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.
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: Norse (not other North Germanic), all Altaic, Hungarians (Magyar), Berber(not other Arabic)
- Religion: Pagan or Hindu
- Government: Tribal or Nomadic.
- 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 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.
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 is 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. 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
With enough raiders, holdings may be sieged down as well. The mechanics are similar to occupation sieges, but a given siege has a single goal: sacking or occupation; it is possible to toggle raiding off after sacking so that an occupation siege can take place. Note that raiding cannot be toggled on again until the army is back in friendly territory.
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.
- May trigger an event giving the Viking trait, if raider's religion is Germanic or reformed Germanic.
- May trigger some special raiding event chains.
- Sacking infidel temples increases moral authority. Likewise, sacking a temple belonging to your religion will decrease your own moral authority.
If raiding armies are threatened, they will usually board ships and look for another realm to pillage. Most defenders find this sufficient.
However, if a defending army can catch and defeat a raiding army, its owner is prohibited from raiding the target ruler for 5 years. 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
- 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.
- 867 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 distant targets such as Venice
- Come back after the loot bar refills
- Sacking gives a large lump sum of holding loot, frees additional province loot for raiding, and captures courtiers
- Focus on with provinces with city/church capitals (e.g. merchant republics, minor republics and theocracies)
- If your religion or government type allows taking concubines, consider distant targets such as Constantinople
- Come back after 3 years
Avoid temples of your own religion
- Decreasing the moral authority of your own religion is usually not a good idea.
- 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
- 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" or occupying all enemy territory.
Raid and sack during war
- 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.