifications for local selling now changes depending on the current setting
(you will now see on first glance if you have notifications activated or not)
- You no longer see the class while you hire random employees because it doesn't matter what class you hire.
- The upgrade tree of your buildings has been rearranged. There are now new 'header'-categories to keep everything
sorted.
- You will now get a message for your hospitals if patients are waiting for treatment but no medics are assigned.
- The day labourer that work on your buildings now spawn at the location of your building and after the work is done
they will get despawned correctly.
- The Towncrier no longer has that strange looking exclamation mark on his head.
- The GUI of the building-upgrade-tree is now much larger (thx to MoK!)
- You can eat meat pie to get lot's of experience and have a 10% chance of adding a few extra years to your life expectation.
- False Relics boost the attractiveness of your churches by a lot (also higher donations during sermons)
- You can set up a gravestone at a cemetery to boost relations with every visitor. The owner of the cemetery will get more money.
- Vases and statues will boost the attractiveness to customers of your buildings for a limited time.
- You can now protect yourself from spindle of the sleeping beauty, pendulums of hypnoses and voodoo dolls by wearing the protective charm (amulet).
- You can now protect yourself from sorcerer documents by wearing the bone bangle.
- 2 new toys have been added: Bone flute and wooden horse. Children want different toys to play with.
**Balancing**
General:
- Counting houses no longer offer toad slime, dr. faustus elixir, tarot cards, mussels and pistols
- The profit you can earn via counting houses has been (again) nerfed slightly.
- The talent 'arcane knowledge' is now 50% less effective to boost production speed of scholars. This means
that high trained scholars will always be slower in production than high trained craftsman. Reminder:
every point in handicraft boosts productivity of all employees by 20%
- 'Arcane Knowledge' raises the duration of artefacts and measures/ reduces cooldown now by 5% per point
(2.5% before)
- There are less weapons and armors on the market at game start.
- You can stand further away from the towncrier to 'assassinate' someone.
- Intermediate products and herbs can no longer be traded at the market to improve AI production
(also makes the game a bit harder)
- You can now have up to 6 children (4 before)
- Workshops without owners won't spawn additional carts.
- AI workshops won't spawn additional ox carts anymore but instead spawn different types of carts
depending on the workshop's level and the current round. This is done to further improve AI
production.
- The item measure 'bible' has been removed, but you can still 'read out from the bible'. This
measure has no longer the icon from the flaming speech but instead got the item-icon.
- The EP-level threshhold now has a real formular: 500 + 250*(current level -1). This means
you need 500 additional xp for level 2, 750 for lvl 3, 1000 for lvl 4 and so on.
Before the needed xp was quite random: to gain level 2 600, to gain gain level 3 750
and to gain level 10 (from level 9) 5000.
This means you will reach level 2,3 and 10 earlier but will need more xp for the rest.
- To compensate the harder level up the xp-price for class-talents has been reduced to
50 from 75. Short overview what that means:
To level up a class talent from rank 1 to 10 you need 2250 XP (3375 before)
To level up a normal talent from rank 1 to 10 you need 4500 XP.
To level up a non-class talent from rank 1 to 10 you need 6750 XP.
To max out all talents you need 45.000 xp, but you already reach lvl 10 at 14.000.
- The band 'Versengold' appears much less and never right in the first round.
- After you got cured from the black death you are now immune to re-infection for 4 entire
rounds (96 hours, 24 before) to actual get rid of it some day.
- AI controlled characters now get very small amounts of xp during their freetime activities
- AI controlled characters won't walk across half of the map to fullfill their freetime
needs.
- Upgrading the building will automaticly buy all production-upgrades for that level
(so you will instantly have the choice to produce new things after a level up). Only
really powerful items have to be unlocked first (diamond for example).
- Prices for upgrades have been rebalanced and overall is much more expensive.
- Some building's lacked upgrades for fireprotection and protection against burglary.
- The icon for 'Application for a lowest level post' has been removed because it caused
more irritation than clarity.
- The voters for each office have been changed: Voters are now divided into 2 halfs (left and right),
meaning all offices on the left (right) side that are higher than mine will vote for my office.
This also means that the king now can vote an every post.
- Chance for outbreak of the black death/ appearance of the pied piper has been reduced slightly.
AI:
- Robber AI will now no longer demand protection money from the same building for 8 hours
- Production priorities of the hospitals have been changed a bit: if they have low amounts of
ointments and bandages they will prioritize them before lavender.
- The AI won't check permantly their diplomatic relations to all AIs on the map but instead
prioritize on important dynasties (like friends, enemies and players). This improves the overall
game performance.
- AI will now upgrade their workshops as soon as they can.
- AI now knows who are rivals - and they don't like them.
- AI controlled characters will talk to each other on occasions.
- Office holder will now protect themselfes with bone bangles and protective charms (depends on
difficulty setting)
- The AI walks a bit less around and will instead stay at one place now for a bit more time.
- AIs that have nothing to do will make some additional animations now.
- The AI will now longer send their thugs to espionage, because there are more important things
for them to do (like escorting).
- AI will not longer assign their dynasty characters to serve inside pubs and taverns -
they have more important stuff to do.
- AI characters get some weapons and amory at game start (depends on difficulty setting)
- Shadow AIs have less XP from game start
- The master AI will now buy needed resources directly from the market every hour. It will
spawn directly in the building - this is needed because of how buggy AI production otherwise
is.
- Shadow AIs don't need to walk to the townhall to buy titles.
- Shadow AIs now see if too many other sims have applied for the office of their choice and
won't visit the townhall anymore to apply for an already full office.
- All AIs will now to actually visit the townhall to apply, before they had of 25% chance of
applying without the need of going there.
- After applying for an office, shadow AI's will leave the townhall so that it won't get too
full inside.
- AIs won't apply for offices that their allies occupy already.
Patron:
- All items and recipes got reworked and rebalanced.
- You get cheese out of 'lifestock' now instead out of 'milk' (gameplay reasons)
- Juice is no longer a product of the orchardist but instead of the miller.
- 'Stink bomb' and 'alcohol' have been removed (gameplay reasons).
- 'Sugar beets' are now called 'Beets'.
- 'Cake dough' is now called 'Sweet dough'.
- 'Cake' is now called 'Tart'.
- The item 'sugar' has been removed but will added back later with a different function.
- The inn keeper now needs to gather swamp root for some of his products.
- New items: flax, Savoury dough, pretzel, mead pie, stew, fish soup
Scholar:
- All items and recipes got reworked and rebalanced.
- The pawn shop is no longer part of the 'Sell-Storage'-mod and won't be visited anymore by sims who
wanted to buy signet rings
- The free storage slots the hospital had have been removed - the healer now has 6 slots at the beginning
like every other building.
- To have a 'Vision' now gives you 300XP (100 before), but only if you get a complete new artefact. Cooldown is
now 16 hours (12 before). Influence of weather and daytime on success-rate is larger than before.
- If you convert someone with the 'Win believers'-measure, the AI-sim will not listen to any preachers
in the street for at least 24 hours (4 before)
- Debentures have a cooldown now ( 8 hours) for the whole dynasty (no cooldown before)
- Healing patients now will increase the favor even if your workers do the treatment.
- Customers buying stuff from inside the alchimist shop will now look for bathing salt instead of dye.
- New items: Bone flute.
Craftsman:
- All items and recipes got reworked and rebalanced.
- 'Cloth' is now called 'Linen'
- 'Oakwood ring', 'wood pins' and 'fittings' have beend removed (gameplay reasons)
- 'Build material' is back
- 'tar' is now called 'birch tar'
- birch tar is now collected near to the woodcutter hut.
- Wooden carvings are now produced by the joiner instead of the woodcutter
- Woodcutter and Mines can now buy additional item space.
- New items: Wooden horse, hammer and chisel, gravestone, nails
Rogue:
- All items and recipes got reworked and rebalanced.
- New items: Deck of many things (former tarot cards).
- You no longer get loads of xp by serving inside your pub.
- You get more XP during begging.
- You now get XP during production of pirate and juggler about as much as other professions do.
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