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In my playthrough i avoided vassaling so i could raid a little more freely. Even then, like you , i wondered what is the point? Cutting off a recruitment point and some trade goods which i can easily buy at this point in the game, wasting a few days, and getting the negative relation hit.
I also noticed that when you take over a fief you have raided you will get a negative loyalty hit in the settlement as well.
The biggest benefit was leveling roguery, but i can do that by selling prisoners without any downside.
They need to tweak raiding because the risk reward seems off. It was fun from a roleplaying aspect i guess.
If you raid places with silver ore and raw silk or warhorses, those are probably the best "goods" to get imo.
I only have a small party of 27, and my wages are about 200 a day. I am absolutely raiding at a major loss, and on top of that I've lost the opportunity to run safe caravans and because of the criminal activity I have less opportunity for workshops. On one raid I conducted (and abandoned because I'd squandered all my money on wages for this paltry loot) I got a whopping few grain and a chunk of iron. I could have bought all that loot from that exact village for about half a day's wages, and I wouldn't need to declare war against a major faction, and I wouldn't lose a whole swath of other gameplay opportunities.
It's so disappointing, because a risky bandit playthrough should be loads of fun, but it's just been unreasonably nerfed.
The inverse of this could be that players end up earning bounties on their own heads, and bounty hunter groups start targeting the player as a result.
I think this sort of mechanism could balance out players who get overzealous with banditry, or spice it up, whatever. ;)
It would be rad to see a sort of notable bandit rising to lead a more dynamic party, maybe even ending up with trained cultural troops from raiding activities, but either way being more formidable than normal bandit parties and having an actual NPC leading the party.
at low clan-lvl with some 20-30 poor fighter it can be profitable. smashing some militia-units is possible...
most people only see the money from raiding, but:
raiding leads to starving and starving leads to rebellion... so u can destroy even the best defended castle/town...
For example, attack and capture caravan in war. Something that AI does ALL THE TIME. You now have a huge reputation penalty in some random city. If years later this ever becomes your faction's city it will be useless for you to recruit, as notables never forget.
Basically, reputation is something that forced on the player, and only player, and it is very obnoxious system.
Proposed fix:
Perk early in the roguery tree that "masked bandits". If you have at least 25% bandit troops in your party then you do not suffer reputation damage from pillaging and attacking caravans.
Another perk: "Den Boss" Hideouts are now are friendly and allow you to recruit goods.
Another perk: "Black market" You can buy goods looters and bandits steal in hideouts.
I mentioned I had a small party of less than 30 troops, and I acknowledged there's some use to it in terms of sieges -- although I actually never really raid as part of any siege campaign, ever -- and I'm trying to talk rationally functioning rather than immersion-breaking gameplay.
If we take on the risk to raid a village, we should presumably get greater rewards than we do attacking a small party of impoverished looters who dreams about the wealth in that village. You get about as much grain from a single party of looters, but then you get other loot as well. The only profitable portion of a raid is to kill its defenders but they really aren't defending anything worth the time of collecting.
I just abandoned yet another bandit character, as that basic profession is not really playable in any of the versions so far. I don't know why you think to dismiss that, but it actually sucks.
One should expect that looting a village with an armed party should net more than a unit of grain a day, though. Somewhat of an exaggeration there, but not really. It takes forever to just get a single trade good that is worth 20 or so denars. Why would anyone even do that, even if there was no reputation penalty? I just gave up playing bandits. It's no fun, and that's the problem really.
Currently the game has one single track to play, and for a sandbox RPG that is not a good thing. I want to be able to dive into this world and play it in different ways. Otherwise it only looks dressed up for replayability. I am basically just rebuilding the same characters over and over again at this point. Love the game, but it's frustrating when greater playability is so close but has just been nerfed out.
The issue with raiding in the game is that it doesn't have its historically relevant gains from it. The economy is affected, but the will to fight is not making it not that useful to the player.
That's because it's not really a sandbox game. Everything is built around being a vassal and then a ruler. The devs have taken zero effort in opening up the game to other choices like playing as a bandit.
For that matter, raiding a village as a bandit is bit stupid in the first place. Bandits should rely on blackmail and kidnapping, not raiding.