Difference between revisions of "Raiding"

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*Always destroys any building or holding currently being constructed.
*Always destroys any building or holding currently being constructed.
*Has a chance of imprisoning any [[courtiers]] in the province.
*Has a chance of imprisoning any [[courtiers]] in the province.
*May trigger an event giving the {{iconify|Viking}} trait, if raider's religion is Germanic or reformed Germanic.
*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.
*{{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]]'': May give the {{iconify|Viking}} trait, if raider's religion is Germanic or reformed Germanic.
*With {{icon|mnm}} ''[[Monks and Mystics]]'': May steal non-equipped [[artifacts]] from the holding owner or from characters present in the holding
==Raid defense==
==Raid defense==

Revision as of 05:53, 22 March 2018

Loot.png Pagan and Hindu rulers, tribal and nomad rulers of any religion, along with certain cultures, 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.

The provinces that may be raided are:

  • Neighbouring provinces. You get the gold and prestige immediately.
  • 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.

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.

Cultures, Religions and Government types which can raid

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.

Allowed to raid:

  • Culture: all Altaic, all Tibeto-Burman, Norse (not other North Germanic), Hungarians (Magyar), Berber (not other Arabic), Nepali (not other Indo-Aryan)
  • Religion: Pagan (Dlc icon the old gods.png The Old Gods DLC allows all pagans to be playable) or Hindu (playable via Rajas of India.png Rajas of India DLC)
  • Government: Tribal or Nomadic (playable via Horse Lords.png Horse Lords DLC).
    • 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.

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 DLC icon Charlemagne.png769 cannot raid unless they become independent, but Swedish Pagan tribes under the Catholic king of Sweden in 1066 can raid, provided they stay Pagan.

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.

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.

Pagans can raid regardless of whether their religion is reformed or not.

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:

  • 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 speed of looting depends on the size of your raiding party (up to 500) and the "max loot" in the province (regardless of whether it is protected by fortifications or already plundered). It takes 100 days to fully loot a province, although your raiders will usually have to pause when they encounter fortifications.

Loot every 4 days = (Max loot) × min(Raiders, 500) × 0.04

Sacking holdings

With enough raiders, holdings may be sieged down as well. The mechanics are similar to occupation sieges, but a given siege has only one goal: sacking or occupation. Note that raiding cannot be toggled on unless the army is in friendly territory and the ruler is at peace.

Sacking a holding:

  • Loots a large amount of money (roughly double the annual income of the holding). The formula is:
Looted Gold = (1.5 * Holding Base Income) + (0.02 * Total Buildings Cost)
  • Lets more of the free loot be gathered.
  • Cause a penalty on demesne income and prevents from sacking again for 3 years.
  • Has a 10% chance of destroying a random building in that holding.
  • Has a 5% chance of destroying the holding entirely, if the holding has fewer than 4 buildings. The capital holding can't be destroyed.
  • Always destroys any building or holding currently being constructed.
  • Has a chance of imprisoning any courtiers in the province.
  • Sacking infidel temples increases moral authority. Likewise, sacking a temple belonging to your religion will decrease your own moral authority.
  • With Dlc icon the old gods.png The Old Gods: May give the Viking trait, if raider's religion is Germanic or reformed Germanic.
  • With DLC icon Monks and Mystics.png Monks and Mystics: May steal non-equipped artifacts from the holding owner or from characters present in the holding

Raid defense

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 has shattered retreat enabled). These fights, while not strictly necessary, can be a useful source of commander practice or military 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.)
  • Assign an 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.
  • Attack with a small force, then have a large force join.


Germanic pagans are the best raiders

  • DLC icon Charlemagne.png769 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.
  • Dlc icon the old gods.png867 start date: Germanic pagans and Hindu rulers begin with ships.
  • Germanic pagans have the unique ability to navigate major rivers such as the Rhine.
  • Rivers are no longer navigable once the average fort level of the adjacent provinces exceeds 10.

Raid rich provinces

  • Use the economy map mode to identify rich provinces
  • Within tribal areas, the provinces worth raiding are the ones with temples (holy sites)
  • Consider targets such as Venice (capital of merchant republic), provinces with coastal Silk Road trade post. (With Jade Dragon.png, remember that Silk Road profitability can be affected by China.)
  • Come back after the loot bar refills

Sack holdings

  • Sacking gives a large lump sum of holding loot, frees additional province loot for raiding, and captures courtiers
  • Remember that nomads can gain tech points/population or prestige when sacking a holding. This can be very useful due to their lack of technology growth.
  • DLC icon Monks and Mystics.png 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
  • Appoint a commander with the Siege Leader trait for quicker sieges
  • If your religion or government type allows taking of concubines, consider distant targets such as Constantinople; Constantinople itself is a "hard" target as its capital has additional fort levels.
  • You can send your ships for a loot drop-off while waiting for a siege to end
  • Come back after 3 years

Raid islands

  • Exploit the AI's inability to use boats.
  • Islands in the Mediterranean have mild climates, allowing you to commit large armies to raid and overcome significant penalties when storming islands like Venice and Malta.

Beware of changes in supply limit

  • Winters, epidemics and highway bands can reduce a county's supply limit considerably, making sieges and sacking of holdings more difficult.
  • Consider raiding in latitudes with mild winters (e.g. Mediterranean)
  • Time your raids to avoid winters, especially if the intended targets have high chances of harsh winter.

Avoid temples of your own religion

  • Decreasing the moral authority of your own religion is usually not a good idea.

Avoid retaliation

  • AI rulers will not raise levies in provinces where you currently have troops, even if they outnumber you
  • Each liege (duke, king, emperor) should be weak or distracted by war

Flee when threatened

  • Appoint a commander with the Organizer trait for movement speed
  • Retreat into ships
  • If caught in a hopeless battle, order retreat (right-click a destination) rather than waiting for morale to drop

Raid and sack before war

  • This lets you take on a sequence of small armies, rather than one large army, because:
    • Enemies will not have the aid of allies during the raid.
    • Enemies (AI) will not raise troops in provinces where you have troops.
      • If your army is large enough, you can even sack the holding with the levies still unraised, killing them without a battle.
  • Remember that getting 100% warscore requires winning a "major battle" (>5% warscore in 1 battle) or occupying all enemy territory.

Raid and sack during war

  • Requires the use of non-levy armies, because armies cannot be set to loot while at war. Dlc icon legacy of rome.pngRetinues 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).
  • 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.

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%.

See also