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Part 19
Total War: Three Kingdoms

Part 19

Learn about New World colonization, unit limitations, and the benefits of various guilds in Total War: Three Kingdoms, including costs and recruitment bonuses.

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Learn about New World colonization, unit limitations, and the benefits of various guilds in Total War: Three Kingdoms, including costs and recruitment bonuses.

Walkthrough
  1. 1
    When sailing to the New World, consider departing from ports like Lisbon, Leon, London, or Western France. Mass units from other locations to reach these ports quickly.
  2. 2
    You will likely only need one large transport ship (Baghlah/Carrack/Grand Carrack) as other factions may not be capable of colonization by 1400.
  3. 3
    Aim for the northern part of the New World, as these settlements are typically controlled by Rebels.
  4. 4
    Be aware that forests can break up cavalry charges, so avoid them when possible.
  5. 5
    Note that most factions (except Poland, Denmark, and Scotland) have missile units with longer range than Aztec archers, and Musketeers are particularly effective against them.
  6. 6
    Reinforcements from Europe are difficult to obtain, often taking 10+ turns to arrive, making it crucial to make do with your existing forces.
  7. 7
    The New World is 100% Pagan, making priests (or imams) valuable agents for conversion.
  8. 8
    Explore trade resources in the New World for potential economic gains.

Guilds Explained:

Guilds are offered to you and cannot be built or upgraded directly. Each settlement can host one guild, with cities and castles receiving different types. Guilds have three levels: Basic, Master/Major, and Headquarters. Headquarters are limited to one of each type globally. Guilds cost 1000 gold for Level 1, 2000 gold for Level 2, and 3000 gold for Level 3, and are instantly available upon acceptance.

Agent Guilds (Thieves', Assassin's/Hashashim's): These guilds follow a similar bonus model. Recruiting the relevant agent type in a city can encourage their appearance and upgrades.

  • Thieves' Guild (Cities only):
    • Level 1: Spies recruited in this city gain +1 Subterfuge.
    • Level 2: Spies recruited here gain +2 Subterfuge; spies recruited elsewhere gain +1 Subterfuge. (Master's guild bonus does not stack with a plain guild bonus, but two Master's guilds do not stack either).
    • Level 3: Spies recruited here gain +3 Subterfuge; spies recruited elsewhere gain +2 Subterfuge. (Does not stack with Master's guild bonus).
  • Assassin/Hashashim's Guild (Islamic Factions only for Hashashim):
    • Level 1: Can recruit Hashashim, +5% Public order from law.
    • Level 2: Can recruit more Hashashim, +5% Public order from law.
    • Level 3: Can recruit more Hashashim, +10% Public order from law.

Merchant's Guild: Recruiting many merchants increases tradeable goods and income.

  • All Levels: Increase in tradeable goods (More money).
  • Level 1: Can recruit Merchant Cavalry Militia (faction dependent).
  • Level 2: More Merchant Cavalry Militia.
  • Level 3: More Merchant Cavalry Militia.

Theologian's Guild: Very useful for Catholics, especially when a Cathedral is present in the same city. Encouraged by recruiting priests/imams.

Swordsmiths' Guild: Rarer than agent guilds but offers significant combat bonuses. Encouraged by recruiting many melee units.

  • Level 1: All units recruited/retrained here gain +1 melee attack.
  • Level 2: All units recruited/retrained here gain +1 melee attack; all mounted Knights gain +1 Experience. This bonus may stack with other experience-boosting structures.
  • Level 3: Not fully detailed in the source, but implied to be similar to the Master's Guild bonus.

Knightly Orders:

  • Teutonic Knights: Available only to the Holy Roman Empire (HRE).
  • Knights of Santiago: Available only to Spain & Portugal.
  • Templars and Hospitaller Knights: Available to all Catholic factions except Spain, Portugal, and the HRE (which lacks Templars).
Tips
  • Level 3 guilds often result in recruited agents having beneficial retinue members and better inherent traits.
  • The source notes that geography in Medieval II: Total War is significantly altered for gameplay convenience, allowing for unusual travel routes.
  • Be mindful of running out of men and potential revolts in the New World, as reinforcements are scarce.

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