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Dev Diary #14: Sieges

Greetings again future Conquerors! Welcome to another Development Journal! I’m Bas, who also wrote the Development Journal on Ancient Wonders. This time, we’re not looking at cracking open Ancient Wonders for treasure, but rather, we’ll be looking at cracking open Cities! I’ll be talking about the new Siege System in Age of Wonders 4!

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Cities in Age of Wonders are the core of an empire’s economy, which in turn fuels their war machine. Having one of your cities taken is therefore a huge blow and in the case of someone’s capital, could even result in a player losing or winning the game.

In Age of Wonders 3 players had to make sure they always had armies close to vulnerable cities as they were not defended by default. In Planetfall, we had garrisons to make sure cities and sector bases were defended at all times. However, it added a lot of extra units to already huge fights with exactly the same layout, making players tired of fighting these kinds of battles and auto-resolving them. It also couldn’t stop a player from launching surprise attacks and overwhelming the garrison in a single turn.

Age of Wonders 4 offered us an opportunity to sit down to tackle and improve upon these points. Our aim was to give defenders time to respond, to add more variety to City battles, and to not use the Garrison system to cut down on the amount of units involved in battle.

In the end, we came up with the Siege system, where defending players can invest in structures that help to delay attackers and affect the battle map. Attackers in turn have to lay siege to the cities for multiple turns in the world map where they can invest in Siege Projects to bring siege engines to the battle, or otherwise counter some of the defenses the city has, before they can launch a final decisive battle!

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Let’s go back to those defensive structures for a minute, we’ll get into the siege itself later:

Some of the coolest and most appreciated parts of Age of Wonders 3 and Planetfall’s City battles were that certain structures such as turrets would be represented in battle. In Age of Wonders 4, we tried to go a step further! We now have several categories of Defense Structures that will be represented in the Siege battle:

  • Wall Defense Structures will contribute the most to Fortification Health (more on that later), and at least one wall must be built in a city to add the requirement for attackers to siege it. Furthermore, they are represented as different obstacles in combat! Palisade walls are wooden obstacles with low health, but Stone walls are Fortified obstacles with a lot of health that are tricky to take down. The latter also will have less breaches at the start of combat. Making it easier to funnel the attacker down killzones!

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  • Tower Defense Structures are the turrets of Planetfall. They spawn units during combat alongside the walls with incredible range and will automatically fire upon attacking units. There are even some more special Towers that instead cast magical buffs or even heal nearby defending units.

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  • Battlement Defense Structures create special obstacles on the positions just behind the wall that benefit the Defender in some way. They often buff Ranged attacks, and can specialize further in buffing Magical or Physical ranged attacks. Such as units gaining extra range, more accuracy, or straight up setting target locations on fire with their attacks!

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  • Support Defense Structures add special modifiers to the combat, often in the form of Combat Enchantments! They can do things like spawn Caltrop obstacles in front of the walls. Forcing attackers to go through Slowing and Sharp terrain which inflicts bleeding on them as they try to pile through the breaches!

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All defensive structures also add Fortification Health, which is displayed beneath city banners and determines the rough amount of time attackers will need to spend sieging the city before they can launch their attack.

This is visible to everyone as long as you’ve discovered the city, so it’s handy to scout out enemy cities before moving in to know what kind of time investment you’ll need to make! If you have a good eye, you can even spot the kind of walls they have by looking at the city model.

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Alright, enough about the defender preparing. Let’s look at the attacking side!

You can start a siege simply by initiating an attack or move order on a hostile walled city! You must do this with at least one hero available in the army who will be leading the siege (Marauders are exempt from this rule, yep, that’s right, infestation stacks can and will siege you!).

A prompt will ask you if you wish to start a siege, and a time estimation in turns is given. Pressing Start will begin your siege!

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In the first turn of sieging, you have a nice overview of the Fortification Health of the city and its defense structures. Every turn during a siege, the Fortification Health (wall icon) will be diminished by the amount of Fortification Damage (broken wall icon) you deal. Until Fortification Health reaches 0 at which point you can initiate an attack!

Fortification Damage per turn is determined by:
  • A base value of 10 damage per turn
  • Units with Siege Breaker in besieging armies, such as Giants and Iron Golems
  • Siege Projects active during the siege
Siege Projects are specific actions the attacker wants to undertake to take out certain defenses of the attacker, speed up the siege, construct siege engines or employ something else like stealing population from the besieged city, they often come at a cost and take up a Siege Project slots, which you can get more of through empire skills.

As the attacker you can select which Siege Projects you wish to undertake only in the first turn of the siege, at which point they will be locked as your armies are executing your plans. In the case of Siege Projects that speed up a siege, they will contribute extra Fortification Damage done per turn.

This was set up in a way to have siege projects be more effective when a city is heavily fortified, creating a different balance between cost and effect per siege.

Headlong Assault for example, which contributes +5 Fortification Damage on top of the base 10 Fortification Damage, will reduce siege time with a city of 30 Fortification Health by 1 turn. But in a city with 120 Fortification Health, it can reduce it by 4 turns!

All empires have access to a multitude of standard Siege Projects, but more can be obtained through tomes or even Ancient Wonders. Such as a displacing effect from the Tome of Mayhem’s Sow Confusion siege project, or the Soul Siphon siege project from Tome of the Reaper to gain extra souls upon completion of the siege and gain Zombie units in combat.

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While a siege is progressing, if the attacker has brought multiple armies, they don’t have to simply wait around the walls for the timer to run out. Reserve armies can simply run around the domain, scouting for hidden relief forces on the way or pillaging province improvements, especially Special Province Improvements like Teleporters and Spell Jammers you may want to take out while besieging to make sure no nasty surprises will await you once in battle.

Be aware though that this leaves the defender with opportunities for counter attacks by catching you outside of reinforcement range! This lets sieges be more dynamic.

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Let’s quickly go back to the Defender, while their city is under siege, it suffers a hefty -50% penalty on all resource incomes except Draft, and cannot produce any City Structures during a siege either! This incentivizes defenders to take action instead of just waiting for the very last moment. Luckily, there are ways for defenders to prepare while a siege is going on.

A defender can see what Siege Projects are being taken against the city and how long the siege lasts. They can still recruit units in the city, rallying a quick militia to hold out against defenders to discourage the attacker from splitting up or even counter attack.

While this is going on, Defenders can also rally defenders from other places, Rally of the Lieges and Empire Rites can often prove handy in these situations to raise a quick army. Defenders can still freely move defenders in and out of the city.

We’ve tried restricting movement for defenders in besieged cities but found it too restrictive for the defenders to raise a proper defense. This allows defenders to actually undertake successful relief efforts and keeps attackers more on their toes.

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Once the timer has run out, the Fortification Health depleted to 0, the attacker can initiate the battle! The battle map is a lot more grim and ridden with destruction than previous city battle maps. After all, a siege has now taken place and breaches have appeared in the walls! These breaches form perfect funnels for the defender to exploit. But the attacker can, if they brought the right units, spells or siege engines, create their own additional breaches by attacking the walls!

Next to that, City Defense Structures and Siege Projects can also affect the battle map as described! Siege battles can now really look different depending on what has been undertaken by both defender and attacker.

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As for the battlemap. It’s always challenging to create a city map that is balanced yet not samey, look grimey yet not unreadable. What me and Sara have done primarily is realize a vision of a battered city wall, a last bastion of defense, by littering the battlefield with broken remnants of the city, with plenty of muddy puddles and the occasional corpse fallen from previous attempts at breaching.

Most of these are decorative to create enough space for the players’ massive armies. And we’ve created custom lighting to contrast the units and line of wall obstacles from the background decoration!

Speaking off, Wall obstacles count as cover, making targets count as Obscured when they shoot over them. However, if defending units stand on the intact battlement hexes, they get to ignore Obscured as they have the high ground!

SiegeExample2.png


Next to this, breaches will already appear at the start of battle, unlike in previous Age of Wonders games, as you’ve been besieging these cities for a while. These are generated in a controlled way to create killzones for defenders, but with the occasional unfortunate breach that allows fast units to break through quickly!

If you’ve brought siege engines or units with Demolisher, you can also easily create new breaches in the walls that are still intact, or destroy enemy towers or battlements if they have any.

SiegeExample3.jpg


So, there you have it! Sieges do away with the micro-intense cat and mouse movements of the old games. Instead creating more trust for players to venture out with their armies. Giving them enough time to come back to, or raise new armies in defense. While attackers can employ tools to counter defenses or instead aim for more economic damage than outright city conquest. I hope to see and hear of many epic siege battles deciding the fate of empires on the brink of destruction or victory. Don’t forget to lock your gates when you get to play Age of Wonders 4!


We are only two weeks from release! Stay updated on all the AOW content!
 

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Lol, AI cheated in the previous games non-stop. It will be same in AoW4.
Yes, it is not going to help on last difficulty levels, but I hope it will help when I am learning the game on average.

PS. My message had goal to show disadvantages of the new siege system hoping devs would change something about it ;)
 
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I don't think that's clear at all. I am asking specifically about when attacking the sieging army, not fighting in the field which I do think is answered by my quote in the previous post.

You misunderstand the answer you're quoting.

1. What map will a battle be done on, a siege map or regular map, if a defender attacks the sieging army?
1. the map will be determined by the tile the attacked army was standing on, so most of these will be open nature battles.

The question is specifically about the defender attacking the sieging army. I.e. the exact question you are asking.

The answer is that "most of these will be open nature battles."
 
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I completely understand, it was not always an easy change to make, as it definitely funneled conquest and warfare into this hard requirement and potentially multiple turns of standing around. The approach was to try and keep the dynamics by having armies still free to move around (Both for attacker and defender) as much as possible. Providing multiple scenarios during sieges were mobility and positioning are still important.

Newly found cities and some Free Cities start with 0 fortification health and no walls, meaning they can be taken the old fashioned but very fast way, immediate attacks! Capitols however do start out with some defenses already.

You can definitely reduce siege duration to a single turn, meaning you require one turn to initiate the siege, and can attack immediately the turn after. As for other ways to employ hit and run tactics. In house and external PvP testers are making good use of the pillaging system to raid enemy territory without sieging them. Making out with a bunch of gold and partially ruining the economy of another player.

Oh I'm perfectly fine with that, really happy actually! I was just under the impression that a player could plop down cities all over the map carelessly and still have a number of turns where they can respond even without any defenses, unbalancing the game. I am glad that impression was incorrect.

The capitol should take longer I think, but someone expanding recklessly will likely be too spread out anyway so it's a non-issue.
 
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Oh I'm perfectly fine with that, really happy actually! I was just under the impression that a player could plop down cities all over the map carelessly and still have a number of turns where they can respond even without any defenses, unbalancing the game. I am glad that impression was incorrect.

Because of the city limit, I don't think the player isn't going to plopping down cities all over the map, you'll only have a handful. Even if you spend all your resources on raising the city cap, it costs imperium so I doubt there'll be that many.

All in all the new siege mechanics seem to be part of a general shift away from "lots of cities, lots of quick sieges" to "fewer cities, fewer but longer sieges."
 
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Great Dev Diary, love this new siege system!

I do wonder if the siege system is connect to the Narrative Event system, is possible for one side of the siege to do something which creates an event the other side has to deal with? Maybe a contest of Affinities?

Anyway you guys are doing great work. :D
 
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This siege system looks like a great addition to this genre of game. Having to actually spend time bringing down a city's walls to go in and conquer it. Allowing defenders time to rally and recruit troops. These battles are arguably going to be the most important and large scale in the game. So long as the defender actually has any armies in or near the city close enough to reinforce it. I imagine that without an army, the city is just captured after the defences are breached. Looking forward to all the different combinations of defensive structures and siege projects making unique battles.
 
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The impact of the system itself can only be judged within the new context of the game, rather than past iterations and other 4x games in general. For starters the numbers of cities and consequences of losing one can be quite different.

In general, this is mostly the game shifting away from a bit of "tabletop" system, and more a toward a bit of simulation. By tabletop I mean something that is clearly using game rules and can features "gotcha" moments that can change everything. The whole concept of stealing cities under the enemy nose reminds me of the old HooM days. The cat and mouse gameplay can be fun but it's very different in essence, to the more organic clash of empires they are going for here.
 
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It sounds like the new siege system will allow us to explore a whole new range of siege strategies, compared to other games:
  • Will laying siege to a city, only to retreat when defenders arrive be an effective strategy?
  • Will we see a single army defending multiple cities that it can reach within 1 or 2 turns, or will we see players trying to recruit some defenders as quickly as possible once besiegers show up?
  • Will intercepting defenders that are trying to reinforce be an effective strategy? What's the best way to pull that off?
I'm excited to explore all these questions and to see what works and what doesn't.
 
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Because of the city limit, I don't think the player isn't going to plopping down cities all over the map, you'll only have a handful. Even if you spend all your resources on raising the city cap, it costs imperium so I doubt there'll be that many.

All in all the new siege mechanics seem to be part of a general shift away from "lots of cities, lots of quick sieges" to "fewer cities, fewer but longer sieges."

Oh that's right! Totally forgot about how those would interact in that case! Thanks for that.

Actually, come to think of it, city limits plus siege mechanics actually do sound like they really go well together in a few ways.

I do very much like that shift, just misunderstood a few things. There's still vassal cities, but the lack of direct control and reduced income should lead to more hesitation to found one in a risky spot, since a player would at least want reduced risk with reduced reward.
 
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Let me try to answer some of the questions from SP perspective vs high level AI:
  • Will laying siege to a city, only to retreat when defenders arrive be an effective strategy?
Paying upkeep for army and not earning items/resources/XP for hero just to temporary decrease AI income is a bad idea, AI will have more and better units anyway. And just imagine how hilariously bad it becomes if there are 8 opponents on the map.
  • Will we see a single army defending multiple cities that it can reach within 1 or 2 turns, or will we see players trying to recruit some defenders as quickly as possible once besiegers show up?
It is already an excellent idea to have a single army protect many cities in planetfall. Good army upkeep is too high to have a separate army for each city, especially for new one.

  • Will intercepting defenders that are trying to reinforce be an effective strategy? What's the best way to pull that off?
It is very hard to intercept defenders who travel from deep territory to front cities. Attacking several cities at once is not a good idea early/middle game as you will need 6 strong stacks for 2 cities while still having enough defenders of your own cities. New siege mechanic really discourages risky operations, it is almost guaranteed that someone will attack you if your cities are left without effective defense for long.
 
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Where is this realism when you can freely move in and out defenders of your city? Is it really a SIEGE?
To prevent opponents from entering and leaving you would need to fully encircle a City and to control all entrances. That is a hard thing to achieve and it is certainly doable in aow4. But i think it mostly is depicted in the form of the attacker beimg able to intercept troops that try to relief the sieged City. So yes, from what we have seen, aow4 has real sieges.

If the defender is able to freely reinforce his City and to attack isolated raiding parties, that shows just failure on the aggressors side.
 
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To prevent opponents from entering and leaving you would need to fully encircle a City and to control all entrances. That is a hard thing to achieve and it is certainly doable in aow4. But i think it mostly is depicted in the form of the attacker beimg able to intercept troops that try to relief the sieged City. So yes, from what we have seen, aow4 has real sieges.

If the defender is able to freely reinforce his City and to attack isolated raiding parties, that shows just failure on the aggressors side.
This reminds me of one of the sieges during the Dutch-Spanish 80 years war. The Spanish couldn't block the sea routes so at one point during a calmer period of the siege, some of the Dutch that were financing the war were shipped in for some tourism (/inspection).

Blocking a city completely can be difficult, especially if there are many routes to it, a mix of water/land or a prepared underground route. (that last one is rare though) Traditionally it's not just reinforcements that you want to cut off, but also supplies that prevent the pressure that starvation would bring. Or a breaking out of forces that join with forces outside the city.
 
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It looks great. Sure it needs more content. More races, cultures and traits would be nice but it looks they are coming with the announced DLC's. I hope this game does very well and more then thouse 4 DLC will come and more content is added.

AOW3 could have been better the 2 if it kept making DLC. My poor archons never got a chance.