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This person's experience is based on emotion.
BTW, most the contracts are designed to be recurrent things, like collecting taxes.
My play with Adven. have been very rewarding.
With the DLC it does those things, with a few more than 5 contracts you can take, and there's other things you can do but the contracts as an adventurer. I have no idea how it plays without the DLC - but I'm sure it is lacking compared to with the DLC.
I have used it as the last ditch backstop picking rebellions/fights I could easily lose, to start dynasty branches in different county/duchies on the map, and to simply walk away from plagues for a while when I got tired of dealing with them.
The only downside is that investing money in the camp feels horrible since it's all entirely gone and wasted once you get landed.
Transport contracts as well as fight corruption are most easy money, I think.
It definitely needs a balance pass, though. It's kind of silly that you can travel around as a ridiculously overpowered merc band with enough troops to wipe out empires, without paying any upkeep, and reinforcing them fully just by visiting any random castle (once you get maxed fame or devotion, you can fill your units instantly with either of those options).