Show/Hide Show/Hide

The Guild II: Renaissance

 
We Are Dynasty: The Guild 3 Releases Today!Jun 14, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/7564110/ca9a7d2aade6c4f7f3185a2c182aa273a9f64e2f.jpg We Are Dynasty: The Guild 3 Releases Today! Vienna, Austria, June 14th, 2022 – Hear ye, hear ye! The Dark Middle Ages of Early Access have ended and a new era begins, the age of The Guild 3! This fascinating blend of medieval trade game and historical life simulation allows you to develop your dynasty in 14 different European cities. You'll have to navigate the challenges of producing and selling hundreds of different goods, always finding the most lucrative way to make a fortune. Over the years, your family must grow and gather power and influence by dealing with the intrigues and schemes of the local society. Rise to new fame, position yourself in an office, and become an informer, a market reeve, the city legate, or even the mayor - it's up to you to write the history of your very own dynasty and make it a legend. Watch the Launch-Trailer here: https://youtu.be/9zLDr6J7qSo https://store.steampowered.com/app/311260/The_Guild_3/ Enjoy and stay tuned!The Guild 3 is entering Early Access stage on Steam!Sep 26, 2017 - Community AnnouncementsDear The Guild 3 fans, we are happy to announce that The Guild 3 is now finally available as Early Access version on Steam. Here you can find a link to a roadmap throughout Early Access in addition to the information which you can find on the product page itself: http://n.thq.com/e68430fqEGP http://store.steampowered.com/app/311260/The_Guild_3/ We've setup a redmine bugtracker for bugreports. Redmine is free, easy to use and no registration is required: https://redmine.thqnordic.com/projects/the-guild-3-early-access Enjoy and stay tuned! Your THQ Nordic and GolemLabs TeamThe Guild 3 is entering Early Access stage on Steam!Sep 26, 2017 - Community AnnouncementsDear The Guild 3 fans, we are happy to announce that The Guild 3 is now finally available as Early Access version on Steam. Here you can find a link to a roadmap throughout Early Access in addition to the information which you can find on the product page itself: http://n.thq.com/e68430fqEGP http://store.steampowered.com/app/311260/The_Guild_3/ We've setup a redmine bugtracker for bugreports. Redmine is free, easy to use and no registration is required: https://redmine.thqnordic.com/projects/the-guild-3-early-access Enjoy and stay tuned! Your THQ Nordic and GolemLabs TeamHave You Played The Guild 2Oct 12, 2015 - Rock, Paper, ShotgunHave You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time. The Guild 2 does one of the best things a game can do – it takes a genre not usually associated with roleplaying and slaps a life simulation on top of it. I might be the kind of nerd who’d happily play a 15th century economic strategy game even if it were made of spreadsheets and history lessons, but throw in a spot of family management and everything becomes more immediate and personal. … Patch 4.20 - 22nd December 2014Dec 22, 2014 - Community AnnouncementsToday we are releasing a new patch for Guild 2 Renaissance which includes tons of fixes, remastered music tracks, guest appearance by the German medieval band "Versengold" and a modlauncher for comfortable switching between mods. To access the patch on Steam please do the following: To access the beta please do the following: Follow this guide http://ds.nordicgames.at/SteamBetaBranchGuide.jpg Under Step 1 select of course the "The Guild II Renaissance" Application You dont need a password :) The branch for Step 6 is named patch_4.20 Changelog: ---------------- 4.2 (revised) *** Fixed Bugs *** - Bank: offering, taking and payback of credits optimized (thanks to Kinver and Fajeth) - AI of the hospital was reworked (thanks to Kinver and Fajeth) - Some chairs in the conference room of the city hall were not reachable - Pathfinding of the sims optimized - The Calenberg map is now assigned to Germany - Pub: "Assign to dance", "Assign to salacious services" and "Assign to >thief's service Patch 4.20 - 22nd December 2014Dec 22, 2014 - Community AnnouncementsToday we are releasing a new patch for Guild 2 Renaissance which includes tons of fixes, remastered music tracks, guest appearance by the German medieval band "Versengold" and a modlauncher for comfortable switching between mods. To access the patch on Steam please do the following: To access the beta please do the following: Follow this guide http://ds.nordicgames.at/SteamBetaBranchGuide.jpg Under Step 1 select of course the "The Guild II Renaissance" Application You dont need a password :) The branch for Step 6 is named patch_4.20 Changelog: ---------------- 4.2 (revised) *** Fixed Bugs *** - Bank: offering, taking and payback of credits optimized (thanks to Kinver and Fajeth) - AI of the hospital was reworked (thanks to Kinver and Fajeth) - Some chairs in the conference room of the city hall were not reachable - Pathfinding of the sims optimized - The Calenberg map is now assigned to Germany - Pub: "Assign to dance", "Assign to salacious services" and "Assign to >thief's service Steam Version Patched to 4.17bSep 18, 2014 - Community AnnouncementsPatch 4.17b Changelog - Changed AI-money saving behaviour. This has a massive influence on gaming and difficulty! - Fixed a bug that caused the AI to not buy any title higher than Citizen - Fixed the OoS occuring in different situations like taking a bath - AI aggression level slightly increased - Chances for plague increased slightly on higher difficulty level - Languages French, Italian and Spanish added - Slightly changed moneylending system - Changed AI behaviour: AI should try to save money for specific goals - Fixed a bug with the new YPR-modes in startmenu - Changed the market behaviour - Bugfix for political actions in MP - Bugfix for changing building names in MP - Raw material deliveries fixed - Changing building names is now possible - It's now possible to choose 1, 2, 3 or 4 years per round. The setting will also be saved when you restart the game. - Fixed the bug with the additional stock slots at the crypt and the bankhouse - AI now buys windmills and orchards on all maps - Fixed the missing icon when demanding ransoms - Added the one-year-per-round-option for MP also - Sick people don't visit hospitals that can't cure their illness because the building level is too low anymore - AI patients leave the hospital after not being treated for 3 hours - AI patients sit down if a place on a bank gets free - Reworked the medicus script a bit more - Cutscenes for trials and office-sessions now start automatically if the camera is in the room - AI Characters are no longer beamed into the townhall if they don't manage to attend a trial in time - New measure for listing all buildings for sale added to the townhall - Medicus AI reacts on amount of sick people and produces the needed medicine - Chances for plague decreased again in early game - Fixed the fame exploit when buying a nobility title - Allied worker don't join fights anymore - Sermons bring XP now - Combs/Wooden pins/Fittings problem solved - Combs can be produced in the high-level joinery - Mill doesn't stop production when resources are low - Mushrooms are also available in Vienna now - Stonelilies are also available in Transylvania now Patch 4.17b - KI-Sparverhalten verändert. Hat massiven Einfluss auf den Schwierigkeitsgrad - Bug gefixt, durch den die KI keine Titel über dem Bürger kaufte teilweise - OoS im MP bei diversen Aktionen wie gemeinsames Bad nehmen gefixt - KI-Aggressionslevel leicht erhöht - Chance für Pest auf höherem Schwierigkeitslevel leicht erhöht - Sprachen Französisch, Italienisch und Spanisch hinzugefügt - Leichte Anpassungen am Kredit-System - Verändertes KI-Verhalten: Die KI spart nun auf bestimmte Ziele hin (Gebäudekauf, Upgrade und Titel) - Bugfix für das Problem mit den neuen JpR-Modi im Startmenü - Markt-Verhalten überarbeitet - Bugfix für dynastiepolitische Aktionen im MP - Bugfix für Gebäudenamensänderungen im MP - Bugfix für Rohstofflieferungen im Gildenhaus - Änderung von Gebäudenamen nun möglich funktioniert, allerdings wird im MP der neue Name nicht ...Steam Version Patched to 4.17bSep 18, 2014 - Community AnnouncementsPatch 4.17b Changelog - Changed AI-money saving behaviour. This has a massive influence on gaming and difficulty! - Fixed a bug that caused the AI to not buy any title higher than Citizen - Fixed the OoS occuring in different situations like taking a bath - AI aggression level slightly increased - Chances for plague increased slightly on higher difficulty level - Languages French, Italian and Spanish added - Slightly changed moneylending system - Changed AI behaviour: AI should try to save money for specific goals - Fixed a bug with the new YPR-modes in startmenu - Changed the market behaviour - Bugfix for political actions in MP - Bugfix for changing building names in MP - Raw material deliveries fixed - Changing building names is now possible - It's now possible to choose 1, 2, 3 or 4 years per round. The setting will also be saved when you restart the game. - Fixed the bug with the additional stock slots at the crypt and the bankhouse - AI now buys windmills and orchards on all maps - Fixed the missing icon when demanding ransoms - Added the one-year-per-round-option for MP also - Sick people don't visit hospitals that can't cure their illness because the building level is too low anymore - AI patients leave the hospital after not being treated for 3 hours - AI patients sit down if a place on a bank gets free - Reworked the medicus script a bit more - Cutscenes for trials and office-sessions now start automatically if the camera is in the room - AI Characters are no longer beamed into the townhall if they don't manage to attend a trial in time - New measure for listing all buildings for sale added to the townhall - Medicus AI reacts on amount of sick people and produces the needed medicine - Chances for plague decreased again in early game - Fixed the fame exploit when buying a nobility title - Allied worker don't join fights anymore - Sermons bring XP now - Combs/Wooden pins/Fittings problem solved - Combs can be produced in the high-level joinery - Mill doesn't stop production when resources are low - Mushrooms are also available in Vienna now - Stonelilies are also available in Transylvania now Patch 4.17b - KI-Sparverhalten verändert. Hat massiven Einfluss auf den Schwierigkeitsgrad - Bug gefixt, durch den die KI keine Titel über dem Bürger kaufte teilweise - OoS im MP bei diversen Aktionen wie gemeinsames Bad nehmen gefixt - KI-Aggressionslevel leicht erhöht - Chance für Pest auf höherem Schwierigkeitslevel leicht erhöht - Sprachen Französisch, Italienisch und Spanisch hinzugefügt - Leichte Anpassungen am Kredit-System - Verändertes KI-Verhalten: Die KI spart nun auf bestimmte Ziele hin (Gebäudekauf, Upgrade und Titel) - Bugfix für das Problem mit den neuen JpR-Modi im Startmenü - Markt-Verhalten überarbeitet - Bugfix für dynastiepolitische Aktionen im MP - Bugfix für Gebäudenamensänderungen im MP - Bugfix für Rohstofflieferungen im Gildenhaus - Änderung von Gebäudenamen nun möglich funktioniert, allerdings wird im MP der neue Name nicht ...The Guild II: Renaissance Update ReleasedSep 10, 2010 - Product UpdateUpdates to The Guild II: Renaissance have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: 4.15 * Description of Monasteries on Novaesium broken; * AI didn't use new professions (has been tweaked a bit); * Possibility of war tweaked; * War fixed (Inventory-bug, War-only-once-bug); * Dynasties shouldn't die so early now; * Amount of workshops displayed at the new-title-pergament counted also fields and meadows; * Wrong icon for the kontor fixed; * Forced marriage now only works for non-dynasty-members (you were able marry the whole dynasty of your enemies in MP); * Capturing mines now is no longer a good way to make money; * You could save debts in your strongbox; * Graveyard AI shouldn't curse buildings that much now; * Information window of beggars deactivated; * Children were not controllable after adding to party; * Bribe should now work properly; * Warehous upgrades fixed; * Miller produces more and faster now; * Privilegue "lower office level" (or so) now disappears when the char gets a higher title; * Trials now work properly incl. penalties; * AI also charges other characters now; * Scaffolds of warehouse corrected; * Completely overhauled the market; * Crash when music changes fixed; * New multiplayer lobby form; * Banker now works longer; * Dyes were not produceable; * Text errors; * Map errors; * Fishes now have animated nifs again; * In Cologne there were two similar chappels; * New sellicon; * Soundlocator on Novaesium map corrected; * Added missing resources on some maps; * Workingtime for banker increased to 12 hours; * kontor hat a bad rendering icon; * Graveyard has been smoking out of the roof; * City lamps fixed; * Battle behaviour fixed: Allies don't flee anymore; * It could occur that a thug was not attackable after he started to attack a building; * Attacking a building now should work properly; * Boobytrap now need resources; * Tirades are now sellable; * It was possible that the market was flooded with raw materials. This should not happen anymore; * Worker don't disappear anymore or get stuck in woods or rivers; * There should be no spinning carts anymore; * The donkey lost his ability to teleport; * AI-production of raw materials reworked (also has an influence on production of high tier products); * AI now builds meadows and fields; * Stock purchase warrants nerfed; * Stock order fixed ;* now you get what you've ordered; * Binge fixed; * Diplomats now leave your estate also if you canceled the measure; * AI now should buy titles more often; * Prices for titles lowered a bit; * Juggler now gets for work; * Possible fix for the blackscreen issue activated; * Smuggling-measure reworked; * AI now shouldn't get any offices anymore without the appropriate title; * Stone rotaries work properly now; * Several causes for OoS messages fixed; * Mouse icon for the Travell-measure added; * Measure "Upgrade residence" can't be clicked during upgrade anymore; * You...The Guild II: Renaissance Update ReleasedAug 27, 2010 - Product UpdateUpdates to The Guild II: Renaissance have been released. The updates will be applied automatically when your Steam client is restarted. The Guild II: Renaissance * Description of Monasteries on Novaesium broken; * AI didn't use new professions (has been tweaked a bit); * Possibility of war tweaked; * War fixed (Inventory-bug, War-only-once-bug); * Dynasties shouldn't die so early now; * Amount of workshops displayed at the new-title-pergament counted also fields and meadows; * Wrong icon for the kontor fixed; * Forced marriage now only works for non-dynasty-members (you were able marry the whole dynasty of your enemies in MP); * Capturing mines now is no longer a good way to make money; * You could save debts in your strongbox; * Graveyard AI shouldn't curse buildings that much now; * Information window of beggars deactivated; * Children were not controllable after adding to party; * Bribe should now work properly; * Warehous upgrades fixed; * Miller produces more and faster now; * Privilegue "lower office level" (or so) now disappears when the char gets a higher title; * Trials now work properly incl. penalties; * AI also charges other characters now; * Scaffolds of warehouse corrected; * Completely overhauled the market; * Crash when music changes fixed; * New multiplayer lobby form; * Banker now works longer; * Dyes were not produceable; * Text errors; * Map errors; * Fishes now have animated nifs again; * In Cologne there were two similar chappels; * New sellicon; * Soundlocator on Novaesium map corrected; * Added missing resources on some maps; * Workingtime for banker increased to 12 hours; * kontor hat a bad rendering icon; * Graveyard has been smoking out of the roof; * City lamps fixed; * Battle behaviour fixed: Allies don't flee anymore; * It could occur that a thug was not attackable after he started to attack a building; * Attacking a building now should work properly; * Boobytrap now need resources; * Tirades are now sellable; * It was possible that the market was flooded with raw materials. This should not happen anymore; * Worker don't disappear anymore or get stuck in woods or rivers; * There should be no spinning carts anymore; * The donkey lost his ability to teleport; * AI-production of raw materials reworked (also has an influence on production of high tier products); * AI now builds meadows and fields; * Stock purchase warrants nerfed; * Stock order fixed ;* now you get what you've ordered; * Binge fixed; * Diplomats now leave your estate also if you canceled the measure; * AI now should buy titles more often; * Prices for titles lowered a bit; * Juggler now gets for work; * Possible fix for the blackscreen issue activated; * Smuggling-measure reworked; * AI now shouldn't get any offices anymore without the appropriate title; * Stone rotaries work properly now; * Several causes for OoS messages fixed; * Mouse icon for the Travell-measure added; * Measure "Upgrade residence" can't be clicked during upgrade anymore; * You can s...Now Available - The Guild II RenaissanceJul 28, 2010 - Product ReleaseThe Guild II Renaissance is now available on Steam and 10% off until August 4th. For centuries Europe has been dominated by the church and nobility. On the shoulders of ordinary people the servants of god and the noble families justified their power and wealth. This was the incontrovertible, divine world order. A truly dark era… In the 14th Century the world order is beginning to transform itself. Due to trade and commerce an increasing middle class obtains more and more power and wealth. Entire towns purchase their freedom and more privileges from the nobility. Reading and writing is no longer the domain of the nobility and the clergy and the invention of printing information may eventually be spread everywhere. This is the beginning of the renaissance...