Got the orcish artisan done, 36 reactions in total, as well as the gunsmith.
Human - Gunsmith
Makes pistols, muskets and hand-cannons, from bronze, iron or steel. The weapons cost bars, mechanisms, wood and blackpowder, which is made in the chemist. Pistols cost 1 bar, muskets 2 and hand-cannons 4. You can also make the fitting mechanisms here, and add bayonettes to the pistols and muskets, using one large dagger. The ammo is made in the normal forge.
Orc - Artisan
Upgrades leather cheaply and grinds rare ores and metals into powder, used as reagents for handcrafted armors and weapons. From lamellar leather armor sets, bone masks, wolfram maces, mithril katanas to cobalt throwing tomahawks.
Goblin - Trapper
Makes batches of cages and mechanisms. This costs either 5 logs or 5 boulders for 10 items, which is twice as efficient as the carpenter/mechanic. Produces batches of 5 random trapcomps, or 6 random upright spikes from either obsidian, wood or gems, as well as green glass, clear glass or crystal glass.
Edit: Added goblin trapper, which makes batches of trapcomps of all kinds. I added everything so far to the manual.
I changed the Council and the merchants guild a bit. The council now does public opinion, emigration and immigration, while the merchants guild handles calling caravans, diplomats and sieges, in that order. One is unlocked for each guild extension.
Edit: Ups. Turned out I never permitted the reactions for the clothing merchant... they are in now. 96 reactions more.
Edit2: Second ups. I made the guild extensions progress in price, 1000-5000, not the guild upgrades. This meant that guild upgrades were still 5000 each, and the extensions were more expensive. I fixed that now, guild upgrades are now progressing in price, while extensions are 1000 each.
Just build ALL buildings. Looks good so far. Only garrison and knights hall are empty, which I added last. All the rest is done and done.