raiding

  1. Apocal

    Please add non-market goods to village looting.

    Right now you get plenty of loot off the market table but nothing else. It makes raiding certain village types very unsatisfying from a loot perspective (iron, clay, flax) and doesn't really make sense from from the in-universe perspective of actually rummaging through people's homes. There...
  2. Apocal

    Raiding caravans and village parties remains unsatisfying.

    For those not aware, raiding villages only nets you what was on the market in terms of loot. There is no other loot table. Caravans are similar but much worse; the goods they carry seemingly poof for the most part. They just don't drop after the raid, even if you surrounded the baggage train and...
  3. Apocal

    Raids have some issues...

    1. You need something north of ten to one odds for the village militia to not bother with resisting. While I understand you don't want players to just render tactical battles completely irrelevant, it gets a tad bit ridiculous at times. This is not going to be an interesting fight, no matter...
  4. Apocal

    If you're gonna ding me for my companion parties' raids...

    ...let me tell those ****ers to stop raiding. It used to be like this in 1.4.1: But with the new patch, 1.4.2 / 1.4.3, I've started eating a relations hit for it. OK, fine, I knew it was cheese to drag around three or four clan parties then cut them loose in the enemy heartland, knowing...
  5. Higgs007

    Option Loot Towns and Castles.

    I think it would be a cool game mechanic if once an army conquers a town or castle they have the option to plunder it the same way we can raid small settlements. I don't like that I am forced to occupy or own a town or castle once I take it as sometimes it may be strategically undefendable being...
  6. Bannerman Man

    [Feedback] Villages need a base rate to militia growth so they don't end up defenseless after many consecutive raids

    Currently, the way the game calculates the militia capacity and militia growth rate for a village is decided through a percentage of total number of hearths subtracted by the "Retirement" rate which is just a percentage of overall militia numbers. The breakdown of modifiers on the militia...
  7. Slithirius

    Every time the player ends and renews raiding a village the relations are decreased anew

    Summary: When you're raiding a village, you can "End Raiding". Then, you can resume it right away, without having to fight any more militia and with progress from previous, interrupted attempt. Pretty nice. Except every time you resume the raiding / re-start it, the relation modifiers are used...
  8. [Character] the robber is upset with me raiding villages...

    Mate, you used to be a bandit. You actually chose to go rape and pillage in the past. Now you try to tell me off while I'm waging a literal war and raid villages to weaken the nearby castles and cities? Essentially, characters shouldn't have contradictory personalities to their backstory. I...
  9. Banditry a little too uncontrollable, Militia as potential fix

    Good evening, Okay so, from playing this game for a fair bit, I notice that starting from day 300 or so, bandit parties start to get out of hand... Bandit lairs remain pretty much permanent unless if the player interferes, which, I am not sure about you, but I have better things to do than...
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