Explore the various Guilds and their benefits in Total War: Three Kingdoms, including Hospitaller Knights, Alchemists', Horse Breeders', Masons', Explorers', and Woodsmens' Guilds. Learn about missions and dealing with bandits, pirates, and rebels.
This section of the guide covers various Guilds available in the game, their benefits, and how to potentially acquire them. It also details how to deal with common threats like Bandits, Pirates, and Rebels, and explains the mission system.
Guilds
Guilds offer significant bonuses to settlements that meet their recruitment criteria. Cities can also gain Guilds, providing a substantial military advantage.
Knightly Orders (Hospitaller Knights Example)
The Hospitaller Knights Guild serves as a model for other Knightly orders. While other orders may not offer the public health bonus that St. John's does, the Hospitaller Knights are generally considered superior to the Templars.
- Level 1: Can recruit
Knights (3), +5% Public Health - Level 2: Can recruit
Knights (4, +1 Experience), +10% Public Health - Level 3: Can recruit
Knights (6, +2 Experience), +15% Public Health
Alchemists' Guild
This guild enhances gunpowder troops. It is believed that recruiting a large number of gunpowder troops in a settlement encourages its development. Note: The Byzantines cannot obtain this guild due to their limited gunpowder units.
- Level 1: +1 Experience for gunpowder troops recruited here.
- Level 2: +1 Experience for all gunpowder troops, an additional +1 for those recruited here.
- Level 3: +2 Experience for all gunpowder troops, an additional +1 for those recruited here.
Horse Breeders' Guild
Similar to the Alchemists' Guild, this guild boosts experience for cavalry units. It is thought that recruiting many mounted units in a city, potentially facilitated by a racing track, encourages its development.
Masons' Guild
It is speculated that building a large number of structures, particularly stone constructions like walls and paved roads, may lead to acquiring this guild. Its benefits focus on public order through happiness.
- Level 1: +5% Public order from Happiness, 3 faction-specific infantry units.
- Level 2: +10% Public order from Happiness, 4 better faction-specific infantry units.
- Level 3: +15% Public order from Happiness, 4 better faction-specific infantry units.
Explorers' Guild
This guild is confirmed to increase army movement points by encouraging generals to recruit the 'Intrepid Explorer' to their retinue.
Woodsmens' Guild (England Only)
This England-exclusive guild allows the recruitment of Sherwood archers. While these archers are effective, their unit size is small (24 men on the standard scale).
- Level 1: +1 Experience for archers recruited here.
- Level 2: +1 Experience for archers recruited here, +1 additional experience for all archers.
- Level 3: +1 Experience for archers recruited here, +2 additional experience for all archers.
Bandits, Pirates, and Rebels
These hostile entities are at war with all factions. They hinder trade and attack armies, requiring prompt attention. They can appear randomly even in secure territories.
- Bandits and Pirates: Can block roads and ports, disrupting trade. Pirate Ships have higher stats than basic ships, but become less of a threat with level 2 shipbuilding facilities.
- Rebels: Represent uncontrolled settlements. They do not expand and rarely move their armies, essentially waiting to be conquered. Rebel settlements can field units comparable to real factions, and revolting settlements may spawn large armies (over 14 units, sometimes up to 20).
Missions
Missions are optional objectives that can provide rewards such as money, units, or improved relations. They can originate from the player's council, the Pope (for Catholics), or other factions.
- Rewards: Cash rewards typically range from 500-5000 gold.
- Papal Missions: Completing these generally increases the Pope's satisfaction. Failing them can strain relations or lead to excommunication.
- Faction Missions: Completing missions for other factions boosts relations and may offer cash rewards.
Common mission types include:
- Take a rebel settlement: Generally advisable unless it conflicts with strategic plans.
- Blockade a port: Can be requested by nobles (against enemies) or the Pope (against excommunicated Catholics).
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