For centuries Europe has been dominated by the church and nobility. On the shoulders of ordinary people the servants of god and the noble families justified their power and wealth. This was the incontrovertible, divine world order. A truly dark era… In the 14th Century the world order is beginning to transform itself.
User reviews: Very Positive (697 reviews)
Release Date: Jul 28, 2010

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy The Guild II: Renaissance

Stand-Alone version, The Guild II or any of its add-ons are not required to play this game.

Packages that include this game

Buy The Guild Collection

Includes 4 items: The Guild Gold Edition, The Guild II, The Guild II - Pirates of the European Seas, The Guild II Renaissance


Recommended By Curators

"Like games where you run a medeival business? Me neither... Yet this game is incredibly addictive and really fun to play! Play it, It's fun, Obviously."

About This Game

For centuries Europe has been dominated by the church and nobility. On the shoulders of ordinary people the servants of god and the noble families justified their power and wealth. This was the incontrovertible, divine world order. A truly dark era…

In the 14th Century the world order is beginning to transform itself. Due to trade and commerce an increasing middle class obtains more and more power and wealth. Entire towns purchase their freedom and more privileges from the nobility. Reading and writing is no longer the domain of the nobility and the clergy and the invention of printing information may eventually be spread everywhere. This is the beginning of the renaissance...


  • 8 completely new professions: mercenary, grave digger, stonemason, juggler, innkeeper, banker, miller and the fruit grower
  • New goods, buildings, ambient details and effects
  • All new scenarios ("Transylvania", "The Rhineland" and "The Alps") & bigger world maps
  • Improved AI, title and nobility system as well as new options (e.g. “God Measures”, levels of difficulty)

System Requirements


    • OS: Windows® XP, Vista
    • Processor: 2 GHz Processor
    • Memory: 512 MB RAM
    • Graphics: DirectX9 capable graphics adapter with Pixelshader Model 1.1
    • DirectX®: DirectX 9.0
    • Hard Drive: 3.5 GB space free
    • Sound: DirectX 9.0 compatible sound card


    • OS: Windows® XP, Vista
    • Processor: 2.8 GHz Processor or better
    • Memory: 1 GB RAM
    • Graphics: DirectX9 capable graphics adapter with Pixelshader Model 2
    • DirectX®: DirectX 9.0
    • Hard Drive: 3.5 GB space free
    • Sound: DirectX 9.0 compatible sound card
Helpful customer reviews
102 of 123 people (83%) found this review helpful
1 person found this review funny
68.1 hrs on record
Posted: May 29
In 1400 A.D. I was no one
In 1401 A.D. I was a low office holder
In 1402 A.D. I got married
In 1403 A.D. I got a child (thank god a boy)
In 1404 A.D. Life was good
In 1405 A.D. I build a mine
In 1406 A.D. I was rich
In 1407 A.D. My wife got kidnapped
In 1408 A.D. I killed the kidnapper
in 1409 A.D. My wife bore a girl, so I killed her
In 1410 A.D. I got sued for killing my wife
In 1411 A.D. In court everyone started talking German
In 1412 A.D. I got frustrated and killed those who spoke German
In 1413 A.D. I was no more

Best 7 hours of my life.
Was this review helpful? Yes No Funny
20 of 25 people (80%) found this review helpful
1 person found this review funny
65.4 hrs on record
Posted: June 13
"I look out the window and its just THE SUN" - My friend speaking about "Sun Up Glid"

The Guild 2 is a buggy mess. It has many quirks, bad performance, can crash a lot on some PC's, and multiplayer suffers from irrepairable out of sync errors that can trash a save (there have been some reports of being able to work around this, I have never bothered to try to fix these OOS errors.)

But by god, this game is oddly fun with friends.

Get a good friend, a couple friends maybe, and host a game of The Glid Poo. If you don't take it too seriously and stick together you can have some of the grandest times ever. My adventures include building 2 banks right next to eachother, learn banking doesn't work and requiring 200 dollar payments from my friend for 2 hours while I went around trying to commit murder. Another time me and a friend amassed a small army of 40-50 guys and destroyed a bakery so I could build another foundry in its place. One of the best times was when my good buddy ended up building 3 fortresses so he could have a death squad to kill every person in the political ladder and become the mayor, and I piggybacked along to become immune to the law.

Theres nothing quite like amassing a fortune by pick pocketing, building a ton of daggers and then hearing "YOU HAVE BEEN ACCUSED", presumably because you sent "Smellvios" to go try and beat up a guard, only to be bailed out because your friend sent 20 mercenaries and thieves after the accusor and then blew up his house. Whether you're monopolizing the skull candle market or seeing if you can take on a peasant out in the countryside, this game provides an unexplainably entertaining experience when you play with a good friend. The absurd stuff that you can do, or that can just happen on its own on top of a fairly good economics tycoon sorta game (if pretty buggy) can result in very memorable adventures to lament on with a friend when you're both on your rocking chairs watching the sun go down 60 years down the line.

Get it, get a friend, get some food and snacks and prepare for "sun up glid"
Was this review helpful? Yes No Funny
16 of 23 people (70%) found this review helpful
1 person found this review funny
0.6 hrs on record
Posted: June 13
My bride has ran away from the altar in the middle of the wedding. It turns out she was invited to her girlfriend's wedding ceremony, and she didn't want to miss it.

9/11 -Would assassinate my bride again-
Was this review helpful? Yes No Funny
19 of 29 people (66%) found this review helpful
1 person found this review funny
118.2 hrs on record
Posted: April 1
The Guild II Renaissance is a game that is most fundamentally about money management. You use your funds to build a number of production facilities - everything from your basic farm to buildings producing high end equipment, armor and artifacts for trade or use. In addition to a typical strategic "god view" you control 3 individual characters. You can engage in a variety of activities with these characters like having them run for office, enage in special actions with the buildings they own like goading the workers into action, and so forth.

The game starts off amazingly. It's great fun when you first start out and you can effectively micromanage all of your production facilities. Unfortunately, the game begins to fall apart once you reach the point where micromanagement becomes impractical if not impossible. The game provides a number of ways to try to automate your buildings but they are extremely bare bones, and very buggy even given that.

For instance, imagine you would like to simply take a product that one facility produces and bring it over to another facility that uses it as a resource, like bringing grain to a mill to turn into flour. The game allows you to setup an "automatic trading route" to do exactly this, but what is offered provides marginal functionality and does not work as intended. You can't supply "up to" an amount or anything of the like. You can do nothing except constantly send goods with one of three choices in terms of frequency: "rarely, occasionally, constantly." What do these mean you ask? I have no idea, the game in no way tells you. The sparse 12 page manual dedicates two sentences to the topic:

6.4 AUTOMATIC TRADING ROUTES You can now set automatic routes for your wagons. You can choose single waypoints for your routes and decide what to carry.

And even once you do get a trade route setup your transport wagons will occasionally just completely stop working in random locations. It's not for lack of a quantity of resources, or lack of desire at their destination. It's just a bug. Setting the routes up is an arduous process that you'll find yourself doing over and over again for the same route.

The other method to deal with an inability to micromanage is to completely automate a facility. This is much more functional, however it is once again incredibly bare bones and restrictive. In particular there is no way to have your own facilities provide their resources to one another. Instead your resource providing factories will sell all of their production to the market. Assuming the transport wagons for your factories that need those resources can beat the AI to the market, they will then purchase them there, losing a substantial amount of money in the process. In a game that is entirely about money and resource management this is incredibly frustrating.

There are also numerous other bugs in the game related to most of every action. You and your betrothed set out on your lengthy journey to the chapel to happily get married. Three quarters of the way there she decides, "You know. I actually think I'm going to go engage in church services on the other side of the world first. Bye!" Or you'd like to bribe the mayor of your town. You send your character, who can run substantially faster than the mayor to do this. Your character will catch up to the mayor and then begin to slow down to engage in the bribe action. The mayor will ignore this and continue walking, your character will catch up and again slow down. The process will repeat indefinitely until the mayor decides to finally stop somewhere, often many hours later.

In general, I cannot recommend this game. It had great potential. I thoroughly enjoyed the beginning of the game, but the middle and endgame completely fall off. However, the company behind the game has been updating this version, presumably due to the imminent release of the Guild 3. This review has been based upon Version 4.2 with the hot-fix applied.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
21.8 hrs on record
Posted: August 22
The Guild 2 Renaissance

The Guild 2 Renaissance is the standalone expansion for The Guild 2, which contains all the same features of the same game and then some. Because of this, I will here review the base game along with the expansion in one review.

The game is a economic strategy and production manager game, taking place in Europe the 1400s. Your goal is to build a family, a dynasty and an economic empire from scratch, starting with just a small cottage and enough money to build or buy your first little workplace, and hiring some workers. You can choose which direction you want to expand through, be it food production like farms or bakeries, "Entertainment" industries like churches and pubs, or maybe something seedier, like robber dens, thieves guilds or money lenders. You can even try your hand at politics! The game has a surprising amount of variation if you actually play it for more than 10 minutes.

The game features beautiful music, as well as surprisingly good graphics for it's age and budget. There are however quite a few cons to this game:

There are so many bugs in this game, a few of them are even gamebreaking, others are just hilarious. Most of the bugs have luckily been fixed in community made patches, and there is even a small modding community who, now and then, create a few high quality mods.

The netcode is also atrocious, and i would suggest only playing multiplayer with friends who are patient and understanding of such problems. It isn't that much of a problem though, as i would say you'll have most of your fun in singleplayer anyway.

The Guild 2 is, despite its many, many faults, one of my favourite games of all time, and i truly recommend it to anyone who enjoy strategic economy games, like patrician or the "Tycoon" games. What sets this game apart from those games, is the important fact that you only control your family and your buildings, while everything and everyone else you can see are potential allies or rivals.
Was this review helpful? Yes No Funny