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{{version|3.0}}
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{{version|2.8}}
  
[[File:Loot.png]] [[Pagan]] and [[Indian religions|Hindu]] rulers, [[tribal]] and [[nomadic]] rulers of any [[religion]], along with certain [[culture]]s, may '''raid''' enemy provinces without bothering to declare [[war]]. Bringing home '''loot''' can be a major source of [[wealth]] and [[prestige]].
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[[File:Loot.png]] [[Pagan]] and [[Indian religions|Hindu]] rulers, [[tribal]] and nomad rulers of any [[religion]], along with certain [[culture]]s, may '''raid''' enemy provinces without bothering to declare [[war]]. (In fact, they cannot set troops to raid during wars.) Bringing home '''loot''' can be a major source of [[wealth]] and [[prestige]].
  
Any province on the map can be raided (barring relationships - see below) however you won't get Province Loot (i.e. gold - shown as an orange bar in the province view) and Prestige unless the province is either:
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The provinces that may be raided are:
 
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*Neighbouring provinces. You get the gold and prestige immediately.
*a neighbouring province (adjacent to your demesne or your vassal's demesne). You get the Province Loot and Prestige immediately.
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*Provinces where you have ships in adjacent sea zones (or major rivers, for Germanic pagans). The loot will be transferred to the fleet, and will be added to your treasury when the fleet docks.
*a province where you have ships in adjacent waters. The Province Loot and Prestige will be transferred to the fleet, and will be added to your treasury when the fleet docks.
 
 
 
If you raid a province without either of the above requirements, you will get no gold if you successfully siege down a holding, but you can still get prisoners to ransom as well as artifacts.
 
  
 
For an army to raid, it must be set to a "raiding" stance before it leaves your territory. Armies can only enter this stance while you are at peace. As long as you remain at peace, looter armies only cost 10% maintenance.
 
For an army to raid, it must be set to a "raiding" stance before it leaves your territory. Armies can only enter this stance while you are at peace. As long as you remain at peace, looter armies only cost 10% maintenance.
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==Cultures, Religions and Government types which can raid==
 
==Cultures, Religions and Government types which can raid==
  
You can raid if you fulfill one of the three conditions below:
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Since 2.4, you can raid if you fulfill one of the three conditions below. The tooltip "Rulers can raid infidel neighbors for loot" is in fact incorrect. You can raid anyone who is not your liege, your [[vassal]] or your tribute/suzerain. If your vassal raids you, you can imprison him without tyranny. This is more significant in nomadic realms; in 2.5, nomad vassal clans may raid within their liege's realm, where previously, they can only raid each other if engaged in a feud.
*''Government'': [[Tribalism|Tribal]] [[File:Tribal_government.png|24px]] and [[Nomadism|Nomadic]] [[File:Nomadic_government.png|24px]] rulers can raid
 
*''Religion'': [[Indian religions#Hinduism|Hindus]] [[File:Hindu.png|24px]] and most [[Pagans]] can raid, ''except'' Aztec, Zun, Hellenic, Generic pagans and {{icon|hf}}reformed pagan faiths with the ''Peaceful'' nature. Reformed pagan faiths with other natures can raid even if the unreformed faith could not.
 
*''Culture'': all Altaic, all Tibeto-Burman, Hungarians (Magyar), Nahua (Aztec), Norse (not other North Germanic), Berber (not other Arabic), Nepali (not other Indo-Aryan)
 
 
 
However, vassals who are eligible to raid must also have a top liege who is allowed to raid, or they will be unable to do so. The vassal and top liege do '''''not''''' need to have the '''''same''''' reason they can raid, nor does a vassal's '''''direct''''' liege need to be eligible. For example, an Anglo-Saxon Catholic Tribal Chief under an independent Anglo-Saxon Catholic Feudal Duke may not raid, but that same Chief would be allowed to raid if that same Duke were in turn a vassal of a Norse Catholic Feudal King.
 
  
== Raiding and relations ==
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'''Allowed to raid''':
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*''Culture'': all Altaic, all Tibeto-Burman, Norse (not other North Germanic), Hungarians (Magyar), Berber (not other Arabic), Nepali (not other Indo-Aryan)
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** Also Nahua/Aztec, if you use [[Ruler Designer]] or convert after the [[Sunset Invasion]] arrives
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*''Religion'': [[Pagans|Pagan]] ({{icon|tog}} The Old Gods DLC allows all pagans to be playable) or [[Indian religions#Hinduism|Hindu]] (playable via {{icon|roi}} Rajas of India DLC)
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*''Government'': [[Tribalism|Tribal]] or [[Nomadism|Nomadic]] (playable via {{icon|hl}} Horse Lords DLC).
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** If you're a vassal, the "government type" requirement checks both your government type and your liege's government type. Both must allow raiding; culture and religion can allow raiding in any form of government, independent or not.
  
You can raid anyone who is not your liege, your [[vassal]] or your tributary/suzerain. For example, nomad vassal clans may raid each other. If your vassal raids you, you can imprison him without tyranny. (Do not be misled by the tooltips "Rulers can raid infidel neighbors for loot" and "Can raid overseas with ships". These refer to AI behavior; players can also raid co-religionists and can always use ships to support raids.)
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For example, Catholic Norwegian Feudal cannot raid, but Catholic Norwegian Tribal, Germanic Norwegian Feudal and Catholic Norse Feudal can raid. Also, Anglo-Saxon tribes under the Petty Kingdom of Northumbria in {{icon|cm}}769 cannot raid unless they become independent, but Swedish Pagan tribes under the Catholic king of Sweden in 1066 can raid, provided they stay Pagan.
  
Raiding a realm makes you hostile for 180 days (from the last raiding). All rulers count-tier and above who control holdings in the county will have the opinion "Pillaged my Lands: -40" for the same time period.
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Vassals don't mind if their troops are raised for looting (only while sieging). Vassals will be angry for each 60 days when their troops are moving or when their troops are looting free loots after all holdings have been sacked.
  
You cannot raid a county if you have a non-aggression pact with the top liege or any of their vassals who control the county. Truces, however, do not prevent raiding.
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To raid, simply set troops into raiding mode by clicking the "Toggle Raiding" button. This may only be done in friendly territory and while at peace. Armies containing [[mercenaries]] cannot raid.
  
Vassals don't mind if their troops are raised for looting (only while sieging). Vassals will be angry for each 60 days when their troops are moving or when their troops are looting free loot after all holdings have been sacked.
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Pagans can raid regardless of whether their religion is reformed or not.
  
 
==Raiding free loot==
 
==Raiding free loot==
  
Even a small band of raiders can ransack the countryside for loot. The base available loot in a province is roughly 2/3 of the total annual income for all [[holdings]] in that province. Of this loot:
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Even a small band of raiders can ransack the countryside for loot. The base available loot in a province is roughly 2/3 of the total annual income for all [[holding]]s in that province. Of this loot:
*some is protected by walls. The protected amount is equal to the sum of the fort levels in all (un-sacked) or unoccupied holdings in the province, multiplied by 4.  
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*some is protected by walls. The protected amount is equal to the sum of the fort levels in all (un-sacked) holdings in the province, multiplied by the number of holdings.
 
*the remainder may be looted freely, by leaving raiding troops in the province
 
*the remainder may be looted freely, by leaving raiding troops in the province
  
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<pre>Looted Gold = (1.5 * Holding Base Income) + (0.02 * Total Buildings Cost)</pre>
 
<pre>Looted Gold = (1.5 * Holding Base Income) + (0.02 * Total Buildings Cost)</pre>
 
*Lets more of the free loot be gathered.
 
*Lets more of the free loot be gathered.
*Causes a penalty on [[demesne income]] and prevents from sacking again for 3 years.
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*Cause a penalty on [[demesne income]] and prevents from sacking again for 3 years.
*May destroy buildings or holdings:
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*Has a 10% chance of destroying a random [[building]] in that holding.
**Has a 10% chance of destroying a random [[building]] in that holding.
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*Has a 5% chance of destroying the holding entirely, if the holding has fewer than 4 buildings. The capital holding can't be destroyed.  
**Has a 5% chance of destroying the holding entirely, if the holding has fewer than 4 buildings. The capital holding can't be destroyed.  
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*Always destroys any building or holding currently being constructed.
**Always destroys any building or holding currently being constructed.
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*Has a chance of imprisoning any [[courtiers]] in the province.
**Nomad raiders can further plunder<!--HL.4813-->, destroying a building and gaining population (from tribes) or tech points (from other holdings)
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*May trigger an event giving the {{iconify|Viking}} trait, if raider's religion is Germanic or reformed Germanic.
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*May trigger some special [[raiding event chain]]s.
 
*Sacking infidel temples increases [[moral authority]]. Likewise, sacking a temple belonging to your religion will decrease your own moral authority.
 
*Sacking infidel temples increases [[moral authority]]. Likewise, sacking a temple belonging to your religion will decrease your own moral authority.
*Has a chance of imprisoning any [[courtiers]] in the province.
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*{{icon|mnm}} DLC: Has a chance to steal an unequipped artifact/relic from the ruler of the holding (might have a quality restriction) or randomly give you one
*With {{icon|tog}} ''[[The Old Gods]]'' or {{icon|hf}} ''[[Holy Fury]]'': May give the {{iconify|Viking}} or {{iconify|Pirate}} trait, if the character is eligible (see [[Traits#Raiding]])
 
*With {{icon|mnm}} ''[[Monks and Mystics]]'' or ''[[Holy Fury]]'': May steal [[artifacts]] from the holding owner or from characters present in the holding.
 
  
 
==Raid defense==
 
==Raid defense==
Consider building forts at border counties as raiding armies will be forced to siege the fort first, allowing you to gather levies before the county's more valuable holdings are threatened.
 
  
If raiding armies are threatened, they will usually board ships and look for another realm to pillage. Most defenders find this sufficient. It is imperative that defenders force raiding armies to flee as quickly as possible if the province has a large percentage of free loot; lost free loot decreases the province's tax value. This is more critical for [[nomads]] as their counties' free loot is ''not'' protected by the fort levels of holdings and they cannot build forts; parking some horde troops on provinces with Silk Road trade posts is advised.
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If raiding armies are threatened, they will usually board ships and look for another realm to pillage. Most defenders find this sufficient. It is imperative that defenders force raiding armies to flee as quickly as possible if the province has a large percentage of free loot; lost free loot decreases the province's tax value. This is more critical for [[nomads]] as their counties' free loot is ''not'' protected by the fort levels of holdings; parking some horde troops on provinces with Silk Road trade posts is advised.
  
However, if a defending army can catch and defeat a raiding army, its owner is prohibited from raiding the target ruler for 5 years (only if the [[Game rules#Shattered Retreat|game rules]] has shattered retreat enabled). <!-- (Internally, the hidden opinion modifier "forbidden_raid_target" is added for SHATTERED_RETREAT_FORBIDDEN_LOOT_MONTHS.) --> These fights, while not strictly necessary, can be a useful source of [[commander]] practice or military [[Technology#Research_points|research points]]. Several methods can be used to catch raiders without giving them a chance to run to their ships:
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However, if a defending army can catch and defeat a raiding army, its owner is prohibited from raiding the target ruler for 5 years (only if the [[Game rules#Shattered Retreat|game rules]] has shattered retreat enabled). <!-- (Internally, the hidden opinion modifier "forbidden_raid_target" is added for SHATTERED_RETREAT_FORBIDDEN_LOOT_MONTHS.) --> These fights, while not strictly necessary, can be a useful source of [[commander]] practice or military [[technology|research points]]. Several methods can be used to catch raiders without giving them a chance to run to their ships:
 
* Dock a fleet that holds a large army. (To avoid the "amphibious landing" penalty, be careful to select the fleet rather than the army.)
 
* Dock a fleet that holds a large army. (To avoid the "amphibious landing" penalty, be careful to select the fleet rather than the army.)
* Assign a commander who increases [[Warfare#Movement_speed|army movement speed]], such as an {{iconify|Organizer}}, once they begin to flee.
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* Assign an {{iconify|Organizer}} once they begin to flee.
 
* Raise levies from the looted province, just before the looters reach their ships. These levies don't have to defeat the raiders; they just need to hold out long enough for the main army to arrive.
 
* Raise levies from the looted province, just before the looters reach their ships. These levies don't have to defeat the raiders; they just need to hold out long enough for the main army to arrive.
 
* Attack with a small force, then have a large force join.
 
* Attack with a small force, then have a large force join.
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==Strategies==
 
==Strategies==
 
'''Germanic pagans are the best raiders'''
 
'''Germanic pagans are the best raiders'''
* {{icon|cm}}769 [[start date]]: the "Viking Age" begins in the year 800, giving independent rulers of Norse ''culture'' free shipyards in all realm provinces with the correct culture. Coastal provinces in the independent ruler's demesne (not held by vassals) also get free shipbuilding technology.
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* {{icon|cm}}769 [[start date]]: the "Viking Age" sometime between in 793 and 867, giving independent rulers of Norse ''culture'' free shipyards in all realm provinces with the correct culture. Coastal provinces in the independent ruler's demesne (not held by vassals) also get free shipbuilding technology.
 
* {{icon|tog}}867 start date: Germanic pagans and Hindu rulers begin with ships.
 
* {{icon|tog}}867 start date: Germanic pagans and Hindu rulers begin with ships.
* Germanic pagans have the unique ability (among unrefomed pagans) to navigate major rivers such as the Rhine; they also only pay 10% maintenance on their ships.
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* Germanic pagans have the unique ability to navigate major rivers such as the Rhine.
**{{Icon|hf}}Reformed pagans which wish to have both bonuses have to select the ''Sea-Bound'' doctrine during reformation; Germanic pagans can select their unique ''Sons of Ragnarok'' doctrine to keep the bonuses after reformation.
 
 
* Rivers are no longer navigable once the ''average'' fort level of the adjacent provinces exceeds 10. <!-- MAX_RIVER_MOVEMENT_FORT_LEVEL -->
 
* Rivers are no longer navigable once the ''average'' fort level of the adjacent provinces exceeds 10. <!-- MAX_RIVER_MOVEMENT_FORT_LEVEL -->
  
 
'''Raid rich provinces'''
 
'''Raid rich provinces'''
 
* Use the economy [[map mode]] to identify rich provinces
 
* Use the economy [[map mode]] to identify rich provinces
* Consider targets such as Venice (capital of merchant republic), provinces with coastal [[Silk Road]] trade post. (With {{icon|jd}}, remember that Silk Road profitability can be affected by China's status.)
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* Within tribal areas, the provinces worth raiding are the ones with temples (holy sites)
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* Consider targets such as Venice (capital of merchant republic), provinces with coastal [[Silk Road]] trade post. (With {{icon|jd}}, remember that Silk Road profitability can be affected by China.)
 
* Come back after the loot bar refills
 
* Come back after the loot bar refills
  
 
'''Sack holdings'''
 
'''Sack holdings'''
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* Sacking gives a large lump sum of holding loot, frees additional province loot for raiding, ''and'' captures courtiers
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* Remember that [[Nomadism|nomads]] can gain tech points/population or prestige when sacking a holding. This can be very useful due to their lack of technology growth.
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* {{icon|mnm}} DLC: Has a chance to grant you an artifact/relic
 
* Focus on provinces with more cities/churches than castles, or provinces with squishy county capitals
 
* Focus on provinces with more cities/churches than castles, or provinces with squishy county capitals
 
* Appoint a [[commander]] with the Siege Leader trait for quicker sieges
 
* Appoint a [[commander]] with the Siege Leader trait for quicker sieges
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'''Flee when threatened'''
 
'''Flee when threatened'''
* Appoint a [[commander]] with the {{iconify|Organizer}} trait for movement speed
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* Appoint a [[commander]] with the Organizer trait for movement speed
 
* Retreat into ships
 
* Retreat into ships
 
* If caught in a hopeless battle, order retreat (right-click a destination) rather than waiting for morale to drop
 
* If caught in a hopeless battle, order retreat (right-click a destination) rather than waiting for morale to drop
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'''Raid and sack during war'''
 
'''Raid and sack during war'''
* Requires the use of non-levy armies, because armies cannot be set to loot while at war. {{icon|lor}}[[Retinues]] are probably the best choice; holy orders may be too expensive to maintain in an offensive war and do not work against non-religious enemies. {{icon|hl}}[[Nomads]] can easily make use of this strategy due to their usage of [[horde troops]]. [[Tribal]] rulers may use certain event troops or their tribal retinues for this strategy.
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* Requires the use of non-levy armies, because armies cannot be set to loot while at war. Retinues are probably the best choice; holy orders may be too expensive to maintain in an offensive war and do not work against non-religious enemies. [[Nomads]] can easily make use of this strategy due to their usage of [[horde troops]]. [[Tribal]] rulers may use certain event troops for this strategy.
 
* Use a single army in "raid mode", then switch to "occupy mode" immediately after sacking (and order a fast assault).
 
* Use a single army in "raid mode", then switch to "occupy mode" immediately after sacking (and order a fast assault).
 
* Or, put both a "raid army" and an "occupy army" in a province, with the raid army arriving first. Immediately after sacking, order both armies to move out, then order the occupy army to stay.
 
* Or, put both a "raid army" and an "occupy army" in a province, with the raid army arriving first. Immediately after sacking, order both armies to move out, then order the occupy army to stay.
 
* Help your vassals in their external wars by raiding their targets.
 
* Help your vassals in their external wars by raiding their targets.
 
'''Raid and sack after war'''
 
* This lets you take advantage of supply limit bonuses during the war, then assault-sack the weakened holdings
 
  
 
'''Use vassal levies to raid'''
 
'''Use vassal levies to raid'''
 
* Vassals do not mind their levies being raised while those levies are raiding a county, and don't mind their ships being raised while those ships are carrying any amount of loot. This is true even if they normally mind their levies being raised. However, do not hesitate to supplement with your demesne troops as maintenance costs of raiding troops is only 10%.
 
* Vassals do not mind their levies being raised while those levies are raiding a county, and don't mind their ships being raised while those ships are carrying any amount of loot. This is true even if they normally mind their levies being raised. However, do not hesitate to supplement with your demesne troops as maintenance costs of raiding troops is only 10%.
**Nomadic and tribal rulers cannot use vassals' troops to raid as they call their vassal clans/tribal vassals' to war as allies. However, if they have vassal barons located at coastal counties, they can raise fleet levies.
 
'''Raid for prisoners'''
 
*For ransom: Choose wealthy [[capital]]s with heirs/close relatives residing in them.
 
*For sacrifices ({{icon|hf}}reformed pagan with ''Bloodthristy Gods'' doctrine): Choose realms which follow a different religion.
 
*For raking up kills ({{icon|hf}}[[Bloodline#Murder_bloodlines|murder bloodlines]]): execute infidel prisoners (no Piety cost) and let prisoners of same religion rot in dungeons.
 
*For getting rivals (to duel to create the {{icon|hf}}[[Bloodline#Action.2FActivity_Bloodlines|duelist bloodline]]): {{icon|con}}Give prisoners {{iconify|Ambitious}} in [[Education_(Conclave)#Educator_skill_influence|adolescence]] to make them rivals. You need at least two attributes at 12 or above, and the child must have been captured before age 12 and be in [[Imprisonment#Move_prisoner|house arrest]].
 
  
 
== See also ==
 
== See also ==

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