Production & Trade


Like its predecessors, in The Guild 3 is also about making coins, and coins are needed to move forward with one’s dynasty.

In order to be able to own and manage a workshop, certain skills and abilities in one’s skill tree are needed. Workshops have three levels and can be improved with many upgrades. So far, the following workshops are announced:

As important the alchemist’s job is for the physical health of the citizen, as little do they really know about his righteousness and honourableness.

Delicacies such as bread or cake are produced in the bakery, which not only caters for a lovely smell, but also for the nurture of the citizens.

However, the bakery would be nothing without the farmer – the backbone of the food supply for our cities.

The medicus takes care of the physical well-being of common people and high nobles – as long as there are clinking coins in the pouch. He directly contributes to the healthiness of a whole neighbourhood – or also not.

The carpenter – a hammer, nails and wood are enough for him to timber the most useful things.

The Thieves’ Hideout – since the dawn of the The Guild series these righteous wealth-administrators assure that coins and noble jewellery are spread more fairly – however, not in a Robin Hood manner…

The stone mason is responsible for manufacturing every-day- and also more unconventional products.


Raw Material Manufacturers

To be able to produce goods it is necessary to buy raw materials at the market or directly at their manufacturers. The following raw material manufacturers have been announced so far:

What would i.e. the carpenter or craftsman be without the lumberyard, their essential supplier of raw material?

And what would the blacksmith do without his metals or coal, the miners exploit in the mines?

Also, building a rugged house would turn out to be hard to impossible without stone and clay, which are brought to light out of the depths of soil in the quarry.

Even the cemetery, which should be a place of peace and commemoration, serves as a source for one or two eerie resources.



Players may manage the production process in their own workshops, but it is also possible for them to let an experienced foreman do that job. He keeps supplies coming, sells produced goods for the best prices and assigns the employees to their jobs.

Thus the player can attend to other things… like paving the political career or scheming malicious intrigues.



The prices at the market of a city are based on supply, demand and other external influences (laws, wars, hunger crisis, etc.). Raw materials and products can be bought directly at its manufacturer for cheaper prices though.

Depending on the scenario, different trading posts are located outside the map. Players can send their carts to trading posts to buy specific goods or to sell products from their own cities for better prices. But be careful: robbers may lie in ambush and are not afraid of plundering your carts!


In case your business runs into overstock and iron and oak wood is currently cheap at the marketplace, the building you need isthe warehouse!

The warehouse can function as the main hub of your own supply chain. This should prevent your businesses from running out of raw materials. But again: Beware of burglars!