Let raiders steal from the stockpile but never from the vault
A raid that takes a share of everything can wipe out a player who just saved for hours, while a raid that takes nothing is pointless. This entry makes a protected part of each good untouchable, caps what the raiders can carry, and takes the most valuable goods first.
Why this works
A loss that can wipe out hours of play teaches players to stop saving, while a raid that costs nothing teaches them to ignore it. Putting a safe part out of reach, and letting the rest be at risk, makes the danger real but survivable.
When not to use it
Skip it in a game where total loss is the whole tension, such as a survival game where a raid should be able to ruin you. Also skip it when raids are rare and meant as a big event; there, take what the story needs.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 26 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let raiders steal from the stockpile but never from the vault" (read_entry raid-loot-spares-the-vault) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP