The Editor – Families and Relations

In one of our earlier posts, we mentioned the Editor and everything it can do with the cool-looking maps you will be able to create. We believe the Editor is one of the most interesting aspects for hardcore players of The Guild 3 because it allows you to do what you want with the game and make you want to play even more! We tried to make it as user-friendly as possible to give even moderate modders the ability to create what they want.

A few weeks ago, we talked about the template system to create various buildings and neighbourhoods. But the Editor is so much more than that! One of our goals is to have as many variations in the gameplay as possible, so that the players will create maps that do not only look different, but also play different. At a later date, we will give more details on the ability to modify items, bonuses and the skill tree to better reflect an area as well. But today, we will focus mostly on the families and relations aspects of the Editor.

Of course, families are a combination of characters, but what they are mostly (in the game, at least) is a part of the social groups. There are multiple types of social groups in The Guild 3: neighborhoods, societies, etc. Each of these groups has members, connections and relations linking them all together. They also have experiences and philosophies that help create and shape their characters (just like in real life). You can create every character and every other group by deciding/choosing the starting conditions of their games. What will also influence your playing is the behaviour and philosophy that you install in these groups because they will have one based on six personality traits called ”Values”. These values can be similar or really different, depending on what you want to do.

For example, two families can have really similar values and they will like each other more. But keep in mind that those values are shaped by the actions of one another. So good relations could still sour if you want them too. However, two families similar to one another will make peace more easily than two families that hate and want to destroy each other.

Also a variant, the values will determine your potential attractiveness for the other various societies that populated these times. You could find yourself expelled if you try too hard or stray too far from the dogma of those societies. Other examples: you could make a map where all the area is governed by one family only, one that holds all levels of power. Or you could have secret underground organizations pulling the strings everywhere. Or maybe two families at war with each other since forever (from the start of the game, we mean). All of this is possible. All you need is your imagination and a clear vision of what you want your game to be!

Last week, we mentioned popular opinion in matters of trials and elections, and how it can affect the outcomes. All popular opinions are determined by actions taken by you or others. Like renovating a church, building a school or spreading rumors about someone else and destroying his/her reputation… There is a great deal of dependency on that aspect but the values of the given neighbourhood can also modify that. For example, if you open a bakery in a down-rotten, slummy part of your city, the population might see you as some kind of outsider (and a weird one at that), and it would take many years of carefully transforming the neighbourhood (and its population at the same time) before positive impacts can be seen by others.

To sum it all up, all of these components are available in The Guild 3 with the Editor, and all scenario maps, characters, relations and families can be tailored to your liking. Whether you’d like to re-create the feuds between the Lannisters and the Starks from Game of Thrones, two families with very different philosophies, or try to re-create the intricate social aspects of the Shire in Lord of the Rings, the possibilities are boundless.