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One point was that some raiding tribes could have certain rules about how they handle their raids. For example stealing lifestock or raiding food stores is okay but killing isn't. If someone is killed during the raid then it becomes a serious matter and thats when they start demanding restitution or sending actual warriors at the offender.
This could run into problems with settlers who are always willing to deal lethal force to 'cattle rustlers' and will shoot raiders on sight... which ticks off the tribe and triggers a blood feud and so on.
For Rimworld, perhaps the first few raids would focus on stealing wealth or damaging crops to test the waters. If the the colony captures one of those first raiders, the tribe then sends a message to them either to pay a ransom to get them back, demand their return (with a bigger raid sent with the intent to rescue the captive), or to just verify they are being kept in decent conditions or something.
If the colony kills the raider, the tribe could demand their body be returned, demand payment as restitution, or send a much bigger raid as retribution.
Then again, their could be lone raiders who were exiled or otherwise don't have their tribe or settlement looking out for them.
Yes exactly!
This opens the door to much more interesting faction interaction and diplomacy rather than just shipping a bunch of yayo to an enemy faction to get them to ally to you instantly despite the hundreds of deaths between your two factions.
Capturing / treating enemy raiders rather than straight up killing them and then releasing or selling them back to the faction should give you either some silver or really good reputation bonuses and even possibly allow you to open up negotiations to have them stop raiding you (at least for a while).
Executing them while giving you good mood bonuses with your own colonists would come at the cost of decreased reputation and more hostility and escalation with the opposing faction, deepening on their hatred of you.
It's such a shame that despite the base building complexity the faction interaction is extremely shallow to non-existent. Enemy raids are really simple in how they operate both mechanically as well as narratively. Yes there's a bunch of different tactics that they can use, drop pod, breach, sappers, siege, but there's no real reason for any of those in terms of story, they just happen by random generation.
I'd much more prefer an immersive interaction with these factions where even these factions that are hostile have quests and related events to them that form the narrative world building backbone around your colony.
Like Fallow mentioned, the lone exile or refugee from an enemy factions may be turned into a colonist or returned for cease fire and reputation bonuses. A raider faction may not have enough medical supplies so ask you to send some or even desperately ask you for food since they are not farmers and winter has come.
Ideally hostile factions should start by simple raids to probe defenses and steal animals, food and occasionally burn down a farm field to mess with you but not assaults on your base or colonists themselves. Violently retaliating against these raiders and killing them would escalate the situation.
Sappers that instead of tunneling towards a colonists assigned bedroom tunnel towards your storeroom or fridge instead
Sieges would be attempts to slowly drive you out of your base and get you to surrender a significant amount of wealth or gold in exchange for them leaving you alone for a while. The goal is not to destroy your base but to extort wealth and money out of it periodically when you are weak. You as the player then have the choice. Do I cave in and not risk a fight by paying them off for now or do I try to assault them and drive them off?
There's a lot of options left unexplored that can lead to fun and immersive gameplay and diplomacy that is left untapped in this game. The standard senseless suicide raid gets old really quickly imho.
P.S
Yes I am aware that you can leave gold and silver for them to take but you have to go out of your way to put that stuff in an easily taken position for this too happen. At no point does the raiding party ever simply ask you to pay X in wealth to leave. They are programmed to simply vandalize some of your property for no reason other then to path towards your base and get into an engagement. Oh that chair? Imma smash it for the lulz.
Then when the raid isn't going well or they have succeeded in mostly beating your defenses after they've lost 20 or 30 pawns, THEN they decide to leave and kidnap some of your pawns ... uhmmm ok? How is that sustainable though? You lost 30 pawns in order to kidnap 2 guys?
Wait why are you ignoring all the food in my fridge? Don't you need to raid me for food? Oh well I guess you'd rather have a crafter pawn that won't be doing any crafting in your colony because you have no crafting resources of your own according to the story but I guess you need to kidnap that guy to mess with my gameplay experience. So immersive. So much fun.
But its not though. Or at least it kinda depends.
There's tribals of varying hostility and development levels as well as actually advanced settler communities with civil outlanders being the best example, not to mention the broken empire settlements across the map who possess advanced technology even the player can't produce such as monoswords. Only the pirates are really Mad Max without the cars but they aren't the majority of people on the rim. If they were, I'd have agreed with you.
The number of raids and the willingness to sacrifice entire towns worth of pawns to obtain a single kidnap or steal a few pieces of armor / gold from your well defended base does not justify the cost.
I think the narrative immersion as well as gameplay variety and enjoyability would go a long way if it weren't focused so much on defeating suicidal raiders but allowed for more in depth and interesting diplomacy and faction interaction where escalation and de-escalation are important considerations in dealing with factions around you.
It is up to the player to create the narrative.
One day the sky above your town is lit up by fire and several drop pods are spotted landing some distance away. Not wanting to send anyone useful, you send Jim-Bob to investigate as punishment for smashing the stockpile of medicine and setting fire to the chemfuel storage.
Jim-Bob does not return.
After a few days it occurs to you to send a small group to find out what happened to Jim-Bob and maybe find out about those drop pods. The group spot Jim-Bob's rotting corpse near some hastily constructed buildings and decide for to take some revenge and maybe some loot.
The small group does not return.
Another group is sent and one of them returns badly injured and tells you about the fields of psychoid, mining operations, large construction projects and crazy people wearing human leather hats. This is a threat that needs to be dealt with. A message needs to be sent that no one can just drop in a build their own settlement and muscle in on the flake trade. This is more than raiding for resources, it is time for war.
Edit: I am all for extra diplomacy options to be added to the game. It is hard work getting all those raider corpses loaded on a caravan to return to sender for some rep gains.
If you leave piles of gold around the edges of your map most raids will walk in, see that gold right away, take it and leave. You never really at any point have to actually fight human raiders, you could do a pacifist run and just have your colonists hide during raids and then repair any damage after, because the raiders are not after your colonists or trying to raze your base.
This is the correct response.
OP, I'm not sure why you aren't experiencing it on your end, but raiders absolutely try to steal my wealth and will disengage combat to escape with it.
I think a bear or something got him. I dunno, he was on the other side of the map and it was snowing, there were bears and stuff out there and chocolate in here. I didn't tell him to come raiding.