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Hrmm, it's definitely in my static_modifiers... maybe I need to test to remove it again and see if ultra ping-ponging ensues.

Though I will say I kind of like having assaults off... makes the AI more of a challenge.
 
Though I will say I kind of like having assaults off... makes the AI more of a challenge.

I totally agree. Without the option to assault, that game has become much harder, which I like. That in combination with more lethal combats and the new manpower and recruit rules have totally change how you plan your war and most men for me nowadays dies when I siege, especially when I am the stronger nation.
 
From a historical point of view, sieges were actually a complicated and long business. Most cities took a long time to fall when there was no treachery involved. With his powerful army, Hannibal could only take Capua because the city wanted so. And forget about anything else with serious walls.

Which brings me to a modest suggestion: siege events based on the besieger's general's attributes. What I think of, for example, is the following:
- diplo-based event: "some factions within the besieged city are ready to open the gates for us as they are opposed to the current ruler. Shall we try to negotiate with them?" if succesful, immediate surrender; if not, something bad like an enemy army spawn (maybe rebel even, like an independent faction - don't know if it is feasible)
- martial-based event: "our general has an idea to take down a strategic part of the enemy's fortifications, but our men. Shall we try?" if successful, % of the siege increases, but in any case, attrition increases for one month. If general himself goes, increased chance of success, with probabilities to get specific traits, wounded and/or killed.
- intrigue-based event: "our general has identified a weak point where a small party could penetrate the enemy fortification to attempt an night assault. Shall we try?" - I don't know how it could be different from one of the above in practice.

Negative events are also possible: if low martial: "the besieged city could smuggle supplies through a weak point of the besiegers' installations" - siege percentage goes down, negative impact on the general.

I doubt it is feasible, though, but that is one aspect of warfare which I find unrealistic compared to my readings. Also along the same line there should be more contrast between small city walls and really important fortifications like Rome's or Carthage, with only huge cities able to build the later.
 
Depends on the Civilization Level, I would say. Iberian defensive positions compared to City Walls in the highly urbanized East-Europe (Greece, Italia, etc.) would be very weak.

So change the garrison sizes to 1000 to 3000 to 5000 to 10000 for defenses. Cities either hold out or surrender to the invading army. The event for surrender could be done based on a percent basis due to army size (opposing and home) and manpower.

It is also unrealistic in that in Rome your armies cannot be deployed inside cities, they always have to engage. While we're at it, why not include some more war related events such as scorched earth policies relating to rebels? Having the countryside burned/sacked could provide incentive for more people to join their native/ruling army. At the same time it would make it easier for tribes to attack civilized countries for the "Protect (X) in (Province)" missions, as natives would rise with the invaders.
 
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Some feedback on 2.0 Beta.

1) Sea battles are brutal. My 30 ship Roman fleet anniliated a 23 ship Carthaginian fleet.

2) After having occupied Carthaginian Italy for many years I started getting "After a long occupation, you now incorparate a territory into your empire" message. Thing is, nothing happens. There is no mouse over I can do to see what the message is for. It could be for the occupied Carthage provences (which means the event does nothing), or it could be about the southern Italy provences I conquored years earlier. I don't know which though given the current text in the message?
 
There might be a bug in landgrabs, will have a look.
 
Gotta say that I like the improvements, and some tweaking/fixing will make this an essential for me.

I've noticed that there must be some limits on how often and/or how many allies any one nation can have, which thankfully limits the ridiculous cascading alliances bug. I've not played terribly far into it yet, though, so does that situation still hold up throughout the whole game? How does this workaround operate? It's wonderful, not seeing an ancient world war starting early into a game.

Edit: Maybe I spoke too early? While the huge web of alliances hasn't become completely out of hand as it would with a vanilla game yet, the alliance war blobbery is definitely a hard-coded problem that still needs to be fixed because it's starting to take off again.
 
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Yeah... I can mitigate the problem of cascading alliances, but I can't really fix it. Well, actually, I have a potential idea for a possible fix but I need time to test it.