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Royal Military Academy
Home / Lands to Conquer Gold / England / Merchants' Guild
Lands to Conquer Gold
England England
Building class
32. Bowyer
60. Port
64. Port
74. Market
86. Mines
88. Mines
94. Church
95. Abbey
99. Chapel
100. Brothel
101. Inn
102. Tavern
Previous buildingTheologians' Guild Headquarters Master Merchants' GuildNext building
Merchants' Guild
Merchants' Guild
City/Castle City levels Castle levels
Building class city guild_merchants_guild
Convert to LEVEL
Building level LEVEL 0 merchants_guild
Material wooden
Capability trade_base_income_bonus bonus 2
Faction capability
Construction 1
Cost 1000
Requires condition
Building Description
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Merchants' Guild When mercantile trade starts to flourish in a city, the Merchants’ Guild house is the sign that the guild heads have seen the potential in the place. The building itself serves as clerical headquarters for the guild to administrate trade in the region, bringing higher profits in thanks to the guild’s broad connections. Merchants trained in this city are more likely to be skilled and educated.
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Recruit units
No. Card Name Start quantity Replenishment rate Max quantity Experience Requires condition
1
24
Merchant Cavalry Militia 1 0.4 3 0
Poorly trained, but well equipped cavalry who fight with a sword.
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