Europa Universalis IV

Europa Universalis IV

Anbennar: A Fantasy Total Conversion
Myll Dec 21, 2023 @ 10:06pm
(Adventurers Wanted!) Feedback
Greetings Anbennar modders and players,
I'm brand new to Anbennar (not to EU4, been around EU Series since - it was just EU).
So I offer some constructive criticism to the current design of the Adventurers Wanted event in game (and again - I'm new, never read the Wiki's and going at this with only in-game mindset).

- Upon seeing (Adventurer's Wanted!) for first time, I am immediately searching for what I must enact/enable to react to it. After all, this is a game, normally a player reacts to a problem posed from the game (even if it is RNG that I now have Vampires sucking the life out of one of my provinces).
- After much searching among my troops (all Olavish Berserkers in northern Urviksten), I notice none are tagged or described as "Adventurers" (although I remember there were Adventurer starting tribes/single-province groups, but I'm not playing one).
- Aha, I go into the Production Interface>Land Units>Mercenary Companies and see a Mercenary unit up at the top ready for me to hire that is named "Novice Adventurers" and think to myself, I'm starting to solve this wicked problem that merely required me to "dungeon crawl" through most of EU4's various pop-up menus.
- Nope, wrong, the Mercenary company named "Novice Adventurers" just sat there. Ate my food. Took my Ducats, month after month. Tried to talk to them but they didn't have a commander, so...I fired them. Bunch of useless "Novice Adventurers"

So Mods - hope you see my point here. If one is "Wiki Free" and totally In-Game only, your Adventurers Wanted is not initially self-explanatory as to whether the player has "agency" or not, in order to move along in solving the problem.

So, ok, I have now jumped out into the Wiki, then see that this mechanic of (Adventurers Wanted!) is apparently:
1. RNG On, then...
2. RNG Pop-up procession to make decisions amounting to:
2A. Encourage the problem and use appeasement in hopes of integration for buffs or...
2B. Discourage the scourge (or attempt to kill off) to eliminate the problem.
3. Which amounts to: mostly passive RNG with infrequent/random player interaction to modify or remove the (Adventurers Wanted!) province modifiers.

And I haven't even RNG-quested through any of these pop-ups yet btw.

My biggest criticisms/suggestions so far would be:
- New-to-game players are not presented with any hint/pop-up or anything that informs them that they cannot find or employ something to react to this, not even if they have a Doom-Stack Horde of 100K Centaurs on the province...in "Autonomous Rebel Suppression" (yeah, I tried that also, thinking the Vampires infesting my province may function like Rebels in this mod, perhaps). So I'd offer that you may want something in-game/mod that at least pops up the first time in game that an (Adventurers Wanted!) is activated (not asking for a Tutorial but a simple informational pop-up the first time may help).
- Consider updating the Mod to enable some potential for Player Agency to force the initial progression pop-up along, even if it costs Mana, or by casting a spell (something, anything), so even if a cost of resources in some way, you should consider that the Player's "First Move" after this event activates should accommodate an action by the player in one or more ways, even if not free but at some resource cost. Otherwise, the event feels even more RNG and distant from the Player's potential to immerse into the event (i.e. it's "immersion breaking" for this event to fire).

Now I'm so new to the Mod that I may have misstated/misinterpreted this event, but this is my best stab at something that can't be stabbed (because I gotta wait for an RNG Pop-up to "stab" with a button-click).
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Showing 1-4 of 4 comments
Bahrman74 Dec 23, 2023 @ 6:35pm 
Hey fellow newbie to the mod but I'll answer to the best of my understanding since the vets around here are not at all helpful. Not jerks at least but yeah, ... Also, the words "best of my understanding" being key... I may be way off base.

So the Adventurers needed is a tag a province can get that gives a penalty based on what one it is (vampires, orcs, ect). At some predetermined interval a roll is made to see what happens with it: they can worsen, continue as is, or be defeated by adventurers (there may be more options but this is the minimum). The only things I know you can do to alter this roll are a couple privileges you can give the adventurer estate. The rich rewards one gives a blanket bonus to them and then there are adventurer type specific ones that will increase chances against specific monster types.

So, not nearly as cool as the expeditions in the Dwarven ruins unfortunately.
Rocket Weapons Guy Jun 22, 2024 @ 11:21am 
theyre gonna rework the adventurers wanted system soon, like how they jsut reworked artificery
Myll Jun 22, 2024 @ 1:39pm 
Originally posted by Rocket Weapons Guy:
theyre gonna rework the adventurers wanted system soon, like how they jsut reworked artificery
Thanks for the update. I'm sure my original post has some errors but it was my first take upon being presented with it. I think the concept is good, but implementation outside a player's ability to affect it - that's what drives a player crazy, if there can be RNG that is 100% negative without player agency to properly react to it, even if costly to react.
bri Jun 27, 2024 @ 6:18pm 
Originally posted by Rocket Weapons Guy:
theyre gonna rework the adventurers wanted system soon, like how they jsut reworked artificery

As near as I can tell the system is broken in the current version. The spawn events are happening but not the clean-up afterwards (unless it's proper that more than a dozen have lasted ~100 years with not a single one being cleared with the high quality reward privilege in place from day 1).
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Showing 1-4 of 4 comments
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