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Chas

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Apr 21, 2001
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Rebel seige freezes

A rebel seige freezes and never takes the city.

Playing 1.04, Prussia, GC, Very Hard/Normal.

Vorpommern is owned by France and borders me. I am hoping for defections, so when Vorpommern revolts I watch with interest. It revolts in either late 1627 or early 1628. For the first year or so, progress is normal, the rebels are whittled down by attrition and the seige (of the medium fortress) progresses to yellow.

By 1630 it is frozen on yellow, and stays there for another 10 years. There are a constant 15000 rebel troops (presumably the province limit). The animated cannon fires every month, but nothing else happens.

France has had some major event. During this period messages show that the Huguenots, the French Catholics, Brittany and Mantua have all seceded. In 1640, Vorpommern's revolt risk is 8% (+10 due to event effects) but there has been no second revolt since 1628/9.

I have save files from 1628 and 1640, if they are of any help.
Loading as France shows that the seige is actually on -3.
Reloading the 1640 file replicates this behaviour (at least for a further year). In the one reload of the 1628 file I have tried, France sent troops to quell the revolt before the seige reached yellow.

Severity?
Depends how often it happens. I normally quell my own revolts within a year or two, and wouldn't notice if the odd seige had frozen. I don't normally watch other seiges that closely.

But as revolts are the main limit on the expansionary ambitions of big countries, it's not much use if they don't work sometimes.

This thread on the discussion forum lists at least one other case.
 
Upvote 0
Please zip up the .eug and .eug.cfg files and email them to me at ataubman@ducros.com.au , along with a link to this thread, your forum nick, and any explanation necessary to see the problem. Thanks.
 
Endless Seige

I, too, have seen this problem. I was Russia, and saw one of the many revolts in Cyprus go on, and on, and on. After about 10 years, it ended when the French sent a size 71 force to squash them.

I had noticed taht they had about a size 15 force, and the fortress was rates "Small", so I thought it was possible, but it never went past yellow.

Sorry, deleted the saved games for that period.....


-Rick
 
It all went as you said, although I did find there were some extra rebellions and extra rebels added to the seige every now and them, but they didn't help at all. The seige was lifted in 1650 (after 10 years) by the FDrench in two games out of two I tried. When I played the french it went to ~1660 and still nothing had changed.

Looking at the save files the number of breaches had gone from 21 to 42, but this did not seem to have affected anything.

Logged as Bugzilla bug 2477, my bug 301. Thanks.
 
Yes, in actual game play I am up to 1666 and it's still there BUT, I also got some extra revolts after the restart; these had the effect that natural attrition now reduced the rebel total below the seige limit. Not sure why this did not happen for the first 10 years (with only one force of 15000 present) - something in the attrition system that causes slightly more when there are multiple forces present, I guess, taking them below the seige limit.

Anyway I estimate that in the further 26 years since the reload the fort has been properly seiged for about 5 years, and no progress. They currently stand at 9000, France hasn't sent anyone yet.
 
Hah, guess what. I tried this old save game under 1.08 and current beta code and ... after 24 more years the rebels finally took the fort! Now for about the last 10 years it was solely defended by cannon, 30 initially and attritting down slowly, slowly, slowly; the last cannon held out for several years and finally died. The fort still held out for a few days - I can only assume through some kind of Beau Geste/empty fort trick - and then surrendered!

As we haven't seen this behaviour since, or at least all examples have been shown to be WaD IIRC, I'm going to mark this bug fixed.
 
I decided to go through the bug list and see what I could weed out myself. A surprising number I could mark as Fixed or Lapsed.

Mind you we're still finding new undocumented bugs, 3 in the last 2 weeks, which is amazing after all this time.
 
Interesting. The "never ending siege bug" got its solution by having the defenders crew attrite down to zero and not by the siege value going down to -8 or whatever is needed.

We have a similar situation in the MP game Dire Straits 2 just now. The rebs in Venice (a one-province minor) are sieging with enough men to keep the siege active. Has been going on at least 10 years, prolly 20. I Wonder how many men left the defenders have.
 
Isn't this not a bug? The siege faq states that sieges of large forts with no cannon and port access can theoretically go on forever. After all, the defenders are not starving, no assaults are being made and no cannon are being fired.

The siege of Candia in crete by the Ottomans in the 17th century took 22 years.
 
Gjerg Kastrioti said:
Isn't this not a bug? The siege faq states that sieges of large forts with no cannon and port access can theoretically go on forever. After all, the defenders are not starving, no assaults are being made and no cannon are being fired.

The siege of Candia in crete by the Ottomans in the 17th century took 22 years.
Originally, the bug was that there was no added attrition to the besieged, no matter what die roll occurred, as I recall. That was fixed in 1.07 or 1.08, as I recall, so now the siege will eventually end with the fall of the fort.