

the problem is that the AI is immune to those effects, so it's Warband all over again (the bad part of Warband, that is)Wait, you think raiding should not have a relationship penalty? I disagree, that is why you don't raid where you eat, you raid villages of a faction you know you're not going to be allied with.
There should be a way to increase your reputation eventually be it by hunting bandits or something similar, but a rep hit should totally be a thing.
Yeah I figured what he was saying few comments into our conversation. I think AI should suffer the same penalties really.the problem is that the AI is immune to those effects, so it's Warband all over again (the bad part of Warband, that is)

Go to your neighbors and just raid their pantry. Skip killing their sons, husbands and stealing everything they own. Get back to me when they have forgiven you and willing let you back into their home to break bread.Try to raid village. Militia defend -6 relation. Raid starts -6 relation. Allied army needs help -- break off from raid and go help. Start raid again -6 relation.
After one raid you can basically never recruit from that village again.
I'm not sure how to fix this, but it definitely needs to be fixed. The fact that you won't even be able to do quests after raiding to increase relations makes it completely unviable as a long-term strategy. Maybe a way to pay reparations after the raid to raise relations again to 0?
In short: I don't think raids are penalizing raiders too much. IMO it's just not penalizing all raiders equally.
In the end, except for surgical, strategical war moves, upon which heavy negative consequences would be fair to befall nonetheless, only bandits and "evil" leaders (shortsighted people) will be likely to raid as part of a lifestile.

Go to your neighbors and just raid their pantry. Skip killing their sons, husbands and stealing everything they own. Get back to me when they have forgiven you and willing let you back into their home to break bread.
Many very good points were made here. I would like to to leave my opinion on the subject too.
I think raiding is mostly fine, except for a few things, which include the lack of consequences for AI raiding. I'm heavily penalized for initiating a raid, but not for participating in one IIRC. My clan's parties also seem to be able to raid without penalties to relations. Before that's addressed, though, there needs to be an option to tell parties not to raid or else they will completely destroy years of hard diplomatic work in a single month.
Even though the actual numbers for the bonuses and penalties and how they're applied (if all in a single moment or distributed in a span of time instead) might need fine tuning, normal recruiting, for example, should not be a practical possibility after a raid. The need to take recruits by force (a possibility which is also weird to me, but less weird than having people volunteer to fight for you after you've raided their home) is much more logical in this case. To make them "forget" that would realistically take a whole generation or longer. Imagine trusting the people who just robbed your house, maybe even physically violating the village's women in the process, to bring your runaway daughter back.
Good points were made on not raiding villages you'd like to recruit volunteers from. On the other hand, the same should happen to the AI. Other clans shouldn't be able to peacefully recruit from villages they raided either. They should take that into consideration before deciding to raid and that's probably going to make them less likely to raid (at least villages with the same culture).
Concerning the viability of raiding as a macro strategy, though that also depends on what is the macro strategy, I'd advise against it unless strictly necessary (for a "bandit playstyle", for example). If your strategy depends on any type of support at all from a village, then it's probably not a good idea. To be honest, the game's economy is complex and interesting enough for us to reflect on real life and why people try not to get into wars to get what they want today. It's not because we're any "better", but because were "smarter" and know that wars are expensive and damage the economy. Raiding villages damage the economy. If a player plans on owning any fiefs any close to a given village, it's definitely a bad idea to raid it regardless of who "owns" the village.
In short: I don't think raids are penalizing raiders too much. IMO it's just not penalizing all raiders equally.
In the end, except for surgical, strategical war moves, upon which heavy negative consequences would be fair to befall nonetheless, only bandits and "evil" leaders (shortsighted people) will be likely to raid as part of a lifestile.

I would let you come back to my village and greet you with open arms. I'd also poison every ounce of grain you purchased. I get you dont like the realistic negative opinion hit, but the fact is raiding someones home is RARELY something that is forgiven. You want to live a bandit lifestyle but not deal with negative implications that come with that, like being labeled a criminal. You cant "have ur cake and eat it too" bud. Do you think europeans allowed viking raiders into their settlements to recruit men or obtain supplies for their army? Of course not. The vikings raided and took what they pleased.Go to your neighbors and ask what your current relations level is at and if they have any quests they're willing to give to you.
This would just make raiding equally useless for everyone. Might as well code the AI to never raid, since if they did they'd never have a place to recruit from.
The problem is that raiding as a means of indirect warfare is a very cool concept and the economic and settlement growth systems tie heavily into it. Lots of emergent gameplay and fun strategies can result from it. Unfortunately, it's not viable because if you raid a village you are pretty much forever locked out of ever interacting with it.
Not at all. They can always recruit by force. I've tried it and it works pretty well. There can be a fight before the recruits are available and the recruiting by force ends up becoming the only option because each time you do your relation with the village notables gets worse, but that's absolutely, perfectly consistent with the fact you raided the village. I really don't think it should be practical to restore relations with a village you raided.Might as well code the AI to never raid, since if they did they'd never have a place to recruit from.

Not at all. They can always recruit by force. I've tried it and it works pretty well. There can be a fight before the recruits are available and the recruiting by force ends up becoming the only option because each time you do your relation with the village notables gets worse, but that's absolutely, perfectly consistent with the fact you raided the village. I really don't think it should be practical to restore relations with a village you raided.
I think I do understand your point, though, where raiding could/should be an everyday part of the game during wars etc. I assume it's a desire to be able to raid like the AI does and be only slightly penalized like, say, in a failed quest, if at all. That would mean villagers wouldn't be "taking it personal". They would understand "it's just war" and continue to offer you quests and recruits regardless. It's a perfectly valid designo option, IMO, but one I wouldn't like to see chosen as standard for the core game. How much raiding devastates the involved settlements' economy indicates it's probably not something designed/supposed to be done indiscriminately to all "enemy" villages in one's path, at least by leaders who understand that if the war goes well, those now devastated villages won't help the newly conquered settlements' prosperity as much as if they were left alone. In order to "make raiding great again" changes would have to be made in order to make it so raiding doesn't affect the villages' production or storage.
It feels awful and while I do agree the whole recruiting and relation system might need rebalancing and even be worth reviewing, the failure of a single quest negatively affects your recruiting (I don't like that either) but doesn't lock you out of anything. For a starter I think quests should award more upon successful completion and penalize less upon failure. I also think Charm is affecting rewards way too much.So how do you feel about being locked out of recruiting because you failed a quest? It's the same fundamental issue.
I should be forgiven for raiding if I takeover the land. Does it already do that or does it keep the old notables?
This would just make raiding equally useless for everyone. Might as well code the AI to never raid, since if they did they'd never have a place to recruit from.