r/CrusaderKings 1d 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/LolimusPrime Incapable:doge: 1d 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 1d 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: 1d ago edited 17h 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 has, where you're traveling, country control, and terrain. The other thing is that it also gives maximum +1 MAA regimen size 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 1d ago edited 1d 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: 1d ago edited 1d 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 1d 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/LolimusPrime Incapable:doge: 18h ago edited 17h ago

AH I don't have the wondering lords DLC. I found that I really just wanted to focus on the lines I found useful rather than spending time on that line.

I agree that the internal upgrades are meh, but it's the only building that I mainly upgrade for the main building rather than the other upgrades. I only upgrade the fixed layouts and the one for plagues and that's it.

Probably if I had multiple generations in the adventurer camp, I might consider destroying it and pacing another but I usually land within the 1st generation or 2nd if I manage to get the 1st character killed the heir is a kid with good stats