A few suggestions on raiders and raids

I have a few suggestions that I think would make raiders and raids more interesting. Each of these suggestions are independent of each other, yet I thought it would be convenient to post them all in one place.

  1. Raiders should always offer the choice of paying them off or letting them enter town without resistance and take what plunder they would like. If the player were to agree to pay the raiders off, it should give a happiness penalty, as it shows the citizenry that their government has not provided adequate protection. If the player chooses to let the raiders enter town unopposed, this penalty should be doubled, because of the humiliation of letting raiders freely walk about town taking what they want. This would give the player additional ways of dealing with raiders, rather than just fighting them. And I think more ways of solving a problem is always a good think to have in games.

  2. I think it would be a good idea to remove the markers on the mini-map that indicates the approach of raiders. This would mean that the player will only know the whereabouts of the approaching raiders if they are within the lines of sight of the citizenry. This will reward players who set up advanced warning systems or takes time to patrol the map.

  3. Ringing the town bell should not only call citizens to the town hall, but to shelter in general. This would give the player a way to keep his citizens from dying by just wandering into the oncoming hordes, by going about their daily life as if nothing was going on.
    3.2) Ringing the town bell should also direct every the citizenry to man any unmanned slots in any towers. This would give the player a meaningful choice between keeping the towers manned in peace time, or hoping that scrambling a defense together in an emergency would work out.

  4. As others have also suggested elsewhere ( Raider camps respawn ) I think raider camps should spawn in areas both unexplored but also just covered by the fog of war, if there is below a certain number of them present on the map. Again, this would reward the player for actively making sure he knows what’s going on on the map, but also make the map feel more alive as the game wears on.

4 Likes

#4, but with diminishing returns for destroying the camps. They should be obstacles, not targets for grinding loot and experience.

#2, if possible, is the difference between Trailblazer, Pioneer, and Vanquisher difficulties on Raiders as well.

2 Likes

Regarding 4), I think that there would quite naturally be diminishing returns. In my experience, the relative value of the loot of a raider camp goes down, as your city grows. Early on 200 gold and 200 smoked meat and 3 hauberks can make a significant difference. Later on… not so much.

2 Likes

Adding a knowledge tome? Heavy tools or heavy weapons? They are still nice (not as meaningful but if you want to give $5 bills for free?)
Also, I do farm camps for experience for my archers, cuz, yes, I do use them.

I think we are in agreement - if I understand you correctly. What I would like is a system that rewards the player for patrolling the map and seeking out and destroying the raider camps. But not so much that it becomes the primary focus of the game.

2 Likes

HA! We agree. The horse’s head in our beds tomorrow morning may bely that the developers disagree. It may not be possible.
Side-note, if you can respawn Raider Camps, Wolves’ Dens shouldn’t be too hard either. Something “special” for Vanquisher-difficulty Wildlife.

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Respawning Wolves’ dens would seem a solid idea too. Generally, anything that makes the map seem more alive would be welcome.

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