
Government
Adventurer
Adventurer is a government type in Crusader Kings III. Ruler modifiers: Number of Knights +2, Max Men-at-Arms Regiments -3, Size of Men-at-Arms Regiments -2, Travel Speed +20, Siege Weapon Effectiveness -50% and 5 more. Its laws: Camp Purpose. Patch 1.20.0.3, from game/common/governments/00_government_types.txt.
An Adventurer is an Unlanded Character who leads a Camp.
They do not have Vassals, nor do they earn income passively in the usual fashion — instead, they must take Contracts to earn their coin, or call in favors from their Roll of Patrons.
Adventurers may freely roam the map. Their main concern is making sure they have enough Provisions to survive on the move.
Instead of Crown Authority, most Adventurers will set a Camp Purpose. This indicates what type of group they have and why they stick together.
Driven seventh sons with no inheritance, ambitious nomads, petulant run-aways, curious scholars, vicious sell-swords, and deposed nobles alike all flesh out the ranks of these tireless wanderers.
Their sole uniting factor is a hunger for something more than a quiet life of obscurity, and the will to do something about it.
Ruler modifiers
Laws it uses
Government rules
The rules switched on in the files (the game's keys):
- create cadet branches
- rulers should have dynasty
- landless playable
- conditional maa refill
- mercenary
- allow out of realm inheritance
- use as base on landed
Who can get it (can_get_government) (4 lines of game script)
any_held_title = {
title_tier = duchy
is_landless_type_title = yes
}As written in game/common/governments/00_government_types.txt.
Source: game/common/governments/00_government_types.txt, common/law_groups and the English localisation, Crusader Kings III 1.20.0.3.