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AETHER SHARD SURVIVAL WIKI
built from v0.1.73 · 2026-10-06
DESIGN

Outgoing Raids (rival cities)

A design document: planned unless a "Prototype" note says it's built.
Part of The design hub. Drafted 2026-09-04, after the defense half of Raid System (both directions) shipped (v0.1.23–31). Consumes Engineer Ladder (short-ladder example) goods and the world in World Structure; feeds Recruits, friends and markets (kidnap → rescue, ghost raids). Written against the prototype as it stands: raiders, a gate that is breached, traps, a ballista, smoke bombs, captives who follow you home, essence off raiders, a Storehouse with a capacity, the Heat hook.

The one-sentence pitch

A rival city is your city, seen from the road: the same grammar (plots, walls, a gate, a store, recruits, a hall) rendered from a record, with a garrison instead of a hero. You go there for what you can't make yet, and every trip has a price you chose.

Why you go (the pulls)

PrizeWhere in the rival cityWhat it unlocks at home
Goods above your erathe warehousematerials for the next charter without waiting on the Trading Post's era cap — the only way money-free progress skips a shelf
Gold & gemsthe vaultrings, sockets, enchant fees
Recipes & tomesthe workshopknowledge — the second copy of a taught recipe, a school's tome you've never found
Peoplethe prisonJourneyman/Master recruits (the main source above Apprentice), and your own kidnapped NPCs
Essencethe champion + every guard you fellenchanting's primary source, doubled here
Quietthe city itselfcrippling a rival lengthens the gap between their raids on you

Design rule kept from the hub: money never skips exploration — the post's shelves are era-capped. Raiding is the exploration.

Where rival cities live

Getting there

Two ways in (both Engineer-funded)

Siege — loud

1. Breach: a breaching charge (Engineer: Demolition Bench, era 3 fittings + charcoal) on their gate deals a chunk of gate hp; a siege ladder (Scaffold Yard) skips a palisade section entirely but only lets you over, not a cart. Their gate hp scales with their wall tier like ours. 2. Garrison waves: the alarm bell rings on the first charge. Guards come in waves from the barracks every ~20s, sized by the city's era and garrison count, until the garrison is spent. Their ballista and traps (they have Engineers too) work on you exactly as yours do on them. 3. Take everything not nailed down: warehouse, vault, workshop — each is a building you open like a chest; carrying is limited by a haul cart you push home (carry cap = 20 goods + gold + one recruit; the cart is slow and stops when you fight, so the trip home is its own tension). 4. The champion: the rival mayor/warlord stands at their hall. A proper boss — a raider with a loadout, an enchanted piece you can see them use (you'll get it), and the vault key. Optional on Loot; required to Cripple or Raze.

Stealth — quiet

Built 2026-09-04 (v0.1.36): two Patrol sentries on fixed routes inside the wall (Enemy perception; spotting → World.rival_alarm); reusable grappling hook at a marked spot (GRAPPLE (-300,-230), either direction; entering quietly sets stealth); lockpicks (2 per craft) for the vault and prison doors (unlock/is_unlocked; doors are kicked in once the bell has rung); warehouse gives STEALTH_CARRY 6 into the bag on a quiet run; no Heat without the hall. Watchtower light sweep and per-door noise are not modelled.

1. Windows: guards walk fixed routes with timed gaps at the gate and the prison; the Watchtower light sweeps. Sneak (LB) + the perception rules that already exist (front 40 %, behind 15 %, trickster ×0.6) decide whether you're seen. Smoke bombs break a sighting; lockpicks (Gadget Bench) open the prison and the workshop without noise; a grappling hook (Siegeworks tier) tops the wall at a marked spot. 2. Limited carry: no cart — what fits in the bag and one rescued NPC. Stealth is for the targeted prize: a recipe, a gem cache, a person. 3. Fail-forward: blowing it doesn't reload. The bell rings, the waves come, and you're in a siege you didn't provision for. Every raid resolves in play.

The consequences dial (chosen at the hall, after the champion)

ChoiceWhat happens to themWhat happens to you
Loot (default, no champion needed)store emptied of what you carried; rebuilds in ~10 minHeat +1; their next raid on you is retaliation-sized
Cripple (champion down)two production plots wrecked; their raids on you shrink for ~30 min and their store refills slowlyHeat +2; big essence payout from the champion
Raze (siege only; era ≥ 4; champion down)the city is removed from the wedge; the wedge's dungeon and nodes stayone-time payout ≈ 3 full stores + the champion's gear; no more raids from that wedge — and no more farm; every other city's Heat +1 (fear)

Heat (the vendetta counter, per rival)

Kidnap and rescue (the loss that becomes content)

Rewards by rival era (tuning anchors → spreadsheet)

Rival eraWarehouse (goods)Vault (gold)WorkshopPrison
220 era-2 goods (iron, cloth, cut stone)401 taught recipe you lack1 Journeyman
320 era-3 goods (gems, fittings)801 tome (damaged) + 1 recipe1 Journeyman, 20 % Master
420 era-4 goods (essence, mithril fittings)1501 restored tome1 Master

A full haul ≈ 1.5× a full Storehouse of the era below yours — enough that a raid beats three yards of waiting, not so much that the yards stop mattering. Loot goods count against your Storehouse capacity on return; a cart that doesn't fit spills to the yard (never lost).

What it consumes (the economy behind it)

What the prototype already has (so the slice is small)

Prototype slice (one build, one rival)

Built 2026-09-04 (v0.1.35) as specified below, with these choices: the cart is a physical follower (84 px/s, 20 goods); the road to Ironhold is open from the start (the chokepoint project is still paper); guards are Raiders in fight mode that idle at the barracks; the champion is an Enemy with 90 hp and a 14-damage stab whose Keen enchant is bound to the iron sword it drops; retaliation arrives as a raid (the "met on the road" war party is still paper); Heat decays 1 per 10 min; Ironhold refills a good per 30 s, mends the gate 1 hp/s, regrows a guard per minute, respawns champion and prisoner after 10 min, repairs wrecked yards after 30 min.

1. Ironhold record: era 2; plots warehouse / vault / prison / hall; walls tier 1 (240 hp gate, same as ours); garrison 6 (two waves of 3); champion = a raider with 90 hp, an iron sword and a Keen enchant (which you get); prison holds one Journeyman (a random unclaimed keeper archetype); Heat 0, stance sullen. 2. Rival scene: the Town renderer fed the Ironhold record; the hero enters from the west road; their gate faces you. 3. Siege path only (stealth comes with lockpicks/grapple next): breaching charge (new Engineer recipe, Demolition Bench module); charge the gate (3 charges to breach, or fight through as the waves come); open warehouse (20 goods), vault (40 gold), prison (rescue); champion at the hall; Loot / Cripple choice card. 4. Cart: a pushable node that follows you at 70 % speed and holds the haul; drops where you fall; spills to the yard at home if the store is full. 5. Heat + retaliation: +1/+2, a scheduled retaliation raid 4–8 min after return with wave 3 + era + Heat, the war party visible on the road as a wilds encounter first. 6. Rebuild clock: Ironhold's store refills 1 good / 30 s and its gate mends 1 hp/s while you're away. Smoke coverage: breach math, wave timing, cart cap and spill, dial outcomes, Heat arithmetic, retaliation scheduling, rescue → villager, champion drop, rebuild clock.

Open questions

Prototype v0.1.43 (2026-09-06) — rivals scale with the city's era: World.rival_era(rid) = max(rival's own era, city era); rival_steps = eras past its own. Maxes: walls base ×(1 + 0.25·steps), garrison base + 2·steps, gold base + 20·steps, shelves = store_base + cumulative RIVAL_STORE_EXTRAS (Era 3: 2 rough gem, 2 fittings, 2 stamina draughts; Era 4: 2 essence, 4 raw essence, 1 cut gem); guards hp ×(1 + 0.25·steps) and dmg 12 + 2·steps; champion hp ×(1 + 0.5·steps) and dmg 14 + 2·steps; waves 3 + steps. _rival_rescale runs every tick so the record's walls.max / garrison_max / gold_max / store_max follow the era; live values climb on the existing repair/regrow/refill clocks. Record gained store_base, gold_base, garrison_base, walls.base, champion_hp/dmg. Rival title shows "· ERA N". Debug --era=N on the rival scene.