冒险者

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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 (provisionsTemplate: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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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 (provisionsTemplate: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 Activity tournament.png 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[编辑 | 编辑源代码]

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 (provisionsTemplate: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[编辑 | 编辑源代码]

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 (provisionsTemplate:Icon中的未知key) Provisions
    • Can do a  Martial challenge to gain 500 (provisionsTemplate: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 (provisionsTemplate: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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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
Protect Heritage Complete a  Diplomacy,  Martial,  Intrigue or  Learning scheme
  • 150 Prestige
No Vassal stance minority.png Minority vassal stance  Diplomacy
Safeguard the Faithful Complete a  Diplomacy,  Martial,  Intrigue or  Learning scheme
  • 100 Piety
  •  Weak Hook
No
  • Vassal stance minority.png Minority vassal stance
  • Yes Different faith from liege
 Diplomacy
Regale Court Complete a  Diplomacy scheme
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 225 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
  • No Cynical
  • No Paranoid
  • No Shy
 Diplomacy
Improve Ruler Reputation Complete a  Diplomacy scheme
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Exalted Among Men
  • No The Living Legend
 Diplomacy
Hobnob with Ruler Complete a  Diplomacy scheme
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 225 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Cynical
  • No Paranoid
  • No Shy
 Diplomacy
Mediate on Behalf Travel to 3 Counties and pass skill challenges
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 1000 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Arbitrary
  • No Arrogant
  • No Baron
 Diplomacy
Instructor of Knights Use the Train Knights interaction on the contractor's knights
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
No Any knight  Martial
Conduct Census Travel to several holdings and pass a  Stewardship,  Intrigue or File:Quartermaster camp officer.png Quartermaster challenge (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Generous
  • No Improvident
 Stewardship
Raise Building Complete a  Stewardship scheme
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • 225 Prestige
  • (provisionsTemplate:Icon中的未知key) 1000 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Architect
  • No 15+ Stewardship
 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
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
 Stewardship
Improvised Spycraft Travel to 3 Counties and pass  Diplomacy or  Intrigue challenges or spend  Prestige and  Opinion (provisionsTemplate:Icon中的未知key) 250 Provisions (provisionsTemplate:Icon中的未知key) 500 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Cynical
  • No Paranoid
  • No Shy
  • No Baron
 Intrigue
Transcribe Texts Complete 3  Learning challenges
  • 50 Piety
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 100 Piety
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
No(tribalTemplate:Icon中的未知key) Tribal  Learning
Settle Theological Disputes Complete a few  Learning challenges or pay  Piety or  Stress
  • 100 Piety
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • 200 Piety
  • 225 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • Yes Reformed faith
  • Yes 3 Holdings
  • Duke or above
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Cynical
 Learning
Create Work of Learning Complete a few  Learning challenges
  • 50 Piety
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 50 Piety
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
No(tribalTemplate:Icon中的未知key) Tribal  Learning
Solicit Charity Complete a  Learning scheme
  • 50 Piety
  • (provisionsTemplate:Icon中的未知key) 1500 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Cynical
  • No Paranoid
  • No Shy
 Learning
Tutor Child Complete 3 skill challenges
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • 225 Prestige
  • (provisionsTemplate:Icon中的未知key) 1000 Provisions
Yes 6-14 years old in court  Learning
Hired Muscle Complete a  Martial scheme (provisionsTemplate:Icon中的未知key) 250 Provisions
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 500 Provisions
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Compassionate
  • No Honest
Hireling
Collect Taxes Travel to a City holding and pass a  Stewardship or File:Quartermaster camp officer.png Quartermaster challenge (provisionsTemplate:Icon中的未知key) 1000 Provisions
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 1500 Provisions
  • Any Mayor vassal
  • No(tribalTemplate:Icon中的未知key) Tribal
  • No Generous
  • No Improvident
Hireling
Stand With Us Join the contractor's war
  •  Gold based on War Contribution
  •  Weak Hook
No Yes At war Mercenary.png Mercenary

Justicar contracts[编辑 | 编辑源代码]

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
Do a Passage of Arms Complete a  Prowess scheme
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
No No(tribalTemplate:Icon中的未知key) Tribal
Perform in a Play Complete a  Diplomacy scheme
  • 150 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
No No(tribalTemplate:Icon中的未知key) Tribal
Protect the Innocent Complete a  Prowess scheme (provisionsTemplate:Icon中的未知key) 500 Provisions
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 1000 Provisions
No(tribalTemplate:Icon中的未知key) Tribal
Rescue a Fair Subject Complete a  Prowess scheme
  • 75 Prestige
  • 500 Piety
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
No No(tribalTemplate:Icon中的未知key) Tribal
Hunt Criminals Kill a character via a duel,  Martial challenge, or attacking with men-at-arms
  • 75 Prestige
  • (provisionsTemplate:Icon中的未知key) 250 Provisions
No
  • 3 De Jure Duchies
  • No Compassionate

Transport contracts[编辑 | 编辑源代码]

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
A Golden Gift Travel to a distant county 150 Prestige No
  • 150 Gold
  • Yes Any adult neighbor
A Living Gift Travel to a distant county 150 Prestige No
  • Yes Pet Cat or Pet Dog
  • Yes Any adult neighbor without a pet
Artifact Delivery Travel to a distant county 75 Prestige 150 Prestige
  • Any artifact
  • Yes Any adult neighbor
Eager Explorer Travel to a distant county 75 Prestige 150 Prestige
  • Yes Any adult courtier
  •  Baron
Escort Emissary Travel to a distant county 75 Prestige 150 Prestige
  • Yes Any adult courtier
  • Yes Any adult neighbor
  • No Cynical
  • No Paranoid
  • No Shy
Ward Transfer Travel to a distant county 150 Prestige No
  • Yes 4-12 years old child
  • Yes Guardian neighbor
Treasure Hunt Travel using the Search for Treasures decision 150 Prestige No  King or Emperor
Construction Work Travel to a barony and wait until a construction finishes No(tribalTemplate:Icon中的未知key) Tribal

Criminal contracts[编辑 | 编辑源代码]

Criminal contracts have a red border on the map. Both completing or failing a criminal contract will give the (gallowsbaitTemplate: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[编辑 | 编辑源代码]

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
Abduct Foe Complete an  Intrigue scheme (provisionsTemplate:Icon中的未知key) 500 Provisions No Compassionate
Murder Foe Complete an  Intrigue scheme (provisionsTemplate:Icon中的未知key) 500 Provisions No Compassionate
Burn Property Travel to a barony and complete an  Intrigue,  Intrigue or  Prowess challenge
Officers may be used instead
(provisionsTemplate:Icon中的未知key) 500 Provisions
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[编辑 | 编辑源代码]

Contracts taken against the contractor will give -60  Opinion with them on success.

Contract Objective Success rewards Contractor requirements
Confidence Trickster Complete a  Diplomacy scheme
Mug Wealthy Citizenry Complete a  Prowess scheme (provisionsTemplate:Icon中的未知key) 500 Provisions No Baron
Rustle Animals Complete a  Prowess scheme (provisionsTemplate:Icon中的未知key) 750 Provisions
Heist Treasury Complete an  Intrigue scheme No(tribalTemplate:Icon中的未知key) Tribal
Flog Talismans Complete a  Learning scheme
Ambush Travelers Travel to a holding and complete a  Martial,  Intrigue or  Prowess challenge
  • No Cynical
  • No Paranoid
  • No Shy
  • No Baron
Impersonate Tax Collector Travel to a barony and complete a  Stewardship,  Intrigue Master Bard challenge (provisionsTemplate:Icon中的未知key) 750 Provisions No(tribalTemplate:Icon中的未知key) Tribal

Treasure Map[编辑 | 编辑源代码]

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 (provisionsTemplate:Icon中的未知key) Provisions
  • Finish the contract criminally gain 80  Gold, -75  Prestige and the (gallowsbaitTemplate: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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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
File:Camp purpose wanderers.png Wanderers Yes All 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 Swords-for-Hire
  •  Martial
  •  Prowess
  • Mercenary.png Mercenary
+8
  • +1 Max Number of Men-at-Arms Regiments
  • -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 Scholars
  •  Stewardship
  •  Learning
  •  Diplomacy
Focus invalid.png +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
  • +25% Travel Speed
  • -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 Freebooters
  •  Intrigue
  •  Prowess
  • (gallowsbaitTemplate:Icon中的未知key) Criminal
+3
  • -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 Legitimists Yes All +8
  • +1 Max Number of Men-at-Arms Regiments
  • Yes Unlocks the Request Legitimist Support interaction
  • Default cb.png Can use the Claim casus belli
  • File:Contract.png 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[编辑 | 编辑源代码]

File:Camp temperament.png
Streadfast camp temperament

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 Loyalty selfless.png 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 lengthTemplate: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 Loyalty self-interested.png Mutinous, which gives +10 days (scheme phase lengthTemplate: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 Loyalty situational.png Placated, which has no effects.

Camp temperament also plays a part in various events.

Becoming landed[编辑 | 编辑源代码]

Adventurers who becomes landed will gain the Former Adventurer trait, all followers will become courtiers and gain the (followerTemplate: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[编辑 | 编辑源代码]

Adventurers may inherit titles if they are in the line of succession and do not have the (gallivanterTemplate: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[编辑 | 编辑源代码]

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.

[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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 (gallowsbaitTemplate:Icon中的未知key) Gallowsbait or (gallivanterTemplate: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
 County
  • 300 Gold
  •  Distinguished level of fame
100 Legitimacy
 Duchy
  • 600 Gold
  •  Illustrious level of fame
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
Same faith and culture
  • -25% Legitimacy Gain for 10 years
  • -15 Vassal Opinion for 10 years
  • -15 Fellow Vassal Opinion for 10 years
No penalty
Different faith or culture
  • -30% Legitimacy Gain for 20 years
  • -20 Vassal Opinion for 20 years
  • -20 Fellow Vassal Opinion for 20 years
  • -25% Legitimacy Gain for 10 years
  • -15 Vassal Opinion for 10 years
  • -15 Fellow Vassal Opinion for 10 years
Different faith and culture
  • -40% Legitimacy Gain for 30 years
  • -25 Vassal Opinion for 30 years
  • -25 Fellow Vassal Opinion for 30 years
  • -30% Legitimacy Gain for 20 years
  • -20 Vassal Opinion for 20 years
  • -20 Fellow Vassal Opinion for 20 years

Administrative rulers will sell an estate instead of landed titles, which cost 200  Gold and 15  Opinion with everyone for 15 years.

Seize Realm[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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