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The Guild 1 Beginner Guide

The Guild 1 Remake: Europa 1410 is a strategic economic simulation about building a business, establishing a family dynasty, and gaining influence in city politics. This guide explains how those systems connect, what to learn first, and what is available at the start of Early Access.

Updated September 17, 2026

What kind of game is The Guild 1 Remake: Europa 1410?

The Guild 1 Remake: Europa 1410 is a medieval strategic economic simulation inspired primarily by Europa 1400: The Guild. You lead a dynasty by making decisions about its businesses, family, and place in city society. This makes it closer to the original game’s management focus than to the stronger life-simulation focus of later entries in the series.

You do not directly move a character around the city. Instead, you choose actions and set priorities for your character, workers, relatives, businesses, and political ambitions. These systems share the same city simulation, so a business decision can support the family while relationships and public office can expand the dynasty’s influence.

The three core pillars: business, family, and politics

Business, family, and politics or society are the game’s three main pillars. Business covers professions, workers, resources, production, services, and sales. Family covers courtship, marriage, children, heirs, and succession. Politics connects relationships and social standing to applications for public office.

The pillars develop together during a campaign. A working business provides goods, services, and income; a family keeps the dynasty going across generations; and political influence can give that dynasty a larger role in the city. Popularity, friendship, bribery, and blackmail are among the ways described for influencing important citizens.

When a screen or decision seems unfamiliar, identify which pillar it belongs to and what it supports. This makes the larger simulation easier to read: business sustains the household, family protects continuity, and politics extends influence beyond the business itself.

Use Landsfort Herle to learn the basics

Landsfort Herle is the tutorial city. It is a small, focused map with tutorial goals designed to introduce the essential systems without the distractions of a larger city. Start there if you want structured help with the interface and the connections between your business, workers, resources, and surroundings.

Tutorials can also be revisited through the City Chronicles. Use the game’s current tutorial prompts to learn the available actions and screens, then return to them when a system needs a refresher.

The tutorial is especially useful for seeing the three pillars in context rather than learning them as isolated definitions. Follow its goals long enough to recognize how the business receives resources, how workers are assigned, and where wider city actions are presented.

Starting with a profession, business, and city

At the start of Early Access, the eight playable professions are Smith, Tailor, Joiner, Stonemason, Priest, Innkeeper, Alchemist, and Perfumer. Some focus on workshops and crafted goods, while others provide services. Your profession therefore determines the broad kind of work handled by the business and its workers.

The six starting cities are Kuttenberg, Graz, Nuremberg, Wrocław, Freiburg, and Landsfort Herle. Cities have different properties and can present different challenges depending on the chosen profession. Treat the profession and city as the starting context for a campaign, then learn how that combination works through the information provided in the current build.

After choosing, inspect what the business can make or provide and what its workers need to do. That gives you a concrete starting point without separating the profession from the city economy around it. The choice sets the work available to the dynasty; the rest of the campaign connects that work to family and politics.

Workers, resources, production, and sales

The commercial loop begins with a business and the people who work in it. Workers can produce goods in workshops or provide services to citizens, depending on the profession. Workforce availability and worker skill also matter, so the business is shaped by both the work it offers and the people assigned to do it.

For a production business, raw materials supply the workshop. Some production chains turn those resources into intermediate products before creating finished goods. The required materials and products depend on the profession, but the basic sequence remains easy to follow: obtain resources, make the goods, and sell the output.

Storage and transport connect those steps. Workshops need room for materials and products, while carts can move goods between resource locations, the marketplace, and the business. When learning a new profession, first identify where its resources come from, what its workers can produce or provide, and where the finished output can be sold.

If production stops making sense, trace that sequence in order. Check the required input, the worker or service involved, the workshop’s storage, and the intended place of sale. Looking at the whole chain is more useful than treating production as a single workshop action.

How the marketplace fits into the economy

The marketplace lets you obtain resources and sell goods. It is distinct from a business storefront: the market can handle bulk sales, while a storefront serves customers through the business itself. Both belong to the same economy, but they represent different ways of moving goods to buyers.

Supply and demand affect prices and availability. The marketplace may not always have every resource in the quantity a workshop needs, and selling a large amount of one product can change its market. Resource sites around the city offer another possible source of materials.

Workforce supply, taxes, seasons, laws, and events can also affect economic conditions. Check current availability and prices before buying materials or selling goods, and make sure the business has what it needs to keep working.

The useful distinction is simple: the marketplace is part of sourcing and bulk trade, while the storefront connects the business directly with its customers. Watch both when deciding how materials enter the production chain and how completed goods leave it.

Building a dynasty through family and succession

A campaign follows a dynasty rather than only its first character. Courtship and marriage can establish a household, children can continue the bloodline, and an heir allows the campaign to continue after its current leader. Campaigns can span multiple generations, so the character leading the dynasty later may not be the one who started it.

Succession can pass to a child or spouse, with family possessions and positions carrying into the transition. This makes family planning part of maintaining what the dynasty has built, alongside its business and political standing.

Marriage and heirs are therefore part of campaign continuity, not a separate side activity. A successful business or political career supports the current generation, while succession preserves the dynasty that benefits from those achievements.

Politics and social influence

Players can apply for offices and climb the social ladder. Relationships, popularity, friendship, bribery, and blackmail are all described as ways to influence people in important positions. Political progress therefore depends on the dynasty’s place among the city’s other citizens, not on a separate game mode.

Higher political standing can eventually provide a voice in city projects, infrastructure, and laws. Politics gives the dynasty another way to shape its surroundings and pursue influence beyond the income generated by its businesses.

What is not part of the initial Early Access scope

Multiplayer is planned for a later major update rather than the initial Early Access version. The roadmap describes cooperative and competitive play for as many as twelve players when that update arrives, alongside other additions planned during development.

Crime and law-enforcement professions are also later roadmap content. Robbers, Thieves, and Guards are listed with a future combat update, so they are not among the eight professions available at the start of Early Access.

Early Access systems can evolve as development continues. The roadmap identifies the economy, artificial intelligence, professions, family interactions, crime, and onboarding among the areas receiving further work. Use the current in-game information for details that may change between builds.

Frequently asked questions

What kind of game is The Guild 1 Remake: Europa 1410?

It is a medieval strategic economic simulation inspired primarily by Europa 1400: The Guild. You manage a dynasty through business, family, politics, and social influence.

Can you directly control your character?

The game does not focus on direct character movement. Official sources describe it as a strategic management experience in which you direct actions and connected systems.

How many professions are available at Early Access launch?

Official launch information lists eight: Smith, Tailor, Joiner, Stonemason, Priest, Innkeeper, Alchemist, and Perfumer.

Why do marriage and heirs matter?

The campaign can continue across multiple generations. Courtship, marriage, children, and succession help preserve the dynasty after its current leader.

Is there a tutorial?

Yes. Landsfort Herle is identified as the tutorial city, with focused goals for learning essential systems. Official guidance also says tutorials can be revisited through the City Chronicles.

Is multiplayer available?

Multiplayer is planned for a later major update. It should not be treated as part of the initial Early Access version.

Sources and references