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4.677-679 (Beta) - Economy & Additive Mods

The Guild II Renaissance · Community Announcements · July 05, 2026

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Greetings!

This update is our largest reworking of the game's economy to date: from the AI Management of your workshop to the customers who buy from them- alongside proper support for non‑Latin languages, a nurtured in‑game Guide for economy details, and a long list of fixes.

To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.

For this release, the version shown on the main menu is "4.679".

Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes.


The Steward - Manage Your Buildings

Hand a workshop to a steward and he will produce your wares, buy your materials, stock your counter, manage your staff and mind your budget while you tend to grander matters. The entire Manage Building interface has been rebuilt from the ground up to give you real, per‑item control over how he does it.

Production

Trade & the Sales Counter

Carts

Personnel & Wages

Coin flows out as surely as it flows in, and now you can see exactly when. The Personnel tab shows a bar detailing the store's working hours, marked with the two regular drains on your purse:

Finally, every tab of the Manage Building window now carries a small "?" button that opens a dedicated Guide page explaining exactly what that tab does!


How the Economy Works, and How to Beat Your Opponents

Much of the economy has been retuned so that the town behaves the way a town should. Here is how coin truly changes hands, and how a clever merchant turns that to their advantage.

How your goods sell

Pricing & the art of the bargain

Outcompeting your rivals


An Important Change For Additive Lua Script Mods

Modding the game's scripts is far less destructive and opens even more doors for compatibility and is less prone to errors. Previously, when a mod replaced one of the game's Lua scripts it replaced the entire file, meaning a mod that only wanted to change a single function had to copy the whole original and keep it in sync forever, and two mods touching the same exact script file could never coexist.

Script mods are now additive by default. Your mod's copy of a script is layered on top of the original: the functions you define override the originals, and everything you don't define -every other function, plus the top-level code, constants and locals- is inherited automatically. Change the one function you care about and leave the rest to the base game.

Existing full-replace mods keep working exactly as before, and the whole thing is resolved at load time, so multiplayer stays in sync and gets updated properly on each mod and game update, and so on.


Localization (Non‑Latin Support)

For the first time, names written in non‑Latin, such as Simplified Chinese, display correctly throughout the game. Every glyph that is missing now reverts back to the systems font so that it gives everyone a chance to try the game in their own language (for as long as a translation for it is available or being worked on).


Misc


Thank you, as always, to our translators and to everyone sharing feedback on the forums and Discord. Thank you once again to our closed beta testers for thoroughly testing the new features and making requests to improve the experience for all. Thank you to FellowSunBro for proof-reading this patch note.

This economy overhaul is built directly on what you told us: we heard your many complaints about the original AI management of the game and decided to start providing new solutions that remain immersive and faithful to the game.

Thank you to [dynamiclink href="https://steamcommunity.com/id/BlackPainkiller"] for providing the Chinese translation of these patch notes, and thank you to [dynamiclink href="https://steamcommunity.com/id/vkodeks"] for the Russian translation of it as well!

Have a very pleasant day, and may your counters never sit empty!

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