The Guild 2 cover art

The Guild 2

Medieval dynasty sim juggling businesses, marriages, politics and the occasional poisoning.

On Steam ↗
Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION1 /10READS1 /10VARIANCE4 /10OPTIMIZATION7 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    1/10

    Menu-driven business and politics; no dexterity.

  2. Reads

    cheat: Out-predict an adaptive opponent

    1/10

    Rival dynasty AI schemes but follows mappable patterns.

  3. Variance

    cheat: See what's hidden / map the RNG

    4/10

    Court verdicts, marriages and AI scheming roll heavy dice.

  4. Optimization

    cheat: A perfect solver / coach

    7/10

    Business chains, offices and dynasty planning are solvable.

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2006
Developer
4HEAD Studios
Platforms
Linux, PC
Modes
Single player, Multiplayer
IGDB critics
68/100
IGDB users
80/100
Real Time Strategy (RTS)Role-playing (RPG)SimulatorStrategyHistoricalSandbox