A capable and proven team of brewery and taproom owners––made up of Mark Becker, Ramie Mount, Brian Kovach and Greg Laird––has purchased the operation. It was announced today that Art Larrance has sold Cascade Brewing to new owners.
well, I mean, it's not TOO bad.Īnyway, I just downloaded the new BETA patch and I can't believe they're still working on this.(PORTLAND, OR) – After more than 20 years, one of Oregon’s founding fathers of Oregon beer is passing the torch. The whole game, for me, is about the money, so yeah. Anyway, sermons can bring in a ton of money if you do it just as everyone gets off work.
I can also make a tinctury which has two upgrade paths. So this time I'm being the scholar, and I have a church and a pawn broker and a crypt. Make some rolls at the bakery and sell them in your tavern, while people are there anyway. Meanwhile, the tavern makes food and drink and also will sell other building's food and drink, which is really neat. I like that it happens only when you're giving a sermon, too, which makes sense. They're pretty cheap, and most everyone who attends a service buys one. The church sells hosts like nobody's business. So far my favorite businesses have been the church and the tavern, because they are the most likely to sell stuff. But mostly it's about pulling people into your business as customers so that you can avoid the low market prices. build this or that usually ends up being either worked just as well, but one does this and one does that, so you're feeding into the game economy the ability to destroy things or heal people or whatever your item happens to do. There's a interesting split here in that you have to decide whether to have your character become part of the local political scene or whether to continue being a slave to the business, bringing in money. The Guild 2: Renaissance is a cross between a business sim, a political sim, and a medieval combat sim, depending on how you play it. People go crazy for cakes, so I'll hand a bunch out to all the voters before running for a position. I haven't delved into politics yet, but I probably will as soon as I can make cakes. Oh yeah, there's also a criminal/civil court system, which you can be called upon to judge. I don't think she'll do that great, but if she witnesses the crime then I can take the offending family to court, at least. So with all the protection rackets trying to 'protect' my windmill, I went ahead and hired a lackey at my house to go patrol that area. The fishing shack is nice because it comes with a boat to go catch the fish.
Next building will be an orchard or maybe a fishing shack. Once the concert came to my tavern and I went ahead and shipped all the biscuits over to the tavern from the bake shop but I'm not sure it mattered. Then I put the biscuits in the window of the shop and they sell-sell-sell. So I have my farm make wheat, and then I send the wheat up to the tavern to make beer and porridge, and I send the wheat to the windmill to make flour for the bake shop, which turns it and honey into biscuits. I've tried playing as a rogue but find that I get more enjoyment out of production chains. One of the failing of the game is that the non-rogue professions all play alike, so to fix that they added the Pub building chain to the rogue so it can play just like all the non-rogue professions too! I keep forgetting to do the extra tavern stuff though, you can host a concert or you can have a serving girl dance (I think). I got married to another Patron, so I could split shifts with her at baking stuff and taverning. Most of my sales are now coming from the bake shop and the tavern, instead of from the farm and the windmill I own, which are mostly furnishing raw materials at this point. I started this playthrough as a Patron and have consistently made money each round, thank goodness. Politics, economics, thievery, protection rackets, marriage, sex, babies, experience points for making babies, the works.