The only time I had them spawn remotely close enough, was on small moons.
On anything bigger, they are usualy a 1/4 rotation away, on the other hemisphere of the stellar body.
This (I usually only play larger planets).
The fact that my planets are constantly heavily forested, possibly even with slow to move Cloud Forests or forested mountains makes reaching them a pain, even without the cost of dragging thousands of kilometres long dirt-road with you that creates serious drain on your IC production.
Last time I had narrow isthmus as the only route to reach the adventurers that could be taken to have any possibility to reach them in time and that bloody isthmus happened to have freefolk village in the narrowest point with semi-strong stack of FF AND two strong monster stacks in a time I had only turn before been able to raise my first half-strength mobilized infantry brigade. This resulted the two added independent mot. MG battalions being the only full strength units in a very desperate and bloody push trough that isthmus and could just in time to bring the road close enough to give minimal supply to save half of the adventurer unit... During a time when I would have desperately needed the IC to support my militia to hold ground against advancing monster stacks, forcing my all fronts besides that bloody isthmus into a full retreat to save force strength for counter when I can bring those units back.
That was quite epic, but still the fact that it cut that close with full effort meant that one bad roll on RNG, not fully thought round OR even one started construction project or mistake in supplying during all these turns would have meant certain failure...
My suggestion would be limiting the number of hexes away the events can happen from your borders with land connection, as then the only random unexpected element would be the terrain. Second possibility would be to calculate the movement cost from your border/closest units to the location and put a limitation into the movement cost away it can happen, preferably with atleast two turns worth of extra for mistakes and gathering forces and resources.
I wouldn't mind another event with "adventurers in dire straits", where it might be full possible that you can't reach in time, but then there shouldn't be a possibility for backlash if you answer the call for help. This could actually be a race-event where multiple regimes try to reach there first and the winner reaps the benefits and losers are left hanging (but without losing their word-score).
< Message edited by Atros -- 6/30/2020 9:52:59 AM >