(rtp為Template:Icon中的未知key) |
僅在啟用[[(rtp對Template:Expansion錯誤)]]DLC的情況下可用。 |
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 gold by completing contracts for landed rulers, and must stock up on (provisions為Template:Icon中的未知key) 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[編輯 | 編輯原始碼]
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 gold may also decide to form an adventuring camp.
Roll of Patrons[編輯 | 編輯原始碼]
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 (provisions為Template:Icon中的未知key) Provisions, Gold, Knights, a random men-at-arms regiment, an arranged marriage or another contract. The Guest of Honor perk also allows requesting for a Feast where the adventurer is the Honorary Guest and the Stalwart Leader perk also allows requesting for a Grand Tournament from counts and above. Requests will reduce the Opinion of the ruler by 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[編輯 | 編輯原始碼]
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 Gold or (provisions為Template:Icon中的未知key) Provisions, or via a combined Diplomacy and Prowess challenge.
- In holdings with Tribal government they can also be replenished at the cost of 75 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 Piety per 25 soldiers for each regiment.
- If the adventurer has at least 5 Dread they can also be replenished cost of 5 Dread per 25 soldiers for each regiment. The chance to successfully recruit is 2% per Dread.
By default, adventurers can only have 2 Knights, 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 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 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[編輯 | 編輯原始碼]
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 Castle holdings)
- Training grounds
- Can pay 50 Gold to increase Prowess by 1
- If the Camp has a File:Domicile building proving.png Proving Grounds building can pay 50 Gold to recruit a Master of Arms
- [RARE] 25% chance to increase Prowess by 1
- Guard garrison
- Can pay scaling Gold to gain one of two followers
- Can gamble Gold and lose Stress
- [RARE] Arguing men
- Can pay 15 Gold to recruit a Bodyguard
- Can do a Diplomacy challenge to recruit a Bodyguard
- If the character has the Gallant trait can recruit a Bodyguard
Local craftsmen quarters (only in City holdings)
- Weaponsmith stall
- Can pay scaling Gold to gain one of three weapon artifacts
- Armorer smithy
- Can pay scaling Gold to gain one of three armor artifacts
- Jewelers abode
- Can pay scaling Gold to gain a regalia or headgear artifact
- Can pay scaling Gold to gain a trinket artifact
Local church grounds (only in Temple holdings)
- Healer's hut
- Can pay 10 Gold to gain 30% Fertility and a medium Health boost for 2 years
- Can pay scaled Gold to gain a trinket artifact
- Church
- Can pay 15 Gold to gain 250 Piety
- Can gain +2 Piety, +10% Stress Loss and +5 Life Expectancy per level of devotion for 5 years
- Can do an Intrigue challenge to gain 80 Gold but if it fails lose 100 Piety
- Annex garden
- If same faith as the county gain 30 Stress Loss
- If different faith from the county can convert to the county's faith and gain 10 Stress Loss
- If accompanied by lover, can lay with them for Stress Loss
- [RARE] Preacher
- Can pay 15 Gold to recruit a Personal Physician
- Can do a Learning challenge to recruit a Bodyguard
- If the character has at least 1000 Piety can recruit a Bodyguard
Tavern
- Seat by the fire
- Randomly gain a modifier, lifestyle experience, or attribute up
- Can pay 10 Gold to gain the Hastiluder trait or experience for it
- Can lose 5 Stress
- Unemployed tavern-goers
- Can pay scaling Gold to gain one of three followers
- [RARE] Enchantress by the counter
- Can pay scaling Gold to gain a follower
- Can do an Intrigue challenge to gain a follower
- If the character has the Seducer trait can gain a follower with +50 Opinion
- [RARE] Hooded figure
- Can pay 50 Gold to gain someone on the Roll of Patrons and get 15 Opinion with them
- Can do a Martial challenge to gain someone on the Roll of Patrons and get 15 Opinion with them and a Weak Hook
Additional points of interest
- Supply stalls
- Can fill storages at the cost of 1 Gold per 20 (provisions為Template:Icon中的未知key) Provisions
- Can do a Martial challenge to gain 500 (provisions為Template:Icon中的未知key) Provisions but if it fails the price is increased by 25% for 3 months
- Can do an Intrigue challenge to gain 1000 (provisions為Template:Icon中的未知key) 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 Gold
- Look for a contract
- Can pay 75 Prestige to gain 2 contracts
- [RARE] Can gain 2 criminal contracts
- [RARE] Can pay 75 Prestige to gain a Treasure Map contract
Contracts[編輯 | 編輯原始碼]
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 Gold to spare.
- Barons and Counts offer tier 1 contracts
- Dukes offer tier 2 contracts and only to adventurers with the Illustrious level of fame or above
- Kings offer tier 3 contracts and only to adventurers with the Exalted Among Men level of fame or above
- Emperors offer tier 3 contracts and only to adventurers with the The Living Legend level of fame
Additional contracts can be created using the Visit Holding decision and speaking with the town crier.
Regular contracts[編輯 | 編輯原始碼]
Regular contracts are taken for the contractor and can have the following outcomes:
- Success gives +30 Opinion with the contractor, scaled Gold, and adds the contractor to the Roll of Patrons
- Exceptional Success gives +60 Opinion with the contractor, more scaled Gold, a Weak Hook on the contractor, and adds the contractor to the Roll of Patrons
- Failure gives -30 Opinion with the contractor and -25 Prestige
The Gold reward scales with the Contract Tier. Rulers with high Greed will pay less than those with low Greed.
Contract | Objective | Success rewards | Exceptional success rewards | Contractor requirements | Type |
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Protect Heritage | Complete a Diplomacy, Martial, Intrigue or Learning scheme |
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Minority vassal stance | Diplomacy | |
Safeguard the Faithful | Complete a Diplomacy, Martial, Intrigue or Learning scheme |
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Diplomacy | ||
Regale Court | Complete a Diplomacy scheme |
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Diplomacy |
Improve Ruler Reputation | Complete a Diplomacy scheme |
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Diplomacy |
Hobnob with Ruler | Complete a Diplomacy scheme |
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Diplomacy |
Mediate on Behalf | Travel to 3 Counties and pass skill challenges |
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Diplomacy |
Instructor of Knights | Use the Train Knights interaction on the contractor's knights |
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Any knight | Martial | |
Conduct Census | Travel to several holdings and pass a Stewardship, Intrigue or File:Quartermaster camp officer.png Quartermaster challenge | (provisions為Template:Icon中的未知key) 250 Provisions |
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Stewardship |
Raise Building | Complete a Stewardship scheme |
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Stewardship |
Settle Boundary Dispute | Travel to a holding and complete a Stewardship challenge Other options may be available depending on camp purpose, followers and officers |
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Stewardship |
Improvised Spycraft | Travel to 3 Counties and pass Diplomacy or Intrigue challenges or spend Prestige and Opinion | (provisions為Template:Icon中的未知key) 250 Provisions | (provisions為Template:Icon中的未知key) 500 Provisions |
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Intrigue |
Transcribe Texts | Complete 3 Learning challenges |
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(tribal為Template:Icon中的未知key) Tribal | Learning |
Settle Theological Disputes | Complete a few Learning challenges or pay Piety or Stress |
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Learning |
Create Work of Learning | Complete a few Learning challenges |
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(tribal為Template:Icon中的未知key) Tribal | Learning |
Solicit Charity | Complete a Learning scheme |
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Learning |
Tutor Child | Complete 3 skill challenges |
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6-14 years old in court | Learning |
Hired Muscle | Complete a Martial scheme | (provisions為Template:Icon中的未知key) 250 Provisions |
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Hireling |
Collect Taxes | Travel to a City holding and pass a Stewardship or File:Quartermaster camp officer.png Quartermaster challenge | (provisions為Template:Icon中的未知key) 1000 Provisions |
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Hireling |
Stand With Us | Join the contractor's war |
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At war | Mercenary |
Justicar contracts[編輯 | 編輯原始碼]
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 Knight-Errant trait.
Contract | Objective | Success rewards | Exceptional success rewards | Contractor requirements |
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Do a Passage of Arms | Complete a Prowess scheme |
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(tribal為Template:Icon中的未知key) Tribal | |
Perform in a Play | Complete a Diplomacy scheme |
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(tribal為Template:Icon中的未知key) Tribal | |
Protect the Innocent | Complete a Prowess scheme | (provisions為Template:Icon中的未知key) 500 Provisions |
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(tribal為Template:Icon中的未知key) Tribal |
Rescue a Fair Subject | Complete a Prowess scheme |
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(tribal為Template:Icon中的未知key) Tribal | |
Hunt Criminals | Kill a character via a duel, Martial challenge, or attacking with men-at-arms |
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Transport contracts[編輯 | 編輯原始碼]
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 Weak Hook on the contractor.
Contract | Objective | Success rewards | Exceptional success rewards | Contractor requirements |
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A Golden Gift | Travel to a distant county | 150 Prestige |
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A Living Gift | Travel to a distant county | 150 Prestige |
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Artifact Delivery | Travel to a distant county | 75 Prestige | 150 Prestige |
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Eager Explorer | Travel to a distant county | 75 Prestige | 150 Prestige |
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Escort Emissary | Travel to a distant county | 75 Prestige | 150 Prestige |
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Ward Transfer | Travel to a distant county | 150 Prestige |
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Treasure Hunt | Travel using the Search for Treasures decision | 150 Prestige | King or Emperor | |
Construction Work | Travel to a barony and wait until a construction finishes | (tribal為Template:Icon中的未知key) Tribal |
Criminal contracts[編輯 | 編輯原始碼]
Criminal contracts have a red border on the map. Both completing or failing a criminal contract will give the (gallowsbait為Template:Icon中的未知key) 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[編輯 | 編輯原始碼]
Contracts taken for the contractor will give +30 Opinion with the contractor, add a Weak Hook on them and add them to the Roll of Patrons
Contract | Objective | Success rewards | Contractor requirements |
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Abduct Foe | Complete an Intrigue scheme | (provisions為Template:Icon中的未知key) 500 Provisions | Compassionate |
Murder Foe | Complete an Intrigue scheme | (provisions為Template:Icon中的未知key) 500 Provisions | Compassionate |
Burn Property | Travel to a barony and complete an Intrigue, Intrigue or Prowess challenge Officers may be used instead |
(provisions為Template:Icon中的未知key) 500 Provisions |
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Reclaim Artifact | Complete a File:Icon scheme steal back artifact.png Steal Artifact scheme | 150 Prestige | Claim on a Famed or Illustrious artifact |
Contracts against the contractor[編輯 | 編輯原始碼]
Contracts taken against the contractor will give -60 Opinion with them on success.
Contract | Objective | Success rewards | Contractor requirements |
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Confidence Trickster | Complete a Diplomacy scheme | ||
Mug Wealthy Citizenry | Complete a Prowess scheme | (provisions為Template:Icon中的未知key) 500 Provisions | Baron |
Rustle Animals | Complete a Prowess scheme | (provisions為Template:Icon中的未知key) 750 Provisions | |
Heist Treasury | Complete an Intrigue scheme | (tribal為Template:Icon中的未知key) Tribal | |
Flog Talismans | Complete a Learning scheme |
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Ambush Travelers | Travel to a holding and complete a Martial, Intrigue or Prowess challenge |
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Impersonate Tax Collector | Travel to a barony and complete a Stewardship, Intrigue Master Bard challenge | (provisions為Template:Icon中的未知key) 750 Provisions | (tribal為Template:Icon中的未知key) Tribal |
Treasure Map[編輯 | 編輯原始碼]
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 Stress Loss and bring the following options:
- Finish the contract the regular way and gain 50 Gold, 65 Stress Loss and -500 (provisions為Template:Icon中的未知key) Provisions
- Finish the contract criminally gain 80 Gold, -75 Prestige and the (gallowsbait為Template:Icon中的未知key) Gallowsbait trait and experience for it
The contract does not add anyone to the Roll of Patrons.
Legitimist Support[編輯 | 編輯原始碼]
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 Kings and Emperors. Once the contract is accepted the character can negotiate up to 1800 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 Empire
- +1 if level of fame is Illustrious
- +1 if level of fame is Exalted Among Men or The Living Legend
- +1 if level of splendor is Noteworthy
- +2 if level of splendor is Reputable
- +3 if level of splendor is Well-known or above
- +4 if the character passes an Intrigue challenge in the prelude event.
The contract will offer 300 Gold and an army of 200 Retinue Archers, 200 Retinue Vanguard and 50 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 Gold,200 Retinue Archers, 200 Retinue Vanguard and 50 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 Diplomacy challenge to gain more without increasing the number of years, or a Stewardship challenge to reduce the number of years (to a minimum of 1). Both challenges will reduce 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 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[編輯 | 編輯原始碼]
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 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 Pressed Claim on a Kingdom title.
Camp purpose | Common contracts | Camp upgrades | Knights | Other effects | Description |
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File:Camp purpose wanderers.png Wanderers | All | 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 Swords-for-Hire |
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+8 |
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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 Scholars |
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+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 Explorers |
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There's always another hill, another mountain, another culture, another language, awaiting just over that horizon... | |
File:Camp purpose brigands.png Freebooters |
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+3 |
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"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 Legitimists | All |
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+8 |
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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[編輯 | 編輯原始碼]
Camp temperament is dictated by the average Opinion of all followers.
- If the average Opinion of followers is 40 or more the camp temperament will be Steadfast, which gives +0.4% Contract Scheme Growth and +5% Toughness per level of fame. If the adventurer has the Absolute Control perk the it will further gain the same amount for every 20 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 Learning. Other perks can also give different bonuses rather than caps:
- Gravitas gives a scaling (scheme phase length為Template:Icon中的未知key) Personal Scheme Phase Length bonus
- Faithful gives +5 Faith Hostility Advantage
- Religious Camp gives +0.4 Monthly Piety per follower of the same faith
- Strength in Diversity gives +1 to all skills for every 3 followers with different faiths
- If the average Opinion of followers is −40 or less the camp temperament will be Mutinous, which gives +10 days (scheme phase length為Template:Icon中的未知key) Contract Scheme Phase Length and −10% Damage per level of fame.
- If the average Opinion of followers is between −39 and 39 the camp temperament will be Placated, which has no effects.
Camp temperament also plays a part in various events.
Becoming landed[編輯 | 編輯原始碼]
Adventurers who becomes landed will gain the Former Adventurer trait, all followers will become courtiers and gain the (follower為Template:Icon中的未知key) 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[編輯 | 編輯原始碼]
Adventurers may inherit titles if they are in the line of succession and do not have the (gallivanter為Template:Icon中的未知key) Gallivanter trait. For the purposes of inheritance, adventurers are counted as landless courtiers, so they aren’t excluded by higher crown authority.
Adventurer Invasions[編輯 | 編輯原始碼]
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: Distinguished for counties, Illustrious for duchies, Exalted Among Men for kingdoms, and Living Legend for empires. Conquering realms this way is illegitimate.
Sponsored Invasions[編輯 | 編輯原始碼]
With 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[編輯 | 編輯原始碼]
Wealthy adventurers can purchase County or 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 (gallowsbait為Template:Icon中的未知key) Gallowsbait or (gallivanter為Template:Icon中的未知key) 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:
Title rank | Buying as adventurer | Offering as ruler |
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County |
|
100 Legitimacy |
Duchy |
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300 Legitimacy |
When purchasing land as an adventurer, the ruler's acceptance is based on their Opinion and is decreased by the number of titles purchased, the number of buildings and 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 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:
Level of fame Similarity |
Distinguished and Illustrious | Exalted Among Men and The Living Legend |
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Same faith and culture |
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No penalty |
Different faith or culture |
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Different faith and culture |
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Administrative rulers will sell an estate instead of landed titles, which cost 200 Gold and 15 Opinion with everyone for 15 years.
Seize Realm[編輯 | 編輯原始碼]
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.