In the Gaslamp Games office we have some phrases to describe game design pitfalls. For instance “bruising the fat” refers to trying to make an aspect of the simulation unnecessarily detailed (and let me disclaimer that by saying that we have all the love in the world for Dwarf Fortress – it’s just not a road down which it is reasonable for us to follow). “Playing Starcraft” is giving the player too much ability to micromanage an insignificant system in order to optimize their in-game power. When a combat enemy simply swarms at the player for no particular reason but to get defeated, that’s “goblins”.
Bandits in Clockwork Empires started off as “goblins”, then in a second major iteration received a concept of a home camp, individual morale, and the player got a choice between fighting and letting the bandits take what they want. Funny thing is, just about zero players were interested in letting the bandits take their stuff without a fight because that simply isn’t done in games. Players chose to fight even when their military was strained, and even if it was quite likely that the bandits would steal something easily replaced like logs or fungus (until, that is, bandits received a Robbery Upgrade that had them prioritize booze and other good things, as bandits should).