Update log
Full The Guild - Europa 1410 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
Greetings, aspiring businessmen and businesswomen!
We’re back with another dev diary for The Guild - Europa 1410 - this time, with a focus on your business, and the first steps within the political sphere of your medieval world. We’ll uncover some of the professions that will be available, along with how a typical day in your business and city may look like.
But before we get into it, we want to share a major development milestone: we’re preparing for our first Closed Gameplay Tests! If you’d like to help shape the future of The Guild - Europa 1410 and share your feedback, you’ll find all the details at the end of this dev diary. Without further ado, let’s get into it!
Picking Your Starting Profession
When you begin your journey in The Guild – Europa 1410, one of your first and most important decisions will be your starting profession. This choice defines not only your primary source of income but also the way you experience the game. Each profession offers unique opportunities - some rely on crafting and trade, others on more daring (and sometimes less lawful) ventures.
While most professions revolve around production and trade, even those come with their own quirks, challenges, and advantages. You’ll start with a modest set of products or activities, but as your enterprise flourishes, your options will expand, unlocking new ways to influence the world around you.
Whatever path you choose, your profession will shape your early strategy and open doors to new possibilities. The wealth it will earn you is not just coins in your pocket - it is your key to progress that allows you to upgrade your business, expand your residence, construct new buildings, and ultimately climb the social ladder.
In this dev diary, we’ll highlight a selection of professions available at the start of the game - and give you a glimpse into how they will allow your dynasty to rise and secure your place in history.
Stone Mason - working with stone, the initial items that can be crafted include sanding blocks, grindstones, and spinning tops. Stone Masons can also improve different roads and buildings to preserve the infrastructure’s integrity for a short period of time.
Joiner - as a woodworker, the joiner crafts wooden nails, handles, walking sticks, and bows. The Joiner can also improve your carts to slow down their degradation, meaning more use and less repairs for your cart.
Tailor - weaving beautiful fabrics, the Tailor creates warm socks, woollen cloaks, and cart covers. The Tailor is also adept at gathering information by chatting to chosen citizens, which can lead to more evidence against your foes to be collected.
Perfumer - aside from gathering flowers for fragrances, the perfumer makes salves and potions for your benefit. Beautiful scents created by the Perfumer can also increase the attractiveness of various buildings, tempting more customers to make purchases from the affected buildings' storefronts.
Alchemist - harnessing herbs, you can create potions, paint, and bombs. Alchemists can also improve the hygiene of various buildings by getting rid of pests, which will prevent illnesses and improve the quality of life for various citizens and workers.
Preacher - the initial items that the preacher can make are paper, poems, and parchment to help you increase your skills. Additionally, the Preacher can hold masses and grant absolution, earning some extra income.
Innkeeper - cooking up meals to replenish energy, and selling beverages to keep visitors pleased. The Innkeeper can also create a hearty and loose atmosphere to collect evidence, which makes
Source
