The Guild II Renaissance Guide

Starter/Help Guide to Guild 2 for The Guild II: Renaissance

Starter/Help Guide to Guild 2

Overview

Basics of Guild two with commentary to lead you to success in the game. This Guide will also help you by showing the easiest ways to earn gold in each class of Guild 2.

4 Classes and Titles System

There are four classes in Guild 2. There is the Patron, Craftsman, Scholar, and the Rogue. You make your starting charater and will pick from one of these classes. Each class can only construct a limited number of buildings base one your title, this is a generality of your standing in society. You can go to the town hall of the town that you start in and purchase new titles, which bring different benefits. The title progression is linear, beginning with Commoner and proceeding through Citizen, Patrician, and then to titles of nobility such as Baron. Just as a WARNING, this takes a sh*t ton of gold to do expecially the higher you go. But with the titles come privileges that may allow you to perform political acts like applying for public office and owning more buildings. A higher title also allows you to improve and upgrade their homes. I have found that you should only increase your title if you have a sufficant amount of gold over the required amount.

The Patron Class

The Patron is considered to be one-half of the backbone of society in Guild 2. They can construct buildings such as farms (both animal and crops), public houses (which may be upgraded into taverns and inns), and bakeries; and provide many raw materials that can be turned into foodstuffs and other basic necessities. Patrons are largely self-sufficient in terms of their resource production and manufacturing. In that the wheat that is produced in a Patron’s farm may be sent to the same Patron’s bakery to be made into bread, thus leaving all profits in the hands of the character. But the one problem with the patron is that to buy all those buildings to get a production line is expensive. What I personally have found helpful with this class is the public houses/Tavens/Inns. You can build just this and have the AI manage it and come out with a profit because the bear and food you sell gives more profit then is lost. Through my play with this class I just build a massive empire of Taverns and Inns and put them on AI control. Money will accumulate slowly and just purchase Titles and build more of them.

The Craftsman Class

The Craftsman are considered to be the second-half of the backbone of society. They construct buildings such as mines, woodcutter’s huts, and various workshops such as foundries, carpenter’s shops, and weaving mills. Craftsmen are also, like the Patron, largely self-sufficient in terms of their resource production and manufacturing for many of their businesses. For example, the Mine produces iron, gold, silver, and/or precious gemstones which can be transported to the foundry where it can be turned into useful items such as tools, weapons, and jewelry. Same case as the Patron. In my play through, it is too damn expensive to build a lot of buildings at once, so i found building a Smithy/Foundry and put it on AI management is the easiest way to go. In late game this is probably one of the strongest classes due to it able to produce weaponds and armor for any of your troops without buying them from the market.

The Scholar Class

The Scholar goods produce are often very specialized. A Scholar can build a church, a tinctury, and the pesthouse (which may be upgraded to an infirmary, then to a hospital). Most of the goods that these buildings ultimately produce are items that can be used by a character or their henchmen to improve certain attributes that will make them temporarily more effective. The Scholar is the strongest early game class because of the church. The Church will produce books, artifacts, and parchments, but the main thing with the church is that twice a day villagers will swarm it (if they follow the faith of your church) and make mass donations to you. By the time you own 4 Churches, you should be recieving approx. 5,000-9,000 Gold a day (including taxes and fees). The scholar looses some of his usefullness towards the end game, but he still has the bank. The bank produces coin to sell, and you may also give out loans. You deposite in your bank you own and then you can give loans to villagers with interest. Overall, the scholar is my 2nd favorite.

The Rogue Class

The Rogue Class, in my opinion the strongest class. It is the only class that does not produce anything by itself. Instead, the Rogue can build robber’s nests, smuggling holes, and pirate havens. The main form of income from these productions might be waylaying travelers or resource carts, pickpocketing, or viciously assaulting competitors’ businesses. Rogues and their employees can also hold members of competing dynasties for ransom. Rogues are basically the warriors of Guild 2. The best stratagy I have found is build a Mercanary Camp and hire as many workers as possible and have them collect tolls on the roads inbetween cities. The only downside to the Rogue is that everybody in the game will hate you and your family, but on the upside you will be extremely rich.

Politics and Favor

To apply for Office, you must have Gold, and you must have a high enough title. Once you have these you can apply. To really make it in politics you must have high favor with those voting on you, basically the only way to do this is to bribe them, this takes a crap ton of gold. Running for Office gives you perks at different posts. For Example the higher Office members are Immune to crime, they can not be charged with it. But politics are for the Patron, Scholar, and Craftman. Sorry Rogues everybody hates you and bribes won’t do much to help.

Dynasty (Your Family)

Here is a Quick rundown of Dynasties. You begin with one dynasty member, and may court a member of the opposite sex. This can lead to marriage, which allows the married couple to produce children who will carry on the dynasty after the original character’s death. Only three members of the dynasty can be under your direct control at any given time (WARNING if you remove somebody from your direct control, you may never add them back). Dynasty members that are not under the player’s control wander around the game world. Children of the dynasty can be sent to school around age 8, to an apprenticeship around age 12, and can finally become fully controllable by the player at age 16, provided they are added to the player’s group. At this point, they may be assigned as owners of their own home in the city of your choosing.

A dynasty is ended by its last member’s death.

Economics and the Market

In Guild 2, the market and economy system is living. Prices go up and down base on Supply and Demand. SO if you are running a business empire be aware what towns have what prices so you can buy raw goods at the cheapest and sell your goods at the most profit. If you have AI run your businesses then it will automatically find best prices.

Please Help

If you find new stratagies or little hints please help make this guide better, send me a message or comment! I love feedback, I am putting out guides to all the games I play a lot and with your feedback I want to help other players! please Rate and favorite!

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