So the changes I'd planned for Imperial Administration (some of which apply to empires in general) is now finished, the last of which will be in the next Plus update. Time to move onto the next project.
This time? Raiding.
What's my problem with raiding? For the most part, I don't think the in-game system jibes with what I believe raiding should be about...which isn't raising huge armies and sieging down holdings. It's not that I don't think the norse (or other raiding cultures) didn't do that sort of thing. One thinks of the norse and you imagine pillaging galore, after all. I just think that's something they did while conquering...and they already have CB's which allow them to do that. In my mind, raiding is a smaller group which went in, pillaged smaller settlements in the countryside before defenders had time to organize (or larger ones which were left undefended), and got out before things got hairy.
You can't do that with the way it currently works -- which is basically raising an army and playing a game of picking on OPM's or weaklings, and maybe playing a game with some larger opponents if their armies are busy. That can be alright if you have nothing else to do (as it involves a great deal of micro-management), but I'd hardly call it very evocative or fun outside of the vague thrill of roaming around the map sieging stuff without having to declare war.
It's much less fun if you're the one being raided (especially if you end up being a favorite target), and it's also one that the AI just isn't very good at responding to. I don't know how many times I've watched the AI nearly bankrupt itself trying to deal with viking raids, not to mention my suspicion regarding the AI becoming befuddled when it's at a state of "war" with raiders it can't touch. I've seen AI realms become paralyzed for years this way.
My solution? Moving raiding to be event-based.
Imagine selecting a decision called "Plan a Raid". There it would instruct you to select a target holding (by right-clicking on it) that is either neighboring your realm or in the same "sea zone" for seafaring raiders. An event chain would begin where you pick your tactics (and thus risk level) and see which volunteers offer to come along on your adventure...and then you and your cohorts receive a "Raiding" trait that sets you as absent in the same way that being on pilgrimage does. Your capital receives a reduction on its levies (since you take along a group with you). Then, upon reaching the target, an event chain fires that determines how the raid went, gains rewards/hostages, and applies any repercussions to the holding (via a modifier -- you can, in fact, also apply the "looted" modifier by event and get the "holding in flames" picture). The targeted ruler gets to read the story, as do you, and you would even get to hear about the exploits of your vassals or other daring raids performed by members of your culture.
This appeals to me as it's more story-focused. I can also control things like how often the same realm/ruler is targeted, how a raider's traits play into their success, and not clutter up the map with so many raiders...which sometimes go out of their way to raid in, say, Africa or the like. And it also means I could allow Christians or Muslims to raid in certain situations, regardless of their culture or government, and just give their events different localisation.
I could also leave some things to use the current raiding system -- like the "raiding adventurers" put in with Horse Lords (which are actually pretty decent), or allowing nomads to raid with their roaming bands (which seems appropriate with how they work).
Technically I could also allow the player to use the current raiding system if they wished. I could implement a decision which flips over their army to raiding, allowing them to use the system exactly as it is now...if that's something that players would really want. I'd appreciate hearing some thoughts here, especially if this is something I'd end up being surprised at having people come out of the woodwork to tell me how much they love the raiding system. Perhaps I'm alone in how I feel about it.
This time? Raiding.
What's my problem with raiding? For the most part, I don't think the in-game system jibes with what I believe raiding should be about...which isn't raising huge armies and sieging down holdings. It's not that I don't think the norse (or other raiding cultures) didn't do that sort of thing. One thinks of the norse and you imagine pillaging galore, after all. I just think that's something they did while conquering...and they already have CB's which allow them to do that. In my mind, raiding is a smaller group which went in, pillaged smaller settlements in the countryside before defenders had time to organize (or larger ones which were left undefended), and got out before things got hairy.
You can't do that with the way it currently works -- which is basically raising an army and playing a game of picking on OPM's or weaklings, and maybe playing a game with some larger opponents if their armies are busy. That can be alright if you have nothing else to do (as it involves a great deal of micro-management), but I'd hardly call it very evocative or fun outside of the vague thrill of roaming around the map sieging stuff without having to declare war.
It's much less fun if you're the one being raided (especially if you end up being a favorite target), and it's also one that the AI just isn't very good at responding to. I don't know how many times I've watched the AI nearly bankrupt itself trying to deal with viking raids, not to mention my suspicion regarding the AI becoming befuddled when it's at a state of "war" with raiders it can't touch. I've seen AI realms become paralyzed for years this way.
My solution? Moving raiding to be event-based.
Imagine selecting a decision called "Plan a Raid". There it would instruct you to select a target holding (by right-clicking on it) that is either neighboring your realm or in the same "sea zone" for seafaring raiders. An event chain would begin where you pick your tactics (and thus risk level) and see which volunteers offer to come along on your adventure...and then you and your cohorts receive a "Raiding" trait that sets you as absent in the same way that being on pilgrimage does. Your capital receives a reduction on its levies (since you take along a group with you). Then, upon reaching the target, an event chain fires that determines how the raid went, gains rewards/hostages, and applies any repercussions to the holding (via a modifier -- you can, in fact, also apply the "looted" modifier by event and get the "holding in flames" picture). The targeted ruler gets to read the story, as do you, and you would even get to hear about the exploits of your vassals or other daring raids performed by members of your culture.
This appeals to me as it's more story-focused. I can also control things like how often the same realm/ruler is targeted, how a raider's traits play into their success, and not clutter up the map with so many raiders...which sometimes go out of their way to raid in, say, Africa or the like. And it also means I could allow Christians or Muslims to raid in certain situations, regardless of their culture or government, and just give their events different localisation.
I could also leave some things to use the current raiding system -- like the "raiding adventurers" put in with Horse Lords (which are actually pretty decent), or allowing nomads to raid with their roaming bands (which seems appropriate with how they work).
Technically I could also allow the player to use the current raiding system if they wished. I could implement a decision which flips over their army to raiding, allowing them to use the system exactly as it is now...if that's something that players would really want. I'd appreciate hearing some thoughts here, especially if this is something I'd end up being surprised at having people come out of the woodwork to tell me how much they love the raiding system. Perhaps I'm alone in how I feel about it.
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