

The places generated to raid are generally made-up factions that won’t influence your relation with any of the major factions in the game. Start the caravan with everything you need, send the caravan over to the area and have them beat whoever is present.

Make sure to bring some tough pawns and good weapons along for the raid. Once you have a place that you can raid on your map, you can actually go and raid it the same way you would go and trade with another faction. This will place a point on your map that can be interacted with. If you add the reward that your colony will find Discover Ancient Complex as part of the successful ritual, you will always be able to generate something to raid. One of the ways you can ensure you will have something to raid is to edit your Rituals when creating the Ideology. As far as I’ve played they seem to happen pretty often if you have a Raider type Ideology. Once it happens you should be able to see another point on your world map which is generally nearby. These will open up to your colony at random so keep an eye out. You will see these appear as quests and on the notifications area on the right side of the screen. This mod doesn't require Royalty, and doesn't interfere with it.The No Recent Conquest penalty is quite large Another pirate band I just want to use yours. This mod is safe to add and remove mid-save and should be compatible with everything (including Raids For Me). This is on top of whatever other factions are loaded in, including the default pirate faction. You will immediately receive a quest after choosing, but there will be a cooldown (shared with trade caravans).
