The Guild Gold Edition

The Guild Gold Edition

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By Alles
   
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Talents
Every character in “THE GUILD“, whether a human player or not, possesses five talents.
A character’s skills in a talent are indicated by half and whole stars, where six whole stars
indicate mastery in the talent.

Talent
Usage
Negotiation
Agreeing on a price for goods.
Handicraft
Your employees will be able to perform their work more efficiently.
Stealth
Theft, kidnap, sabotage, espionage, when followed by the town watch, when brought before the court, cheat in a dice game or a duel
Combat
Raids, attacks, thrashing people, kidnap, duels.
Rhetoric
Voting, bribery, sermons, drawing up lampoons, in court, blackmailing, during a duel.

I prefer to max out combat and rhetoric during character creation to help out with the early duels and caravan attacks. You can then immediately start to learn handicraft and negotiation in your starting house cabinet and upgrade these skills to level 3 in around 15 years.
New title acquisition
The emperor will bestow one of these titles to the player as soon as the player has obtained a certain total wealth.

Male title
Female title
Total wealth
Serf
Serf
-
Gentleman
Lady
5,000
Citizen
Citizen
10,000
Patrician
Patrician
20,000
Nobleman
Noblewoman
50,000
Baron
Baroness
100,000
Count
Countess
200,000
Duke
Duchess
250,000
Prince
Princess
500,000
Prince of the Empire
Princess of the Empire
1,000,000
Privileges through title
Title
Residence
Bodyguards
Increase in credit
Courtship time halved
Divorce
Inspire fear
Insult
Restoration bonus
Gentleman/Lady
House
0
0
No
No
No
No
0
Citizen
House
0
0
No
No
No
No
0
Patrician
Townhouse
0
0
No
No
Yes
Yes
0
Nobleman/Noblewoman
Villa
1
50%
No
No
Yes
Yes
0
Baron/Baroness
Palace
2
50%
No
Yes
Yes
Yes
0
Count/Countess
Palace
2
100%
Yes
Yes
Yes
Yes
0
Duke/Duchess
Palace
2
100%
Yes
Yes
Yes
Yes
20%
Prince/Princess
Palace
2
100%
Yes
Yes
Yes
Yes
40%
Prince/Princess of the Empire
Palace
2
100%
Yes
Yes
Yes
Yes
60%
Building levels of the residence
Name
Title required
Rooms built
Space for more rooms
Possible to build
House
Gentleman/Lady
Study
1
Back room, library, drawing room
Townhouse
Patrician
Study
2
Back room, library, drawing room
Villa
Nobleman/Noblewoman
Study, Wine cellar
3
Back room, library, drawing room
Palace
Baron/Baroness
Study, Wine cellar, Music room
3
Back room, library, drawing room
Change of favour due to active occupation
Depending on your character's active occupation he can sink very low, but occasionally also
obtain bonuses in his favour with various town officials. The change of favour is influenced
by the occupation itself and the chamber the official belongs to.

Active Profession
Town Servants
Town Bailiffs
Informers
Town Council
Church Authority
State Authority
Alchemist
+5%
-
-5%
-
-12%
-5%
Thief
-3%
-5%
-3%
-8%
-5%
-12%
Churchyard warden
-3%
-3%
-3%
-5%
-10%
-10%
Guardsman
+5%
+10%
+5%
+5%
+5%
+5%
Money lander
+5%
+5%
+5%
-
-10%
-10%
Trader
+5%
-5%
+5%
+5%
-5%
-5%
Perfumer
+5%
-
-
-
-10%
-5%
Preacher
+3%
+3%
-5%
-8%
+10%
-
Robber
-3%
-5%
-3%
-8%
-5%
-12%
Smith
+5%
+5%
+5%
+5%
-3%
-
Tailor
+5%
+5%
+5%
+5%
-3%
-
Stonemason
+5%
+5%
+5%
+5%
-3%
-
Joiner
+5%
+5%
+5%
+5%
-3%
-
Landlord
+5%
+5%
+5%
+5%
-3%
-
Travelling entertainer
-5%
-5%
-5%
-8%
-12%
-12%
Craftsmen profits comparison
I’ve categorized all industries into two groups: craftsmen, who rely on mines, quarries, woodlands and marketplace for raw materials, and gatherers, who collect most of their materials themselves.
The tables provide a rough estimate of item profitability. To keep things simple, I haven’t factored in wages, production time, or the time required to gather raw materials and intermediate products. Some ingredients can be considered either free or paid, depending on the context. For example, making polish requires lavender and jasmine. If you own a boilery, these ingredients are gathered for free (excluding wages). However, if you run a smithy and need polish for long sword production, you’ll have to buy it from the marketplace, so its cost is included in the calculation.

In short, these tables are not perfect but serve as a quick reference.

Legend:
P - base price Cp - base price of components T - base time to produce P/T - profit per minute

Occupation
Intermediate product
Tier 1 product
Tier 1 product
Tier 2 product
Tier 2 product
Tier 3 product
Tier 3 product
Blacksmith
Fittings
P = 105
Cp = 40
T = 60
P/T = 1.08
Silver Ring
P = 158
Cp = 58
T = 120
P/T = 0.83
Rapier
P = 336
Cp = 60
T = 240
P/T = 1.15
Silver Chain
P = 534
Cp = 136
T = 360
P/T = 1.1
Long Sword
P = 1029
Cp = 412
T = 480
P/T = 1.28
Gold Chain
P = 1251
Cp = 499
T = 600
P/T = 1.25
Metaphysical Belt
P = 1144
Cp = 412
T = 720
P/T = 1.02
Joiner
Wooden spigot
P = 108
Cp = 34
T = 120
P/T = 0.62
Walking Stick
P = 151
Cp = 48
T = 180
P/T = 0.57
Protective Cross
P = 415
Cp = 87
T = 240
P/T = 1.37
Comb
P = 827
Cp = 186
T = 360
P/T = 1.78
Pistol
P = 761
Cp = 290
T = 480
P/T = 0.98
Nobleman's Staff
P = 963
Cp = 368
T = 600
P/T = 0.99
Crossbow
P = 1443
Cp = 424
T = 720
P/T = 1.41
Landlord
Ethanol
P = 133
Cp = 50
T = 90
P/T = 0.92
Wholegrain Meal
P = 140
Cp = 50
T = 120
P/T = 0.75
Weak Beer
P = 398
Cp = 70
T = 240
P/T = 1.37
Strong Beer
P = 539
Cp = 120
T = 360
P/T = 1.16
Drunkard's Brew Beer
P = 580
Cp = 208
T = 480
P/T = 0.77
Skullfire
P = 1797
Cp = 498
T = 600
P/T = 2.16
Herbal Liqueur
P = 1240
Cp = 314
T = 720
P/T = 1.29
Preacher
Paper
P = 100
Cp = 34
T = 100
P/T = 0.66
Poem
P = 250
Cp = 34
T = 120
P/T = 1.8
On Talents I
P = 312
Cp = 48
T = 240
P/T = 1.1
Triade of Hatred
P = 616
Cp = 172
T = 360
P/T = 1.23
Letter from Rome
P = 873
Cp = 209
T = 480
P/T = 1.38
Handicraft Certificate
P = 1170
Cp = 330
T = 600
P/T = 1.4
On Talents II
P = 1606
Cp = 484
T = 720
P/T = 1.56
Stone mason
Sanding block
P = 99
Cp = 28
T = 140
P/T = 0.5
Grindstone
P = 134
Cp = 40
T = 180
P/T = 0.52
Spinning Top
P = 314
Cp = 44
T = 240
P/T = 1.12
Stone Soldier
P = 706
Cp = 137
T = 360
P/T = 1.58
Slate Board
P = 1190
Cp = 485
T = 480
P/T = 1.47
Diamond
P = 1304
Cp = 452
T = 600
P/T = 1.42
Lucky Stone
P = 1265
Cp = 349
T = 720
P/T = 1.27
Gatherers profits comparison
Legend:
P - base price Cp - base price of components T - base time to produce P/T - profit per minute

Occupation
Intermediate product
Tier 1 product
Tier 1 product
Tier 2 product
Tier 2 product
Tier 3 product
Tier 3 product
Alchemist
Paint
P = 118
Cp = 0
T = 120
P/T = 0.98
Endurance Drink
P = 174
Cp = 0
T = 150
P/T = 1.16
Bomb
P = 365
Cp = 20
T = 240
P/T = 1.44
Faust's Elixir
P = 668
Cp = 108
T = 360
P/T = 1.55
Toad Slime
P = 814
Cp = 0
T = 600
P/T = 1.36
Pot Grenade
P = 1012
Cp = 168
T = 480
P/T = 1.76
Stink Bomb
P = 1218
Cp = 216
T = 720
P/T = 1.39
Churchyard warden
Ectoplasm
P = 104
Cp = 0
T = 70
P/T = 1.49
Bone bracelet
P = 95
Cp = 0
T = 120
P/T = 0.79
Skull Candle
P = 316
Cp = 0
T = 240
P/T = 1.32
Sorcerers Document I
P = 405
Cp = 0
T = 360
P/T = 1.12
Powder of Dark Decline
P = 904
Cp = 123
T = 480
P/T = 1.63
Sorcerers Document II
P = 1081
Cp = 270
T = 600
P/T = 1.35
Necromancer's Robe
P = 1665
Cp = 424
T = 720
P/T = 1.72
Perfumer
Polish
P = 123
Cp = 0
T = 140
P/T = 0.87
Bloom of Discord
P = 166
Cp = 0
T = 150
P/T = 1.11
Poisoned Dagger
P = 376
Cp = 20
T = 240
P/T = 1.48
Dartagan's Scent
P = 539
Cp = 0
T = 360
P/T = 1.5
Musk Scent
P = 985
Cp = 356
T = 480
P/T = 1.31
Sacred Scents
P = 1034
Cp = 133
T = 600
P/T = 1.5
Shadow Dagger
P = 1478
Cp = 516
T = 720
P/T = 1.34
Tailor
Fabric
P = 98
Cp = 18
T = 75
P/T = 1.07
Warm Socks
P = 104
Cp = 18
T = 120
P/T = 0.72
Woolen Cloak
P = 288
Cp = 36
T = 240
P/T = 1.05
Leather Doublet
P = 366
Cp = 122
T = 360
P/T = 0.68
Tunic
P = 739
Cp = 74
T = 480
P/T = 1.38
Sash
P = 1200
Cp = 356
T = 600
P/T = 1.41
Magic Hat
P = 1916
Cp = 478
T = 720
P/T = 2
Travelling entertainer
Leather
P = 104
Cp = 0
T = 70
P/T = 1.49
Pipe
P = 95
Cp = 0
T = 120
P/T = 0.79
Willow Rod
P = 301
Cp = 0
T = 240
P/T = 1.25
Pendulum
P = 597
Cp = 145
T = 360
P/T = 1.25
Spindle
P = 561
Cp = 145
T = 480
P/T = 0.87
Crystal Ball
P = 819
Cp = 285
T = 600
P/T = 0.89
Voodoo Doll
P = 1454
Cp = 392
T = 720
P/T = 1.47
Raw material pruduction profits comparison
Clear looser here is the woodland area. Boards have low price and high production time. Cutting trees is also a very time consuming process. Mine and quarry are roughly the same, but both are not very profitable compared to private businesses.

Legend:
P - price T - time to produce P/T - profit per minute

Industry
Product 1
Product 2
Product 3
Product 4
Mine
Iron
P = 20
T = 25
P/T = 0.8
Silver
P = 38
T = 40
P/T = 0.95
Gold
P = 65
T = 80
P/T = 0.81
Precious stone
P = 147
T = 180
P/T = 0.82
Quarry
Brick
P = 12
T = 15
P/T = 0.8
Granite block
P = 16
T = 20
P/T = 0.8
Slate tile
P = 98
T = 120
P/T = 0.82
Woodland area
Pinewood board
P = 14
T = 180
P/T = 0.08
Beechwood board
P = 20
T = 240
P/T = 0.08
Oakwood board
P = 53
T = 300
P/T = 0.18
Picking the starting occupation
Disclaimer: The following applies to the highest difficulty level of the game. On easier levels, much of this is less relevant, as losing is significantly harder.

Preacher
A solid choice. Poems are extremely profitable since boards are inexpensive, and producing a poem requires only a piece of paper. Additionally, poems can help secure office positions.
"On Talents I" is another excellent item—it’s profitable and boosts your talents right from the start, which is especially useful since, early on, you won’t have access to training rooms for anything other than handicraft and negotiation.
Preaching is a great bonus. You can spend just 1 AP to earn between 500 and 2,000 coins, depending on upgrades. This amount is comparable to office wages and can easily cover staff expenses. Preachers also have a decent reputation, with only informers and town council applying a negative modifier, but you can always try church authority path.
The only downside is the fact that it takes twice as long to build and upgrade churches (8 and 4 years respectively), compared to other businesses.

Blacksmith, Joiner and Stone mason
Very similar to each other, except they all rely on different raw materials producers.
They all have the same reputation bonuses.
Some of the joiner's items are not very profitable, because they require expensive materials, but crosses, combs and crossbows are great. Walking stick, comb and staff are very useful.
Blacksmith's goods are moderately profitable, but they all require a lot of iron, which has a tendency to sometimes dissappear from the market, given it is used by many other industries. On the other hand, rapiers only require iron to produce and this simplifies things a bit on level 1. Silver ring and chain can help you gain positions in the office.
Bricklayer's products are profitable and use raw materials not in a huge demand by other businesses.
Although, the items are not very useful and skippable until you will accumulate some wealth to be able to use them.

Landlord
Landlords have a unique mechanic where citizens visit their establishments to consume wholegrain meals and weak beer. It functions similarly to a shop in other businesses, except patrons arrive after working hours. Unfortunately, this is not a reliable source of income, as there are times when no one shows up—unlike a church, where visitors consistently attend and donate. Still, it's always a good idea to keep a few meals and beers in storage. Regular's table is great though. Full table will consistently generate 2000 coins every day.
The wholegrain meal is not profitable, you’ll be better off to produce and sell ethanol. Use it only to serve your guests. They will pay twice the base price for it. Skullfire, on the other hand is the most profitable item in the game.
Another important factor to consider is that rye and barley are imported goods. If prices skyrocket or supply runs low, there are no alternative sources, making it difficult to maintain production.

Thief
The Thief is the most unique starting profession in the game. Thieves neither produce nor sell goods, meaning they don’t pay taxes or tithes to the church. To somewhat balance this, the hiring cost of a thief is several times higher than that of workers in other businesses. Because of this, thieves progress rather slowly—it will take several years to hire and train your initial three workers.
Pickpocketing is the easiest and most profitable way to make money. A thief with maxed-out stealth can earn between 200 and 700 coins per run. At level 3, a group of eight thieves can generate up to 5,000 gold in a single operation, and it's possible to send them out twice per day since thieves don't have working hours and are always on duty.
Burglary is too risky. If the guards catch you, you’ll have to pay a hefty fine—something that never happens with pickpocketing. Given that burglary requires scouting the building, bypassing security, and avoiding guards, it quickly becomes clear that it’s not worth the effort.
Kidnapping is effective and often successful, but it requires action points and doesn’t generate more income than pickpocketing. However, it’s useful for eliminating political rivals.
Another source of income is seizing and reselling buildings belonging to guards or other thieves. However, this is highly risky, as your employees may be killed, and the profit from selling these properties is not very high.
Nobody likes thieves, but since they gain a profession level every two years, you can quickly reach level 6, change professions, and start a career as a government official.
Overall, it’s a solid choice, but a bit boring because all you do is train employees and send them pickpocketing.
Picking the starting occupation pt. 2
Alchemist, Tailor and Perfumer
I combined these businesses, because all of them rely on ingredients found in the woodland area, at least on level 1.
The primary task for these enterprises is to increase warehouse capacity so that your workers can fully stock it with ingredients in the summer or spring. Summer and spring are the best seasons for harvesting herbs. I usually do this all summer. Yes, production has to be halted, but the ingredients are free, and they are always available in the forest in good weather.
Perfumers rely on the woodland area more than alchemists, as all their products require flowers, along with polish made from jasmine and lavender. Later on, you'll also need to gather wild roses. Alchemists have a wider range of ingredients to collect, but they only need jasmine and lavender from the woodland area—everything else is gathered in the cellar inside the building. This is an advantage since it ensures a steady supply of materials regardless of the weather.
Because of this, I prefer to dedicate one employee solely to gathering—working in the woodland area during the summer and in the cellar for the rest of the year. Toad Slime is one of the few items that can be produced without purchasing any materials from the marketplace, though it’s not particularly profitable. Alchemists only require iron and wooden spigots from the market.
Tailors only have to gather flax and dyes, but they also need to buy imported wool, and a lot of precious raw materials like silver, god and precious stone. The magic hat is second most profitable item in the game.
The fact that you need to juggle production, gathering and occasional buying materials makes these businesses a little more micro management heavy, compared to other enterprises, so if you're new to the game I suggest picking different occupation.

Churchyard warden
The main unique feature of the graveyard is that workers do not receive a salary. This makes starting as a churchyard warden one of the easiest options in the game. Of course, there are drawbacks as well. Workers are slow, have short lifespans, and occasionally fall asleep, requiring constant supervision and occasional wake-up slaps. Fortunately, there are upgrades that help mitigate these drawbacks. Additionally, upgrading the cemetery is about twice as expensive as upgrading other buildings.
Grave rentals provide a small additional income, but it is inconsistent. The primary source of revenue for cemeteries comes from the production of goods and selling pacts with death.
Selling pacts with death, is an excellent way to make money. While it may not be the most stable source of income, it is tax-free. And since workers don’t receive a salary, you can send them out to earn money and forget about them for a couple of days while focusing on other tasks. In these circumstances, it doesn’t really matter whether your subordinates manage to sell anything or not, as you have no expenses. Typically, a team of four to five workers can earn between 1,500 and 3,000 gold per day.
Overall, the fact that it is almost impossible to run out of money makes this one of the easiest businesses to run.

Travelling entertainer
This is the only business whose production at the first level does not require purchasing materials from the market. But even this doesn’t make it exceptionally profitable: gathering materials takes a long time, and the items aren’t very expensive.
Unfortunately, at the first level, there are no other ways to make money: begging is useless even with a full set of upgrades, and climbing the career ladder of government officials isn’t easy, because artists are hated even more than thieves. This can be partially mitigated by showing deference to appointees. It requires a significant expenditure of action points, but you have no other choice. Deference stacks with poems and bone bracelets.
Blood feud and curses are pretty useless: anything that doesn't benefit you directly is not worth the hassle.
At the second level, you gain the ability to stage plays. This mechanic is similar to preaching and generates money in exchange for action points. For 2-4 action points, you can earn between 1,000 and 12,000 coins. This will be your main source of income.
3 Comments
Alles  [author] 14 Jul @ 12:31am 
And on top of that, you can be accused in court for burglary, because it's a crime against other characters. And given that most probably starting character will have a bad rhetorics skill, this may lead to severe sentences.
Alles  [author] 13 Jul @ 2:11pm 
Wow, what an incredibly shallow take. Maybe that holds up on the easiest difficulty — the one wankers like you stick to — but on the hardest setting, burglary doesn’t even come close to pickpocketing. It takes ages to scout, thieves are getting caught constantly, and houses rarely have more than 2k stored. T1 guild thieves can only get into ordinary houses and by the time all 3 of them will max out stealth most of the houses will be upgraded to townhouses. Lame.
Izola 11 Jul @ 9:03am 
"Given that burglary requires scouting the building, bypassing security, and avoiding guards, it quickly becomes clear that it’s not worth the effort." Thats 100% not true. even with the T1 thief guild and 3 max trained thiefs in stealth you can brake into the AI homes and do up to 10k each year. idk what did you play but definetly not guild gold edition xD