[1.02 BALANCE] Does anybody build the Adventurer's Guild on purpose? I think it still costs too much labor to build for its benefit.

Raise your hand if you love the Adventurer's Guild as is.

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Reply #1 Top

I agree.  My adventurers are always out adventuring.

Reply #2 Top


I build it very rarely, it's barely worth it just for the xp bonus, but if there are some level 7 or 9 champions I'm planning to pick up the cost saving helps to justify it.

Reply #3 Top

if it worked for all troops, i could at least garrison some forces there to power them up before sending them to my army.

Reply #4 Top

I've built it when I have wanted to pick a high level champion, and when I have wanted to extend a city just a little bit further in a particular direction. Never for the xpt. It's pathetic.

Reply #5 Top

The Adventuring Guild sounds real neat. Evokes imagination. But is a red herring. Adventuring? More like the Sitting Guild. Is only good for adventurers who sit. Course that's good for champs who grant city boons, but i never get around to having even those dudes sit around, they're always active. 

i'da used the name Adventuring Guild for a building which grants quests, or unlocks new random events, or affects actual adventuring in some way. Boons like increased movement or sight. Or unlocks adventuring gear for units trained there. A combo of a few things. Lots of possibilities here. That name evokes something more exciting than sitting around quaffing ale and swapping stories. 

Reply #6 Top

Costs too much for what it does.  Have never built it.

Reply #7 Top

i wish adventurer guild enabled quests.

 

You would have the option to trigger a quest by paying gold - it should cost 1.5x more than Wanderlust quest scrolls. This way anyone who builds this can take quest scrolls - but adventurers can do it cheaper. Quest scrolls should be dependent on having adventurers guild, and the exp bonus should not apply to units sitting in city.  It should give "Trainer1" to all units trained in city.

Reply #8 Top


Err i use it to give my lower level trained henchmen a boost from level 3 to 6, doesn't take very long and then they are very useful.

Reply #9 Top

I would eliminate it, and replace it with Governors getting +X exp a turn in a city due to their profession.

Reply #10 Top

I find very few of the "national wonders" (to borrow from Civ parlance) are worth building, and most of the "world wonders" are trivial in value as well, given their cost. Making the Adventurer's Guild a certain defined xp/turn (ie, not chance) would be a better route imo.

Reply #11 Top

Yep, I build it, I use it.  Any low-level heroes that I find and I don't have an army to give command to, they go sit at the guild for a bit.

Reply #13 Top

Quoting Jim, reply 10
I would eliminate it, and replace it with Governors getting +X exp a turn in a city due to their profession.
End of Jim's quote

 

I agree.  Rename it the Governor's Mansion and let it give +1 xp to troops and non-governor class heroes and + 2 for governor heroes.  And let it be built in every city (or maybe up to 3? to represent provinces?).  But I agree with everybody who said they build it for the discount heroes.

Reply #14 Top

Quoting s23k, reply 11
Making the Adventurer's Guild a certain defined xp/turn (ie, not chance) would be a better route imo.
End of s23k's quote

The percentage-chance doesn't work. You always get 1XP per turn. At least it used to be the case, I haven't tested it in 1.02 yet.

In any case, 1XP just isn't worth it and the reduction of the recruiting-cost is only good, if there are still available champions on the map.

 

 

 

 

Reply #15 Top

I don't use, there are always buildings more interesting or needed.

The crappy XP bonus for the city, should be applied to ALL CITIES, and maybe then it is worthy.

 

Reply #16 Top

I built it a couple of times when I wanted to recruit some late-game heroes. The xp/turn seems pointless, the city you build it in is never where you want a governor for example (I put those in recently captured cities for the unrest reduction).

Reply #17 Top

I agree that the XP chance per turn mechanic isn't very useful.  I do like how it looks though; I usually build it in one of the corners of my fortress after building walls/castle (and usually it's the last thing I build) and it looks pretty cool.  I also wish that Governor abilities would be reworked.  Perhaps after that, the Adventurer's Guild could be reworked to add even more xp bonus, etc, to the city on top of the reworked Governor abilities.

Reply #18 Top

Adventurer's Guild is only worth building for its recruitment price reduction, and even then only on a rare occasion. Its other benefit is worthless. I hardly ever build it.

Reply #19 Top


Enough has been said here for me not to include my dim view of the Adventurer's Guild.

Reply #20 Top


The XP bonus to champions is absurdly low.  Why would you sit with a champion in a city for many turns to have a 25% chance of getting 1 XP when it takes many hundreds of XP to gain the higher levels?  Take for instance a level 5 champion who needs 76 XP to get to level 6, so on average he would have to sit in the same city for 300 turns to gain one level, that's an absurdly weak effect.

Contrast that with the spell Destiny's Insight which gives 25 XP for 100 mana. So the net effect of the Adventurers guild is to give the equivalent of 1 mana worth of free XP for a champion who wastes his turn sitting in a city.

Many fantasy games give free XP each turn to all units and heroes, MOM being a prime example. It only took 120 XP to go from raw recruit in MOM to elite which gave a  unit 2 or 3 times stronger.  Gaining XP from combat was quite tough in MOM as each unit only gained 2 XP for each enemy killed regardless of whether it was an orc spearman or a skydrake.  In FE giving 1XP per turn for all units would only have a small effect overall but it would add another layer of strategy wherein units matured over time even without combat and that goes some way to offset the maintenance costs.  The special buildings in the fortress that give new troops levels and XP from combat would still be the dominant effect.

If XP per turn was introduced for units and champions in FE it should not be too difficult to implement as there already a mechanism to add XP to units through the various buildings. The Adventurer's Guild could then be upgraded to give a meaningful amount of XP to champions who wasted their turn sitting around idle.  I suggest that it could be a random amount dependent on the champion's level, so a level 5 might get 1-5 XP per turn and a level 11 would get 1-11 XP (averaging 6) and so on.  A level 20 sovereign would still take 80 turns to gain the 806 XP needed for the next level so gaining 10 points per turn on average is a small effect.

This XP per turn from the Adventurer's Guild isn't really "free" as you have to set it against the other useful effects champions have like the -5 unrest in another city and the ability to speed up troop movement using Tireless March, quite apart from clearing monsters, collecting loot, doing quests and fighting in battles against the AI all of which are much higher priority in my games.

 

JJ

Reply #21 Top


Yes, I often wonder...why not if builded upon city so you can buy quest map rather than wanderlust....I don't know why that faction had mapquest when all other do not had....as for govener, even they rename, one hero governer per city is good, 3 4 governer for one city is waste...

unless you can build that building every city with every hero who are a governer...

Reply #22 Top

I would build it for the reduced champions cost alone, except that I usually run Wanderlust or Adventurer anyway.  As for the xp bonus, yes, it's wayyyyy too weak to be helpful.  I think it could use a bump -- it's not going to unbalance things horribly allowing heroes at home to gain a few levels.

Reply #23 Top

If I can recall, the first purpose of the AG building was to reduce champ recruiting cost. In that time, heroes were not so expensive, so it was of little use. For that reason, Devs introduced the XP gain, as a way to give some balance to that building.

Later, recruiting costs were increased, so the building now might have some purpose. The XP bonus has remained. Normal, it is so low, that better leave it, than change code ;)

Part of the issue comes too from Path of the Governor, wich is intended to work the opposite as you will normally use heroes. But well, supposing that you have a hero crippled and/or want to give him PATG. You will move him through different cities to use the unrest/growing skills, so the XP attached to a single city becomes useless anyway, unless you build it in the city you want to grow and set quiet the hero. But that may change along a game, and it probably will. I have tried, it is SO HARD to keep a hero quiet, even if is POTG, because you want level him to get more traits...

For that reason, I think that if the XP bonus was applied in all cities, it would made at least some sense, as you can have a Governor doing something with some sense, moving him to different cities, and still winning a little bit of XP. Little, because is a very small bonus, but at least, would give a reason to build it.

Reply #24 Top


I build it in my main Fortress where I build all my troops.  I usually try to have a Governor there, and a sometimes another Champion.  Particulary one that I find late in the game and they are way behind.

I still think the Governor's office should let you assign one Champion to it that increases their exp 1 point per turn.  But they have to be on the Path of the Governor.

Reply #25 Top


I find it too weak for its cost.

Maybe adding a 1% chance per season to spawn a new champion for recruitment would revitalise it?