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Hi I am a 60 year old gamer who bought this game last week in the “GOG” sale. I have never played a game like this and at the moment I am struggling a bit ( O what I would give for a strategy guide ) ,anyway the game at the moment has taken a hold of me and I really what to get to grips with it. Would any members on this forum be able to help me with the following question (the first of many I fear)?

1 The notice board in the Market place, what’s it for and how do I use it.

2) I am playing a blacksmith and I am struggling with trade routes, I set my cart to load 2 * silver rings at the forge and unload 6 * iron bars, while at the market place the setting are for to unload 2*silver rings and load 6* iron bars, but it will never do this it will perhaps unload 1 silver ring and never stock up with iron bars (yes there are some in stock) anyway am i right in thinking that the cart would stop at the market place until the stock level is right ?.

3) When is the best time to hire a master craftsman ?

Cheers DaddyT
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1) The notice board is used for lampooning your rivals. Basically, if you have a library at your house, you can spend 4 AP to write a rather less than flattering poem about a person of your choice, the effectiveness of which is based on your rhetoric skill. The effect I believe is it slightly lowers the targets chances of winning a political office, should they be running. At the board itself, you can also remove notices for 2 AP, for the purpose of either removing one that's aimed at you or making room for one you may wish to write.

2) As I recall the trade route mechanic is badly broken and there's no fix. It's best just to load and unload your carts manually. It's tedious but at least it works.

3) Masters are fucking useless, especially the blacksmith masters. Avoid them unless you're physically unable to manage all your businesses.
Well for the two businesses I've gotten going so far I have hired masters for both with different results.

For the Inn I found that once I had all of the upgrades hiring a master was just fine. I set the sell percent to 150 so that the inn would be forced to stock up on food and keep patrons happy and when it did sell its stock it did it at a HUGE profit though it comes infrequently. I also found that setting the annual spending amount to 9000 helped somewhat minimize complaints that I was running out of supplies. Once I got the regulars table the daily income offset the randomness of getting money for selling goods and although the inn is less profitable with a master it brings in a couple of thousand dollars a year without having to worry about it too much so it was a no brainier for me to buy every guild in town and run them on auto-pilot once they were upgraded.

For the guard house its a totally different story. The guild master seemed to only send guards out on patrol (the least profitable thing to do). He never seemed to train the guards so they had crappy stats and didn't buy upgraded weapons at the market so they were under equipped and under trained. Run by myself the guard guild is a cash cow with raids and business inspections run by a master its a train wreak.

I think its probably going to vary from guild to guild but if I had to guess all guild run better by you but the the handicraft guilds probably turn a decent profit with a master while the others like thief, guard and robber probably suck when a master runs them.
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cromwest: Well for the two businesses I've gotten going so far I have hired masters for both with different results.

For the Inn I found that once I had all of the upgrades hiring a master was just fine. I set the sell percent to 150 so that the inn would be forced to stock up on food and keep patrons happy and when it did sell its stock it did it at a HUGE profit though it comes infrequently. I also found that setting the annual spending amount to 9000 helped somewhat minimize complaints that I was running out of supplies. Once I got the regulars table the daily income offset the randomness of getting money for selling goods and although the inn is less profitable with a master it brings in a couple of thousand dollars a year without having to worry about it too much so it was a no brainier for me to buy every guild in town and run them on auto-pilot once they were upgraded.

For the guard house its a totally different story. The guild master seemed to only send guards out on patrol (the least profitable thing to do). He never seemed to train the guards so they had crappy stats and didn't buy upgraded weapons at the market so they were under equipped and under trained. Run by myself the guard guild is a cash cow with raids and business inspections run by a master its a train wreak.

I think its probably going to vary from guild to guild but if I had to guess all guild run better by you but the the handicraft guilds probably turn a decent profit with a master while the others like thief, guard and robber probably suck when a master runs them.
Hesusio and Cromwest
Cheers thanks for the replies and the in depth tips (especially Hesusic comments on craft masters) and it’s a pity that the trade route facility is broken. I am thinking of starting the game again now that I am getting a better idea of what to do.
Just another question (I did say in my first post it would be the first of many). How do you “train up” your son ready for the day when you snuff it?

Cheers Daddy
At the beer and stone market you can get spinning tops (trains handicraft), toy soldiers (trains combat) and chalk boards (trains rhetoric). I don't know how to train up the other two stats on your kid. They stop working when hes 12 I think. I think you can get him up to 4 and a half stars.

You can also click on your kids portrait and send him to school to get job training. It seems expensive to me it costs over 1000 a year and he automatically starts off with all the job training you already have. But it does cost 9 AP to switch to a new profession so if your kid has the first rank of a profession you don't have he can make the lowest level building for it as soon as your current character dies without spending any AP and still has access to all the same professions at the same rank you did.
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cromwest: At the beer and stone market you can get spinning tops (trains handicraft), toy soldiers (trains combat) and chalk boards (trains rhetoric). I don't know how to train up the other two stats on your kid. They stop working when hes 12 I think. I think you can get him up to 4 and a half stars.

You can also click on your kids portrait and send him to school to get job training. It seems expensive to me it costs over 1000 a year and he automatically starts off with all the job training you already have. But it does cost 9 AP to switch to a new profession so if your kid has the first rank of a profession you don't have he can make the lowest level building for it as soon as your current character dies without spending any AP and still has access to all the same professions at the same rank you did.
Cromwest you are a star , thanks again for the tips, as a side note I have started again (as a landlord) , really enjoying it , bye heck it’s got some depth this game. Noticed there is a Guild2, but as got mixed reviews, have you played it yourself? Anyway thanks again pal.

Cheers Daddy T
No I haven't played it but I heard it actually had less stuff than guild gold and was buggy too so I wasn't to interested.
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cromwest: You can also click on your kids portrait and send him to school to get job training.
How the hell did I not spot that?

*starts a new game*