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BeyondExpectation

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Apr 3, 2016
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  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
In paradox games* sieges are the worst of both worlds – they are neither realistic nor fun. A vital part of warfare until the post-industrial era, the waitfests that Paradox turns them into doesn’t match how they worked at all.

In Crusader Kings 2, you either wait for the garrison to starve, or storm the fort in a bloodbath. Europa Universalis is slightly better in this respect, with its “artillery barrage” option, but the requirement it draws on your nation’s elementary powers is downright infuriating, mostly but not entirely because the optimal strategy with monarch points is almost always to be miserly with a capital M. (The highly RNG dependent nature of sieges in EU4 is also very frustrating game design) My knowledge of Victoria 2 is very rusty, but going by the wiki it seems that after putting men on a province, waiting was all you could do.

In reality, sieges did not involve sitting in a ring shaped camp for nine months until the fort ran out of food. This would be terrible for the besiegers’ morale, and they were more likely to run out of food and water than the defenders. But the alternative was not to swarm over the walls and into the meat grinder like a remote controlled undead army, but to gradually weaken the walls through mining, pounding with heavy weapons etc. Note that any siege would be costly on the attacking armies’ manpower; the defenders can choose when to fight in tunnels or sorties, and when the invasion of the weakened part of the fortress comes, the defenders still have a large enough advantage that they will inflict several times the casualties on the attackers then themselves take. Any well-designed fortress will also have layers of defence, so that the attackers repeat this many times to take it.

Note that this is a significant contributor to the somewhat inevitable blobbing in Paradox games. A while back there was a thread complaining that England usually conquers most or all of Scotland in EU4 games. Well, if England’s armies actually wore down in men and moral besieging Scottish forts, Scotland’s initially smaller army would have a decent shot of defeating the English one in battle. Similarly, this is a sufficient but not necessary factor in causing wars against small realms in CK2 to be totally over after the first major battle, unless a third party attacks.

What to do about this? The existing examples of player choice are good game design and should be expanded upon. Events can be used to make sieges interesting – and well-designed ones will have different optimal choices each time (yes, it is perfectly possible). What follows is therefore a two-pronged proposal as to how sieges ought to work in Crusader Kings 3:


Instead of just two ways of taking forts in Crusader Kings, there should be three. The first would be the “passive” approach, where no attempt is made to enter the city proper, blockade and bombardment would be used to coerce the city into surrendering, and treachery would provide opportunities to quicken the siege. This would usually take the longest (between a couple of months and a couple of years) and would sap the besiegers’ moral (to a point). This could be countered by the besieged could sallying forth to attack the attackers, or with a relieving army.

The second would be “intermediate” where the attackers aim to weaken the castle significantly before trying to storm after created breaches in the walls by undermining and bombardment. This would cost the besiegers more casualties than the defenders, and much more if the fortress was well built. Depending on the fort’s construction, it would take between a couple of weeks and several months. This method is likely to cause significant damage to the fortress. Treachery would again allow the siege to be hastened but would be less likely (even per unit time) due to the fact the inhabitants are much less likely to be starving or diseased.

The final approach would be “active” and would involve simply swarming over the walls and through the intended entrances to conquer the fort. This would inevitably give the attacker at least several times the defender’s casualties, even in the dodgiest fort. The advantages are that it would only take a few weeks at the very most and would cause comparatively little damage to the fortress.

The idea would be that, based on a multitude of circumstances, such as the urgency of the fort falling (in turn based on factors such as the political situation, the prisoners capturing it would gain and size of one’s war chest), amount of manpower one had, and the strength of the fort, different ones would be optimal when either trying to blob out the fastest or min-max prestige and piety.


Event Examples

The commander of _____ must be craven to the bone, as he surrendered the fortress unconditionally without us even giving a demand. What shall be done with him?

a. Let him and his family leave unmolested as gratitude. (They like you more, and holdings are likely to resist less)

b. Let him leave, but his family will be useful as hostages.

c. Imprison him and his family; they will serve us better as prisoners. (He likes you less, and sieges are likely to resist slightly more)

d. Execute him for being a traitor to his people. (Sieges are likely to resist more)

Now the commander and his family have been dealt with, what shall be done with the rest of the inhabitants?

a. Let them all go where they please. (Chance of gaining kind, people fear you less, people are more likely to defect during sieges)

b. Imprison them all.

c. Execute the lot. (Gain cruel, holdings are more likely to resist much more)

Our forces have surrounded _____. What should we do next?

a. Point out they have a grand opportunity to (re)join their rightful liege**.

b. Offer the people safe passage should they surrender.

c. Tell the inhabitants their lives will be spared if they yield.

d. There is no mercy for my enemies. If they give up without a fight their deaths will be swift . . . er

The enemy commander has offered to yield in [time period] with the condition that [condition]. Should we accept his offer?

a. Does he take me for a fool? He may have [shorter time period].

b. Does he take me for a fool? He may have [harsher condition].

c. He is a wise negotiator. Accept it.

d. He thinks himself a wise negotiator. Tell him we accept while preparing for a surprise attack! (Chance of gaining deceitful, others are more likely to renege on deals and less likely to offer them)

For cities that have been taken by force:

The city has fallen, and the men are beginning to pillage. What shall be done?

a. Let them have their fun; they need to let off steam after the hard-fought engagement. (Gain a morale boost, lose piety if Christian or Muslim, province loses wealth and gets depopulated. Lose just if one has it. Cities are more likely to surrender in future.)

b. Discourage them, but don’t press the issue. We don’t want a munity on our hands. (Province loses small amount of wealth and population)

c. It is our duty to protect the innocent. Order them to cease and execute any that disobey. (Gain piety if Christian or Muslim, chance of gaining just, army suffers major moral hit. Cities are more likely to fight longer in the future.)

For cities that surrender:

The city is ours, but some men have begun to loot. Should we put a stop to them?

a. No; the men need some blood to satisfy them. Best not risk a mutiny. (Lose piety if Christian or Muslim, province loses wealth and gets depopulated. Lose just if one has it. Cities are more likely to fight longer in the future.)

b. Discourage them, but don’t press the issue. We don’t want a munity on our hands. (Province loses small amount of wealth and population)

c. Yes; the people yielded honourably and should be rewarded. (Army suffers small morale hit. Cities are more likely to surrender in future.)

Some events about defectors might by good too.


*At least Victoria 2, Crusader Kings 2 and Europa Universalis 4

**This option would only be presented when the case could be made that the attacker is the rightful liege, like when the holding is under occupation, it’s a claimant or part of the relevant land in a de jure war, ect.
 
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For CK2, a lord who hates his suzerain may be able to betray him if the enemy arrives on his land either by delivering the place or by joining the enemy or at last he makes advance his claims to take the place of his suzerain with the assistance of the enemy if he accepts. Except if he hates the enemy even more than his overlord.
 
In reality, sieges did not involve sitting in a ring shaped camp for nine months until the fort ran out of food. This would be terrible for the besiegers’ morale, and they were more likely to run out of food and water than the defenders. But the alternative was not to swarm over the walls and into the meat grinder like a remote controlled undead army, but to gradually weaken the walls through mining, pounding with heavy weapons etc.

Actually most sieges were exactly that except for the shape of the camp and often took longer than 9 months.
And many sieges failed because the attacker ran out of food, money or had to retreat to bring in the harvest or things like that.
And just because the walls were broken didn't mean that the defender gave up. Unless an assault followed, which was still very bloody for the attacker, any holes could be patched up with rubble.

Yes, threatening a town or castle into surrendering was a thing, mainly after the advent of cannons but also before (the Mongols were very good at that) but I don't see why we need a special mechanic for that.

In your example there would not be any difference between active and intermediate so that you would need a special mechanic for them. Either you wait or you attack and we already have this option.
 
Actually most sieges were exactly that except for the shape of the camp and often took longer than 9 months.

No, they weren't. How many medieval sieges can you name where no attempt was made to engage the enemy or damage the fortifications?

And many sieges failed because the attacker ran out of food, money or had to retreat to bring in the harvest or things like that.

I'm fully aware of that. It doesn't happen in game though, so feel free to suggest how it might.

And just because the walls were broken didn't mean that the defender gave up. Unless an assault followed, which was still very bloody for the attacker, any holes could be patched up with rubble.

I'm fully aware of that.

Yes, threatening a town or castle into surrendering was a thing, mainly after the advent of cannons but also before (the Mongols were very good at that) but I don't see why we need a special mechanic for that.

Why have any mechanics in game at all? Because they, directly or indirectly, make the game more fun. I think this would be fun, in part due to making sieges more exiting by being more variable, and in part due to the greater historical accuracy.

In your example there would not be any difference between active and intermediate so that you would need a special mechanic for them. Either you wait or you attack and we already have this option.

I'll try to make the difference even more clear: in active, attacker casualties are high, fort damage is light, and the speed is quick. In intermediate, attacker casualties are intermediate, fort damage is heavy, and the speed is moderate. Do you understand?
 
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No, they weren't. How many medival seiges can you name where no attempt was made to engage the enemy or damage the fortifications?
Exactly how do you come to the conclusion that in-game sieges have NO attempt to damage fortifications? In EU4, "Walls breached" is a possible dice roll outcome, even when there are no cannons (Meaning that the attacking force IS using all of those things you mentioned to try and undermine the defenses), and cannons do hasten the city's fall and also increase the chances of a wall breach (So artillery barrage is not the only way to actually fire your cannons, they are constantly pounding on the walls). Also, the attacking army takes constant attrition damage, a lot more than the defending army will receive through the siege (Meaning that the defending army IS fighting back). These seem to adress all of your realism concerns about sieges, and the timescale isn't a valid arguement since there were a lot of real-life sieges that took more time than the average siege in EU4 does.

I don't know about CK2, but I just don't see how you came to the conclusion that sieges in EU4 involve the attackers making a circle around a fort and staring at it until the defenders surrender. Just because the game doesn't inform you about every individual tunneling operation doesn't mean actions like that weren't taken into account when designing the system.
 
No, they weren't. How many medival seiges can you name where no attempt was made to engage the enemy or damage the fortifications?

I'm sure there's hundreds of other examples, but Stefan Dušan conquered all cities in Greece without attacking the walls (Larissa, Serres, Ioannina, Veroia, Trikala etc). The only city that fell after a bloody battle was Adrianople, but the battle took place outside of the city.

I don't mind the way EU4 handles sieges, but CK2 is confusing in a way, as there are multiple holdings in a province, and you can't know whether you besieged 1 or 2 or 3 of them by looking at the map. I know it's not directly related to siege mechanics, but it's still relevant.
 
No, they weren't. How many medival seiges can you name where no attempt was made to engage the enemy or damage the fortifications?



I'm fully aware of that. It doesn't happen in game though, so feel free to suggest how it might.



I'm fully aware of that.



Why have any mechanics in game at all? Because they, directly or indirectly, make the game more fun. I think this would be fun, in part due to making sieges more exiting by being more variable, and in part due to the greater historical accuracy.

In your example there would not be any difference between active and intermediate so that you would need a special mechanic for them. Either you wait or you attack and we already have this option.



I'll try to make the difference even more clear: in active, attacker casualties are high, fort damage is light, and the speed is quick. In intermediate, attacker casualties are intermediate, fort damage is heavy, and the speed is moderate. Do you understand?
See Yigitos post
No idea how you got tve idea that during sieges no combat happens.
Basically there are two options. Don't assault and let the enemy surrender which doesnt rule out tunneling and other siege warefare, thats why the ammount of troops or cannons affect siege speed and a wall breach is a possible result while waiting or assault and take heavy losses. Both are represented in the game.
 
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Exactly how do you come to the conclusion that in-game sieges have NO attempt to damage fortifications? In EU4, "Walls breached" is a possible dice roll outcome, even when there are no cannons (Meaning that the attacking force IS using all of those things you mentioned to try and undermine the defenses), and cannons do hasten the city's fall and also increase the chances of a wall breach (So artillery barrage is not the only way to actually fire your cannons, they are constantly pounding on the walls). Also, the attacking army takes constant attrition damage, a lot more than the defending army will receive through the siege (Meaning that the defending army IS fighting back). These seem to adress all of your realism concerns about sieges, and the timescale isn't a valid arguement since there were a lot of real-life sieges that took more time than the average siege in EU4 does.

I don't know about CK2, but I just don't see how you came to the conclusion that sieges in EU4 involve the attackers making a circle around a fort and staring at it until the defenders surrender. Just because the game doesn't inform you about every individual tunneling operation doesn't mean actions like that weren't taken into account when designing the system.

The cannons and wall breaches imply combat or threats of it, but everything else indicates there is no combat. Attrition occurs regardless of whether there is a fort there or not, and the fort doesn't affect attrition. The besieged only lose men with supplies shortages or desertions; there's no "combat" siege tick, and the ones where they loose men imply no combat as the attackers loose no men. The game's indication of whether there's combat is not so much ambiguous as conflicting, as Paradox have slapped some things which only make sense with combat onto sieges where other things indicate there is none.

I'm sure there's hundreds of other examples, but Stefan Dušan conquered all cities in Greece without attacking the walls (Larissa, Serres, Ioannina, Veroia, Trikala etc). The only city that fell after a bloody battle was Adrianople, but the battle took place outside of the city.

I should have made it more clear, but by responding to someone who says sieges took nine months or more I wasn't talking about those ended faster by diplomacy (I don't know if those you mentioned were or not). If you think they were, do you have a reference?
 
EU4 sieges are quite similar to EU4 battles. Dice are rolled for both, and it is assumed that the maneuvering goes on without player interaction.
CK2 sieges already have events concerning maneuvering, so this would be already covered.
 
The cannons and wall breaches imply combat or threats of it, but everything else indicates there is no combat. Attrition occurs regardless of whether there is a fort there or not, and the fort doesn't affect attrition. The besieged only lose men with supplies shortages or desertions; there's no "combat" siege tick, and the ones where they loose men imply no combat as the attackers loose no men. The game's indication of whether there's combat is not so much ambiguous as conflicting, as Paradox have slapped some things which only make sense with combat onto sieges where other things indicate there is none.



I should have made it more clear, but by responding to someone who says sieges took nine months or more I wasn't talking about those ended faster by diplomacy (I don't know if those you mentioned were or not). If you think they were, do you have a reference?
Sieges have a base attrition. Where do you think that comes from?

The way sieges work already covers everything you want from them and I do not see how your proposal would make them better.
 
The way sieges work already covers everything you want from them and I do not see how your proposal would make them better.

If you have reasons that justify your disagreement, say them. If you don't and are just posting your baseless (and objectively wrong in the case of "covers everything you want from them") opinion, please don't comment.

This is quite incorrect. Sieges have a base attrition value.

Going by the land warfare wiki page, I was correct, and sieges have a base attrition value. If the wiki's right, I think where you're confused is that you're not realizing sieges occur regardless of there being a fort.
 
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I'm fully aware of that. It doesn't happen in game though, so feel free to suggest how it might.
Take Eu4 siege mechanics. Maybe make it harsher. Done.

Ad rem
I disagree with your opinion about EU4 sieges. They do exactly what sieges in game like this should be doing - force enemy to put its resources in stasis, and then slowly deplete them. Maybe sieges took attackers too lightly, maybe game would be better if base attrition value was higher for forts, but mechanically everything is on good positions. (well, If we exclude problems coming from Paradox Games being actually example of easy logistics).
 
Take Eu4 siege mechanics. Maybe make it harsher. Done.

No, it isn't. EU4 sieges have steady losses, which does not simulate the tipping points that sometimes happened when the besiegers ran out of supplies.

Ad rem
I disagree with your opinion about EU4 sieges. They do exactly what sieges in game like this should be doing - force enemy to put its resources in stasis, and then slowly deplete them. Maybe sieges took attackers too lightly, maybe game would be better if base attrition value was higher for forts, but mechanically everything is on good positions. (well, If we exclude problems coming from Paradox Games being actually example of easy logistics).

There should be more agency in the amount of losses the player (or AI) takes versus the speed of the siege; assaulting is almost never a good idea, despite the fact many sieges had hand-to-hand combat. The game seems to acknowledge this, but fails to simulate any actual siege combat.
 
If there is no fort building in EU4, that doesn't mean there's no fort in that entire province. In the cases of some very few and select steppe territory this could be an inaccurate assumption, but the entire province of Echigo, Japan isn't devoid of a castle. Provinces don't tear down their walls just because the capital moved. The assumption is that improved fort levels represent significantly more imposing structures and defenceses than the neighboring countryside's walls and garrison. there is always a siege (vaguely unrealistic, but reasonable) until the province governor swears fealty. As such, the siege attrition should be SIGNIFICANTLY higher, a siege that succeeds should inflict casualties, and sieges should take significantly longer, but otherwise EU4 is fine. CK2 on the other hand...
 
If there is no fort building in EU4, that doesn't mean there's no fort in that entire province. In the cases of some very few and select steppe territory this could be an inaccurate assumption, but the entire province of Echigo, Japan isn't devoid of a castle. Provinces don't tear down their walls just because the capital moved. The assumption is that improved fort levels represent significantly more imposing structures and defenceses than the neighboring countryside's walls and garrison. there is always a siege (vaguely unrealistic, but reasonable) until the province governor swears fealty. As such, the siege attrition should be SIGNIFICANTLY higher, a siege that succeeds should inflict casualties, and sieges should take significantly longer, but otherwise EU4 is fine. CK2 on the other hand...

As you say, most provinces would have some sort of built defense, but then this has a bizarrely wide gulf between that and a "fort" as per game terminology. Though less so than in the CK2 era, it was still normal for sieges to be decided by diplomacy, so having the ability to fortify every province (though not in the current in-game sense) could be countered by that.

As for sieges taking longer, Napoleon didn't spend five years sieging his way across central Europe like would happen in-game now; sieges were longer in many periods than the game shows, shorter in some, and more variable in most.
 
I feel like I might be doing more than is necessary or reasonable by adding this, but perhaps 0 fort level provinces is EU4's best solution for representing a diplomatic surrender. Clunky as it is, a solution involving as much content as proposed wouldn't be that bad in terms of data volume, but it might possibly be a nightmare to process on this engine and foreseeable engines.

Diplomatic resolutions require dozens more events for the player, his/her allies, and his/her enemies per game. Until hard data science can be analyzed, the best the devs can do to approximate AI wars would be to have the AI use the mechanics in every war, too - regardless of player involvement. Thus thousands more events per game.

If this game was only about war, I'd be all for it; but personally, I don't like to be in a war in any EU4 - it stresses me out. I tend to colonize or focus on internal affairs, which is tough when the engine already struggles to run on 2 speed by 1700 for my computer. As much as I like the idea of not having to imply so many things for the most fundamental feature of war in these games to make sense, I wouldn't be happy with the trade off. Good thread, though.