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{{Version|1.13}}{{expansion|rtp|small=no}} Adventurers are playable landless noble characters who travel the world with followers and a [[Camp]], and have a different set of [[lifestyle]] perks. As they have no steady income from landed [[titles]], adventurers primarily earn {{iconify|gold}} by completing [[#Contracts|contracts]] for landed rulers, and must stock up on {{iconify|Provisions}} in order to move the camp. Rulers can choose to expel adventurers from their realm, which prevent the adventurer from accepting contracts and gives them 3 months to leave the realm or be allowed to be imprisoned. Failing to imprison an adventurer results in a war. == Becoming an Adventurer == There are a number of ways to play as an adventurer: * Starting as pre-scripted adventurer in any of the three start dates * Using the [[Ruler Designer]] to create a custom adventurer * Selecting a landless character with [[Choose a New Destiny]] on succession * If a child far down succession asks to become an adventurer, you may switch to playing as them * By decision for certain cultures/faiths * Losing all landed titles If a ruler becomes an adventurer they lose 3 levels of fame. Aside from the player, AI characters may become adventurers; this chance is increased for those whose culture has Audacious Cadets or Sword-for-Hire traditions. Wanderers with an excess amount of {{iconify|gold}} may also decide to form an adventuring camp. == Roll of Patrons == Adventurers have a Roll of Patrons, which is shown in the Camp menu. Family members, friends, lovers and rulers the adventurer has completed a regular contract for, will be added to the Roll of Patrons. Rulers on the Roll of Patrons can be asked for {{iconify|Provisions}}, {{iconify|Gold}}, {{iconify|Knight}}s, a random men-at-arms regiment, an arranged marriage or another contract. The ''Guest of Honor'' perk also allows requesting for a {{iconify|Feast}} where the adventurer is the Honorary Guest and the ''Stalwart Leader'' perk also allows requesting for a [[File:Activity tournament.png|24px]] Grand Tournament from counts and above. Requests will reduce the {{iconify|Opinion}} of the ruler by {{red|25}} for 10 years. Only requests the patron is able to fulfill will be available and their acceptance will increase with the adventurer's level of fame. == Adventurer armies == Adventurers do not have levies to raise, instead relying on men-at-arms and knights. They do not pay maintenance for their men-at-arms but they also do not reinforce over time. With the ''Take the Custom Where it Comes'' lifestyle perk, it possible to recruit men-at-arms of the culture of your current location. Regiments obtained by requests to patrons will be fully reinforced, and can be of any men-at-arms their culture has access to. There are a number of alternative ways to replenish them: * When an adventurer successfully sieges a holding their men-at-arms will be replenished up to half of the holding's loot. * Adventurers can manually replenish their men-at-arms at the cost of {{iconify|Gold}} or {{iconify|Provisions}}, or via a combined {{iconify|Diplomacy}} and {{iconify|Prowess}} challenge. * In holdings with Tribal government they can also be replenished at the cost of 75 {{iconify|Prestige}} per 25 soldiers for each regiment. * In holdings with Theocracy or Holy Order government they can also be replenished at the cost of 50 {{iconify|Piety}} per 25 soldiers for each regiment. * If the adventurer has at least 5 {{iconify|Dread}} they can also be replenished cost of 5 {{iconify|Dread}} per 25 soldiers for each regiment. The chance to successfully recruit is 2% per {{iconify|Dread}}. By default, adventurers can only have 2 {{iconify|Knight}}s, but the number can be increased by certain camp purposes or from the Roaring Campfire building. Adventurers cannot bestow [[accolades]] on knights. Adventurers with at least one regiment can offer to join a ruler's war. If their War Contribution is sufficient when the war ends the ruler will pay them {{iconify|Gold}}. Adventurers can leave or change sides in a war they are not leading at any time but this will cost 2 levels of fame and 80 {{iconify|Stress}} and the formerly-allied war leader will become the adventurer's rival. Landed player rulers can also hire adventurers inside their realm from the Mercenaries tab but their armies are not controllable. == Visiting holdings == The holding where the Camp is currently located can be visited at any either by hovering over the Camp and selecting Visit Holding or by using the [[decision]] with the same name. Once inside you can visit various places. There is no cooldown for visiting a holding, only for actions taken within. '''Local castle grounds''' (only in {{iconify|Castle}} holdings) * Training grounds ** Can pay 50 {{iconify|Gold}} to increase {{iconify|Prowess}} by 1 ** If the Camp has a [[File:Domicile building proving.png|24px]] Proving Grounds building can pay 50 {{iconify|Gold}} to recruit a Master of Arms ** [RARE] 25% chance to increase {{iconify|Prowess}} by 1 * Guard garrison ** Can pay scaling {{iconify|Gold}} to gain one of two followers ** Can gamble {{iconify|Gold}} and lose {{iconify|Stress}} * [RARE] Arguing men ** Can pay 15 {{iconify|Gold}} to recruit a Bodyguard ** Can do a {{iconify|Diplomacy}} challenge to recruit a Bodyguard ** If the character has the {{iconify|Gallant}} trait can recruit a Bodyguard '''Local craftsmen quarters''' (only in {{iconify|City}} holdings) * Weaponsmith stall ** Can pay scaling {{iconify|Gold}} to gain one of three weapon artifacts * Armorer smithy ** Can pay scaling {{iconify|Gold}} to gain one of three armor artifacts * Jewelers abode ** Can pay scaling {{iconify|Gold}} to gain a regalia or headgear artifact ** Can pay scaling {{iconify|Gold}} to gain a trinket artifact '''Local church grounds''' (only in {{iconify|Temple}} holdings) * Healer's hut ** Can pay 10 {{iconify|Gold}} to gain 30% {{iconify|Fertility}} and a medium {{iconify|Health}} boost for 2 years ** Can pay scaled {{iconify|Gold}} to gain a trinket artifact * Church ** Can pay 15 {{iconify|Gold}} to gain 250 {{iconify|Piety}} ** Can gain +2 {{iconify|Piety}}, +10% {{iconify|Stress Loss}} and +5 {{icon|health}} Life Expectancy per level of devotion for 5 years ** Can do an {{iconify|Intrigue}} challenge to gain 80 {{iconify|Gold}} but if it fails lose 100 {{iconify|Piety}} * Annex garden ** If same faith as the county gain 30 {{iconify|Stress Loss}} ** If different faith from the county can convert to the county's faith and gain 10 {{iconify|Stress Loss}} ** If accompanied by lover, can lay with them for {{iconify|Stress Loss}} * [RARE] Preacher ** Can pay 15 {{iconify|Gold}} to recruit a Personal Physician ** Can do a {{iconify|Learning}} challenge to recruit a Bodyguard ** If the character has at least 1000 {{iconify|Piety}} can recruit a Bodyguard '''Tavern''' * Seat by the fire ** Randomly gain a modifier, lifestyle experience, or attribute up ** Can pay 10 {{iconify|Gold}} to gain the {{iconify|Hastiluder}} trait or experience for it ** Can lose 5 {{iconify|Stress}} * Unemployed tavern-goers ** Can pay scaling {{iconify|Gold}} to gain one of three followers * [RARE] Enchantress by the counter ** Can pay scaling {{iconify|Gold}} to gain a follower ** Can do an {{iconify|Intrigue}} challenge to gain a follower ** If the character has the {{iconify|Seducer}} trait can gain a follower with +50 {{iconify|Opinion}} * [RARE] Hooded figure ** Can pay 50 {{iconify|Gold}} to gain someone on the Roll of Patrons and get 15 {{iconify|Opinion}} with them ** Can do a {{iconify|Martial}} challenge to gain someone on the Roll of Patrons and get 15 {{iconify|Opinion}} with them and a {{iconify|Weak Hook}} '''Additional points of interest''' * Supply stalls ** Can fill storages at the cost of 1 {{iconify|Gold}} per 20 {{iconify|Provisions}} ** Can do a {{iconify|Martial}} challenge to gain 500 {{iconify|Provisions}} but if it fails the price is increased by 25% for 3 months ** Can do an {{iconify|Intrigue}} challenge to gain 1000 {{iconify|Provisions}} but if it fails the price is increased by 25% for 3 months and the character gets wounded * Sell artifacts ** Can haggle to sell an unwanted artifact for {{iconify|Gold}} * Look for a contract ** Can pay 75 {{iconify|Prestige}} to gain 2 contracts ** [RARE] Can gain 2 criminal contracts ** [RARE] Can pay 75 {{iconify|Prestige}} to gain a Treasure Map contract == Contracts == [[File:Tier 1 contract.png|thumb|250px|A contract]] Adventurers can see Contracts on the world map, which are put there by a ruler. Contracts come in 3 tiers. Most contracts require the adventurer to [[travel]] to their barony before accepting them. Rulers will only put up contracts if they have {{iconify|Gold}} to spare. * {{iconify|Baron}}s and {{iconify|Count}}s offer tier 1 contracts * {{iconify|Duke}}s offer tier 2 contracts and only to adventurers with the {{iconify|Illustrious}} level of fame or above * {{iconify|King}}s offer tier 3 contracts and only to adventurers with the {{iconify|Exalted Among Men}} level of fame or above * {{iconify|Emperor}}s offer tier 3 contracts and only to adventurers with the {{iconify|The Living Legend}} level of fame Additional contracts can be created using the Visit Holding decision and speaking with the town crier. === Regular contracts === Regular contracts are taken for the contractor and can have the following outcomes: * {{green|Success}} gives {{green|+30}} {{iconify|Opinion}} with the contractor, scaled {{iconify|Gold}}, and adds the contractor to the Roll of Patrons * {{green|Exceptional Success}} gives {{green|+60}} {{iconify|Opinion}} with the contractor, more scaled {{iconify|Gold}}, a {{iconify|Weak Hook}} on the contractor, and adds the contractor to the Roll of Patrons * {{red|Failure}} gives {{red|-30}} {{iconify|Opinion}} with the contractor and {{red|-25}} {{iconify|Prestige}} The {{iconify|Gold}} reward scales with the Contract Tier. Rulers with high Greed will pay less than those with low Greed. {| class="mildtable plainlist" ! Contract ! Objective ! Success rewards ! Exceptional success rewards ! Contractor requirements ! Type |- | '''Protect Heritage''' | Complete a {{iconify|Diplomacy}}, {{iconify|Martial}}, {{iconify|Intrigue}} or {{iconify|Learning}} scheme | * {{icon|prestige}} 150 Prestige | {{icon|no}} | [[File:Vassal stance minority.png|24px]] Minority vassal stance | {{iconify|Diplomacy}} |- | '''Safeguard the Faithful''' | Complete a {{iconify|Diplomacy}}, {{iconify|Martial}}, {{iconify|Intrigue}} or {{iconify|Learning}} scheme | * {{icon|piety}} 100 Piety * {{iconify|Weak Hook}} | {{icon|no}} | * [[File:Vassal stance minority.png|24px]] Minority vassal stance * {{icon|yes}} Different faith from liege | {{iconify|Diplomacy}} |- | '''Regale Court''' | Complete a {{iconify|Diplomacy}} scheme | * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 250 Provisions | * {{icon|prestige}} 225 Prestige * {{icon|provisions}} 250 Provisions | * {{icon|no}}{{iconify|Cynical}} * {{icon|no}}{{iconify|Paranoid}} * {{icon|no}}{{iconify|Shy}} | {{iconify|Diplomacy}} |- | '''Improve Ruler Reputation''' | Complete a {{iconify|Diplomacy}} scheme | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 250 Provisions | * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Exalted Among Men}} * {{icon|no}}{{iconify|The Living Legend}} | {{iconify|Diplomacy}} |- | '''Hobnob with Ruler''' | Complete a {{iconify|Diplomacy}} scheme | * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 250 Provisions | * {{icon|prestige}} 225 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Cynical}} * {{icon|no}}{{iconify|Paranoid}} * {{icon|no}}{{iconify|Shy}} | {{iconify|Diplomacy}} |- | '''Mediate on Behalf''' | Travel to 3 Counties and pass skill challenges | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 1000 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Arbitrary}} * {{icon|no}}{{iconify|Arrogant}} * {{icon|no}}{{iconify|Baron}} | {{iconify|Diplomacy}} |- | '''Instructor of Knights''' | Use the Train Knights interaction on the contractor's knights | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 250 Provisions | {{icon|no}} | {{icon|knight}} Any knight | {{iconify|Martial}} |- | '''Conduct Census''' | Travel to several holdings and pass a {{iconify|Stewardship}}, {{iconify|Intrigue}} or [[File:Quartermaster camp officer.png|24px]] Quartermaster challenge | {{icon|provisions}} 250 Provisions | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Generous}} * {{icon|no}}{{iconify|Improvident}} | {{iconify|Stewardship}} |- | '''Raise Building''' | Complete a {{iconify|Stewardship}} scheme | * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|prestige}} 225 Prestige * {{icon|provisions}} 1000 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Architect}} * {{icon|no}}{{icon|stewardship}} 15+ Stewardship | {{iconify|Stewardship}} |- | '''Settle Boundary Dispute''' | Travel to a holding and complete a {{iconify|Stewardship}} challenge<br>Other options may be available depending on camp purpose, followers and officers | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 250 Provisions | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 500 Provisions | * {{iconify|Baron}} * {{icon|no}}{{iconify|Tribal}} | {{iconify|Stewardship}} |- | '''Improvised Spycraft''' | Travel to 3 Counties and pass {{iconify|Diplomacy}} or {{iconify|Intrigue}} challenges or spend {{iconify|Prestige}} and {{iconify|Opinion}} | {{icon|provisions}} 250 Provisions | {{icon|provisions}} 500 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Cynical}} * {{icon|no}}{{iconify|Paranoid}} * {{icon|no}}{{iconify|Shy}} * {{icon|no}}{{iconify|Baron}} | {{iconify|Intrigue}} |- | '''Transcribe Texts''' | Complete 3 {{iconify|Learning}} challenges | * {{icon|piety}} 50 Piety * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 250 Provisions | * {{icon|piety}} 100 Piety * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 500 Provisions | {{icon|no}}{{iconify|Tribal}} | {{iconify|Learning}} |- | '''Settle Theological Disputes''' | Complete a few {{iconify|Learning}} challenges or pay {{iconify|Piety}} or {{iconify|Stress}} | * {{icon|piety}} 100 Piety * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|piety}} 200 Piety * {{icon|prestige}} 225 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|yes}} Reformed faith * {{icon|yes}} 3 Holdings * {{icon|duchy}} Duke or above * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Cynical}} | {{iconify|Learning}} |- | '''Create Work of Learning''' | Complete a few {{iconify|Learning}} challenges | * {{icon|piety}} 50 Piety * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 250 Provisions | * {{icon|piety}} 50 Piety * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 500 Provisions | {{icon|no}}{{iconify|Tribal}} | {{iconify|Learning}} |- | '''Solicit Charity''' | Complete a {{iconify|Learning}} scheme | * {{icon|provisions}} 1000 Provisions | * {{icon|piety}} 50 Piety * {{icon|provisions}} 1500 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Cynical}} * {{icon|no}}{{iconify|Paranoid}} * {{icon|no}}{{iconify|Shy}} | {{iconify|Learning}} |- | '''Tutor Child''' | Complete 3 skill challenges | * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|prestige}} 225 Prestige * {{icon|provisions}} 1000 Provisions | {{icon|yes}} 6-14 years old in court | {{iconify|Learning}} |- | '''Hired Muscle''' | Complete a {{iconify|Martial}} scheme | {{icon|provisions}} 250 Provisions | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 500 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Compassionate}} * {{icon|no}}{{iconify|Honest}} | {{icon|gold}} Hireling |- | '''Collect Taxes''' | Travel to a City holding and pass a {{iconify|Stewardship}} or [[File:Quartermaster camp officer.png|24px]] Quartermaster challenge | {{icon|provisions}} 1000 Provisions | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 1500 Provisions | * {{icon|vassal}} Any Mayor vassal * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Generous}} * {{icon|no}}{{iconify|Improvident}} | {{icon|gold}} Hireling |- | '''Stand With Us''' | Join the contractor's war | * {{iconify|Gold}} based on War Contribution * {{iconify|Weak Hook}} | {{icon|no}} | {{icon|yes}} At war | [[File:Mercenary.png|24px]] Mercenary |} ==== Justicar contracts ==== Justicar contracts will make progress towards unlocking the ''The Knight of the Swan'' decision. If the adventurer already took the decision they will instead grant experience for the [[File:Trait knight of the swan.png|24px]] Knight-Errant trait. {| class="mildtable plainlist" ! Contract ! Objective ! Success rewards ! Exceptional success rewards ! Contractor requirements |- | '''Do a Passage of Arms''' | Complete a {{iconify|Prowess}} scheme | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 250 Provisions | {{icon|no}} | {{icon|no}}{{iconify|Tribal}} |- | '''Perform in a Play''' | Complete a {{iconify|Diplomacy}} scheme | * {{icon|prestige}} 150 Prestige * {{icon|provisions}} 250 Provisions | {{icon|no}} | {{icon|no}}{{iconify|Tribal}} |- | '''Protect the Innocent''' | Complete a {{iconify|Prowess}} scheme | {{icon|provisions}} 500 Provisions | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 1000 Provisions | {{icon|no}}{{iconify|Tribal}} |- | '''Rescue a Fair Subject''' | Complete a {{iconify|Prowess}} scheme | * {{icon|prestige}} 75 Prestige * {{icon|piety}} 500 Piety * {{icon|provisions}} 250 Provisions | {{icon|no}} | {{icon|no}}{{iconify|Tribal}} |- | '''Hunt Criminals''' | Kill a character via a duel, {{iconify|Martial}} challenge, or attacking with men-at-arms | * {{icon|prestige}} 75 Prestige * {{icon|provisions}} 250 Provisions | {{icon|no}} | * {{icon|duke}} 3 De Jure Duchies * {{icon|no}}{{iconify|Compassionate}} |} ==== Transport contracts ==== Transport contracts require adventurers to travel to a distant county. You will have an option to move the camp to the destination to save on a return trip. All of them give a {{iconify|Weak Hook}} on the contractor. {| class="mildtable plainlist" ! Contract ! Objective ! Success rewards ! Exceptional success rewards ! Contractor requirements |- | '''A Golden Gift''' | Travel to a distant county | {{icon|prestige}} 150 Prestige | {{icon|no}} | * {{icon|gold}} 150 Gold * {{icon|yes}} Any adult neighbor |- | '''A Living Gift''' | Travel to a distant county | {{icon|prestige}} 150 Prestige | {{icon|no}} | * {{icon|yes}} Pet Cat or Pet Dog * {{icon|yes}} Any adult neighbor without a pet |- | '''Artifact Delivery''' | Travel to a distant county | {{icon|prestige}} 75 Prestige | {{icon|prestige}} 150 Prestige | * {{icon|artifact}} Any artifact * {{icon|yes}} Any adult neighbor |- | '''Eager Explorer''' | Travel to a distant county | {{icon|prestige}} 75 Prestige | {{icon|prestige}} 150 Prestige | * {{icon|yes}} Any adult courtier * {{iconify|Baron}} |- | '''Escort Emissary''' | Travel to a distant county | {{icon|prestige}} 75 Prestige | {{icon|prestige}} 150 Prestige | * {{icon|yes}} Any adult courtier * {{icon|yes}} Any adult neighbor * {{icon|no}}{{iconify|Cynical}} * {{icon|no}}{{iconify|Paranoid}} * {{icon|no}}{{iconify|Shy}} |- | '''Ward Transfer''' | Travel to a distant county | {{icon|prestige}} 150 Prestige | {{icon|no}} | * {{icon|yes}} 4-12 years old child * {{icon|yes}} Guardian neighbor |- | '''Treasure Hunt''' | Travel using the Search for Treasures decision | {{icon|prestige}} 150 Prestige | {{icon|no}} | {{iconify|King}} or Emperor |- | '''Construction Work''' | Travel to a barony and wait until a construction finishes | | | {{icon|no}}{{iconify|Tribal}} |} === Criminal contracts === Criminal contracts have a red border on the map. Both completing or failing a criminal contract will give the {{iconify|Gallowsbait}} trait and add experience for it, with successful contracts giving twice more experience. Criminal contracts can be divided into two kinds depending on whether the contract is offered for or against the contractor. Failing the contract has the same penalties as regular contracts regardless of whether it was offered for or against the contractor. ==== Contracts for the contractor ==== Contracts taken for the contractor will give {{green|+30}} {{iconify|Opinion}} with the contractor, add a {{iconify|Weak Hook}} on them and add them to the Roll of Patrons {| class="mildtable plainlist" ! Contract ! Objective ! Success rewards ! Contractor requirements |- | '''Abduct Foe''' | Complete an {{iconify|Intrigue}} scheme | {{icon|provisions}} 500 Provisions | {{icon|no}}{{iconify|Compassionate}} |- | '''Murder Foe''' | Complete an {{iconify|Intrigue}} scheme | {{icon|provisions}} 500 Provisions | {{icon|no}}{{iconify|Compassionate}} |- | '''Burn Property''' | Travel to a barony and complete an {{iconify|Intrigue}}, {{iconify|Intrigue}} or {{iconify|Prowess}} challenge<br>Officers may be used instead | {{icon|provisions}} 500 Provisions | * {{icon|no}}{{iconify|Tribal}} * {{icon|no}}{{iconify|Compassionate}} |- | '''Reclaim Artifact''' | Complete a [[File:Icon scheme steal back artifact.png|24px]] Steal Artifact scheme | {{icon|prestige}} 150 Prestige | {{icon|pressed claim}} Claim on a Famed or Illustrious artifact |} ==== Contracts against the contractor ==== Contracts taken against the contractor will give {{red|-60}} {{iconify|Opinion}} with them on success. {| class="mildtable plainlist" ! Contract ! Objective ! Success rewards ! Contractor requirements |- | '''Confidence Trickster''' | Complete a {{iconify|Diplomacy}} scheme | | |- | '''Mug Wealthy Citizenry''' | Complete a {{iconify|Prowess}} scheme | {{icon|provisions}} 500 Provisions | {{icon|no}}{{iconify|Baron}} |- | '''Rustle Animals''' | Complete a {{iconify|Prowess}} scheme | {{icon|provisions}} 750 Provisions | |- | '''Heist Treasury''' | Complete an {{iconify|Intrigue}} scheme | | {{icon|no}}{{iconify|Tribal}} |- | '''Flog Talismans''' | Complete a {{iconify|Learning}} scheme | | * {{icon|yes}} Reformed faith * {{icon|no}}{{iconify|Tribal}} |- | '''Ambush Travelers''' | Travel to a holding and complete a {{iconify|Martial}}, {{iconify|Intrigue}} or {{iconify|Prowess}} challenge | | * {{icon|no}}{{iconify|Cynical}} * {{icon|no}}{{iconify|Paranoid}} * {{icon|no}}{{iconify|Shy}} * {{icon|no}}{{iconify|Baron}} |- | '''Impersonate Tax Collector''' | Travel to a barony and complete a {{iconify|Stewardship}}, {{iconify|Intrigue}} Master Bard challenge | {{icon|provisions}} 750 Provisions | {{icon|no}}{{iconify|Tribal}} |} === Treasure Map === The Treasure Map contract has a very small chance to appear as a purchase option when visiting the town crier. If accepted the contract unlocks the Excavate Treasure decision. Taking the decision sets a destination and brings the option to travel either alone or with the camp. Once the destination barony is reached it will grant 30 {{iconify|Stress Loss}} and bring the following options: * Finish the contract the regular way and gain {{green|50}} {{iconify|Gold}}, {{green|65}} {{iconify|Stress Loss}} and {{red|-500}} {{iconify|Provisions}} * Finish the contract criminally gain {{green|80}} {{iconify|Gold}}, {{red|-75}} {{iconify|Prestige}} and the {{iconify|Gallowsbait}} trait and experience for it The contract does not add anyone to the Roll of Patrons. === Legitimist Support === Legitimist Support contracts can only appear for adventurers who use the Legitimists camp purpose and can also be created via the Request Legitimist Support interaction with {{iconify|King}}s and {{iconify|Emperor}}s. Once the contract is accepted the character can negotiate up to 1800 {{iconify|Gold}} and 3000 Men-at-Arms. The negotiation starts with 4 events, which can be increased by the following: * +4 if any of the claimed titles is an {{iconify|Empire}} * +1 if level of fame is {{iconify|Illustrious}} * +1 if level of fame is {{iconify|Exalted Among Men}} or {{iconify|The Living Legend}} * +1 if level of splendor is {{iconify|Noteworthy}} * +2 if level of splendor is {{iconify|Reputable}} * +3 if level of splendor is {{iconify|Well-known}} or above * +4 if the character passes an {{iconify|Intrigue}} challenge in the prelude event. The contract will offer 300 {{iconify|Gold}} and an army of 200 {{icon|archers}} Retinue Archers, 200 {{icon|heavy infantry}} Retinue Vanguard and 50 {{icon|heavy cavalry}} Retinue Lancers in exchange for paying half of the annual tax income for 2 years after gaining the claimed titles. You can ask for more, and each time it will add another 300 {{iconify|Gold}},200 {{icon|archers}} Retinue Archers, 200 {{icon|heavy infantry}} Retinue Vanguard and 50 {{icon|heavy cavalry}} Retinue Lancers but will increase the number of years you have to pay half of your annual tax income by 1. You can also do a {{iconify|Diplomacy}} challenge to gain more without increasing the number of years, or a {{iconify|Stewardship}} challenge to reduce the number of years (to a minimum of 1). Both challenges will reduce {{iconify|Prestige}} by 75 if they fail. After negotiating the contract details the contractor will offer a timeline of 4 years to start a war for the claimed title. Passing a {{iconify|Martial}} challenge will increase the timeline to 8 years. If the timeline passes and was isn't declared it will end the contract, remove a Level of Fame and start a rivalry with the contractor. The deal will be canceled if the camp purpose is changed or the character becomes landed with an unclaimed title. == Camp purpose == Instead of authority laws, adventurers set a camp purpose. The camp purpose affects which contracts are more common, which camp upgrades and special officers are unlocked and what events or event options the adventurers have. It also affects the appearance of characters from that camp. Changing the camp purpose costs 1000 {{iconify|Prestige}}. If the camp purpose is changed all upgrades and officers that are no longer valid will be removed but upgrades will be halfway refunded. Legitimists is only available if the character has a {{iconify|Pressed Claim}} on a {{iconify|Kingdom}} title. {| class="mildtable plainlist" ! Camp purpose ! Common contracts ! Camp upgrades ! {{iconify|Knight}}s ! Other effects ! width=40% | Description |- | [[File:Camp purpose wanderers.png|100px]] Wanderers | {{icon|yes}} All | | | {{icon|yes}} Can change camp purpose for free | ''The open road offers a freedom quite unlike any other: why sully that with a needless niche?'' |- | [[File:Camp purpose mercenaries.png|100px]] Swords-for-Hire | * {{iconify|Martial}} * {{iconify|Prowess}} * [[File:Mercenary.png|24px]] Mercenary | * [[File:Domicile building ditches.png|24px]] Ditch Digging * [[File:Domicile lock wagons.png|24px]] Lockwagon * [[File:Domicile building palisade.png|24px]] Palisade Builders * [[File:Domicile building siege engineers.png|24px]] Siege Engineers | {{green|+8}} | * {{icon|levies}} {{green|+1}} Max Number of Men-at-Arms Regiments * {{icon|gold}} {{green|-50%}} Embarkation Cost | ''Mercenaries earn their coin first and foremost by the sword. Usually legally, but when times are tough and all you have is an axe...'' |- | [[File:Camp purpose scholars.png|100px]] Scholars | * {{iconify|Stewardship}} * {{iconify|Learning}} * {{iconify|Diplomacy}} | * [[File:Domicile building ascetics.png|24px]] Drifting Ascetics * [[File:Domicile building scribes.png|24px]] Loyal Scribes * [[File:Domicile building martial study.png|24px]] Martial Study * [[File:Domicile building morticians tools.png|24px]] Mortician's Tools * [[File:Domicile building nightly debates.png|24px]] Nightly Debates * [[File:Domicile building reference corpus.png|24px]] Reference Corpus * [[File:Domicile building siege engineers.png|24px]] Siege Engineers | | [[File:Focus invalid.png|24px]] {{green|+20%}} Monthly Lifestyle Experience | ''A book kept in one library is restless, an idea held in only one mind is wasted.'' |- | [[File:Camp purpose explorers.png|100px]] Explorers | * {{iconify|Diplomacy}} * {{iconify|Martial}} * {{iconify|Intrigue}} * [[File:Icon contract escort.png|24px]] Transport | * [[File:Domicile building climbing.png|24px]] Climbing Gear * [[File:Domicile building extra watch.png|24px]] Extra Watches * [[File:Domicile building local hangers on.png|24px]] Local Hangers-On * [[File:Domicile building reserve provisions.png|24px]] Reserve Provisions * [[File:Domicile building reserve water.png|24px]] Reserve Water | | * {{icon|travel speed}} {{green|+25%}} Travel Speed * {{icon|danger}} {{green|-45}} Sea and Coastal Sea Danger | ''There's always another hill, another mountain, another culture, another language, awaiting just over that horizon...'' |- | [[File:Camp purpose brigands.png|100px]] Freebooters | * {{iconify|Intrigue}} * {{iconify|Prowess}} * {{icon|gallowsbait}} Criminal | * [[File:Domicile building negotiators.png|24px]] Expert Negotiators * [[File:Domicile building juicy rumors.png|24px]] Juicy Rumors * [[File:Domicile lock wagons.png|24px]] Lockwagon * [[File:Domicile building morticians tools.png|24px]] Mortician's Tools * [[File:Domicile building ransom cages.png|24px]] Ransom Cages * [[File:Domicile building subdued gear.png|24px]] Subdued Gear * [[File:Domicile building the stick game.png|24px]] The Stick Game | {{green|+3}} | * {{icon|gold}} {{green|-50%}} Embarkation Cost | ''"Brigand" is such an ugly term - there's nothing wrong with being decisive and practical, especially if you can turn a tidy profit at the same time.'' |- | [[File:Camp purpose legitimists.png|100px]] Legitimists | {{icon|yes}} All | * [[File:Domicile building bodyguard drills.png|24px]] Bodyguard Drills * [[File:Domicile building future dreams.png|24px]] Grand Aspirations * [[File:Domicile building scribes.png|24px]] Loyal Scribes * [[File:Domicile building martial study.png|24px]] Martial Study * [[File:Domicile building proof of claims.png|24px]] Proof of Claims * [[File:Domicile building ransom cages.png|24px]] Ransom Cages | {{green|+8}} | * {{icon|levies}} {{green|+1}} Max Number of Men-at-Arms Regiments * {{icon|yes}} Unlocks the Request Legitimist Support interaction * [[File:Default cb.png|24px]] Can use the Claim casus belli * [[File:Contract.png|24px]] Can find Legitimist Support contracts | ''A claim, they call it. A mere claim. It's not just a claim, it's a letter of debt, a statement of intent, and a sure marker of the reclamation yet to come.'' |} == Camp temperament == [[File:Camp temperament.png|thumb|450px|Streadfast camp temperament]] Camp temperament is dictated by the average {{iconify|Opinion}} of all followers. * If the average {{iconify|Opinion}} of followers is {{green|40}} or more the camp temperament will be [[File:Loyalty selfless.png|24px]] Steadfast, which gives {{green|+0.4%}} {{icon|scheme success chance}} Contract Scheme Growth and {{green|+5%}} {{iconify|Toughness}} per level of fame. If the adventurer has the Absolute Control perk the it will further gain the same amount for every 20 {{iconify|Dread}}. If the adventurer has the Honored to Serve perk the it will further gain the same amount for every follower, up to a limit of 5. If the adventurer has the Camp Scientists perk the it will further gain the same amount for every follower with at least 10 {{iconify|Learning}}. Other perks can also give different bonuses rather than caps: ** Gravitas gives a scaling {{icon|scheme phase length}} Personal Scheme Phase Length bonus ** Faithful gives {{green|+5}} {{icon|advantage}} Faith Hostility Advantage ** Religious Camp gives {{green|+0.4}} {{icon|piety}} Monthly Piety per follower of the same faith ** Strength in Diversity gives {{green|+1}} to all skills for every 3 followers with different faiths * If the average {{iconify|Opinion}} of followers is {{red|−40}} or less the camp temperament will be [[File:Loyalty self-interested.png|24px]] Mutinous, which gives {{red|+10 days}} {{icon|scheme phase length}} Contract Scheme Phase Length and {{red|−10%}} {{iconify|Damage}} per level of fame. * If the average {{iconify|Opinion}} of followers is between {{red|−39}} and {{green|39}} the camp temperament will be [[File:Loyalty situational.png|24px]] Placated, which has no effects. Camp temperament also plays a part in various events. == Becoming landed == Adventurers who becomes landed will gain the {{icon|adventurer}} Former Adventurer trait, all followers will become courtiers and gain the {{iconify|Follower}} trait, and their camp will be demolished with partial refunds for the cost of buildings. There are a number of ways they can obtain landed titles: === Inheritance === Adventurers may inherit titles if they are in the line of succession and do not have the {{iconify|Gallivanter}} trait. For the purposes of inheritance, adventurers are counted as landless courtiers, so they aren’t excluded by higher crown authority. === Adventurer Invasions === Adventurers are blocked from most [[casus belli]] of landed rulers (with the special exception of Legitimists - who can use Claim CB), and instead have Adventurer Invasion CBs to carve out new realms. These work similar to other Invasion CBs, and requires certain level of fame: {{iconify|Distinguished}} for counties, {{iconify|Illustrious}} for duchies, {{iconify|Exalted Among Men}} for kingdoms, and {{iconify|Living Legend}} for empires. Conquering realms this way is illegitimate. ==== Sponsored Invasions ==== With {{iconify|Illustrious}} fame or higher, it is possible to ask neighboring king or emperor rulers to sponsor your invasion. Sponsored invasions have the support of the ruler, including soldiers or even as a war ally, in exchange for becoming their vassal on success. A sponsorship can only be received when attacking another kingdom or empire. === Purchasing land === Wealthy adventurers can purchase {{iconify|County}} or {{iconify|Duchy}} titles from Feudal, Clan or Tribal rulers that have one to spare and are at peace, and rulers can offer adventurers in their realm titles they hold. Adventurers with the {{iconify|Gallowsbait}} or {{iconify|Gallivanter}} trait cannot purchase titles. If the landed title is lower than the seller's primary title then the former adventurer will become their vassal. Purchasing land has the following cost: {| class="mildtable plainlist" ! Title rank !! Buying as adventurer !! Offering as ruler |- ! {{iconify|County}} | * {{icon|gold}} 300 Gold * {{iconify|Distinguished}} level of fame | {{icon|legitimacy}} 100 Legitimacy |- ! {{iconify|Duchy}} | * {{icon|gold}} 600 Gold * {{iconify|Illustrious}} level of fame | {{icon|legitimacy}} 300 Legitimacy |} When purchasing land as an adventurer, the ruler's acceptance is based on their {{iconify|Opinion}} and is decreased by the number of titles purchased, the number of buildings and {{iconify|Development}} in the purchased counties and having a different faith or culture and increased by distance from their capital, the counties having a different faith or culture, being married into the ruler's family or the ruler being in debt. The adventurer can use a Hook or offer to pay double, offer a {{iconify|Weak Hook}} or have increased vassal obligations to improve the ruler's acceptance. Once titles are purchased the former adventurer will receive the Ennobled Adventurer negative modifier which gives the following penalties: {| class="mildtable plainlist" ! {{diagonal split header|Similarity|Level of fame}} !! {{iconify|Distinguished}} and {{iconify|Illustrious}} !! {{iconify|Exalted Among Men}} and {{iconify|The Living Legend}} |- ! Same faith and culture | * {{icon|legitimacy}} {{red|-25%}} Legitimacy Gain for 10 years * {{icon|opinion}} {{red|-15}} Vassal Opinion for 10 years * {{icon|opinion}} {{red|-15}} Fellow Vassal Opinion for 10 years | {{green|No penalty}} |- ! Different faith or culture | * {{icon|legitimacy}} {{red|-30%}} Legitimacy Gain for 20 years * {{icon|opinion}} {{red|-20}} Vassal Opinion for 20 years * {{icon|opinion}} {{red|-20}} Fellow Vassal Opinion for 20 years | * {{icon|legitimacy}} {{red|-25%}} Legitimacy Gain for 10 years * {{icon|opinion}} {{red|-15}} Vassal Opinion for 10 years * {{icon|opinion}} {{red|-15}} Fellow Vassal Opinion for 10 years |- ! Different faith and culture | * {{icon|legitimacy}} {{red|-40%}} Legitimacy Gain for 30 years * {{icon|opinion}} {{red|-25}} Vassal Opinion for 30 years * {{icon|opinion}} {{red|-25}} Fellow Vassal Opinion for 30 years | * {{icon|legitimacy}} {{red|-30%}} Legitimacy Gain for 20 years * {{icon|opinion}} {{red|-20}} Vassal Opinion for 20 years * {{icon|opinion}} {{red|-20}} Fellow Vassal Opinion for 20 years |} Administrative rulers will sell an estate instead of landed titles, which cost 200 {{iconify|Gold}} and 15 {{iconify|Opinion}} with everyone for 15 years. === Seize Realm === The Seize Realm scheme can be used to try to usurp a title in a high-stakes coup. It cannot be used on Administrative realms, and has the same fame requirements as Adventurer Invasions. Realms seized in this way may have vassals choose to to break away and become independent. == References == <references /> {{Mechanics navbox}} [[Category:Realm]]
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