A concept of improving the guilds' system in the SSHIP
/this is an entry written in 2019, before the Hansa Teutonica building was developed/
Basic premises:
- We don’t create new guilds, we just re-make those that are already in the SSHIP.
- The concept changes from “a guild” into “specialization of a province”. This will fix the following problems :
- one specialization per settlement is credible,
- one "master" specialization per country is credible,
- some specializations may be unique in the world,
- province may specialize in “exploration” (like Portugal in 15th century),
- a province may have a tradition of clandestine organizations,
- some specializations may have positive effects on the other provinces of a country.
- The “specializations” will provide the additional agents’ limits. This is going to be a counterpart of limiting the number of agents available from the “regular” buildings - that is going to be greatly reduced, as discussed many times in the past, for instance here. Therefore implementation of the changes to the “guilds” must be accompanied with the changes to the agents availability in the EDB – the “specialization” will be the major providers of Spies, Merchants and others, while their availability from the basic buildings chains will be removed (but in the capitals).
- Keep in mind that the player may conquer also the other factions’ guilds, so he can have multiple provinces with “master” level of the same specializations. Therefore one should avoid too big faction-wide benefits. However, the HQs will be so rare (only 3-4 in the world!) that they can be overpowered.
The “Specializations”
Explanations to the tables:
- The character of 2 guilds will be changed entirely (Assassins into Craftsmen and Swordsmen into [tbd]) so that we stay with the number of guilds we have now.
- All master specialization create some trade as a side-benefit. The economic specializations usually provide more trade.
- Only Hanseatic guild is available from T2, the rest starts from T3. The “master specializations” are from T4, and the unique ones are only for T5.
- The military specializations are available from lower levels of the settlements: C2/C3. They provide military benefits (experience for the recruited / re-trained units), additional Spies (actually they'll be the biggest source of the Spies as these are agents for the military purposes), and some non-military benefits (trade benefits for they produce valuable stuff)
- The “armourer” specialization makes is possible to have better armour with lower level of a castle (in C2 you can have “c_blacksmith” but with the specialization you can have benefits of “c_armourer”; in C3 you can have “c_armourer” but with specialization you can have benefits of “c_plate_armourer”.
- Explorers specialization may be adopted in an inland province but it would have meant that a major part of the benefits will be unused.
- Hanzeatic Legue comes later in the game (after the event) so it must provide more benefits in order the player is willing to dismantle a possibly acquired earlier another guild.
- WARNING: “trade_fleet 1” doesn't work and will be replaced!
- Bonus “navy_bonus 1” adds experience for the ships, while bonus “recruitment_cost_bonus_naval bonus 1” gives the relevant discount.
- “Units available (EDB)” will all be as they’re now (SSHIP 092) for the Merchants Guild (they’ll be simply copied).
- All guilds provide for better traits for certain types of agents trained there, and also for better traits and ancillaries of the generals educating and staying there.
- To be checked before starting modding:
- where is marble and metals available (required for Masons HQ and for Arm)
- some factions could have some specializations from the very beginning of the game, eg. Cumans should have Horse Breeders.
"To do" list:
- Noting down the existing (092) guilds and drawing up a new list of province specializations that make sense historically, for the gameplay, and would work for all 4 religions.
- Setting and balancing the benefits of the specializations.
- Making changes to the buildings in the EDB (coding of the benefits).
- Calculating and coding the points in the EDG (export_descr_guilds) to get the specializations (this is a big task!).
- Checking the EDA file to pinpoint how the guilds impact on the ancillaries granted and making adjustments.
- Checking the EDCT file to pinpoint how the guilds impact on the traits granted and making adjustments.
- Drafting descriptions which will be shown in-game to the player (export_buildings).
- Checking the relevant pics if they fit the purpose (1) buildings in the settlement, 2) pic in the in-game description, 3) pic that appears when the guild is offered to the player (if different?)).
- Any other changes?
Ideas for distant future
- “Cavalry Militia” provided by city-guilds should be changed into infantry militia units for many factions.
- The 4 “military” organizations should also provide a few units. The Horse Breeders cavalry, but the other infantry.
- A “Mercenary Specialization” is possible as province may specialize in recruiting them.
- historically, the Hanzeatic Kontors were in Bergen, Novgorod, London and Brugge (not on the map, so Ghent) from the beginning of the 14th century. However, the most important cities for Die Hanze were Lubeck and Cologne (from middle of 13th century), and at the end of life of this organization (late 15th century) – Gdansk. I’m not sure how to ensure that it will happen. Especially Lubeck is likely to struggle to achieve the size required for a Kontor. Since it was the “mother” of the whole organization, I’m not sure if one should not make a special event giving it to this city.
- The guilds provide also "missions" to the player. I have no idea how it's organized in the SSHIP, but once upon a time one may have a look at this issue.
A useful guide to the M2TW guilds is here on the Org, while the quite extensive TWC guide for the guilds is here.
Study also the issue of destroyed guilds.
The following describes that coding might be tricky if somebody doesn't know how the game progresses:
Spoiler Alert, click show to read: