So, as it is, visitors or passers by that get "attacked" (usually because they thought walking through the middle of a fire fight or between my hunter and their quarry was logical ) immediately turn hostile, but then so do the rest of their faction.
The faction, however, shouldn't become hostile until a member of the party leaves the map. This would allow players to cover up their transgressions, and for those more unscrupulous players (like me ) to ambush neutral/friendly groups.
In order to avoid unbalancing gameplay, after say 3 groups "disappear" - no penalty for individuals - while passing through your land, the faction becomes suspicious, causing a relations penalty (but not opening hostilities) and stops sending groups for a time. Once groups begin returning, if more disappear soon after, hostilities are opened.
As an extra addition, the counter on the number of missing groups could decay over time, allowing a patient player to avoid suspicion altogether. It would need to be a fair amount of time though, say 90 days to take 1 off the total.
The faction, however, shouldn't become hostile until a member of the party leaves the map. This would allow players to cover up their transgressions, and for those more unscrupulous players (like me ) to ambush neutral/friendly groups.
In order to avoid unbalancing gameplay, after say 3 groups "disappear" - no penalty for individuals - while passing through your land, the faction becomes suspicious, causing a relations penalty (but not opening hostilities) and stops sending groups for a time. Once groups begin returning, if more disappear soon after, hostilities are opened.
As an extra addition, the counter on the number of missing groups could decay over time, allowing a patient player to avoid suspicion altogether. It would need to be a fair amount of time though, say 90 days to take 1 off the total.