War Instigation

War instigation in Wanderfolk is the ability to deliberately push villages toward conflict by lying about attacks, rallying war parties (40+ reputation, 20 points per NPC), or triggering retaliation cycles. It is the highest-consequence player action in the game, permanently reshaping territory, population, and cultural control.

Methods of Instigation

Lying About Attacks

You can tell village NPCs that another village attacked you, stole resources, or threatened their people. If your reputation with the NPC is high enough, they’ll believe you and spread the information through the gossip network.

False reports of attacks raise the hostility between two villages. When hostility reaches the war threshold, conflict becomes inevitable.

Requirements:

  • High reputation with the target NPC (they must trust you)
  • Consistent story — NPCs remember what you said and will catch contradictions
  • Cultural plausibility — Cragborn are easier to incite than Meadowfolk

Risks:

  • If discovered, your reputation with the deceived village plummets
  • NPCs who catch you lying become permanently suspicious
  • The village you falsely accused may turn hostile toward you

Rallying War Parties

With sufficient reputation (40+) in a village, you can directly rally NPCs to form a war party. Each NPC you convince costs 20 reputation points — their trust in you translates to willingness to follow you into battle.

ParameterValue
Reputation threshold to rally40+
Per-NPC reputation cost20 points
Hostility threshold for war80+
Max war party size8 NPCs

You can rally up to 8 NPCs into a war party, but each costs 20 reputation. Rallying a full party of 8 costs 160 reputation points — nearly impossible without Beloved status.

Triggering Retaliation

A subtler approach: provoke one village into a minor aggression, then report it to the other village. The retaliation response escalates naturally:

  1. Steal from Village A while disguised near Village B’s territory
  2. Village A suspects Village B
  3. Village A sends a raiding party
  4. Village B retaliates
  5. Full war erupts

This method keeps your hands cleaner but is harder to control. The escalation may not go the direction you intended.

Strategic Considerations

Choosing Targets

Not all villages are equal targets for instigation:

  • High aggression cultures (Cragborn, especially) are easiest to push toward war — they’re already inclined
  • Low aggression cultures (Meadowfolk, Tidefolk) require more effort and higher reputation investment
  • Resource-stressed villages are more susceptible — hunger and declining prosperity make war seem like a solution
  • Border villages with overlapping territory have existing tension you can exploit

Managing Companion Allegiances

Your companions are from specific villages. If you instigate a war involving their home village:

  • Companions may refuse to fight against their own people
  • Companions from the enemy village will leave your party
  • Companions from the attacking village gain a combat morale boost

Plan your party composition around your instigation targets. Recruit companions from neutral villages or from the side you’re backing.

Fortification Levels

Before instigating, consider the target villages’ defenses:

LevelDescriptionStrategic Impact
NoneNo defensesEasy to assault
PalisadeWooden stakesMinor obstacle
Wooden WallsFull enclosureRequires siege-like approach
Stone WallsStone fortificationsVery difficult to breach
FortressFull fortressNearly impregnable without overwhelming force

Don’t instigate a war against a fortified village unless the attacking side has overwhelming military power.

Consequences of War

For the Winner

  • Territory expansion
  • Access to new resources
  • Increased prestige and military power
  • Captured or displaced NPCs may join the conquering village

For the Loser

  • Territory loss
  • Economic damage (destroyed buildings, looted stockpiles)
  • Population decline (NPC casualties, refugees)
  • Potential tier reduction (large → medium)
  • 28-day cultural assimilation of lost territory

For You

  • Reputation shifts — your standing changes with both villages based on your involvement
  • Economic opportunity — disrupted trade routes create arbitrage
  • Power vacuum — weakened villages are easier to influence
  • Moral weight — NPCs remember who pushed them into war. If your role in the instigation is discovered, the consequences are severe and long-lasting.

The Long Game

War instigation isn’t just about destruction. Strategic players use it to:

  1. Weaken a hostile village that threatens you — let someone else fight them
  2. Create trade opportunities — war disrupts normal supply, making your caravan connections more valuable
  3. Eliminate competition — if two rival villages destroy each other, a third village (yours) benefits
  4. Reshape the map — the cultural assimilation of conquered territory permanently changes which culture controls which biome

But remember: every war has casualties. Companions die permanently. Villages decline. NPCs lose homes and livelihoods. The power to start wars is the most consequential ability in the game. Use it thoughtfully.

  • Conquest — the war system that instigation triggers
  • Gossip — how false information spreads through NPC networks
  • Reputation — the reputation cost of rallying war parties and the risk of discovery
  • Military System — assessing village military power before instigating conflict
  • Companions — managing companion allegiances during wars you’ve started