Provide me with sources stating that they didn't. I don't have to prove myself to you, the beta team spent 8 months on this game and I'm sure they researched it well.
I won't bother, because at the size of many (if not most) real armies of the period (pre 1700) were, they wouldn't suffer from attrition at all. I'm sure that was researched well also.
Perhaps you should lay siege instead of all out assaulting the fortress non stop so you can capture the city as quickly as possible.
Want to lose less, besiege the fortress first and wait for their defenses to weaken. Then assault, rather than the all out assaulting from beginning to end where you lose 20,000 men and all your artillery.
Sorry Sap, but you still misunderstannd my point.
If you besiege the fortress, (without special military leaders) you would tend to loose 7% artillery a month, and the siege will typically take at least 6 months (if not even longer - a year's time seems very typical). By the time the siege is over, you would have lost easily half of your artillery and an equal amount of your infantry.
Assault it immediately, and (with 120 cannon) you'll loose once from monthly attrition, and take the fortress with 1-2 storms and very low losses (typically no more than 10-17%) from the assault (the place where you can suffer heavily is when you are marching away afterward). Better yet - use no cannon at all and take 30k-40k infantry - you won't loose any artillery, and you'd still take the fortress in 2-3 months with minimal losses.
I always assault immediately (if I have the forces for it) and take the fortress with relatively few casaulties
compared to the losses I take in those few situations where I have tried long sieges. When I use artillery, I operate in exactly the way you have prescribed (including retiring to my own territories for winter) and simply put:
it is inefficient in comparison to the comparable effect achieved by a rapid, blitzkrieg strategy.
To win wars, you need to capture provinces. To win wars quickly (usually a good thing, I'm sure you'd agree), you need to capture them quickly.
If you did that sort of stuff in real life, you'd be long dead at the hands of your own men before ordering a another inconclusive assault on a fortress.
But if you do that in EU, you win wars! And you can win them in less than a year of campaigning (as borne out by 3 campaigns by Denmark against Sweden).
So in EU the belief in the short victorious War is not a dangerous illusion, it is an easily achievable fact.
Obviously (without meaning any disrepect guys) 30+ betatesters can agree that the historical model is flawless all they want - the simple fact is that it is not; otherwise blatantly unhistorical tactics like the above wouldn't be possible. And why should I believe that attrition in any way reflects historical fact for cannon, when it is plainly not correct in so many other cases ?
Nations of Europe did not amass armies of 400k professional troops and keep them fed in their home country (as I've seen Holland do) - is that historical? Two armies of 60k clashing, with both sufering 50% losses? Armies of 4k troops defeating 10 times their numbers? With comparable technologies mind you - I know the English frequently achieved this in India - funnily enough probably the only place in the EU gameworld this would be impossible, since the huge amount of cavalry the indian empires start out with would massacre 4k men in short order.
Now personally, I don't care a jot whether or not the game is perfectly historical. That is not the point (since the point where you can make a game 100% historical is still far off in the future) - the only reason I bring this up is because I find the 'Well, this was historical' arguement to be somewhat out of place - especially in the case such as artillery where justifying this is impossible (in most sources the amount of cannon lost on the march is not mentioned at all. As cannon were very expensive and a symbol of high status, I very much doubt this would have been the case if any had been lost).
The point is (or so I thought), to create a well-balanced game, with historical chrome. My point is that - at least for a medium-size power such as Denmark - cavalry and artillery are a quite unnecesarry unit. Quite simply, you can have terrific success without either of those units after the first 30 years. You can disagree with this all you like, but this is a simple
fact (as borne out by my current game as Denmark - read the AAR - and also from what I understand by the experiences of several other players who have stated something simmilar.
The reason for this are many, a complex interplay of several game mechanisms (not least the variable prices for units with different nations and yes - some weaknesses in the AI - one of which happily seems to be fixed in v1.03). I can't help it if I have the kind of mind that enjoys ferreting out the 'holes' in a game system. Comes of studying AI too much, I guess.
But IMO, one of the greater factors contributing to the 'uselessness' of these units is the attrition of these units - especially during sieges. And (you know this already) my suggestion is to fix this.
Reduce artillery attrition on march, during sieges, and in battle.
Increase artillery attrition when retreating.
Reduce cavalry attrition during sieges.
Increase the difficulties of assaulting a fortress, at least in the early going (and increase the effect of artillery in siege operations - it would be nice if the garrison also suffered losses).
And essentially, Johan and the gang may make use of my observations or not as they want - I only bring these things up because I would like to see an already quite good game become even better.
I rest my case (besides, I have to get back to working on Imperium so that, in a years time, I can hear people complaining about the AI in my own game and claiming that it isn't historical for hellenistic xystophoros cavalry to loose 10% troops from attrition

).
Regards,
/Strategy