Every time an office in the immediate upper level to the player's has an opening, the player is given the choice to run for it. There's a Town Council that contains several different offices in different branches which are in a fixed hierarchy. No matter what city the player chooses, the political structure is always the same. This feature greatly extends the possibilities of the game. However, should the player choose to, it is possible to buy a property, tear the structure down, and erect a different type of structure. In an attempt to keep the realism in the game, cities have limited space to build structures, be they residential houses or businesses. Lastly, the player may assign certain tasks to their manager while retaining other tasks for themself. This usually results in lower profits in the long run. Players are also given the option to hire a manager and have their business run for them by this manager. However, it is not necessary to do this in order to become wealthy.
The player is able to micromanage their businesses, such as by purchasing raw goods, choosing what to manufacture, and setting prices of goods. Managing the player's business can be approached in different ways. The player may only apply for the next level (or first, in case they're not specialized in that job) of the profession when a given criterion is met. Titles also come with levels and the higher the player goes on the ladder, the better the businesses available become. Titles enable the player to have an establishment but it also determines what type it will be. To run a certain business, it's necessary to possess the respective title given by an "association" (a guild of sorts). Each profession within a family has its own business establishment.
In this way, the fourth generation of the player's dynasty might have access to more than four professions, while the first one will have only one. As the character ages and gets richer, the option to acquire new professions will emerge. These range from Blacksmith to Innkeeper, going through Thief and Money Lender as well as a few others. In The Guild, the player may follow whichever career path they choose. Every time the player's current character dies, the heir takes his/her place as long as a certain age requirement is met. This gives the game added replayability, since the scenarios are never the same.Īnother prominent quality is the nonlinear gameplay, or, the ability to extend the same game for a very long time if the player is careful and dedicated enough. The player may kidnap members from rival dynasties or forge alliances with them. The player may bribe people to get them on their side, or they may genuinely like them. One of the main features of the title is the good and bad duality present in the various aspects throughout the character's life. Each successively higher title increases the player's influence, allowing such things as sabotage, spying, blackmail, or taking opponents to court.
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Each title allows the player to upgrade their house by one level, which starts as a hovel and culminates in a palace. Throughout the game, the player may indulge in intrigues, rise to a position in government, and obtain titles. A Nintendo DS port of The Guild was released in 2009. The Guild Gold Edition, consisting of the original game and the expansion, was released in November 2005. The game has one expansion pack, Die Gilde: Gaukler, Gruften & Geschütze, released in March 2003. As the family business and social standing grows, more options become available, even high political rank.
Players can choose from a variety of initial businesses (including iron smith, tavern, church and thieves' guild) and historic cities (including Berlin and London). Taking place in Europe from the year 1400 up to 1815, in it the player tries to guide a family dynasty to power and wealth, starting from one character of limited means. It is the first installment in The Guild series, preceding its sequels The Guild 2 (2006) and The Guild 3 (2017). Europa 1400: The Guild is a simulation game developed by 4HEAD Studios and published by JoWooD Productions in 2002.