Downloaded Roads to Power through Alternative Distributors a few hours ago and took it for a spin. Played around ~10 years as a Portuguese Adventurer starting around Santiago, essentially a one-man Reconquista. Well I didn't do much Reconquista-ying so far, mostly keeping the peace, escorting artifacts, training knights, intimidating people for powerful magnates and generally getting martial-esque shit done. So far I've avoided Criminal Contracts or more Diplo/Stewardship shit, since me and my crew are more Martial-focused, through I aim to add some more Diplomats and Intriguers.
Some thoughts:
- Gotta say, this is definitively different from average CKIII early count fare.
- On Provisions and Coins: I feel its lame that you and your dudes can just sit around and... eat fuck all and get paid nothing? I mean, we're like five dudes, but one would think that Provisions and such would be consumed over time. So far I've had little to fear from Provisions, but I've been mostly travelling around northern Iberia doing jobs. I think it would make more sense if Provisions were consumed passively, even without travelling. Let's see how it goes later, since I'm thinking checking out Southern Frace when I saw that a local duke converted to Catharism - sounds like the kind of shit that can get me contracts to fight them heretics.
- Similarly, feels like there would be more "dude where money" events and such. Even a very minute quantity of gold drain per Camp Follower would make more sense.
- The new scheme interface is pretty cool, lots of potential there. You will see it pretty often as you go around fulfilling contracts and shit.
- One thing I find weird going on inns: Why are most characters there so old? I swear, its always 30-50 yrs old people, if not even more. I've seen a 70 years old ancient woman, what are you even doing there you old biddy? Also its always some ugly-ass women, I swear I once saw this bish with a bigger chin than gigachad lmao, the Hapbsburgs couldn't inbreed a bigger chin even if they had spent five centuries engaging in Ptolemaian-tier incest hahahahahahahahah.
- Seems like when it comes to Schemes, speed vs success is key. Essentially, you want to make as much as money, so either aim for maximum success/excessive success or phase time so you can max advantages. Essentially, take your time to gain as much success as possible or just go around finishing contracts quickly but possibly sloppily. Not sure which is best here.
- What's up with the gold costs scale? Like, it's a bit weird that with some easy adventuring, I can rack up money that a Count would take years and years to obtain, and then spend similar amounts on gear, recruiting people, expanding camp, etc. How are these people even paying me? I probably make more money than then them per year (say, average task seems to give 50-60 gold, that's like a year worth of 5 gold income). Like, shouldn't Adventurer Costs scale below that of Counts, at least earlier on at the start? I mean, maybe it's just me but recruiting a few sellswords shouldn't have the price of a small mercenary company contract.