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

Raid System (both directions)

A design document: planned unless a "Prototype" note says it's built.
Part of The design hub. Drafted 2026-08-30. Consumes the outputs of Engineer Ladder (short-ladder example) (emplacements, breach gear, stealth kits) and Inn Ladder (service-building example) (intel, recruitment). Real-time ARPG combat throughout.

Design pillar: raids are earned, not random

Incoming pressure = Prosperity (era + visible wealth — a baseline that grows as your city does) + Heat (per-rival vendetta earned by raiding them). A turtling player sees occasional prosperity raids; an aggressive player triggers retaliation from the specific city they hit. The player can always answer "why was I raided?" — and usually the answer is "because of what I did / built."


Incoming raids (defense)

Prototype (v0.1.23, 2026-09-03): the defense half is built as data + one Raider class. Pressure = Storehouse + Town Hall standing; interval = max(120, 300 − 15·buildings − 30·(era−1)) s. Warning 30 s (Chapel Bell Tower module ×1.5; Marshal mayor +25 %·quality — the Marshal's first real effect). Wave = 3 + era raiders at the east gate, walking to the store; each grabs 3 goods and runs for the gate, fights only if the hero closes to 90 px or strikes; killed carriers spill a winlu sack. Empty store → the store is wrecked (phase 3, offline; REPAIR = half materials, half time through the BUILDING phase). Hero not in town when it lands (or leaves mid-raid) → resolve_away: a fifth of the store + one random built plot wrecked. 90 s cap: remaining raiders bolt. Not yet: walls/emplacements (no Engineer), NPC kidnap (needs rival cities), Heat, morale surge.

Warning

Raids are telegraphed, never ambushes: a Watchtower (wall module or small building, TBD) gives lead time scaling with its tier; the Inn's rumor board can leak earlier hints ("Ironhold musters men…"). Lead time enables the prep ritual: eat, drink, set traps, position.

The assault

Stakes (what you can lose)

Repelled = payout

Fallen raiders leave lootable remains (core loop); repelling grants a morale surge and Heat against the attacker — a free justification to counter-raid.


Outgoing raids (offense)

Expanded 2026-09-04 into its own document: Outgoing Raids (rival cities) — rival cities as records, siege vs stealth, the consequences dial, Heat arithmetic, kidnap/rescue, reward anchors, and a one-rival prototype slice (Ironhold).

Rival city anatomy

Every rival city is built from the same grammar as yours: walls (tiered), a gate, guard patrols, and key buildings — warehouse (materials), vault (money/gems), workshop (recipes, unique gear), prison (captive NPCs — the main source of Journeymen/Masters), and a champion (boss: the rival mayor/warlord, best loot in the city).

Two paths, both engineer-funded

Consequences dial (player choice per raid)


Death & failure

Building hooks (systems this consumes)

Open questions

Prototype v0.1.44 (2026-09-06) — raids scale with the city's era: raid_steps = era − 1. Raider hp ×(1 + 0.25·steps), stab 12 + 2·steps (raid_guard_hp/dmg), grab 3 + steps (raid_grab), gate swing 4 + steps (raid_gate_hit), gold drop 2·steps (raid_gold_drop, a "loot" sack entry), captain from Era 3 (Raider.captain: first of the wave, ×2 hp, +2 dmg, ×2 grab, ×3 gold, bigger tinted sprite). Away resolution: walls held 10% + 2%/step of the store and gate damage 60 + 20·steps; no walls 20% + 5%/step. Wave size stays 3 + era + Heat.