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Note that rebel units that pop up which are "Warrior" or "Slinger" (etc) are not tribal, even though they are black "barbarians".
You can find out whether a unit is tribal by selecting it and hovering over its various traits/attributes/promotions. One of them will be tribal for each tribe and for each barbarian camp and units around it.
1. Use a bit of diplomacy and go to truce with them.
2. Rid me of this meddlesome tribe and militarily solve the problem.
I prefer #1 over #2 because I'm in the midst of a war up north and this is on a large map so it would take forever to get down there.
But then a thought occurred to me: Does peace with a tribe even stop the mechanism of generating raiders?
Because if it doesn't, then it'll be #2 then.
In the situation you face I usually kill off the raiders and then clean out the tribal base asap before it can create any more numbers, which will of course become raiders eventually.
It's entirely just a numbers game where if the hits a unit threshold raiders are produced.
Not entirely sure how I feel about that as a game mechanic but knowing that I'll manage to it as it's designed.
Edit: I believe if you are in an "alliance," you would not get raiders.
If the tribal leaders were REALLY sorry, they'd help you fight off the raiders, even with a same-tribe penalty.
I would agree. Or, at least, charge them with the crimes they've committed against their neighbors.
That appears to be the case as I've got an alliance with them and as a result I've seen no raiders. So that's cool as it works as you'd expect it should.
What I'm going to keep an eye on for the future is whether simply being on more or less neutral terms while keeping a scout near by to keep visibility to the tribe prevents raiders from spawning. Basically testing whether visibility stops the spawning.
Tribes spawning raiders is purely a function of the outpost's population. I've "seen" them spawn, and it doesn't stop them. It is nice to know when they're coming, tho.