Foundation

Guilds for Foundation

Released (updated ago). Ranked 97 of 373 with 10,416 (27 today) downloads

Published by Batyushki (mod ID: 1940239)

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Mods by Batyushki

Guild Masters train other workers in their professions, generating knowledge used to upgrade workplaces. Guilds also have their own markets, levy collectors and storage.

Guilds unlock at 1 citizen.

Guild Hall

The Hall serves as Guild headquarters, and employs up to four Guild Masters, who can only be drawn from workers who have reached Level 6 in their profession. For example, for the Stoneworkers Guild, only a Stonemason that has reached Level 6 can be assigned as a Master Stonemason for the Guild.

Guild Masters visit the workplaces of their guild and train less experienced workers in their profession. Through training, Masters accumulate Knowledge, which can be used to upgrade workplaces. This Knowledge system is the same as that used in the Monastic Life mod. Guild Masters cannot visit a single workplace more than every two weeks.

Having a Guild Hall increases production by ten percent for all workplaces that belong to the guild, even if you don't have guild masters.

Each guild can only have one hall, so try to place the hall close to the guild's workplaces, so that the masters can train as many workers as possible.

Guilds

Upgrades

You will notice new Upgrade parts in many workplaces. When built, these parts double workplace production or create a secondary output. Upgrade parts cost Knowledge.

Guilds

Balcony

The optional balcony employs Guild Levy Collectors. They visit workplaces of the Guild and collect up to 20 gold every two weeks from each workplace.

Extension

The optional extension attaches to the side of the Hall and serves as a combination Granary and Warehouse.

Covered Market

The optional covered market attaches to the side of the hall, and serves as a place to have market stalls. You can place market stalls from within the same Guild monument, or from the normal Market monument.

Dependencies

NameAddedUpdated
Common Resources V1
Common Upgrades

Releases

FilenameSizeVersionAddedOptions
guilds_1.0.5.zip718.14kb1.0.5

guilds_1.0.4.zip718.13kb1.0.4

guilds_1.0.3.zip717.71kb1.0.3

guilds_1.0.2.zip717.71kb1.0.2

guilds_1.0.1.zip717.68kb1.0.1

guilds_1.0.0.zip717.69kb1.0.0

53 comments

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jtheconquer0r
jtheconquer0r @jtheconquer0r

@Batyushki: please help, my guilds are not producing any knowledge and the guild masters keep staying inside the guild halls instead of visiting the producing enviroments. It's all set like it should be regarding their tasks and so on and I tried it with three complete new starts. Always same problem.

ptcbko
ptcbko @ptcbko

perfect mod, working great.. and love all your mods.. just perfect.. really appreciate ;)

JazHaz
JazHaz @jazhaz

Updated this mod and fancy nature this morning, however upon loading my save i get a CTD crash to desktop. Fancy nature only changed a texture so im looking this way. Got two CTDs in a row. Will try rolling back to previous version of this mod. Log file has this: 13:32:13 ERROR Assert PlaCReservedResourceList::initTransporterCallback::<lambda_f38a5d02a3e8e93ab4937100c465c950>::operator () A TRANSPORT MANDATE WAS WRONGLY COMPLETED

JazHaz
JazHaz @jazhaz

Apologies, it was Fancy Nature. Todays FN update: "Restored the ids which were changed with the previous update. This fixes save game crashes."

MI
michaelbertiaux @michaelbertiaux

Hi! Were you able to send a crash report? I'd be interested to load your save file here and see what happens. You can send it to support@polymorph.games and I'll investigate! As Batyushki said, there might be another reason why you CTD and I'd like to help.

JazHaz
JazHaz @jazhaz

rolled back to 1.0.3 to no avail :(

Batyushki
Batyushki @batyushki

Not sure what the cause would be there. Are you not able to load an auto save or save from before you added this mod? It may not be related.

PasTor_Bz
PasTor_Bz @pastor1650462187

Hi.
It is not possible to assign a level 6 vegetable farmer as Master Vegetable Farmer
Could it be a bug in the mod, or maybe I'm not choosing the right worker?

Batyushki
Batyushki @batyushki

It must be one of the field workers from the free-form vegetable farm.

PasTor_Bz
PasTor_Bz @pastor1650462187

They never reach level 6.

Kartoffelpüh
Kartoffelpüh @kartoffelph

I have the same problem. Did you find a solution?

Batyushki
Batyushki @batyushki

Hmm, not sure why they wouldn't in your save. Can you send me your save in Discord? I just checked and I have several Level 6 vegetable farmers that I can upgrade to Master Vegetable Farmer. If they have a long way to travel to work it may take a while but they will get there.

PasTor_Bz
PasTor_Bz @pastor1650462187

No problem, tell me what the discord is and what files exactly I have to send you.
You could also see why since the last update three days ago, they produce a lot of points but immigration is low and no citizen enters, with housing sites and half-full houses.
Thank you.

Batyushki
Batyushki @batyushki

Foundation's Discord is here: Discord.com

Once you're on Discord post your save file to the modding_general channel and I can take a look at it.

PasTor_Bz
PasTor_Bz @pastor1650462187

I couldn't upload the file because its size is 64mb

Batyushki
Batyushki @batyushki

You will need to post it as a link to OneDrive or Dropbox

Tasslehofph
Tasslehofph @tasslehofph

Batyushki, I have had first 4 and then 2 as you patched this mod the other day. My point is that 4 fishermen were placed into the Guild Building and are now 3 master level, yet they have not gained a single point towards upgrades. They walk around town like they own the place, but dont go anywhere near the fishing weirs or huts. OH OH, better call Mako... needs a fix

Batyushki
Batyushki @batyushki

Hi, I've had others say their fisher masters don't work, they do work for me but it could be that that your fisher huts are at a different angle or position relative to the shore, and the master can't access them. Contact me on the modding channel in Discord and I can look at some screenshots or your save game.

Batyushki
Batyushki @batyushki

This is now fixed

JazHaz
JazHaz @jazhaz

Also just noticed that upgrades to iron smelters use Mathmatics not Alchemy.

Batyushki
Batyushki @batyushki

Yes I will address this at some point, until then consider that they use improved tools which requires advanced mathematics.