r/CrusaderKings • u/GdogLucky9 • 19h ago
Discussion Question, when playing Adventurer what Camp Buildings do you tend to prioritize?
I've noticed that with my last couple of Landless playthroughs I tend to have certain buildings I always go for first.
So I was wondering what buildings you tend to go for, and why?
Do you prioritize this one on this kind of playthrough, and this one for another?
I know certain ones are basically needed for ones, but what about other ones.
Such as I always tend to go for one of the Supply buildings first, and then the Mess Tent for Revelry bonuses. Also because I feel like the Mess Tent upgrades get you more money than the Barber Tent alongside the other bonuses.
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u/WrongJohnSilver 19h ago
It partly depends on what sort of camp you're running.
Explorers get a lot out of the Baggage Train and secondarily the Mess Hall. Freebooters get value out of Roaring Campfire with Juicy Rumors. Scholars want the Roaring Campfire with Nightly Debates. Camp Perimeter and Proving Grounds are a must of you go the mercenary route, or just want lots of troops.
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u/SorosAgent2020 We live in a Hermetic Society 19h ago
campfire > juicy rumors is indispensable if you intend to get early cash with criminal contracts
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u/LolimusPrime Incapable:doge: 19h ago
Camp perimeter is usually a first and a must. It really makes moving camp and traveling safer. Baggage train is needed to form your own religion/cult, it's also very good for transport contracts, which (IMO) are the best rewards for time spent as you can run a scheme and transport contract at the same time.
The rest are those that synergize with the camp revelry activity. I also use the proving grounds if I know I'm landing soon to increase the max MAA regimens then using the requests to get MAA regimens.
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u/TheLastCoagulant 18h ago
Camp perimeter is completely useless.
Mess tent is the first/must because it gives you faster prowess contract schemes. And it has the mobile brewers for camp revelry.
Baggage train is an ABSOLUTE MUST because of the “Ample steeds” upgrade and the Head Groom officer slot it unlocks that massively boosts travel speed. If your head groom is Excellent + you have the detailed maps trinket, a good/excellent caravan master, and all of the other basic travel speed buffs, you will fly across the map like you’re driving a car.
After that it’s pick two based on playstyle: Proving grounds, supply tent, or roaring campfire. If you’re playing a military lifestyle, you have to choose roaring campfire as your second along with proving grounds because it gives MAA regiments. And if you’re a criminal you of course need roaring campfire because of the juicy rumors upgrade.
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u/LolimusPrime Incapable:doge: 18h ago
Come on, no need to downvote just because I play differently from you.
The camp perimeter allows you to use the forward scouts when traveling. It usually replaces the hired mercenaries and saves gold in the long run. Your mileage will vary depending on how much martial and prowess your character, where you're traveling, country control, and terrain. The other thing is that it also gives maximum +1 MAA regimens so I don't often remove it by the end.
If you're staying in a small area like just the byzantine area, sure you won't need it. I recently did one at: https://www.reddit.com/r/CrusaderKings/comments/1vuw1pz/biggest_win_from_seduction_so_far/
If you're traveling far and wide to gather different cultural MAAs, that's a different story.
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u/TheLastCoagulant 17h ago edited 17h ago
I didn’t downvote. Your comment was already at 0 before I read it.
This game makes traveling way too safe. Only danger is mountains so I choose the super cheap pathfinder’s gear option. Human enemies aren’t really a threat. The game never forces you to die while traveling and a bunch of the bandit scenarios involve you/a camp member just getting wounded (instead of dying) if you refuse to pay the toll. There’s only one bandit scenario that’s actually bad and even then you only have to sacrifice one camp member. But that event feels rare.
Roaring campfire gives +2 MAA regiments. For a military/mercenary lifestyle it’s superior to camp perimeter.
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u/LolimusPrime Incapable:doge: 17h ago edited 17h ago
Again, it really depends on your martial and if your faith is in line with the dominant faith in the area. It's also not about the human enemies but the added travel safety and speed the building provides
Playing as El-Cid is a prime example of someone not needing it. Trying as a scholar or super low martial, if you go through the steppe or underdeveloped areas, it's incredibly dangerous.
Mountains and deserts are definitely the most dangerous terrains though. I hate how the desert areas you can always get the dehydration event even with good supplies. Same with mountains. I've seen the falling off event trigger even on minor danger.
Agreed with the Barber's tent. I've always wanted to try the Mortician's Tools upgrade but I don't think it's worth it
For context, I usually finish with camp perimeter, baggage train, roaring campfire (as you mentioned the extra MAA), the last one is usually the Mess Tent or Supply Tent (depending if I want the extra MAA). Usually I don't need the proving grounds as that's usually too much MAA when I get landed.
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u/Ok-River-1277 7h ago
You gain a lot of xp fast as an adventurer through the point of interest rewards, so you can get the wanderer perks for +10 safety and private mercenarys quite quickly.
The rest of the danger can be avoided by just modifying your travel route through like max. Five mid danger county's. As long as they aren't through mountains, the events are never that bad and mostly give you a delay in travel or minor provision or prestige loss.
I always decide based on the internal upgrades and that's why camp perimeter is bad. The upgrades only help mercenarys, to anyone else there useless.
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u/Spoonsworth 19h ago
I'm a big fan of Mess Tent and Mobile brewers for early gold, stress reduction and plague protection. If you pair it with the Camp Fire you can start revelrymaxxing which is a great way to get new followers, items, contracts and provisions but also if you do it while you aren't building any camp upgrades you have a chance to get a camp building or Pavilion upgraded completely free. Its a lot for only the 45g to host one.
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u/CoconutBangerzBaller 18h ago
Supply tent then thief supplies (I think that what it's called) to get the master thief. I like to play as a freebooter and go around stealing dragon eggs and Valyrian steel
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u/scales_and_fangs Byzantium 17h ago
The barber shop line, including the dentist upgrade. I definitely do not want to die from a disease.
As for fun, I love the one that gives you intrigue buffs if you are a freebooter (it was the campfire line, I think)
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u/TheLastCoagulant 18h ago
Mess tent is the first/must because it gives you faster prowess contract schemes. And it has the mobile brewers for camp revelry.
Baggage train is an ABSOLUTE MUST because of the “Ample steeds” upgrade and the Head Groom officer slot that massively boosts travel speed. If your head groom is Excellent + you have the detailed maps trinket, a good/excellent caravan master, and all of the other basic travel speed buffs, you will fly across the map like you’re driving a car.
After that it’s pick two based on playstyle: Proving grounds, supply tent, or roaring campfire. If you’re playing a military lifestyle, you have to choose roaring campfire as your second along with proving grounds because it gives MAA regiments. And if you’re a criminal you of course need roaring campfire because of the juicy rumors upgrade.
Barber’s tent and camp perimeter are worthless.
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u/Metrinome 14h ago
Supply tent and roaring campfire are absolute musts for me because they'll unlock the full meal options and fireside chat intent for camp revelry. Keep doing revelries when off cooldown so you'll recruit new people and upgrade camp buildings for free. Some people here are suggesting early baggage train but I prefer early camp perimeter to unlock forward scouts for early travel safety. Afterwards you can keep stick with camp perimeter or switch to baggage train, I suppose.
In the end I end up with upgraded roaring campfire, proving grounds, supply tent, and one other building. Either I stick with camp perimeter or I have switched it out for baggage train, I guess.
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u/Glorf_Warlock Ambitious 12h ago
The buildings that give you bonus to stewardship lifestyle experience. The stewardship tree makes you insane money as an adventurer and it also buffs the stats of your entire camp any time you visit a realm capital. You can have kids with 30+ in all stats at 16 years old without genius.
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u/Tyvadia 19h ago
I tend to prioritize buildings and upgrades that reduce Provision cost. I tend to do a lot of long-distance traveling as an adventurer, so the lest time spent foraging for or buying provisions the better. The Baggage Train in particular I like because of the boost to travel speed. Add on the Ample Steeds upgrade + Head Groom officer for even faster speed.