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Dev Diary #152 - Landless Adventurers (Part II)

Note: You can also listen to today's Dev Diary here on our YouTube channel!



Welcomes back, comrades, to Landless Adventurers Part 2! I’m Wokeg, and last week, we went over the general core gameplay (what we expect you to be doing, where your resources come from, and what you spend them on). This week, we’re gonna be doing uhhh… literally everything else.

Just like last time, everything shown here is a work in progress. Features won’t shift massively but values (and occasionally modifiers or parameters) potentially will. Costs, gains, and some requirements in particular are all undergoing active adjustment at present.

This is going to be quite a disjointed dev diary, so please bear with me whilst I skip around the whole damned feature like a wanderer running from town to town, desperately fleeing the Black Death.

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[An adventurer desperately tries to outrun the plague]


Camp Purposes

Every adventurer on the map has a reason for being, a thing that unites their group and drives them onwards. This is their Camp Purpose, and it replaces the otherwise redundant crown authority law for Landless Adventurers.

We’ve added six Camp Purposes in Roads to Power, specifically:
  • Wanderers
  • Swords-for-Hire
  • Scholars
  • Explorers
  • Freebooters (Brigands)
  • Legitimists

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[The Camp Purposes, replacing crown authority for adventurers]

Each one comes with different weightings on what types of contracts they’re likely to find, different upgrades for their camp buildings, and different flavourisation that controls their title and the types of clothes their followers will wear. Expect a lot more glasses and humble clothing for Scholars, weapons and armour for Swords-for-Hire, animal furs and muted outfits for Freebooters, and so on.

The default purpose is Wanderers, which is what we’d consider the vanilla experience, but each of the five others are slightly tailored to different playstyles.

Wanderers find equal amounts of contracts of every type, and non-historical adventurers will always start as them. Their main special feature is that they can switch to any other purpose type for free, whereas the other types must pay 1k prestige for the privilege.

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[The Wanderers Camp Purpose tooltip]

Adventurers with the Swords-for-Hire Camp Purpose are aimed primarily at mercenary work. They find more martial and prowess contracts, as well as many more offers to help out with wars. Their camp upgrades focus on making them better at fighting.

This is very much the Roger de Flor experience, though hopefully you’ll have a happier end.

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[The Swords-for-Hire Camp Purpose tooltip]

Scholars
specialise in learning and stewardship contracts, and have the most varied camp upgrades. They’re intended to play a bit like the early life of Michael Scot: you roam from place to place, educating the children of nobility, picking up the finest minds you can find, and creating works of learning. An untrustworthy scholar may be found selling fake relics or collecting taxes under false pretences.

As a scholar, you’re unlikely to win any great battles, but you might help create great rulers, and could well earn yourself a solid plot of land somewhere with time.

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[The Scholars Camp Purpose tooltip]

Explorers
get more transport contracts, diplomacy contracts, and intrigue contracts. AI explorers also roam much further than other AI adventurers, and their upgrades help with schemes, provisions usage, and mountain fighting. A dishonest explorer might defraud a ruler or rob their home of its silverware.

These are typed a bit more after Ibn Battuta or Marco Polo — sadly Crusader Kings III includes no terra incognita, so we can’t give you the full experience of finding new lands, but they’re still a solid pick for characters who want to cross the map with relative ease, and very much the camp purpose for Choose a New Destiny characters in search of a distant land to earn their fortune in.

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[The Explorers Camp Purpose tooltip]

Freebooters
(as they call themselves), or brigands (as everyone else refers to them), find more prowess and intrigue contracts, as well as criminal contracts of every kind. Their upgrades give bonuses to schemes generally, unlock officers that are especially good at criminal activity, give hefty bonuses for high intrigue, and can help you reduce the cost of lowering your Gallowsbait (which, as you may remember from last time, is the petty criminality negative fame trait you get and level up — making people hate you more — from taking criminal contracts).

With freebooters, we were trying to keep in mind the underclass, the recidivist, and the scum of the Earth; all the types of characters you rarely see make it into the history books — that is, of course, unless such a bandit grows so large that they manage to steal a kingdom. Something that you can, naturally, attempt yourself, but depending on how bad your Gallowsbait is, you may find ruling any lands you gain much more difficult than controlling petty outlaws.

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[The Freebooters Camp Purpose tooltip]

Last, but by no means least, we have Legitimists. This Camp Purpose is a bit special, as these are your exiled-king-returns-with-an-army types. They require an adventurer to have at least one pressed claim against a kingdom-tier title of some kind, and so are not open to mere former dukes or counts.

Unlike the rest of the Camp Purposes, they’re also explicitly intended to be for players (and AI!) who don’t want to stay adventuring for any length of time under any circumstances. Legitimists have a goal in mind and they will have it within their lifetime, whether it be a throne they lost or a crown they consider theirs by right.

Legitimists have no weights on what contracts they receive, but instead have a unique contract where other rulers will offer them support in their quest in exchange for gold upon its completion. These benefactors will offer money and troops but always expect a return on their investment, in the form of a payout after your victory.

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[The Legitimists Camp Purpose tooltip]

Legitimists may also proactively ask for this aid instead of being offered it — in which case, you’ll need to stump up a hefty sum of prestige for an audience with your prospective sponsor.

After a time limit of between 4 & 8 years (depending on how negotiations go), each backer will start to become antsy and begin requesting their return. This gives you a final chance to launch your invasion with whatever you have readied, try to negotiate a slight delay, or else face the penalties. If you renege, you start losing entire prestige levels per backer, as well as other assorted nasty ill-effects — after all, at that point you are simply an ineffective would-be usurper.

Likewise, taking their money and troops and then changing your Camp Purpose or landing yourself with less than a suitable claim will also be counted as failing to attempt a follow-through. They’re offering support, but it has strings attached.

Of course, you can launch your claim war before the timer has passed; the timer is simply a deadline for doing so.

We expect Legitimists to be for players who treat adventurers as a stepping stone; perhaps you used Choose a New Destiny to come in as a favoured younger child with no lands, flipped them into a legitimist adventurer, and are now trying to go back and reclaim your old kingdom from its AI ruler. Perhaps you started in a tricky position and got wiped by a greater power early on, but won’t let your dream die there.

Aside from paying the associated cost, switching between Camp Purposes can be done at will. Any camp upgrades that aren't valid for the newly chosen purpose are automatically demolished, which (as mentioned last dev diary) gives a partial refund of the cost.

We want to encourage people to try playing different purposes, especially if you’re an adventurer for a long time, rather than picking one and sticking to it. Different characters can mean different things for your camp and encourage slightly different ways to play.

Mercenaries in particular may find it hard to get off the ground without a little seed money, and as such can benefit from time spent as Freebooters or Explorers till they can afford to build an army.

In addition to this, each Camp Purpose has a small handful of events tied to it, plus special options within certain other events. Event-based contracts in particular will sometimes contain entire alternate rewards for specific Camp Purposes, even outside of their specialities.

Lastly, designing Camp Purposes like this gives us a handy means of letting players opt in for the type of adventuring content that you want to engage with, rather than leaving it entirely down to RNG. This is something we’re especially mindful of in these enlightened post-RoCo times, and is partially why we’ve tried to theme the purposes so heavily after different types of playstyle.



Landed <-> Landless

Becoming an Adventurer

The key challenge with making Landless Adventurers accessible was giving you diegetic ways to switch into them, without just requiring you to lose your whole realm each time.

This wouldn’t work for veteran players, because who the hell manages to lose Crusader Kings III that hard once they’ve mastered the basics, and it wouldn’t work for newbies, because I’m just trying to figure out what the hell a vassal is and now I’ve not got any and you’ve shunted me into a completely different game mode?

Instead, what we’ve tried to do is provide a broad variety of paths to switch into adventuring. Yes, you can do it if you lose your whole realm (and likewise, you can opt to not become an adventurer, simply switching to a landed player heir if you’ve got one or entering observe mode otherwise), but we’ve also tried to add ways for you to either proactively become one, or else junctions where you might want to consider it.

The one thing that all ways to become an adventurer share is that, like it or not, the would-be wanderer is undergoing an ignoble transition. They lose almost all their stored prestige, as well as 3 full prestige levels. This is both a narrative penalty, a way to guarantee at least some potential for growth, and a way to stop famous characters that become adventurers from simply immediately trying to steamroll the Holy Roman Empire with powerful Casus Bellis.

We’ll let you try to pull off the mother of all coups or invasions, but you’ll need to work for it.

Embracing the Road

Succession

The simplest way to become a Landless Adventurer is on succession, via the Choose a New Destiny feature. I believe we’ve talked about this previously, but as a reminder for anyone who might have missed it: this essentially allows you to pick a character within your dynasty to continue as other than your normal player heir. Suitably interesting landless family members will be shown with the option to immediately become adventurers.

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[An adventurer start is offered to a dead player in the Choose a new Destiny screen]

Of course, this is just the player — ambitious, restless, or otherwise-driven AI characters left with no land after a succession will also sometimes spontaneously leave to form their own adventuring companies.

Run-Away Princelings​

If you have many children, especially several who are far down the line of succession, some of them may ask for your permission to embark as an adventurer. Particularly driven characters would rather seek their fortune in the broader world, rather than sitting back for decade after decade in comfortable irrelevance while waiting for an inheritance that will likely never come.

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[An adult child who won’t inherit (and is young enough to dream) asks for permission to form his own adventuring company]
[CM’s note: You may recognize this as the artwork for Wandering Nobles. The key-art for that event pack is still being worked on, so the current one is a placeholder.]


Even if you deny them, some will run away anyway. After all, they wouldn’t be asking if they weren’t serious about it. Whether you allow them or forbid them, any that do will give you the option to switch to playing as your renegade child.

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[After being denied, a rogue princeling goes off on an adventure anyway]

Historical Adventurers & Creating Your Own​

In all three starting dates, various historical adventurers are pre-scripted and selectable directly from the bookmark screen. For these, we’ve tried not to add every famous person who wasn’t a ruler, instead focusing on the most notable & those who fit one of our Camp Purposes and who we might at least attempt to represent semi-faithfully.

With the slight exception of Prince Aelfwine in 1066, who was definitely just quietly minding his own business at a church in southern France but who we’ve given an adventuring camp to anyway because someone asked us nicely. We took a lot of the more niche suggestions for these from a forum thread a little while back; of course we couldn’t take everyone suggested there, and I expect we’ll add more post-release when the internet points out the many people we doubtless missed in our initial sweep.

Lest we forget — since I did share a screenshot of it last dev diary — you can create an adventurer directly from the bookmark selection screen with the ruler designer.

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[The changes to the bookmark screen, showing Camps and Estates alike, as well as the Create your own Adventurer button]

Via Decision for Certain Cultures & Faiths​

For some peoples, the lure of adventuring is strong even for those who’ve already got land (just as long as they don’t have very much of it), and for these cultures, we’ve added a decision to abandon their small realms and take to the road. Since only small, low-ish tier rulers can take the decision, you’ll never see the High King of the North Sea voluntarily abandoning his empire to go backpacking around the Caucasus.

The following tenets have access:
  • Struggle & Submission
  • Fedayeen (from Legacy of Persia)

We’re also currently considering giving access to some or all of Vows of Poverty, Asceticism, and Mendicant Preachers. These are partial tonal fits but not entirely, so we’re still wavering a bit on whether to give them the option too.

As well as them, we’ve also given it to the following cultural traditions:
  • Futuwaa
  • Horse Lords
  • Hird
  • Swords-for-Hire
  • Coastal Warriors (from the Northern Lords)

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[A decision for smaller rulers to become an adventurer]

With Roads to Power, Normans now have the new Audacious Cadets tradition. Amongst various other Norman-y things (like making them much more eager warmongers and buffing their heavy cavalry), this both enables the decision to abandon your lands and encourages the younger sons of barons to frequently go off to seek their fortune abroad — like the de Hautevilles and countless others.

The Swords-for-Hire cultural tradition likewise causes otherwise irrelevant young characters to seek their fortunes abroad. These two together means that we now see a distressingly historical flood of Normans adventuring in western Europe and Turks adventuring in the Middle East and Eastern Europe.

Rich Wanderers & Interesting Wanderers​

These two are AI-specific but, occasionally, we end up with pool characters wandering the map as guests that have just… ungodly amounts of gold on them. Now, sometimes, those characters’ll decide that the cash is burning a hole in their pocket and use it to found an adventuring company instead.

If a poor character ends up in the pool but they have a particularly interesting personality (or even just claims), then they may also spontaneously become a Landless Adventurer. Just, a somewhat poorer one.

Losing Your Last Title​

Lastly you can, of course, always become an adventurer the classic way that I’m sure you were all expecting: if you lose your last county (and you’re not an Administrative family), you’ll be given the option to continue with that character by forming an adventuring band instead of game overing or switching to someone new. The AI will sometimes do this too, if their personality suits it.

This can be a result of title revocation, conquest, or even exile. If a character’s last title is stripped away, and they’re either a player or a suitably driven individual, then you may see them pop back up as an adventurer.

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[A recently-deposed king is given the choice to continue as an adventurer]

Becoming Landed

The problem with becoming an adventurer was “how do we make this more accessible without requiring people to jump through hoops?”. The problem with moving from being an adventurer to being landed is more like “how do we make this less accessible than just immediately launching a conquest war on the first weak independent duchy you see?”.

If moving out of adventuring is too easy, then it’s got no narrative weight and the difference between landed and landless isn’t so keenly felt. If it’s too difficult to do it ever then adventuring risks becoming a chore rather than a way to vary your play.

What we’ve tried to accomplish with becoming landed again, then, is giving you a sliding scale of options. You probably can find a weak or terrible county somewhere that you can conquer or buy for not that much effort, but you’re moving into a fixer-upper. Especially if you used to be a king or more, it’s not exactly glorious.

If you want something greater, you should have to work for it a little.

As with becoming a Landless Adventurer, there are many paths to leaving a life on the road. Some violent, some not — as a general rule of thumb, the thing most have in common is that the size of the realm you’re trying to acquire is gated by your prestige level. Adventurers with less fame are, at best, upstarts, no matter how many gold or troops they have.

Leaving the Road Behind

Inheritance​

The first and most obvious way to get out of the adventuring life is the same way almost all characters get land: inheritance.

Adventurers inheriting land immediately lose their camp (with the partial refunds we mentioned in Part 1 for demolishing buildings) and shift into their new realm. For the purposes of inheritance, adventurers are counted as landless courtiers, so they aren’t excluded by higher crown authority.

For those of you who don’t want to just inherit back into land, we’ve introduced the gallivanter trait, obtainable via the Reject Inheritance decision. This essentially works like a voluntary disinheritance, when you recuse yourself from inheriting other titles from your dynasty (but can still obtain them via conquest, character interactions, etc).

We’ll go into the gallivanter trait a bit more in the decisions section of the dev diary — with a liiiiiittle something extra for the HRE vassal players who are tired of getting elected emperor against their will too.

Adventurer Invasions​

Adventurers cannot access most common Casus Bellis. Legitimists may use the Claim CB, but that’s a bit of a niche case for many (not least because becoming a legitimist requires a kingdom claim or better), and your choice of target is naturally constrained. As you have no realm priest, you cannot fabricate new claims on command (nor would anyone take you seriously if you did).

Instead, our landless wanderers have access to the new Adventurer Invasion CBs, which work fairrrrly similarly to some of our other invasion CBs. You select an existing target title held by a character or one of their vassals, and conquer or usurp anything with that title. If this is their only top-tier title, you will attempt to conquer the realm as a whole. Naturally, any rule achieved this way is extremely illegitimate.

The caveat here is that, as I’ve mentioned, we gate what you can attack by your prestige level. Targeting a county only requires your fame to be Distinguished, a duchy needs Illustrious, a kingdom requires Exalted Among Men, and an empire mandates you be a Living Legend.

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[An adventurer is unable to pursue any of their conquest wars due to lacking prestige levels]

As adventurers don’t have too many prestige outflows (and because they’re operating from a much weaker legal position of Might Makes Right than even a lowly tribal chief), we’ve made these Casus Bellis extremely expensive. You can of course find discounts via lifestyle perks, cultural traditions, all the usual ways, but going from zero to ruler is something we want you to save up for.

Finally, we’re currently testing porting some mechanics from the Seize Realm scheme (more on that below) into the Adventurer Invasion CBs that cause large realms to fragment, with various vassals declaring unilateral independence in response to your assault. We’re not 100% sure whether these’ll make it in for release or not just yet— they were designed to work with a scheme initially after all — but playtesting has shown that we need a little more oomph to our consequences when a dedicated player adventurer inevitably manages to take down a major realm.

Sponsored Invasions​

Of course, not every adventurer is determined to carve out a realm for themselves alone. If you’re smart — and at least a little humble — then you can help your odds by finding a sponsor.

This is a king or higher who will pledge either to loan you soldiers or (if they really like you) to fight by your side. Should you win, your legitimacy won’t be quite as cataclysmic either.

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[An adventurer seeks support from the Byzantines to become landed, promising vassalship for the Emperor’s support]

In exchange, you’ll become your sponsor’s vassal on success. A small price to pay for security and aid, surely?

Finding a sponsor requires a prestige level of Illustrious but, as you can imagine, most rulers are quite open to the idea of gaining a little land, so it’s not too difficult to find someone willing to take advantage of you. They don’t need your help with lesser realms, so you can only receive sponsorship against a kingdom or an empire.

Direct Purchase​

Inside feudal, clan, and even tribal realms, you’ve got the direct route of cold, hard coin. A county is somewhat affordable, but purchasing a duchy will cost you a fortune. No character will sell you a kingdom.

Purchasing land from a ruler is reasonably circumstantial but still doable. They won’t part with lands for just any reason, especially if those lands are dear to them — the wealthier a county or duchy is, the more closely it aligns with their faith and culture (especially if you do not), and the further away from their capital it is, the more maluses they’ll pack on that even offering double your sum might not help with.

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[Even offering a small fortune, an adventurer finds it tough to purchase valuable land from a small ruler]

Of course, if you’re very far from home, you can always try a sway scheme, perhaps adopt the local faith, and/or learn your target’s language, as well as offering more money or picking a less valuable place to buy. Alternatively, find a larger realm or kingdom with less ties to all of its people and see who’ll sell you your plot, or look for a frontier region whose people don’t match their current ruler.

Provided your new business partner’s tier is higher than yours, you’ll buy in as their vassal.

Setting up an Administrative Family​

Inside administrative realms, land works a little differently. The great magnates have their estates, sure, but they don’t directly own entire counties in the same way that other rulers do.

Instead of purchasing a title from an administrative realm directly, you acquire permission to purchase a sizable estate of your own — turning you into another one of the realm’s great families. From here, you enter the influence game and can compete for your own governates (maybe even the empire itself) as usual, albeit as an outsider for some time.

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[An adventurer is able to bribe their way into an administrative realm]

This is, overall, actually quite a bit easier than finding someone to sell you a discrete title. You’re simply investing your wealth in property, and no one really believes a foreigner will thrive in the cut-throat world of administerial politics.

Naturally, a requirement for any prospective subject here is to adopt the state faith. If you won’t meet the state’s requirements for a citizen, then you can remain a dirty barbarian.

Great Holy War Beneficiaries​

Uniquely, adventurers may choose themselves as their beneficiary in a Great Holy War. This means a suitably vicious mercenary company could, under the right circumstances, transition into a very effective Kingdom of Jerusalem.

Shout out to Alratan on the forums for correctly guess-questioning this one a week ahead of time.

Offered Settlement​

As a landed ruler, you don’t have to wait for an adventurer to approach you about your domain (whether they’re carrying sword or silver) — if you wish, you can try to settle them yourself.

This does require that they are either presently camped in your realm, or at war with you. This allows you to both retain an adventurer that may have won a tournament you hosted, and to sabotage an opponent’s mercenary army by rewarding them with territory.

Other than the land you give away, this’ll cost you some legitimacy, but provided you give them a lower title the newly-minted lordling will become your vassal.

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[A landed ruler settles a passing adventurer that they’ve befriended]

Seize Realm​

Last of all, we have the Seize Realm scheme.

This is extremely powerful because it allows you to usurp another realm in a high-stakes coup, albeit with difficult requirements. The target’s tier has the same requirement logic as the Adventurer Invasion CB (although it cannot target Administrative realms), so you’ll need to have accrued ample prestige. Actually getting agents to support you will also probably take quite a bit of cash and assorted other resources, but with such prizes on the line…

The major caveat to attempting to Seize Realm is that there will be those who resist. You may seize the throne, but especially in large realms with hefty cultural and religious fault lines, many parts of the realm are likely to splinter away — generally not enough to render all your effort pointless, but certainly enough to provide you with a challenge in the form of reunification.

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[After a successful Seize Realm scheme, an adventurer (whose prestige level is at least Exalted) finds that large portions of the realm splinter off from their usurpation]

As noted earlier, we’re looking into cross-porting this to the Adventurer Invasion CBs at the moment.

The Day After​

When you become landed, you gain the newly relocalised veteran adventurer trait — this is the former adventurer trait, and reflects your learnings and life experiences from your time living outside the strictures of landed life.

Because it’s got some fairly powerful bonuses that we didn’t want to reduce or balance around, we’ve made the trait a reward for concluding your journey rather than a welcome prize for merely setting out on it.

Your camp is liquidated, returning a portion of the gold you spent to you, and you keep any followers you had as an adventurer as your new courtiers. Your former comrades all get a simple trait to let you know who was with you in the wilderness.

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[When an adventurer receives land, their followers get a trait marking them as former members of their camp]

Edgar the Exile’s children and wife in 1066 now begin with this trait to represent that they functionally lived as his followers adventuring around eastern and central Europe before their recent-ish return to England.


Being a Mercenary

Alright, let’s go over the military differences for Landless Adventurers. As with how they earn gold, we’ve tried to emphasise that the composition of an adventuring army is a bit different to normal landed play — their troops are much more likely to be veterans fighting wars and bandits semi-constantly (so they have a greater emphasis on Men-at-Arms), they are able to pick up fighters wherever they go (so they have patchwork formations of many different regiment types), and they don’t have access to levies or lesser nobleman to fill out their units (so they have to take a more active role in recruitment).

The Swords-for-Hire Camp Purpose obviously specialise in this type of thing, but both Freebooters and (surprisingly) Scholars can make a pretty solid go of it too, at least in smaller conflicts, and any adventurer can try their hand at mercenary work if they’re so inclined.

Getting Started

As standard, adventurers buy troops in the usual manner from the military screen. Various buildings in their camp increase how many regiments they can have and of what size, so you’ll rarely see an adventurer with just a pavilion and no other camp buildings around it yet.

Mercenaries just getting started will likely want to take a few non-warfare contracts to begin with to help build up these foundations, as well as to grow their Roll of Patrons. Patrons are uniquely useful because you can request they provide you with Men-at-Arms regiments (we’ll go into the Make a Request interaction in a later section), helping you to fill out your company’s basic building blocks.

Additionally (and a bit more exotically) a learning lifestyle perk — Take the Custom Where it Comes — allows adventurers to buy Men-at-Arms from the culture of their current location.

Elephants?

Elephantry are recruitable only if you have the Elephantry Reserve upgrade for the Proving Grounds camp building, or are lucky enough to receive them from a patron. This can only be built if you’re in a region with tamable elephants (India or South-East Asia).

If you want elephants — and who doesn’t want elephants? — you’re gonna need to go and get them.

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[Acquiring elephant Men-at-Arms requires some extra hoop jumping]

Ongoing Expenses

Unlike landed rulers (even tribals), adventurers don’t pay to maintain their troops. It’s assumed that they’re paid partially in provisions, partially in loot they take as you move, and partially in a share of the gold paid by your contract givers.

As with not expending provisions when not travelling, this was something we went with after our early testing: gold can be very feast-or-famine for adventurers, so if they have a steady expense but are having trouble finding even irregular income (or, as is usually the case, simply aren’t getting paid in advance), they rapidly become extremely frustrating to play.

Reinforcements Have Arrived

Landless Adventurers are, shockingly, rather lacking in land. They have no vassals, they have no peasants, they have no burghers, nor any other subjects to draw on. When you’re building an army, this is a bit of a problem, because who’s going to soldier for some guy in a tent?

Instead of reinforcing automatically, which would mean drawing from a reserve that they lack, adventurers have a pair of interactions they use to reinforce their armies by paying different sorts of currency.

024.PNG

[Adventurers can access their reinforcement interaction directly from the military view]

Most cost effectively, soldiers can be accrued for gold, but you can also lure in recruits with provisions in a pinch. As the interactions do have a short cooldown of a couple of years, adventurers can generally bounce back fairly well once before they need to start being very careful with their troops.

The costs for either option scale with the amount of troops you’re missing. If you lack sufficient gold or provisions to rebuild your forces, you can partially reinforce with whatever you have available.

025.PNG

[Adventurers can spend gold to reinforce their troops — though powerful, this has a cooldown, and can completely destroy their profit margins]

Of course, if you don’t have any gold or provisions, then you can try to conscript people on the cheap with a Men-at-Arms specific Scrape the Barrel decision.

Here, you can try to use a combined Diplomacy-Prowess check, pay prestige (if in tribal territory — though we are currently considering changing this to paying prestige anywhere but making it just more effective in tribal realms), pay piety (if in a suitable theocracy or holy order leased barony), or expend your dread in order to attract just a few soldiers at a time.

026.PNG

[Impoverished mercenaries can try alternate methods to scrape together soldiers]

A few soldiers are better than none, and some resources (like dread) are much cheaper than others (like… well, gold), so scraping the barrel every now and then can be a good idea. Several lifestyle perks also help make it significantly more useful.

Impressment & Wartime Recruiting

This (perhaps unsurprisingly to some of you reading) turned out to be just a smidge more micro than we’d intended, to the point that it became a little too much of a chore rather than a fun strategic choice during playtesting.

Specifically, this is because sieges attrit armies involved in them over time even if they go well. People get shot full of arrows, they catch cholera, they desert, etc. As a landed ruler with ample reserves, you don’t notice that much that you lost a few dozen peasants because, well… they’ve probably got sons who you can throw in the meat grinder instead. As an adventurer, though, our playtesters really started to notice those losses after a few counties, and that meant they were having to balance the reinforcement interactions vs. their cooldowns constantly a lot more than we’d intended.

To compensate for this, we’ve given adventurers a little mechanic called Siege Replenishment. After they win a siege, they replenish their Men-at-Arms by soldiers equivalent to the holding’s loot value*2; this represents new volunteers, impressed locals, and fresh mercenaries flocking to a victorious banner.

This means that an adventuring army that’s doing well and winning is somewhat self-healing, whereas one that’s abandoning sieges before they’re finished or getting ambushed whilst in hostile lands suffers more over time. It also provides a route for thorough mercenaries to protect their fragile profits if they have a bad battle or two.

Implementing this got the relative levels of micro back under control, so that army reinforcement is something you plan to do occasionally (and may even have some value in putting off, if you can score some easy sieges) rather than something you’re penalised for doing at anything less than complete efficiency.

Portrait of a Mercenary Camp

The two most valuable buildings that almost any mercenary camp will want to help manage themselves are the Proving Grounds and the Roaring Campfire, as well as likely either the Baggage Train or the Mess Tent (or, for large companies, potentially both).

The Proving Grounds contain numerous upgrades for improving different types of Men-at-Arms, each of which also unlocks a captain officer that can further boost a certain type. It also has several more situational upgrades for improving ancillary parts of the sellsword experience.

027.PNG

[The Proving Grounds camp building and several of its upgrades]

The Roaring Campfire doesn’t contain upgrades for individual types of Men-at-Arms, but it increases the number of knights and Men-at-Arms regiments you can have overall as you level it up.

029.PNG

[The Baggage Train camp building and several of its upgrades]

Both the Baggage Train and the Mess Tent improve your ability to acquire and store provisions (more or less required for larger companies). The Baggage Train has a broad variety of upgrades, some for warfare, some for provisions, some focused entirely elsewhere, whilst the Mess Tent focused significantly more on improving provision acquisition.

The bonuses adventurers can get from their camp do potentially give them a powerful edge in warfare (as they have to, given this is the major thing you spend your gold on outside of travelling), so something we’ve tried to emphasise with them is the idea of being a bit of a glass cannon. Or uhhh, glass longbow, I guess.

Pound for pound, a dedicated, well-built adventuring camp can hit harder than many other armies, but they’ll have trouble recuperating from serious losses. They can accrue many bonuses from camp upgrades, but over time their reinforcement costs really add up. Their troops are powerful and they have excellent access to different types of Men-at-Arms, but they’ll be paying provisions through the nose just to transport them around. Their knights can be deadly, but they don’t have a steady stream of new high-prowess characters.

So it goes in the life of a humble mercenary.

How Much Sword Can A Sellsword Sell

When an adventurer joins a war (or wars, for employers engaged on multiple fronts) they are brought in as a war-time ally in control of their own troops. At the end of a war, they are awarded gold based on their contribution score (you can already see how this works in game at the moment).

But how do they actually get involved in someone else’s conflict?

Most obviously, they can join on-going wars via the Stand With Us contract. This appears on the map as usual, put out as a passive call for support by the AI without contacting anyone in specific. These wars can be more or less anything.

Not all wars are on-going when a merc gets involved, though: the Press My Claims contract involves a claimant contracting out to you to help them start a war…
030.png

… the Support Faction contract sees a faction turn to you for aid before they launch their struggle…

031.png

… and especially cruel rulers may offer you a casual contract to Raid for Captives against a rival ruler that they simply want to suffer.

A more esoteric way is to use the Offer Military Assistance interaction from Fate of Iberia (not DLC dependent, so you don’t need FoI to unlock it) to proactively join an on-going war that hasn’t put out a contract yet. This generally pays a fair bit worse than contracts put out to tender otherwise, but does let you help shape the map a little bit more easily, if you want to support this little realm or screw over that snobbish former employer.

032.PNG

[A sellsword offer their services to a ruler who hadn’t put out a contract yet]

Finally, mercenary adventurers can be hired directly from the new Special Mercenaries tab in the Military view. This acts roughly as a Stand With Us contract, but is player-accessible, meaning that you can hire adventurers to wage your wars (though they will, of course, insist on commanding themselves).

033.png

[A landed ruler proactively tries to hire out an adventurer mercenary company]

Biting the Hand that Feeds

In addition to being settled out of a war if you so choose (which we discussed earlier), adventurer mercenaries are… mercenaries. Sellswords. Swords which are for sale.

If they feel a war is going especially badly (and it’s not a war they’re leading, a crusade, etc.), they can switch sides. All it’ll cost is their reputation and any semblance of trust with their old employer — but if it’s their precious army at risk, then maybe that’s worth it?

In exchange, their new ally will let themselves be added as a patron, and may well even pay a small bounty for the act of treachery — though the original contract will be failed.

Treacherous and cowardly adventurers may opt to simply leave a war altogether. There’s no real benefit to this and various downsides, but if you’re done with a conflict you have no ties to except business, well, you can just duck out. The nobility might judge you, but they can’t stop you.


Officers

Most court positions aren’t suitable for adventurers; even the name doesn’t really work, since you don’t have a court and the jobs you give people mostly aren’t going to be sinecures.

Instead, we’ve reflavoured the mechanic from “court positions” to “camp officers”, with the idea being that your officers are actually tasked with doing the jobs you set them day after day rather than boast about the title and collect a little pay. A few court positions do carry over (your physician, your caravan master, and your bodyguards), but others are disabled.

Since adventurers do not have a steady gold income, officers are not paid gold to avoid bankruptcies. It’s assumed their pay comes in provisions and their own deductions from the contracts you take (as well as some limited social cachet at camp).

We’ve tried to tie your officers into event content & into contracts (especially skill based contracts), so making sure you have the best people in as many positions as possible should pay more dividends than just passive modifiers.

Roll Call

Every adventurer has access to at least two officers by default: the Second, your second-in-command, and the stooge.

Your second gives you a broad range of skill bonuses based on their aptitude, similar to a jacked up spouse. They also substitute in for scheme discovery in place of a spymaster, since adventurers have no council.

The stooge is your equivalent of a court jester — except jesters at least have some interesting privileges and a level of access to a noble figure. A stooge is just the person at camp that everyone hates. The stooge can be humiliated to lose stress, though everyone has their limit with this type of thing.

Courtier wounded your child? Make them the stooge. Officer screwed up a contract? Demoted to stooge. Childhood bully is still at your camp? You’d better believe that’s a stoogin’.

Otherwise, officers are generally unlocked by different camp buildings and upgrades, with a few of them thus being specific to certain Camp Purposes. Rather than explain all these individually, I’m just going to show you each of them in turn.

034.png

034_2.png

[A list of all the camp officer effects]

Finally, we also have a selection of officers that improve men-at-arms (discussed a little in the merc sections). These aren’t very heavily integrated into content, but do give mercenary adventurers an extra edge. Each of them is unlocked by a relevant upgrade for the Proving Grounds camp building.

As your captains will likely also be your knights, their powerful bonuses are to be weighed against their possible death in battle.
035.png

[A list of all the martial camp officer effects]


New Decisions

In the comments to Part 1, a few people were asking what type of goals we envisioned for adventurers that don’t want to become landed straight away, and though there’s an easy answer in the act of just roleplaying and vibing your way through medieval life, we’ve got a more mechanics-focused answer too: after all, mechanics without roleplay are dry, and roleplay without mechanics is uninteresting.

We’ve added a slew of new decisions for adventurers, and we’re gonna go over most of them here.

Oh, also we’ve added foldable decision categories. Have we mentioned that yet? I don’t know if we’ve mentioned that yet. They’re pretty great, now you can actually trim the list.

036.PNG

[The decisions menu with all of its categories folded up]

Major Decisions

Become A Great Conqueror

Sometimes, a mercenary has to ask themselves a few simple questions — why am I fighting for this bastard noble? Why is my neck on the line for the hundredth time for people who look down on me? Why do I bleed for their glory?

Most will shrug their shoulders and accept that this is just the way things are.

Those who refuse to settle for that can make history.

Become a Great Conqueror allows you to access the great conqueror mechanics detailed in Dev Diary #147. It’s an arduous road to match enough of the requirements, but at the end of it, you’ll be able to become one of the most potent conquerors the Old World has ever seen.

037.PNG

[The decision for becoming a Great Conqueror]

037_2.png

[The decision’s requirements]

The [Your Faith Here] Path

Missionaries were, originally, going to be one of our Camp Purposes. We scrapped them for scope extremely early on in development, but… the fantasy just wouldn’t die. People kept bringing them up, little nods to them crept into our other content, and that led us here.

With this decision, you can attempt to convert large numbers of counties to your faith, getting a shot at conversion each time you travel to a new one (with sensible limits, of course). Once you’ve started this, you cannot turn it off — that’s not [your god here]’s way — but failure carries the risk of wounding each time. This makes death a likely consequence of over-ambition.

It’s not necessarily easy, but the path of a prophet never is.

038.PNG

[A decision for performing mass missionary work (and likely martyring yourself)]

The Travels of Urist McVenturer

Here’s one for the explorers — innumerable people have trekked from one end of the world to the other throughout history. Most of the time, these great travellers are forgotten with nothing to mark their passing save, perhaps, a few foreign coins found centuries later in an unusual place.

The ones we remember long after their deaths are, inevitably, the nerds who stopped to write a gods-damned book about it as they went.

This decision lets you be that nerd, creating a powerful lifestyle-XP boosting book artefact for future generations proportional to the number of points of interest that you’ve visited.

039.PNG

[A decision for writing a book artefact about your exploits & travels]

Found a Holding

Another decision that’s great for an explorer or a wanderer, but could be made to fit especially tonally well with even swords-for-hire or freebooters.

With Found a Holding, you’ll be able to leave your mark on the places you visit, and gain passive income for your trouble, or even steal a county out from under the local ruler.

As this decision is repeatable, characters can found multiple holdings over a run.

040.PNG

[A decision for founding new holdings in other counties]

041.PNG

[The requirements for the Found a Holding decision]

Our thanks to the person who suggested this during playtesting & previewing!

The Knight of the Swan

For the chivalrously inclined, you’ll not be left entirely in the cold.

Becoming the Knight of the Swan (or suitable local culture animal) takes a pristine reputation and a lot of prestige, but it’ll net you a custom trait, permanent house modifier, beautiful artefact, and even a legend seed for Legends of the Dead owners.

042.PNG

[A decision for focusing on being a pure & pious knight]

Champion Your Culture

Another decision inspired by a Camp Purpose we didn’t get time to make. This one never really had a name, but think… vigilante meets cultural hero, like if Robin Hood led a rebellion.

Which, funnily enough, is what you’ll be doing here. Championing Your Culture allows you to break your countrymen free from the rule of foreign despots (so it’s especially good for ruler designed adventurers with an axe to grind) in a war for a single duchy, but one where you’ll have a powerful bonus to siege timing throughout, and ready access to a swathe of event troops at the beginning.

If you’re clever, you can manipulate things so that you don’t even need to fight.

043.PNG

[A decision for launching a popular uprising]

Levy the Outcasts

No one likes Gallowsbait. As you’ll remember from Part 1, these petty criminals are fit for the crows and little else.

… of course, that’s just the nobility’s POV. For a true legend of the medieval underworld, there’s something to be said for infamy, and plenty of fools throng the ranks of the lost and the damned that can be drawn to serve the right master.

With sufficient ranks of your petty criminal trait, you can take this decision in order to receive small numbers of event troops every time you successfully complete a criminal contract. The higher your various Gallowsbait XP tracks, the more troops you earn.

Amass an army of criminals then find a lovely little island somewhere and take what should have been yours to begin with.

044.PNG

[A decision for gathering a horde of criminal scum to your banners — this says intrigue, but we’ve since broadened it to criminal contracts generally (and taken it away from the non-criminal intrigue contract)]

Minor Decisions

Gather Provisions

There’s a few ways to acquire more provisions for your party: you can get them as contract rewards, you can visit a local township (more on that shortly), you can go hunting or poaching, but the more frugally minded amongst you will probably make ample time to simply Gather Provisions.

This decision allows you, your Chief Forager (if you have one), or your Huntsman to make a skill roll to try and acquire fresh provisions at no extra cost. The effectiveness depends heavily on the terrain you’re in, with winter also factoring in slightly.

045.PNG

[An adventurer attempts to harvest provisions from the land, but lacks a Chief Forager or a Huntsman, and so cannot fall back on their aptitudes in lieu of his own skills]

We’ve kept this as separate from the main hunting/poaching activity to indicate tracking smaller, less managed game, using public areas, trapping and snaring rather than hunting larger game, and so on. Legal, questionably legal, and grey-but-unlikely-to-be-caught areas to go hunting vs. the primest, choicest woods to snag a doe, essentially.

Humiliate the Stooge

The stooge is a person at camp you detest, and if you’re not the most compassionate of people, you can lose a lot of stress and earn a little dread by letting them know it. A slightly more sociopathic alternative to having a camp revel.

Naturally, if you feel this is too mean-spirited or there’s no one at camp who’s wronged you enough to get the job, filling the stooge officer position is entirely optional — using the decision doubly so. It’s there if you want it, it’s not intrinsic if you don’t.

046.PNG

[Stoogery provides an alternative to kicking out a character that has offended you]

Reject Inheritance & Embrace Responsibilities

As I mentioned earlier in the dev diary, one of the traits we’ve added to this DLC is Gallivanter. This is essentially a voluntary disinheritance, allowing adventurers to stay as adventurers until they choose to try to change to landed. Content characters and those with the Carefree lifestyle perk can also access the decision, should they wish to.

It comes at the cost of annoying your family, but that’s a small price to pay for liberty, right?

046_2.PNG

[Some character can refuse inheritance from abroad, if they wish]

And, of course, if you change your mind, you can choose to remove the trait at virtually any time. Once.

046_3.PNG

[The Gallivanter trait]

Change Election Candidacy Status

Whilst we're talking about refusing titles, a while ago I also lobbed in a quick decision for the player to turn down elective titles (after many requests by a small yet understandably vocal group of players).

This is largely of use in the Holy Roman Empire, chiefly for fans of Austria and Switzerland, who apparently really don’t like getting elevated to Charlemagne’s throne against their will.

It will lightly offend other vassals in the realm, but nothing too major. Likewise, it’s not an absolute guarantee: the larger you get within the empire, the more likely people are to ignore your wishes and vote for you anyway (though you’ll have to really internally blob to completely nuke the chances).

047.PNG

[Characters inside elective realms (not including administrative) can try to recuse themselves from higher office]

If you change your mind, you can change your position. Folk’ll just think you’re a flipflopper.

Go Fishing

Ok, ok, I can explain. We did not sit down and allocate time to a fishing mini-game, please don’t kill us.

One of our producers wanted to try their hand at a bit more detailed scripting during their monthly personal development time. We’ve talked about this a little in previous dev diaries I believe, but it’s one day each month (most months, at least) allocated for developers from any discipline to work on random CK3-related stuff.

PDT exists to let us sidestep the usual red tape and restrictions and just make cool, small things that interest us and don’t have to depend on what’s sellable. Previous items we’ve got out of this include the pet system, a lot of various Jewish content (and many niche regional decisions), a lot of UI & QoL improvements, some of the more specific event backgrounds, that type of thing.

As it happens outside the scope of the development of the game, Design said sure, and now we… have a small decision to go fishing. It’s fairly simple, but it’s an extra way for adventurers to lose stress whilst earning a few provisions.

Again, this didn’t take any time away from development, it’s just a nice little decision you can take if you like. I believe there’s a fair number of types of fish available to catch.


Visit Settlement

Hoooo boi, this is a big one. I’m actually going to hand the writing reins over to a coworker of mine for a moment, back with you shortly, Wokeg out.

Hello! Lurker @Distantaziq here, for a brief spout of Visit Settlement-talk!

So we had Landless Adventurers. On a map. How do we tie adventurers and the map together? How do we make it feel like you are in any specific place at any given moment?

048.png

[An adventurer views on map interactions from their camp]

Well, how about interacting with the locals and Visiting Local Settlements. Expanding on the narrative aspect, this feature focuses on going "into town" to conduct business — be it meeting new people, buying provisions or encountering random happenstances like a disgraced former Bodyguard, looking for redemption.

In this example, we have the deposed King Harold, recently having fled to Devon. He's heading into Exeter to conduct some business with the locals:

049.png

[An adventurer and his wife survey the city of Exeter]

Let us find that supply merchant…

050.png

[An adventurer goes to purchase supplies in town]

Some factors, like your highest skill or having a skilled friendly companion on your visit may affect how you can interact with certain options — when buying provisions, you can straight up buy the provisions using gold. Or use your highest skill to get some provisions. Alternatively your companion might be thrifty…

051.png

[An adventurer attempts to cut a deal on provisions using Stewardship on a local merchant]

052.png

[An adventurer provides a distraction for his wife to commit theft]

Inside Visit Settlement, you can move back and forth between the locations. Once we're done with the supply merchant, we can navigate back to the main square to go visit the castle.

053.png

[His business concluded at the market, our adventurer returns to Exeter’s main square]

Once in a while, you may encounter skilled or strange characters that you may or may not want to have join your camp. Feel free to approach them at your leisure.

054.png

[Walking through town, our adventurer happens across an incident]

Ah, the castle square. Lovely and… what's this? A kerfuffle? Let us approach them and find out!

055.png

[Colourful locals will sometimes be available to recruit as followers when Visiting Settlements]

As the former king of England, I am looking for a bodyguard…

Moving us back to the Castle after recruiting my new follower, we are done here for the time being. I just realized I left the stove on fire unbanked back at the camp. We should head back to the main square so that we can leave.

057.png

[Not everything in town needs to be done each time, so you can leave once your purpose is satisfied]

Bye, Exeter! Until next time!

Additionally, different types of holdings have different actions:
The Castle is focused on martial options you might need as a landless adventurer — improving prowess, reinforcing Men-at-Arms regiments, recruiting additional military-focused camp members.

058.png

[A castle, with martial-focused options]

The Temple is focused on health and religion — partake in local healing cures, donate to the local place of worship or contemplate religion.

059.png

[A temple, with spiritually-focused options]

The City is focused on commerce and equipment — buy cheaper provisions, sell artifacts at a higher rate, or buy a weapon, set of armor or trinket to improve your character.

060.png

[A city, with economically-focused options]

The tavern is present in all of the holding types, so that you can hang out with the locals at any given location.

061.png

[A common Cornish tavern; Wokeg’s note — presumably serving medieval Doombar]

Aaand that's basically it. A brief look at the Visit Settlement feature — though it's best experienced by discovering it yourself, so — enjoy and have fun playing as a landless adventurer!

062.png

[Visiting a tavern, an adventurer spots a hooded figure at the rear]

063.png

[An adventurer visits the gardens in a temple]

064.png

[An adventurer is smitten by a handsome local]


Expelling Adventurers

… and we’re back!

So. There’s an adventurer in your back-realm and you don’t want there to be. What can you do?

Simple enough, as it happens. You can expel any adventurer from your realm (including your domain and any of your vassals’ lands) via a character interaction, which will stop contracts from generating there, force them to leave, and force them out if they ever end up back there. Any contracts they were currently taking or had discovered in your lands are immediately invalidated, criminal or not.

Expulsion is a long-lasting opinion, so it’ll reset if either of you die. If many, many years pass, that’ll reset it too.

They have three months to begin exiting from the date of you sending the letter, and if they have no army, they’re forced to go. If they have even a paltry military force, they can try to stay, but the potential risks are dire.

Refusing an eviction order means you make an imprisonment attempt against them as soon as the three months have expired. If this fails, the adventurer begins an offensive war against you, the evicting ruler; you’re considered the defender because it’s your land, they’re just squatting on it.

065.PNG

[A landed ruler expels an adventurer, giving them a few months to vacate]

If the adventurer wins, they have utterly defeated your realm and usurp it as though it was a conquest.

If the landed ruler wins, they imprison the adventurer and destroy their camp permanently.

Refusing an eviction notice is, no matter how it ends, a very serious affair. You either leave, or accept that — one way or another — your camp is going no further.

Once an eviction has been accepted (or white peaced in the war), any lands controlled by the evicting ruler can no longer be travelled to by the adventurer. They can be travelled through, largely for mechanical reasons, but cannot be used as an end destination and won’t generate contracts till the opinion expires (say, through a convenient assassination). If an adventurer ends up in lands they have been exiled from for any reason, they are automatically re-routed out of them again.

Rulers are much more likely to use evictions on adventurers that they dislike, such as troublesome missionaries or those who’ve offended them via Gallowsbait.



Make a Request

Once you’ve got your foot in the door with a ruler, they’re vulnerable to all sorts of wheeling-and-dealing.

We represent this with the Make a Request character interaction. Usable on patrons, your close or extended family, and your consorts, this allows adventurers to just really aggressively mooch from a target. Just get right in there and blag your heart out, burning opinion with your patron in exchange for resources.

The requests you’ll likely make the most often are for restocking your provisions, or providing you with extra gold (presumably phrased as a ‘loan’ that you’ll totally pay back). These aren’t a substitute for contracts, but they can supplement your income or help you bounce back when times are tough. Many contracts give you bonus opinion with a patron on completion, and a fair few reward a hook upon a critical success that Make a Request will automatically trade in for your rewards.

A more interesting reward is to have them help you recruit a random Men-at-Arms regiment accessible to them, providing another way to build your army laterally, or to loan you a knight for a few years.

Most notably, this is the only way to even access the marriage interaction with landed rulers, either for yourself or your followers.

Finally, if they’re eligible, you can try to wrangle further contracts out of a patron — you can use this to build relations by continuing to do good jobs for the same characters. Perhaps not too relevant if they’re just a count or a baron, but if you manage to get in good with a king…

066.PNG

[An adventurer wheedles provisions out of one of her patrons]

For balance reasons, Make a Request requires you to be in close geographical proximity to the target’s capital (and much, much closer than diplomatic range). This helps to stop you from travelling to India only to teleport in gold reserves from, say, Scotland. If you want a favour from someone, you need to travel closer to them to get it. We’ve actually applied this restriction to a few key interactions, but Make a Request is the main one.

That said, this is currently still a little too easy on our end. It should cost more opinion than it does in these screenshots, and arguably some prestige too, so we’ll very likely be increasing those before Roads to Power releases.



Absent Faces

Alright, we’ve got a couple of small elephants in this particular room that I’ve saved for last. Hopefully that means it won’t put you off other stuff in the dev diary, but apologies if this leaves a sour taste in your mouth.

First up is the biggie: raiding. Adventurers cannot raid and, relatedly, their camp is not a siegable thing on the map.

I know this is upsetting, but we just could not make it work. Raiding is by far and away the easiest way to earn gold, with the only drawback being the need to cart your gold back to your capital — but when your capital is, itself, a cart, that becomes uniquely problematic to balance or teach the AI to deal with.

Now, we could put in oodles of edge case handling for things like raising your army inside a realm you’re currently raiding, or moving your capital to follow your raiding army province-to-province so the gold instantly and safely reaches your treasury, but we couldn’t cover every possible exploit. Even one would utterly break the entire economy. It would have still ended up almost certainly absurdly easy to game the system by moving your camp somewhere within easy reach of a border, nipping over it, nabbing loot, then returning before the AI could conceivably even try to catch you.

Siegable camps likewise offered too many headaches for a robust implementation. Any number of camps can be in the same location, and as camps aren’t holdings, we would have had to do a huge amount of work just to support them being basically siegable at all — only to then have to work out what happens and how we display it visually if three adventurers are on different sides in a war in one county, one is in a different war, and two more are in the same county but not involved in anything, and a million other configurations.

That’s before getting into the verisimilitude of why it would ever take anything other than 1 day to siege a camp if you have, say, a single bombard, and consequently how adventurers would ever be able to win a war when reaching full occupation score against them would just be a matter of walking onto their capital once.

Rather than deliver these two aspects in a substandard condition, we’ve elected to avoid them entirely. Adventurers with a martial bent earn their coin from mercenary work and similar contracts, and adventuring camps are treated as not being worthwhile military targets. Neither of these is a reflection of historical reality, only of gameplay necessity.

The other, smaller thing to address — child adventurers. We don’t support this generally (narratively, literally anyone else would be in charge instead) but we haven’t hard-banned it. You can’t start as an adventuring child, but you won’t be game overed if it happens to you in gameplay.

Thank you for your patience.



End of Part 2

Right, that brings us to the end of our tour of Landless Adventurers. There is a teensy bit more to talk about with our bookmark characters specifically, but we’ve decided to kick that a little bit into the future. Probably whenever we go over the changes we’ve made to schemes, though the schedule’s semi-flexible.

I hope this has been an illuminating little tour of the feature, and that it’s gotten some of you reasonably excited for the DLC. We’re pretty excited to show it to you, and so soon!

As ever, I’ll be around in the thread’s comments for a couple of hours to take questions, notes, and polite recriminations. Highlights will be passed on to the rest of the team like usual.

P. S.
No, I haven’t seen Berserk. Please stop asking.
 
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This post is reserved by the Community Team for collecting developer responses and logging notable updates made to Landless Adventurers between this DD and the release of Roads to Power



Can I play as unlanded children from the "Choose Your Destiny" interaction?
They're deliberately not picked, I'm afraid.
Will Albanian culture be portrayed with the new DLC?
Late addition but yes.
Alright, I'm gonna translate this DD anyway, but out of curiosity: how long is it? It seems longer than the previous one, though it might be just my impression.
Uhhhh I think slightly over 10k words. Community has told me that there is now a hard word limit on dev diaries ;_;.
It's nice to see access to this mechanic being integrated with what tenets and traditions your character follows. As a humble request, might I also suggest making becoming an Adventurer available with Caravaneers? This tradition is literally all about waliking the endless paths of Arabia and the Silk Road, after all.
We are still undecided on the extra tenets, but Caravaneers is another great suggestion. I'll make a note: no promises, but maybe.
1. Does the camp need to be destroyed when becoming landed?
1.1If yes, why not allow one to keep the camp? Picking a more adventurous descendant to succeed the camp and keep the family tradition alive sounds nice.

2. If your dynasty has an Adventurer, can you as a landed character become it's Patron? or is that only a player adventurer has Patrons?

3.If there is an active Adventurer camp of your dynasty, can you go play as that character by decision or after a landed character death?

4.Any chance that there will be an variant Adventure dynasty legacy for dynasties that have adventurers but aren't of North Germanic Cultures?
  1. Mechanically, mostly no but kinda yes (we tried to keep it entirely no but it was causing stability problems). So it's potentially mod-outable but it'll still get auto-destroyed in some instances of inheritance.
  2. Via mercenary contracts, yes, and they can make requests of you. Close family and spouses can make requests without formally having you on the patronage list also, so it's possible to get requests from them if they're in town.
  3. They're quite likely to turn up in Choose a New Destiny, I believe, though that is a roll and they may not get rolled every time.
  4. ^^' Afraid not.
One question I've had is Faith Reformation: One of the buildings mentions reducing the Faith Reformation cost, and I'm wondering if that means we can reform a pagan faith as a wandering priest/ess?

Obviously if it is a thing we can do, it'd be challenging in a different way to the landed version, but otherwise I just can't see why the tooltip would mention both cost types.
You can't restore a pagan faith just because those currently require you to either have a custom decision or else to hold sufficient holy sites (which, by definition, landless chars don't do). Regular faith reformation is available as usual.
I would really like to know if some cultures will treat adventurers differently. There's an opinion penalty on being a criminal adventurer and killing people for money, but isn't that what being a viking all about? And that one has a monthly prestige bonus.
Vikings tend to differentiate between war and raiding (good, cool, arguably pious) and just naked banditry at home (horrible, honourless, nithing scum). A bit like how being a murderer is illegal everywhere, even in realms/cultures/faiths that are otherwise super keen on killing people. You distinguish between the same action contextually.

Gameplay-wise, we are forced to have this be a starker difference than it would actually have been: Scandinavians might not care that you're a notable bandit in Germany but will care that you're banditing about Scandinavia, but the game doesn't really support that level of granularity where your reputation is tied to a certain area and its cultural standards. :) It's easier to draw a line through it and say "this is good banditry" and "this is bad banditry".
Another question I've had: Will there be cultural data for wandering peoples like Travellers and Romani added? Since you can now play as one in a realistic way.
I'm afraid not: this would have been a whole extra cultural layer that we weren't really set up to handle well. I'd love to see itinerant peoples represented some day, but not this time.

This looks great! Love that the Normans are getting a tweak, too! One thought upon reading the visit castle activity: should there not be an interaction where you scope out the defences of the castle to get an edge in schemes or bonus to sieging it? There's a niche fantasy in there about sneaking into the enemy castle as a wanderer and learn all its secret passages before actually going to war with the ruler!

might be too niche i recognise
^^' Okay, unless Distantaziq has put that in without my knowledge (which is very possible), I think that's a great idea. We won't get it for release but I'll make a note and I'm sure we can try to sort that for a patch.

In the HRE, your liege should not dislike you for not wanting to become the next emperor unless you are their heir, of their dynasty, or the one they are voting for, reality would be more like "Oh you're removing yourself from the competition? Nice!"
Other opinion malus too, the situation can be pretty ridiculous, like imagine ambitious character that you vote for going "Oh you want me to become the emperor but you yourself don't? HOW DARE YOU!", it just... seems weird XD
tbf i can see the general dislike of someone who's loudly going "oh i don't want to be the kaiser don't pick me" like wow, presumptive, thinking you'd get picked over any of us *and* are too good to accept it? how pompous of you!

Maybe content rulers or maybe parochial vassals / people who value humility should view it positively though?
You're actually both a little on the money here )though Early Ploddingto is definitely more where my mind was at, personally): your liege is always a bit annoyed with the presumption, but for other vassals, humble and content vassals won't lose respect for you when you announce that you don't want to be Kaiser, whereas arrogant and ambitious vassals won't lose respect for you when you announce that you do want to be kaiser.
Will various hesiarchs and religious leaders be playable? I am thinking of bogomil, Peter Waldo, saint Francis of assis, etc? Or is the option more just for players to do?
Mostly just an option for players to do — there's a decent amount of support for the playstyle but it's not called out as an explicit thing to be.
The Become Adventurer decision pass on your title, can that you pick who get your titles?
You might be a landed, but adventurous, viking who really wants to travel, but don't want to abandon his ancestral home, so you leave it to your Midas Touched heir, and take your adventurous courtiers to be a sword for hire.
Your standard heir inherits IIRC, so that would work provided they're your main heir already. Inheritance law still supreme, I'm afraid, at least for the land-havers.
Thanks for the update!
Regarding the revamped lifestyle perks, will we be able to see in lifestyle perk trees both benefits for adventuring and landed gameplay? In last DD it looked like bonuses were swapped for unlanded character. Personally I don't remember all perks stats by heart, but as legitimists character, or landed character planning to lose my land I'd like to see perks benefits and perphas get some specific perks in advance.
As a bonus question -> will we now be able to play as deposed ruler after losing our title due to stress. It would be a pretty cool challenge and story bit to try get our kingdom back or becoming a criminal and moving to different part of the world as deposed king.
Ahhhh, they're just swapped I'm afraid. We can't really toggle them in-game that easily, so either we show everything for both (which'll get spammy and confusing) or we show one set at a time. Apologies.

^^' My, it's a deposition so, yeah should work fine. Bit of a weird one to quit your job and flee into the wilderness but then immediately try to get it back, but no reason it's not doable... unless you give up your claim in that event, I don't quite recall if you keep it off-hand.
Will the Viking invasion mechanic from northern lords be replaced with the landless adventures mechanic? So instead of having random vikings invading us due to events, landless characters will instead try to take our realms.
No — those are very much separate mechanics but also hugely separate historical phenomenas. One is small bands of wanderers of reasonable import, occasionally blossoming into large mercenary companies, the other is a perfect storm of a technological advantage in shipbuilding + cultural proclivity for warfare + rising population pressures creating a perfect environment for the Scandis to go ham on everyone within boat-reach for a century or so.
Thank you for such detailed dev diary!
A question I have: will you make AI rulers willing to revoke player titles more often now when it doesn't lead to gameover anymore? Sometimes it was quite immersion breaking for me when I was in direct oposition to the ruler or criminal and he did literally nothing to punish me in any way. This could be great opportunity how to bring this threat to the game without ending it for player.
Honestly, that's not something I'd thought about too much but... you're right. I'll jot something down and we can probs look into it, thanks for the note!

Great work! I have one question and one suggestion. Can I still be a landless adventurer even though I'm married to landed noble? And I believe it would be great for have a chance at player character to be granted a council position at a patron's court as long as the character remains within the patron's realm.
Yes, you can be married to landed chars as a landless char. :) Good people to mooch off of, spouses.

Council positions I'm afraid require you to be the same realm de facto and not just geographically, so no dice there.
ok in my defense the forums almost died under the crushing weight of this novel, and poor Mordaith spent hours recording the narration for the video
I regret nothing.
See, why can't you be more like Mordaith? Mordaith enables me.
I wonder how say hareward the wake will be? He was fighting for the English against the Norman’s. So it sounds like champion of the Anglo-saxons but I am pretty sure if he beat William , he would have invited the true king picked by the Witan, Edgar the aethling. So curious here.
:eyes: Hereward will be gone into in more detail in a later DD; as will Hassan Sabbah. Huge apologies to the person I told we'd have that this DD, that section got nixed for length/time.
I can't lie: as a translator I hate long dev diaries, but as a reader I really enjoy them. It should be 10765 btw :D
You are doing hero's work my dude.

This would work extremly well with Nomads and ofc the Vikings, I can imagine adventuring as a Viking in Eastern Europe or Anatolia raiding and hired to fight the Byzantine civil wars, or being a Turkic or Mongol adventurer exploring the steppes and basically doing the same as the Vikings but for Muslims. Eventually you can become a great conqueror and even usurp your employer (like the Turks did historically to the Abbasids, and like the Bulgarians almost did to the Byzantines).

This lays extremely good ground work for a future nomadic expansion, is this a hint for next years pack?
Good sir/madam/other, I'll have you know I bury my hints significantly deeper than that.

It's not a good hint unless some @'s me about a thing I said five months ago hidden inside a ten paragraph ramble about an unrelated subject and realises I confirmed w/e we just announced well ahead of time.
Can you give us little sneak peak of the historical adventurers from the other start dates (867 and 1178)? Also, who are your favorite adventurers in the game?
I actually want to get back to the person from page 1 with the list, I just got part of the way through checking it then realised I was gonna get a backlog of other questions if I sat down to check everything there for 10m.
I think playing as a scholar with Mystic trait, pretending you are an oracle and cheating trusting and stupid rulers of gold could be a small flavor. As long as you could flee before they realize that!
Selling fake relics is a thing at present, though not fake visions I'm afraid. Neat idea though.
My concern is what happens in case the adventurer inherits the barony? Does that mean the end of the game?
I don't know 100% how Code handled this one, but anything that out of nowhere game-overs you immediately would be an extremely severe bug to be fixed. Double-checking internally to make sure we're on top of it.
1) Tributary States
Will it be possible to create tributary states? Was thinking, an adventurer buying a duchy cannot become the vassal of a duke, but he can become a tributary. Tributary is also a great way when you want to keep certain realms alive for colour on the map without vassallising/conquering them. Adventurer/mercenary bands could also turn fiefs into tributaries to have a flow of gold and levy reinforcements from them.
Afraid not; we did consider tributary states this DLC, largely because they're a vital part of Byzantine foreign policy, but alas, cut for time. Fortunately they fit in many places, so I hope to see them in the future.
2) "Gather provisions".
Will this tie into supply buildings? Will adventurers seek out farmlands where mansion houses and farms & fields are built over a pure military area to resupply? If so, this could be a good way to tie the mechanic into landed gameplay, where these buildings attract adventurers looking to resupply, following various events.
I don't believe they check more than terrain and winter conditions but it's not a bad shout, at least for some buildings (you're not exactly allowed to hunt in a royal forest or harvest someone else's crops). I'll see what I can do for release.
3) Regency-entrenchment as an adventurer
Will it be possible to rule a fiefdom from the shadows as an adventurer? As in: your mercenary band is so strong that the nobility can't expel you. You have usurped the realm in everything but name. You can make landed decisions in your liege's name, and even control what buildings he builds while usurping gold and levies from him.
I'm afraid not, at least in vanilla: diarchs have to be your direct vassal or courtier, and vanilla adventurers are never either.
4) Gallivanter - Kingdom of thiefs
Will it be possible to create a kingdom solely of gallivanters? If a land is ruled solely by brigands, then surely, the brigands should have no negative opinion of each other. There should be a 1 or 2 generation special trait that gives lower independent ruler and popular opinion instead, lower control and other such modifiers, while increasing the opinion between the characters. Then, then trait fades away after 1-2 generations as the gallivanter dynasties become more accepted.
:eyes: I cannot think of anyone I'd trust less than a dude who helped me commit a bunch of crimes to steal a realm because I know he's likely to do it again.
5) Swapping control between heirs - 10 year cooldown & abdicating for heir to go adventuring
Will it be possible to swap between your heir on a 10 year cooldown? Say I am a landed ruler in my 40's, have done practically what I wanted, and now feel like I wish to go adventuring as my son instead. Then, after 10 years, I can swap back. Possibly, also a window asking me to swap back if a war breaks out.
I'm afraid not.
Abdicating and being called back would also be a cool mechanic, like Murad II gameplay.
Maybe some day, but we're juuuuuust tentatively playing around with letting you swap more freely within your dynasty. I would actually love to see this, but it's not something we've done now.
If I play as a landed, would a landed can, even in an abstract level, could give any influence on whoever landless around them? I understand that these vagrant bands can take contracts, but if I play as a landed, can I interact with and make use them?
You can hire them as mercenaries and invite them to activities, as well as expel them. We've not ruled out trying for some extra connectivity, but for scoping reasons (and adventurers taking a couple of iterations to get fun) we weren't able to connect landed -> landless as much as we'd like, instead focusing on landless -> landed.
All of that sounds really thought out! I can't wait to try to break it XD

Actually, there's already one thing I'm wondering about that wasn't mentioned anywhere (that I can remember):
What happens if the player character is an adventurer, and she's married to someone who - by happenstance or backstabbenstance - ends up inheriting some land?
Does the player A) remain an adventurer while also doubling as the spouse of a landed ruler, B) somehow ends up being an unlanded courtier and is no longer playable, or C) does the player character take over the landed title to avoid outcome B? Or is there an outcome D?
Option numero A there.
While there are many good things here, I think my favourite part will be Visit Holding.
Conveyed to the designer!
My biggest disappointment is that Missionaries didn't make it in as a Camp Purpose. Hopefully we still get them in the Religious rework that's on the Floor Plan. The landless lifestyle seems like a good with Celtic bishops, Waldensian clergy, Franciscan friars, wandering Sufis, and so on.
You are a human of culture and fine taste; I echo your sentiments.
Some documentation feedback: explaining Camp Purposes as "replacing Crown Authority" seems very confusing. It may take that place on the visible UI, but it seems completely unrelated conceptually.
Ah, yeah, designer-brain, apologies: mechanically they're a law wearing a different hat and a fake moustache. We use them for different purposes, but sometimes it's a bit hard to break out of the designer mould.
I have a couple of questions (which may have been answered at some point in these 17,000 words, but I skimmed over both DDs again and couldn't spot them)
  • Where do Adventurer Armies materialize on the map? Do they appear at the Camp's site or the location of the Contract? I think the sudden appearance of 5,000 enemies inside your Domain might be a nasty, and potentally fatal, surprise.
  • How does Succession work for Landless Adventurers? Is it de facto Primogeniture so the heir inherits the Camp or could it be by Seniority? What happens if your firstborn son or only daughter is landed?
Wherever the camp is, but IIRC they'll teleport to a safe-ish distance away from enemy armies.

Succession was in a section in Part 1; should come up if ye Ctrl+F for it!
If it isn't in there at launch, I imagine @cybrxkhan might be interested in adding it to future RICE updates.
I look forward to the inevitable baklava salesman section.

... relatedly I'm going to take the briefest of breaks from the DD thread for a meeting but I will be back for the remaining half an hour right after.

This looks great! Love that the Normans are getting a tweak, too! One thought upon reading the visit castle activity: should there not be an interaction where you scope out the defences of the castle to get an edge in schemes or bonus to sieging it? There's a niche fantasy in there about sneaking into the enemy castle as a wanderer and learn all its secret passages before actually going to war with the ruler!

might be too niche i recognise
This does sound like it would be on-brand!

Originally there were a gazillion ideas and, realistically, one unique facet for each player of the game in relation to what one could get up to while visiting a holding (Are you actually an evil criminal who wants to play a medieval mafia fantasy? Are you in town for a drunken bender? Did you really just sneak in to murder the holding Mayor?) but in the end it had to be boiled down to the scope that was available with the allotted time.

I really do wish for time in the future to adapt and add more things to it, though, so all of these ideas are interesting to me so that we can consider them for whenever that moment should appear!

When visiting settlements will there be unique stuff for different buildings including special buildings? Ie a great cathedral? Or the lesieure palace duchy building?

Also would certain places have unique stuff to see, ie Jerusalem, Rome, Constantinople, etc?
Having worked on the Pilgrimage revamp I really like the idea of adding unique stuff for unique cities as well, alas the time restraints didn't allow for it [this time around]. It is on the list of considerations I would like to do whenever time is available in the future, though!
But for now, the Points of Interest-feature (which I personally really like) will have to do that for us.

Tribal holdings are visitable; yes! Go out into the world, find gems in the rough out in the outback... who knows what's out there, really.

While there are many good things here, I think my favourite part will be Visit Holding. That should really connect the landed and landless societies. It also looks like something that would fit very well into a landless Merchant lifestyle when we get Trade added to the game.
M'dude, I was just having this thought the other day. Can't wait for if we would be able to work on something like that in the future!

And then some more general questions about the process:
  • What was the most fun or interesting part of this system to design?
  • What bit of playing a landless adventurer do you/the team find the most fun?
_Totally not biased_ but essentially putting together Visit Settlement was interesting to do with little to no code support.
And I personally really resonate with the Work of Learning-contract Landless Adventurers can partake in...

Also, as I see both administrative and landless characters put much less emhasize on levies, are there any plans to make those humble peasents more... usefull? Like improving them with inovation or limiting maa reinforce rate? Because from current development it seems to me we will soon basicly just forget them somewhere under heavy cavalry hooves for good :D
This is definitely an on-going concern; we've not done anything here this DLC AFAIK but we're gonna need to address it at some point.

Honestly I'd just like to add increased levy toughness/damage with increasing cultural eras so that they scale over time, but discussions about warfare tend to get bogged down because the balance there is... contentious.
Thanks, @Wokeg for answering my previous questions. i really appreciate it.

Well, so Adventurers can Reform a faith, but can they create a Hybrid culture?
If yes, will there be any requirement like: prestige/fame, a certain camp size, a camp building or a tradition like Culture Blending or Malleable Invaders?
Happy to help! I'm afraid that hybrid cultures require you to hold at least one county also, so no (ditto divergence).
Quite frankly I more or less love everything that's been said about Landless Adventurers. Was somewhat sceptical when it was announced, but I think I'm completely sold.
Glad to hear it!
One question. I love the concept of visiting holdings, exploring them, meeting different characters and doing different errands.
Any chance of expanding that to landed characters at some point in the future?
Probably not, if I'm honest. Never say never, but a mechanic like this is likely to see a lot of traffic from players, so any time we got for expanding it I'd imagine we'd put into extending variability for adventurers.
If you're deposed (say via stress or other method), do you HAVE to play as landless or can you play as your heir?
You can definitely play as you heir, assuming you've got someone. Or indeed someone else, you get various options now.
This was another fantastic read, to say nothing of the development behind it, so thank you. Whilst I'm still most excited by the Administrative realm stuff, the work you've put into landless adventurers makes this a very cool thing to look forward to. I particularly like the thought you've done to ensure there are interesting on/off ramps for it, and the choose your destiny aspect works really well with it.

Some more questions about the features:
  • Is there any plan or possibility to allow landed rulers to abdicate their lands during Great Holy Wars?
  • Is there anything which makes Prowess particularly useful for landless adventurers, particularly as they are unable to become knights themselves? Or does just the contracts work for this?
  • How likely is it that rulers will offer land whilst I'm invading them as a landless adventurer? I'm basically trying to figure out how easy it is to emulate Rollo of Normandy - and also actually be Rollo of Normandy.
  • How do Adventurers interact with each other - if at all? Just through being on opposing sides of a war?
  • Are landless adventurers more cost effective than current mercenaries? Basically wondering at the incentives to use one versus summoning mercs.
  • Are there any plans or ideas to roll out contracts to others in future - I'm thinking councillors, in particular.
  • Do artifacts still decay as a landless adventurer?
And then some more general questions about the process:
  • What was the most fun or interesting part of this system to design?
  • What bit of playing a landless adventurer do you/the team find the most fun?
  • To Trinexxx, what's the thud factor of this DD?
In order:
  1. Afraid not — some day, who knows, we might be able to put them into regencies, but certainly not abdication.
  2. Adventurers have a fair bit more content with duels to the death as (largely optional) side ventures, via events and contracts, so we force it to come up a bit more than usual.
  3. Y'know, I'm not sure what the AI weights are atm (this was very much a team effort and that interaction was a different designer) but what we're aiming for is that it should happen some of the time but not be constant. We're playtesting this stuff in more detail ahead of release atm.
  4. Largely being on opposing sides in wars; another adventuring band doesn't have too much to offer you vs. landed rulers.
  5. Bit varied: they can take non-gold payment (which may sometimes be markedly cheaper), sometimes they're just good chaff available for not that much money because they're getting started, sometimes they've grown much larger than other merc bands and can really turn the tide. Essentially, an ordinary mercenary band is reliable but basic, an adventurer is unreliable for availability but has a much broader range for what they've got on offer.
  6. Nothing specific but I'd be a little surprised if we didn't; we only originally intended them for adventurers and mid-way through development the Byzanteam went "oh, these are neat [yoink]", so I can easily see that happening again.
  7. Yes.
  8. Honestly, the thing I fought hardest for that came out the best IMHO was camp purposes. The MVP version of adventurers were just mercenaries, which I felt would be leaving out a huge section of the fantasy for many people, so that was probably what was net most fun for me.
  9. Actually a sucker for how Hereward turned out, personally.
  10. He's not printed it yet, I believe. Soon.
I like much of what I read here and am in general very excited for this Expansion, but I'm sorry to say that adventurers not being able to raid is almost a dealbreaker for me: it was the main fantasy I wanted to fulfill with this pack, travelling around the countryside reaving and pillaging.
I honestly think this might bring me to mostly not play landless after all, but I hope you will find a way to let us do it.
I hear you and I completely understand your disappointment. If we could've made it work without completely borking the economy, we would have. It is perfectly fair to say the feature doesn't hold appeal for you without a thing you were reasonably looking forward to, and I hope that admin still offers you what you'd like.
Oh, I forgot to ask this, but suppose a ruler is deposed in a Seize Realm scheme and then regains the throne as a Legitimist Adventurer. Would they get a bonus to recovering their De Jure vassals? Might be too much effort for an unlikely scenario, but perhaps just a temporary buff to Offer Vassalage acceptance for de jure vassals of a successful Legitimist would help.
Liiiiiitle bit too unlikely, I'm afraid.
What a great DD, thank you for taking the time to write it!

One questions: can the player be a target for wars from adventures? For example: If I conquer a kingdoms could it happens that one of their heirs to the throne forms a legitimist band and declares war on me? Or can mercenaries that I hired also switch sides?
Glad you liked it! This one took just a smidge longer than the other one, as the source matter was a bit more eclectic and I had to double check a lot more stuff handled by other folks, so the kind words are appreciated.

Yes, you can be a target, though atm mercenaries generally won't switch sides on you. Tbh I'd like to do more with that, but I'm doubtful we'll get the time (unless someone gets to it in PDT at some point). We experimented with it a bit, but same as employers stiffing their mercs, it was difficult to get the balance of fun vs. frustration to a good point.
I’m liking the vast majority of what I’ve seen here, but I will say these couple paragraphs concern me a bit.

So much of what you’ve been speaking on indulges the fantasy of a player reclaiming lost lands, but it seems that there isn’t a realistic way for that to ever happen.

Sure, after a ruler dies I can play a more distant heir and try to seize the lands from my older siblings. But trying to reclaim one’s own lands appears to be something that would never organically happen in practice, because, well, losing your lands doesn’t happen in practice.

I get adding paths for the player to choose to become an adventurer - that’s great. But THE primary fantasy you bring up in these dev diaries is just completely impractical unless losing a realm can actually happen. Whether that’s game rebalance or additional mechanics (schemes perhaps?) there needs to be a way for the player to be more easily deposed. Having the cushion of adventurers makes it much less of a feel-bad to “lose” anyway.

Of course, given that landless adventurers are DLC, I of course see the problem with balancing for its inclusion but perhaps “Become Legitimists” should be included in the free patch for this reason. Either that or RtP needs to add ways for the player to be deposed.

It’s good to give players agency and many paths to becoming an adventurer, but it does feel like fundamentally this exacerbates the core problem CK3 has always had - players are the only ones with agency, and it deeply hurts the emergent storytelling as a result. Nothing ever happens unless the player wants it to, so how can I get invested in the story?
Honestly, extremely valid points all round here. We've got an eternal tension between people who've been playing CK for twelve years (... Jesus H. Christ kill meeeee why is linear time so cruel), sometimes longer for the CK1 veterans, the people who've been playing CK3 long enough to have basically mastered it, the people who play it once every couple of years and have fun, and the newbs flowing in over time.

The title needs to appeal to & cater to all of them, but (IMHO) too often we end up softening up challenges or harsh realities because they can be frustrating for the latter groups. It starves the long-term players of attention, and to my mind, that's our spiritual core — certainly the group I place myself into. I'm a little optimistic that some of the changes we're making to inheritance and playing within a dynasty means we'll be able to offer a bit more challenge to all players in future, but I'd definitely agree that this lack of serious setback is a knotty problem we should try harder to deal with.

Though I mean, saying that, last time I tried to personally we got harm events and those got such a nuclear hate reaction from so many people that I wound up virtually disabling them by default. Some of that was pretty fair — we really should let you tag into a different character when you get incapable — but a lot of it was just outrage at the idea of death taking you randomly, which I was not expecting.
I have some suggestions and ideas for the game and would aprecciate if they are reflected among the devs.

1) Would really like if we could wanderer all alone without any companions, just us or even enter a war/contract with just our character like “1” and go with other army to battle.

2) Did not see this in the DD but would be nice if norse or nomad cultures would allow adventurers to travel wider distances losing less provisions.

3)Will landless relate to plagues? Will adventurers travels and moving through the lands spread plagues? And could they spread plagues purposefully true wars like Rulers (should really be in the game)? Would like to suggest that if this mechanic is included in the game for characters with witch and physician traits to be able to start plagues or a ruler action to blame those, imprisoning them and executing them.

4)Being able to enter a King or Emperors court and work there should be considered for landless in the future, i really think it would be nice to work, manipulate and conspire in other rulers courts.

5)Please consider creating a event about a landless adventurer that sleeps with a princess, making the ruler imprison us, torture us, cripple us, being rescued by or camp comrades than sacrificing them all to gain a trait or bonuses in a pagan ritual (Berserk reference)

My only criticism is about legitmists not being available for dukes, not bad just think that could be less limited, over all i really liked this DD and think this DLC will change the game for the better, very anxious to play it.
  1. You can start this way but we can't really narratively or mechanically support you doing it forever. :/ I'm afraid that, as you can't be your own knight, so see an army of 1 dude you'll need at least one subordinate to go to war on your behalf.
  2. Sure, I can put a slight provisions cost reduction on 'em. Don't think we did that but eh. Though I think I did give exemptions for Saharan cultures to the Sahara's new provisions hellscape modifiers.
  3. Spread, no, travel through/flee like crazy from, yes. Despite the occasional plague body-toss in the odd siege, biological warfare in that way not really a thing in our period.
  4. Heh, mebs another time.
  5. Damn it, I've not seen the anime.
... legitimists we did initially plan to make available for all, but when we started on them it rapidly came together that it'd be a lot more tonally consistent to gate them to higher tier claims.
Will some contracts be locked to specific camp purposes? It would be strange seeing scholars going around being mercs.
Afraid not; this is both to help with repetition and to reflect that the role you set yourself is very much self-imposed. Scholars won't generally act as mercs but, well, if they've got enough troops because they have them as travel guards (I did actually set some adventurer-specific travel danger events to not fire if you have sufficient, albeit higher than you'd realistically need, troops: not every fool attacking a large travelling army), then the coin does spend just as well.
Oh! I see, thank you for the answer <3

Um... actually, there's another marriage-related question I have now: what happens when two adventurers marry? Specifically, what (if anything) happens to their respective camps? And where do the kids go to if the camps remain separate?

I guess I'm in general very interested in all the marriage-related shenanigans that the system now has to handle. Because characters in CK3 can change their status, but the one constant has always been that the player character was a landed ruler and interacted with it from that perspective. But with this being the first playable implementation of independent landlessness, it's also the first time that it might become possible for a player to be on the side of a marriage previously reserved for NPCs @.@

So much potential for both future updates (especially in the realms of relationships) and modding!
I guess it's a blessing in disguise that the romance event pack didn't win the poll because some poor content designer would have had to refactor so much of it now o_O
Nae worries; two adventurers marrying follows the usual messy logic for married rulers. Their camps stay separate (though I... suppose there's potential room for some kind of merge-camp interaction, admittedly not for release), and children start at the camp of whoever is the dominant marriage partner, or else the character birthing them. I... don't know how that work in an mpreg scenario off the bat, which I believe we support for mods at least but I could be misremembering.
SO why can't we visit brothels?
We actually did look into this — it's already possible for rakes after all — largely because I thought we could mebs come at medieval sex work from a really interesting POV compared to the usual landed snobbery. Unfortunately, it was a scoping casualty, so adventurers are restricted to rakes-only just like everyone else. There is a single camp upgrade for having a semi-private area for your courtiers, for those who prefer not to be intimate with an audience.
I was thinking as I'm landless, Can I be engaged in battles like knight ?!
A lot of story can be tell while I killed knights and soldiers .. Anyway can added this feature ?!
Afraid not this time. I'd love to see playable knights eventually and we've got some modding support that should connect a few more bits of the warfare system together + some more MaA-centric effects'n'triggers (should enable a lot of wonderful jank for folks in mods in the meanwhilst) but it hasn't undone the code block on players being knights.

I've done some very cursed stuff with some of the new support. I... don't think we've mentioned it anywhere but sod it, wasn't getting it's own DD anyway: we've got a deterministic conquest setting for England in 1066 that ends the war in whoever you select's favour the first time battle is joined, which involved wrangling some code support from a kindly wandering programmer. Again, not something that took development resources — I was getting just the littlest bit worn down by the adventurer grind and wanted to make something for me, so took a few evenings to add this, as I've wanted it since pre-release.
So quick question if i declare war as a legitimist, will my supporter join the war as my vassals? After all they recognise me as their king so they would rather fight under me.
Not at present, I'm afraid. I'll make a note and see if it's potentially something we can look into for a patch.
Also please let me chose the succession, perhaps i want to play as my little grandson in the other part of the world, or perhaps his evil brother
Succession, no, player character, yes. :) This is what the Choose a New Destiny feature does.
Regarding Raiding :
Why not simply create a mandatory return path to the camp for the army after a raid, with a delay before the army disbands? If the enemy army catches you on the way, you lose part of the army and the money but if its on the camp, you risk game over . There's no need for the AI to besiege the camp. Moreover, every time the army is raised, the camp should no longer be movable.
That doesn't really solve the UX problems or the issue of positioning your camp somewhere OP in advance. I appreciate the helpful input, but trust me, this was not solveable with the resources we had.
On a related note, I feel Egyptian should have its history changed from Original to "Hybrid Bedouin/Ancient Egyptian in 650/700/___" - at the moment it implies that the Arabic-speaking Egyptians are an entirely different group, which isn't really true. I'd even consider having three different cultures, Ancient Egyptian, Coptic (yes, yes, it shares the name with the faith, but honestly I think that ought to be renamed to either Miaphysite or Oriental Orthodox anyway) and Misri, with the middle diverging from the former and the latter hybridising with the middle. I'd also consider whether Egypt should have some remaining Coptic majority Counties in 867, but it's not really my area of expertise.
Definitely not hybrid with Ancient Egyptian, they're millennia away from that (at best I guess you could say Cleopatra but I think that's a very liberal reading of just having a pharaoh on the throne as being "ancient"), but yeahhhh, Egyptian is in an awkward spot. I don't think anyone's happy with the current set-up (not miserable, but I'm sure we can all agree that it's... lacking resolution, y'know?) but we've yet to sit down and hash out a better solution that we're happy with.
Will adventurers of suitable cultures/religions be able to raid?
Per the end of the DD, I'm afraid not. You can check out the very last section for the rationale.
Th Wondering Nobles DLC will mostly be events and a new lifestyle to supplement the adventurer content from the Roads to Power DLC?
It's not directly supplementing adventurers, but it certainly goes very well with them. I believe there's also some micro-activities in it.
So technically, you can only ask for sponsorships against kingdoms (from emperors), cause you ain't gonna be anyone's vassal as a newly-minted emperor?
Ooph, you're entirely correct. Error on my part.
Didn't you mean, the closer to their capital, the bigger the bonus? Intuitively it seems more easy to sell an unimportant backwater than your kingdom's heartland.
Aha, apologies, you're correct again. Poor wording from me.
Can you add what your opinion of a character is next to the opinion of you UI so you can see both side by side instead of having to put your cursor over the opinion UI? It exists in My Humble Opinion mod but it would be very beneficial to include it in the base game.
We talk about this on occasion, small QoL mods are the most likely for us to go "oh, neat, yeah, that should just be vanilla", but no plans on this atm.
Could scholars play as heresiarchs spreading their heretical faiths without owning a county?
Certainly the most spec'd towards it. :) There's a perk for this and a decision.
Reposting this as I hadn't previously seen one of your replies. Once again, this is all staggering. I can't wait to give this all a try! And I was right: already I've seen one of my CK2 diehard friends finally getting hyped up for this game. Keep up the good work.
I'm so sorry, I did intend to get to ye, just had to rush to a meeting and wanted to actually give a fair shake at a reply.
I feel like Vows of Poverty could work, but Mendicant Preachers might be more suited to giving certain AI modifiers and buffs for the special missionary decision. One that makes Adventurers more likely to take it, and (slightly) less likely to die/fail in the process. For Cultural Traditions, I might suggest Caravaneers and possibly Seafarers and/or Diasporic as possible enabling traditions.
Valid points, shall take it under advisement!
Now this is really cool. How does the income transfer work? Does it depend on the Holding having a given ruler, potentially a camp follower you choose to leave behind as steward? Does it stop (or potentially stop) if the Holding is seized during war? Is it inherited by subsequent generations of Adventurer? And finally, is it possible to found other types of Holding, perhaps a Temple or a City? Given you don't necessarily own the holding itself, it doesn't feel that implausible to establish another type, particularly if certain conditions are met. For instance, it could be possible to establish a Temple holding but only if your Devotion is sufficiently high and you share the same Faith as the host County, whereas you can establish a City provided you have either City Keepers or perhaps one of the Parochialism/Republican Legacy Traditions.
Blast: these were actually made by someone else and it's now after six, so they've gone home for the day. :( I'm not super sure off hand.
One last thing: this Dev Diary has solidified my conviction that Northerner Armies ought to be modelled as Landless Adventurers, even if they're not fully integrated into the system. That is to say, I think that even if you want to continue spawning in the 10k-strong death stack, they should at least belong to a proper Landless Adventurer which is attacking you via the Adventurer Duchy Invasion CB. For one thing, it would allow a player ruler to use the Offer Settlement option. Otherwise, I think my reply to the last Dev Diary more or less explains why I dislike having them as a unique phenomenon within the game.


I do still think you could stand to integrate them fully into the Landless Adventurer system, for instance by letting Norse characters (perhaps with the right Adventure legacy, or otherwise with the Varangian Adventure CB) choose a special Varangian Adventure Camp Purpose which, somewhat like the Legitimists system, allows them to rapidly accumulate a large army while they're in Norse land at the cost of it all falling apart unless they launch an invasion within a short deadline. However, I also recognise why you chose not to do this, and your reply below is very illuminating.


Even accepting this, I maintain that you ought to run them as Landless Adventurers, for the reasons I've described above. Yes, they're separate phenomena, but it makes much more sense to represent someone like Rollo of Normandy as an Adventurer from a gameplay perspective. The leaders of these Norse bands might not have been exactly like your average Landless Adventurer, but neither were Legitimists; you've still put them under that umbrella because you recognise that a Legitimist ruler is essentially an unlanded exile who happens to have a decent claim, and thanks to that claim they can accrue significant support. Similarly, the leader of a Northern warband is riding a wave of historical circumstances, but in their own position they are far more like a Landless Adventurer than a hardcoded mercenary army, and if it's possible to buy off a marauding Adventurer with free land and vassalage it should be possible to do the same to a guy like Rollo.

On that note, it could be cool to give rulers an option or two to sweeten the deal against sufficiently frightening invaders: Feudal rulers could offer a more generous contract, for instance, and all rulers could offer a Hook to slightly increase acceptance. Like offering vassalage, except you're bargaining at sword-point so you can only ever decrease observations. Perhaps you could even offer other incentives, like a hostage exchange or a betrothal, but I appreciate that might be a hassle to include in a single UI.
Honestly, thanks for taking the time to share a detailed and helpful opinion with a very fair rationale. It's really, really welcome to be able to have these types of discussions with folks from time to time (even though I fear I'm gonna be less able to get into the weeds with you about this just now, I just wanted to call out that... yeah this is a wonderfully presented take IMHO).

That said, as discussed a bit last DD, I don't think we can or should represent Scandinavian Adventurers using this system. It'd be complicated implementation involving multiple DLCs overlaying each other just for the sake of unified presentation, which doesn't feel like a good use of time, and that's not even getting into the implied need to represent landless military powers using the same system in future: what I might actually be able to sort (at some point!) is an active offer settlement option for such rulers.

I did add an event for this in the FP1 post-release patches (I forget which one), but it's fairly dependent on continually raiding/trading with the same place, so it's highly player-dependent tbh. In retrospect, an interaction would've been a much better way to service that, and provide you the fantasy of ruling over Rollo rather than necessarily just imitating him. I can look into it, at least.

I would genuinely love to see more lateral outcomes to wars like this. I'm a firm believer in the victory-white peace-defeat mechanic as a way of keeping players honest and giving the AI a shot by hard-setting wargoals (vs, say, sniping their capital to cripple their economy like that literally every happened in our period), but that absolutely shouldn't preclude rulers coming to agreements like this. We don't play enough with ways to finish off wars outside of the core dynamic, and in particular buying off hostile powers in believable ways and various forms is just so, so, so tonally appropriate and mechanically satisfying for everyone involved.
With all that being said, I really can't overstate how amazing this update looks. You've simultaneously introduced some absolutely incredible concepts here while also laying the groundwork for even better expansions. I might have to put myself into a coma until September at this rate - I don't think I'll be able to get anything done while I'm busy fawning over all the cool stuff in these diaries.
<3 Extremely glad it appeals, and I hope it at least somewhat matches the hype.
"If the adventurer wins, they have utterly defeated your realm and usurp it as though it was a conquest."
What if, as an adventurer player, I don’t want to conquer the kingdom, but just leave my camp there? Or humiliate the ruler? Or take his children hostage?
I'm afraid that's not possible: you leave, or you commit to staying.
Why 251 and not 101 soldiers? Adventures do not have lavies.

View attachment 1175061
Ohhhh, excellent spot, my dude: this is actually a dude with a teensy amount of starting event troops. The screenie is Robert Phrangopoulos, a Norman in Byzantium, and he begins with a small reserve of heavy cavalry, which is the discrepancy. The additional one guy is his singular starting courtier and best friend, Roussel de Bailleul. Though tbh they should arguably be regular troops so that he can reinforce them. Hmmm.
I asked this last week and although it is mentioned here, what does

Does this mean you will be able to run your band of merry cutthroats as a manic 5 year old or would there be some form of regency?
It just seems odd given the way child rulers are treated in the landed part of the game that children will be able to run a unruly band of cutthroats.
^^' Alas, yes. Cards on the table, I very much thought you should have to be an adult to rule an adventurer band (I don't really like the loc feeling weird if, say, a baby is taking contracts and acting gruff) but I was thoroughly overruled by the rest of the team. So it shouldn't happen often but if it does, it does.

... okay, I've blown well past my allotted time & a little past my work hours now. As a career nerd I'm afraid I've got a Dark Heresy game to get home and prep for, but I s2g I will get an answer to the query about which adventurers are and aren't playable from page 1, just not tonight it seems. Also a couple of other people I've hucked in my quote bin since this reply but not gotten back to, though replies may dry up after that I'm afraid — we're deep in the balancing atm and I need to prioritise that a little.

Ooph, okay, busy week last week, but back to answer the question from page 1 plus those I meant to last week but didn't get to. :/ I'm afraid I haven't caught up on the last... 7 pages or so of discussion, so I'm sorry for folks here whose queries are getting missed. We're on the clock for balance'n'bugfix vs. engagement right now, so I'm not trying to ignore you, just gotta focus on the script rather than the forums right now.
Hello. I heard that some historical characters will be playable as adventurers. I went back to the start dates and looked for interesting characters that would be interesting to play.
Could you confirm if the following characters will be playable (i know its a big list, so an yes or no would sufice)?
1 - Last Umayyad (1066)
2 - Last Knytling (1066)
3 - First Fatimid (867)
4 - Rollo (867)
5 - El Cid (1066)
6 - Andronikos Komnenos (1178)
7 - Tostig (1066)
8 - Asen brothers (1178) -- (Asen or Ivan?)
9 - Ubba (867) -- unlanded son of ragnar
10 - Last Qutid (867) -- Descendant of the guy from ceuta from ck2
11 - Munis al muzaffar (867) -- Eunuch from ck2 (adventurer ? -- he can adopt now)
12 - Last Kalbid (1066) -- ex shia ruler of sicily from ck2
13 - Last Karkota (867) -- last kashmir ruler from ck2
14 - Jeno magyar (867) -- former ruler of the magyar from ck2
15 - Hereward the Wake (1066) -- folk hero of england
16 - Ibn Rushd/Averroes (1178) -- philosopher
17 - Omar Kayyan (1066) -- philosopher
18 - Hassan i Sabbah (1066) - Nizari assassin (also is the nizari state playable in 1178?)
19 - Gruffydd Aberffraw (1066) -- future welsh ruler
20 - Suleyman Shah (1178) -- the granfather of osman I of the ottomans
21 - Jamukha (1178) -- Temujin rival
22 - Roussel de Bailleul (1066) -- norman adventurer who ruled a piece of anatolia
23 - The exiled Hashimid (867) -- they lost hejaz (house of the prophet)
24 - Ordonu de Leon (1066) -- claimant of leon/galicia/castille -- remmant of the house of cantabria, his father was usuperd by the jimena
25 - Antso Navarra (1066) -- claiment of navarre -- founder of the cadet house of navarre, would be a influential house later
26 - Meiler FitzHenry (1178) -- claiment of england -- bastard descendant of one the last de normandie kings of europe / became justiciar in ireland later in life
27 - Daoud Fatimid (1178) -- one of the lasts fatimids -- his son started the hidden caliphs idea in shia islam
28 - First Buyid (867) -- his clan would conquer persia
29 - First Qarmation (867) -- his clan would sack mecca and create a religion
30 - First Ziyarid (867) -- his clan would almost restore persia for the zoroastrian faith
With apologies for the delay:
  1. Yes, bookmarked.
  2. Yes, by popular request (even though he really shouldn't be: dude is just a chill churchman).
  3. Surprisingly, no, but we really should have him. I'll try to get him sorted for release.
  4. Yes.
  5. Yes, bookmarked.
  6. Yes.
  7. No, we've left him as a knight in Hardrada's court. Hilariously though, he's generally pulled as a good character to become an adventurer... if you're playing as Harold and die/lose.
  8. Not super familiar with these dudes off the bat, I'm afraid, but we appear to have a Todor Asen as an 1178 adventurer with his younger brother, Ivan Asen, in his camp.
  9. Yes.
  10. No, but I can look into it.
  11. Nope; doesn't seem to be in the files either, unless I'm missing him somehow.
  12. Hmm, doesn't seem to be. I'll look into them.
  13. Yes.
  14. Nope. Not even seeing them in-game atm, might have been a late addition in CK2, after the history for CK3 was forked.
  15. Yes, bookmarked.
  16. Can be switched into if he spawns near you.
  17. Can be switched into if he spawns near you.
  18. Yes, bookmarked. The "i" is apparently an error (or so our research nerds tell me), FWIW, so the proper form is the sadly somewhat more plain "Hassan Sabbah".
  19. Alas no, he's too young in 1066.
  20. Too young in 1178, but his grandfather Kizil has an adventuring camp that both Suleyman and Kaya are in.
  21. I'm not seeing him in-game atm, sorry to say. Pretty sure Temujin is just off map in 1178, by about a county or two, so guessing he might technically be off the map edge at game start.
  22. Nope, he's a courtier in the camp of his friend Robert Crispin, who is an adventurer.
  23. Nope.
  24. Not atm, but I can look into him.
  25. He remains a courtier in his brothers court, I'm afraid.
  26. Doesn't appear to be in-game atm.
  27. Seems to be completely absent at present. I can take a look.
  28. Not presently, but I can look into it.
  29. Afraid not.
  30. Yes.
Can we switch to a landless character at any time from the pause menu, like we can with rulers?
Yes! There's also a landless map mode to help make finding them easier.
It looks amazing. The work was done incredibly, thank you so much for it!
Please answer a couple questions:
1. Will there be exclusive contracts for other DLCs? For example, "persuade a character to spread a legend"?
2. If the character does not have a player heir, does the game still end? Is it impossible to choose another character from the dynasty to play?
UPD:
3. Do we need claims for artefact stealing with thief in our camp?
Thank you for the kind words in return! Always means the world.
  1. I don't believe we've done any contracts that require two DLCs at the moment: I've said it a bit elsewhere, but by the time we had what we felt was a contract system that was fun to play with, our priority became making sure there was as much variety within it as possible. Contracts locked to other DLCs would've run fairly contrary to that, even though most CK players buy most DLCs AFAIK. They're mechanically possible and mebs something that could be considered in future, but weren't relevant for us this time.
  2. Inheritance actually always overrules that, which does apply here. You can adopt someone into your family fairly easily in an emergency, but otherwise, you'll need to re-select your dynasty from observe mode if you want to tag back into one.
  3. Afraid so; consider that more of a balance consideration than anything else.
Are deposed claimants expelled from their former lands automatically? Would be kinda wierd seeing the guy I deposed freely roaming my realm or If I got deposed and was just allowed to roam freely in my former realm undermining the new regime.
I believe so, but you're making me nervous now; will double check and make sure that we've got that in.
Everything I'm reading about this update sounds like it will be the best thing that has ever happened to Crusader Kings
:) Happy you're hyped! I would say temper things a little; I think it's a great DLC, but it's easy to build something up too much in your imagination.
So if we are are can we be a landless character who is also a temporal head of faith? Assuming we were landed at some point and established the head of faith title through owning a holy site etc.
Afraid temporal HoFs are set to require land still, so no. I think that is actually just a script limitation we impose on their HoF title, so presumably it's entirely moddable, but it's not something we've touched. I imagine some stuff would break — we probably rely on that implicitly in a fair few places — but not an ungodly amount.
Still desperately curious to know if Jewish characters will have appropriate clothing as a misc fix in the upcoming update, and if there's any chance the Exilarch will be playable or exist? (If it's a no I'd still like to hear about it, please either fan the flames of my hope or toss water on them and let them die.)
I'm afraid not; the chap who was making most of our Jewish content in his PDT has recently left for pastures new, so sadly we're probably going to be a little barren there until someone new takes up the mantle.
There is a travel event where wandering duelist blocks the way. Can we become wandering duelists ourselves and demand travelers to have a duel with us?
^^' Honourably? No. There is a contract for robbing passers by, though.
Thank you for the dev diary! One thing though, could the UI for the losing your last title event be adjusted? From that picture, it looks like a fullscreen event that just shows the names of the options to play as. I would vastly prefer it be adjusted similarly to the succession event, where you can look at or better yet select and see in more detail the characters that are options. Personally I'm awful with names even in videogames, so that event as is looks like it'll be effectively selecting a random character every time, and having a better way to see what your options are would be much appreciated.
I actually already reverted it to the regular event for the one where your child wants to run away, the screenshot didn't sit quite right with me, but I'm sorry to say that I don't think we'll be doing that for the main deposition event. It's dramatic and should be seen even less often, so I think the cost of using it is probably worthwhile. :) You can of course still tooltip people in the event options to get reminders of who's who.
 
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Hello. I heard that some historical characters will be playable as adventurers. I went back to the start dates and looked for interesting characters that would be interesting to play.
Could you confirm if the following characters will be playable (i know its a big list, so an yes or no would sufice)?
1 - Last Umayyad (1066)
2 - Last Knytling (1066)
3 - First Fatimid (867)
4 - Rollo (867)
5 - El Cid (1066)
6 - Andronikos Komnenos (1178)
7 - Tostig (1066)
8 - Asen brothers (1178) -- (Asen or Ivan?)
9 - Ubba (867) -- unlanded son of ragnar
10 - Last Qutid (867) -- Descendant of the guy from ceuta from ck2
11 - Munis al muzaffar (867) -- Eunuch from ck2 (adventurer ? -- he can adopt now)
12 - Last Kalbid (1066) -- ex shia ruler of sicily from ck2
13 - Last Karkota (867) -- last kashmir ruler from ck2
14 - Jeno magyar (867) -- former ruler of the magyar from ck2
15 - Hereward the Wake (1066) -- folk hero of england
16 - Ibn Rushd/Averroes (1178) -- philosopher
17 - Omar Kayyan (1066) -- philosopher
18 - Hassan i Sabbah (1066) - Nizari assassin (also is the nizari state playable in 1178?)
19 - Gruffydd Aberffraw (1066) -- future welsh ruler
20 - Suleyman Shah (1178) -- the granfather of osman I of the ottomans
21 - Jamukha (1178) -- Temujin rival
22 - Roussel de Bailleul (1066) -- norman adventurer who ruled a piece of anatolia
23 - The exiled Hashimid (867) -- they lost hejaz (house of the prophet)
24 - Ordonu de Leon (1066) -- claimant of leon/galicia/castille -- remmant of the house of cantabria, his father was usuperd by the jimena
25 - Antso Navarra (1066) -- claiment of navarre -- founder of the cadet house of navarre, would be a influential house later
26 - Meiler FitzHenry (1178) -- claiment of england -- bastard descendant of one the last de normandie kings of europe / became justiciar in ireland later in life
27 - Daoud Fatimid (1178) -- one of the lasts fatimids -- his son started the hidden caliphs idea in shia islam
28 - First Buyid (867) -- his clan would conquer persia
29 - First Qarmation (867) -- his clan would sack mecca and create a religion
30 - First Ziyarid (867) -- his clan would almost restore persia for the zoroastrian faith
 
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"The dev diary is coming along fine, but it's probably not going to be as long as the Admin government dev diary though" -- Wokeg, shortly before writing the Tsar Bomba of dev diaries.
 
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Unrelated with unloaded gameplay, but:

Will Albanian culture be portrayed with the new DLC?

Thanks for the amazing Dev Diary. Super Hyped for Roads to power! :)
 
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Alright, I'm gonna translate this DD anyway, but out of curiosity: how long is it? It seems longer than the previous one, though it might be just my impression.
 
It's nice to see access to this mechanic being integrated with what tenets and traditions your character follows. As a humble request, might I also suggest making becoming an Adventurer available with Caravaneers? This tradition is literally all about waliking the endless paths of Arabia and the Silk Road, after all.
 
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Can I play as unlanded children from the "Choose Your Destiny" interaction?
They're deliberately not picked, I'm afraid.
Will Albanian culture be portrayed with the new DLC?
Late addition but yes.
Alright, I'm gonna translate this DD anyway, but out of curiosity: how long is it? It seems longer than the previous one, though it might be just my impression.
Uhhhh I think slightly over 10k words. Community has told me that there is now a hard word limit on dev diaries ;_;.
It's nice to see access to this mechanic being integrated with what tenets and traditions your character follows. As a humble request, might I also suggest making becoming an Adventurer available with Caravaneers? This tradition is literally all about waliking the endless paths of Arabia and the Silk Road, after all.
We are still undecided on the extra tenets, but Caravaneers is another great suggestion. I'll make a note: no promises, but maybe.
1. Does the camp need to be destroyed when becoming landed?
1.1If yes, why not allow one to keep the camp? Picking a more adventurous descendant to succeed the camp and keep the family tradition alive sounds nice.

2. If your dynasty has an Adventurer, can you as a landed character become it's Patron? or is that only a player adventurer has Patrons?

3.If there is an active Adventurer camp of your dynasty, can you go play as that character by decision or after a landed character death?

4.Any chance that there will be an variant Adventure dynasty legacy for dynasties that have adventurers but aren't of North Germanic Cultures?
  1. Mechanically, mostly no but kinda yes (we tried to keep it entirely no but it was causing stability problems). So it's potentially mod-outable but it'll still get auto-destroyed in some instances of inheritance.
  2. Via mercenary contracts, yes, and they can make requests of you. Close family and spouses can make requests without formally having you on the patronage list also, so it's possible to get requests from them if they're in town.
  3. They're quite likely to turn up in Choose a New Destiny, I believe, though that is a roll and they may not get rolled every time.
  4. ^^' Afraid not.
 
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One question I've had is Faith Reformation: One of the buildings mentions reducing the Faith Reformation cost, and I'm wondering if that means we can reform a pagan faith as a wandering priest/ess?

Obviously if it is a thing we can do, it'd be challenging in a different way to the landed version, but otherwise I just can't see why the tooltip would mention both cost types.
 
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I would really like to know if some cultures will treat adventurers differently. There's an opinion penalty on being a criminal adventurer and killing people for money, but isn't that what being a viking all about? And that one has a monthly prestige bonus.
 
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One question I've had is Faith Reformation: One of the buildings mentions reducing the Faith Reformation cost, and I'm wondering if that means we can reform a pagan faith as a wandering priest/ess?

Obviously if it is a thing we can do, it'd be challenging in a different way to the landed version, but otherwise I just can't see why the tooltip would mention both cost types.
You can't restore a pagan faith just because those currently require you to either have a custom decision or else to hold sufficient holy sites (which, by definition, landless chars don't do). Regular faith reformation is available as usual.
I would really like to know if some cultures will treat adventurers differently. There's an opinion penalty on being a criminal adventurer and killing people for money, but isn't that what being a viking all about? And that one has a monthly prestige bonus.
Vikings tend to differentiate between war and raiding (good, cool, arguably pious) and just naked banditry at home (horrible, honourless, nithing scum). A bit like how being a murderer is illegal everywhere, even in realms/cultures/faiths that are otherwise super keen on killing people. You distinguish between the same action contextually.

Gameplay-wise, we are forced to have this be a starker difference than it would actually have been: Scandinavians might not care that you're a notable bandit in Germany but will care that you're banditing about Scandinavia, but the game doesn't really support that level of granularity where your reputation is tied to a certain area and its cultural standards. :) It's easier to draw a line through it and say "this is good banditry" and "this is bad banditry".
Another question I've had: Will there be cultural data for wandering peoples like Travellers and Romani added? Since you can now play as one in a realistic way.
I'm afraid not: this would have been a whole extra cultural layer that we weren't really set up to handle well. I'd love to see itinerant peoples represented some day, but not this time.
 
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In the HRE, your liege should not dislike you for not wanting to become the next emperor unless you are their heir, of their dynasty, or the one they are voting for, reality would be more like "Oh you're removing yourself from the competition? Nice!"
Other opinion malus too, the situation can be pretty ridiculous, like imagine ambitious character that you vote for going "Oh you want me to become the emperor but you yourself don't? HOW DARE YOU!", it just... seems weird XD
 
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This looks great! Love that the Normans are getting a tweak, too! One thought upon reading the visit castle activity: should there not be an interaction where you scope out the defences of the castle to get an edge in schemes or bonus to sieging it? There's a niche fantasy in there about sneaking into the enemy castle as a wanderer and learn all its secret passages before actually going to war with the ruler!

might be too niche i recognise
 
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This looks great! Love that the Normans are getting a tweak, too! One thought upon reading the visit castle activity: should there not be an interaction where you scope out the defences of the castle to get an edge in schemes or bonus to sieging it? There's a niche fantasy in there about sneaking into the enemy castle as a wanderer and learn all its secret passages before actually going to war with the ruler!

might be too niche i recognise
^^' Okay, unless Distantaziq has put that in without my knowledge (which is very possible), I think that's a great idea. We won't get it for release but I'll make a note and I'm sure we can try to sort that for a patch.
 
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In the HRE, your liege should not dislike you for not wanting to become the next emperor unless you are their heir, of their dynasty, or the one they are voting for, reality would be more like "Oh you're removing yourself from the competition? Nice!"
Other opinion malus too, the situation can be pretty ridiculous, like imagine ambitious character that you vote for going "Oh you want me to become the emperor but you yourself don't? HOW DARE YOU!", it just... seems weird XD
tbf i can see the general dislike of someone who's loudly going "oh i don't want to be the kaiser don't pick me" like wow, presumptive, thinking you'd get picked over any of us *and* are too good to accept it? how pompous of you!

Maybe content rulers or maybe parochial vassals / people who value humility should view it positively though?
 
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It would be cool if there was a scheme agent slot (I think that's a new thing, right?) for adventurers, so you can "contract" them to assist with schemes when landed. Really just pay out gold and maybe prestige for having a lowly adventurer assist you. This could keep landed players interested in what adventurers come and go through their realm, such as good murder agents or scholars that could assist with a learning scheme. It doesn't need to be a full contract system like the other way around when a player is an adventurer, but just some way to interact with the AI adventurers in your realm beyond mercenaries.
 
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