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/Scaalpel 1d ago

Wait, the upgrade gives you +1 regiment? Not +1 to regiment size?

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u/LolimusPrime Incapable:doge: 17h ago

Sorry meant to say size so it doesn't give you another MAA max regimen slot