Raiding is a viable and necessary tactic, yet too punishing with too few options for the player and AI.

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Basically this is a form of cutting off the enemy's supply lines. This is viable tactic and is often the ONLY option that the player has with a relatively small party, when the player is heavily outnumbered by large, roaming enemy armies.

The problem with this tactic is that because of limited options, our only option is to slaughter villagers and lose major rep. This is especially annoying when we're trying to take back territory that's belonged to our Kingdom from day one. Basically we're forced to slaughter our own people.

Option to escort and relocate civilians. Like a caravan.

A reality check in the scenario above would see these villagers working with us to be liberated. Perhaps an option to relocated villagers via escorting them from one town to another town? Minimal rep loss with the targeted town if there's no cultural conflict(relocating Sturgian civilians to a Sturgian town). This option would severely deplete, if not outright stop production in one town, while increasing production at the destination where we'd relocate the civilians.

It's especially annoying when we're trying to recapture territory that culturally belonged to our Kingdom when the campaign started. The problem is that these are either our own people and/or there's no option to avoid losing major rep with the villages involved. The rep loss and being forced to kill off our own villagers, or killing villagers in general, doesn't make sense. We really need a few "mid ground" options. Options that allow the player, or raiding AI, to hurt their enemy, while not totally destroying rep with locals and/or being forced to slaughter civilians.

Raiding in general needs to be tweaked so we can hurt our enemy financially and militarily, while not being forced to slaughter the populace every single raid. When given the option to hand over goods, most villagers are going to surrender or flee anyway when faced with armed professional soldiers. When the raiding AI/player is faced against an armed militia(that the attacking AI or player severely outnumber and outclass), a few parley options should be offered so the player or AI isn't forced to always slaughter the local populace. This is where Charm could come into play, but within a Charm system that's not so utterly broken as we have now. 84% chance of success failing 9/10 times isn't cutting it.

Yes I know war is hell and I'm well read on history. I've also served in combat, as a combatant, and I've had to deal first hand with civilians caught up in conflict. As far as the game goes, the player and/or honorable raiding AI needs a mid ground option where they might not get as much from the raid because they dont want to starve or harm the locals, while at the same time denying the enemy access to local goods and revenue.
 
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Totally agree, the reputational impact alone is enough to kill raiding as an option for me.

As if that weren't enough... I also find the rewards from raiding to be woefully lacking. It takes an -extreme- amount of time for the player to completely raid a village - so long that the plunder is often barely enough to cover the daily wages of a 100-strong raiding party. If raiding villages is intended to be a despicable act, fair enough - but let it at least be so lucrative that it is genuinely tempting in the early game (merc/fiefless vassal making ends meet).
 
+1 on that there needs to be more to fighting a warring faction than slaughter their innocent for masses rep lose or dancing around their lords with superior armies.

I wrote this all out on another thread but there needs to be partol armies to fight. Every faction has their main army troop tree as well as a milita troop tree of sorts. The game should introduce hire-able militia patrols that protect villages or can be sent to harass other faction at war. They are subpar compared to main faction troops, and they would be lordless. It gives the player something to fight and level up against after beating looters and bandits, and before full engagements with lord armies.

This idea comes from playthrough using the mod "buy patrols" which facilitates this idea almost perfectly and I believe should become a whole game feature.
 
M&B games have always had harsh penalties for doing dirty deeds. Its annoying because it ropes you in to playing an honorable character if you don't want to hurt your late game. Its a tricky problem because there definitely should be penalties for raiding a village and killing everyone. Its not like the villagers are going to get over it just because they're part of your faction now, but there once your relations get too low, there's no way to improve it anymore because they won't even give you quests. Maybe there could be some kind of blood price you can pay to fix your relations when they get too low.
 
+1

It's really silly that as soon as a major settlement change hand, the lords would turn around and slaughter their former subjects willy-nilly. In Warband, I just accepted it for what it is, but this is a new game, can we get some improvement and new features please?
 
+1

It's really silly that as soon as a major settlement change hand, the lords would turn around and slaughter their former subjects willy-nilly. In Warband, I just accepted it for what it is, but this is a new game, can we get some improvement and new features please?
If village had high loyalty to their previous owner - there should be some conversation options (depends on charm) available to convince them to give up food and recruits or smth like that, perhaps.
 
M&B games have always had harsh penalties for doing dirty deeds. Its annoying because it ropes you in to playing an honorable character if you don't want to hurt your late game. Its a tricky problem because there definitely should be penalties for raiding a village and killing everyone. Its not like the villagers are going to get over it just because they're part of your faction now, but there once your relations get too low, there's no way to improve it anymore because they won't even give you quests. Maybe there could be some kind of blood price you can pay to fix your relations when they get too low.
Bro you just gave me an awesome idea. Just as bandit hideouts have a "solo boss fight" at the end where you can end all the fight 1v1. Raiding a village should have a similar-ish idea and heres how...

When choosing to raid a village, the normal progress begins begins like normal but. Sometime half way thru the raid, there should be a dialog that prompts..."from the panicked peasants, a small group of them band together led by a seasoned looking peasant that seems like an old warrior. He pleads you stop this violence and let the people flee. He says that he challenges you to a duel for the safety of the village." (To make it interesting and fun, he should be a random tier 5 or 6 of the villages culture, and armored in his old armor and weapons of course)

Here its your decision, (honorably) accept the challenge. (Cruel) Tell your men to continue to raid, which will prompt the village fight and full negative rep.

If you honor the challenge and win, the villagers offer a third of the possible loot as a peace offering. You get very minor rep lose with the notables, a little loot, but get a small honor gain and the village will suffer from the normal raid debuff to affect war diplomacy.

If you honor the fight and lose, you can either honor your word and leave. Resulting you just going back to the campaign map with 1 health and minor rep lose. If you lose and don't honor your word, you can tell your men to continue the raid for a big honor lose and the fight against the villagers would be a simulated fight. If your troops win, you'd get minimal raid loot. If your men lose than you end up with 1 health, alone, and gamer shamed haha.

If you honor the fight and want to be evil anyways, you can continue the raid by refusing the peace offering and also get big rep lose. You'd also get a bonus to the loot because you get what they offered and also raided the village fully.

If you're short on time and don't care for the extra loot, you can just refuse the duel, and initiate the raid. You'd just get the normal amount of loot from your character's skill level.

This is a sand box game right? It needs to be chonk on options :smile:
 
Less talking, more raiding ! :smile:
Just kidding, good old times !
There should no reputation loss for raiding when you're at war.
Is not like you're raping as well or anything. Just taking goods from the enemy faction to weaken them.
 
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Same as warband, then. Looting and raiding caravans was always more damage than it was worth, mainly to your honor.

It would be nice if they implemented a system where you can get some kind of outlaw cred to spend to counter the imbalance.
 
The current form of raiding needs its resources gained from it significantly increased. Given the destruction caused there should be more actual loot. Once this is in place then it can be justified for the long term hits that come with it.
 
What surprises me is that the notables will refuse to give you quests if their relations are low. I raided a town's villages and killed it's caravans to diminish the garrison by food denial and while it worked, after taking the town everyone hates me forever. It doesn't really matter except for the RP of then wanting to rebuild relations and be a good town ruler..... but "I don't trust you enough for...."..... oh well can I just murder you and give your land to someone else? Who exactly is gonna stop me, the militia I slaughtered? The other lords I executed?

I have since learned that in 1.4.1 just beating the town owners over and over can deplete the garrison, however if they have multiple fiefs it doesn't work as well. In all, raiding isn't as useful as I should be but notable relations aren't either....
 
Ah but your are stealing village stuff, why shouldn't they fight back and be slaughtered?
Maybe they could add an option to steal only lord taxes with a very small loot but only if the village is friendly enough or was previously yours, in this case they could add some Robin Hood option too.If you are a perfect stranger for them they should fight back to avoid their lord wrath in case taxes are missing.
 
Your guy's comments leave me scratching my head haha like how can you guys justify pillaging someone's house and stealing their life savings? And wonder like "dam... why don't yall like me?" Haha
 
Your guy's comments leave me scratching my head haha like how can you guys justify pillaging someone's house and stealing their life savings? And wonder like "dam... why don't yall like me?" Haha
Best if we try not to devolve into that conversation. A similar thread on this subject a month ago spent too long arguing about why and how much a village should or should not hate you for raiding them.

OP's perspective is a useful one I think. Whether the specific suggestion is workable, the goal of making it possible to weaken an enemy's power without slaughtering civilians who may actually prefer you as their ruler makes sense.

Fun fact: your companion parties can raid a village and it doesn't effect your relationship with the notables. Unclear whether the companion has an independent relationship with them that would effect their future ability to recruit there. NPC's, including your companions, can also recruit from a village that is in a fully raided state. Go to a village that gives you the "this village has been raided" menu with companions in your army, and they can still recruit from it. This is probably a bug.
 
Your guy's comments leave me scratching my head haha like how can you guys justify pillaging someone's house and stealing their life savings? And wonder like "dam... why don't yall like me?" Haha
They can hate me as much as they want. They should still obey me or I should kill them like every other npc on the map.
 
Raiding is viable, but certainly not "necessary" (unless you consider convenience a necessity lol)
In 622 hours of Bannerlord, I've never made a habit out of raiding. I try to play a merciful character, and losing 20-30 mercy isn't cool - and neither is slaughtering a village.

Will I force a village to give me supplies and recruits? Sure, and I'll fight their militia if they force my hand. But I'm not burning the place to the ground and killing everyone inside.
 
Raiding is viable, but certainly not "necessary" (unless you consider convenience a necessity lol)
In 622 hours of Bannerlord, I've never made a habit out of raiding. I try to play a merciful character, and losing 20-30 mercy isn't cool - and neither is slaughtering a village.

Will I force a village to give me supplies and recruits? Sure, and I'll fight their militia if they force my hand. But I'm not burning the place to the ground and killing everyone inside.
Same. I've never raided a village, mostly because I don't want to be that kind of character, but also I don't the loot will be anything better than I could get hitting up a caravan.
 
Villages should have an option to just surrender and give you everything they have in an instant. No point in resisting when there is no hope to win. Might as well save its residents.
 
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