When natives raid a colony, they have a chance to cause damage even if the raid failed. We use the vanilla code, which sometimes can seem quite unfair and unbalanced, like the reported failed raid stealing 6000 gold. If we are to redo this to make it fair, the question is how? My take on it is that we follow the same pattern as with goody huts (ruins) in the sense that we code a bunch of possible outcomes and then the difficulty level has a list of possible outcomes. This will allow raids to be more nasty at high difficulty levels. Another interesting idea would be to add defense to the raid results. Certain raids can only happen with 0% defense and some can only happen if the defense is max the default defense (as in no stockade). To make this even more interesting, one of the raid results could be damage to the defense like the colony being bombarded. The question is, what should the possible raid outcomes be? What kind of rules should we apply to a raid results? What would be fair losses in percentage and amount? (preferably we cap at both). When should each type of damage be triggered relative to defense?