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Thread: Cure for the siege warfare ills idea; and historical basis for it

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  1. #1

    Default Cure for the siege warfare ills idea; and historical basis for it

    I think I am amongst classics majors here so there will be some agreements on how these ancient wars worked.

    1. Cities were much harder not easier to defend as they got larger. Epic sieges like Carthage and Alesia were not common; more common was obtaining a cities surrender after a major battle had happened.

    2. Cities that actually did put up a great fight were often designed exactly for that and sometimes started as mere forts.

    3. The Emperor Aurelian building a new set of walls that covered every inch of the city is again rare for this (and every) period.

    4. Marching Camps and lower quality forts were often decisive; remember how easily Cicero's son could have died had he left his fort during the Gallic Wars?

    5. Besieged cities meant the farmlands and other income sources would be cut off not just the harbor.

    6. A besieging force suffered horrible attrition. Even Romans couldn't besiege anything indefinitely.

    7. Ports seem to offer no bonuses or penalties for sieges although they played an extremely dynamic role in them; just ask both Scipios.

    My cure for the total war engines over representation of how many cities had to be besieged, under representation of forts, under representation of decisive battles, over representation of how easy a siege was on both sides etc?

    1. Revert to Rome Total War in terms of upgrading government buildings instead of walls for expanded cities.

    2. Cities are no longer completely protected by walls; there will be very important parts of the city to defend containing things like water supply, extra granary, or even just large numbers of civilians. The attacker may attack those extras with nearly the entire army while you only have a small part of your defense in them. This better represents the layers and numbers of battles that went into each siege. When you lose a water supply or granary the number of turns before automatic surrender is dramatically decreased and losing just the civilians will be a big morale hit for your army. How much of your army you could chose to deploy in the extra sections of the city depends on generals traits; if you have only a captain prepare for a 1-2 unit defense against virtually all the enemy army.

    3. Eliminate ports instead it is part of the city and you or your enemy could combine naval with ground assaults.

    4. Both defender and attacker take a massive hit to their numbers each turn of siege. In addition to that plague possibility in both besieger and defender increases each turn, and if the attacker fails to build a network of defense for a supply route from the nearest friendly city before besieging his army will suffer even more and have an even higher chance of plague.

    5. Armies will take significantly longer to recruit because the unit numbers will be dramatically increased and you can't recruit unviable units anymore you must recruit an entire army at once and you may decide to split it up later but it is an all or nothing. Romans didn't raise a single cohort they raised legions. This should get the battles were your army or the ai army is destroyed to matter.

    6. The absurd sieges were there were virtually no defenders yet you were held up besieging a city gone; at some point there will be an auto-surrender.

    7. Forts will start as about the wooden walls medieval total war 2 level, cost upkeep and block land routes. They block enemy supplies and protect yours but because siege conditions are bad for both armies and because losing a fort means losing your supplies and so your army you will have to actually take your army to fight a decisive battle against a besieging army. Defensive forts meant to block enemies from coming will need an infrastructure to stay; and will evolve similar to Roman Forts historic success. as a fort grows it may upgrade to a settlement but every civilian who moves to it is subtracted from the nearby cities. This could help your economy and make large provinces more manageable or act as a leech on your cities or both; settlement was never entirely successful just ask Grachus how Carthage went for him. This gives both a motive and demotivation for using permanent stone forts, and a good reason to use wooden forts, but remember unless you want a dramatic decline in your developed cities to demolish permanent forts before it's too late as you need large cities to ever recruit an army that won't be laughed at.

    8. More wall options with leaving parts of the city not covered by the main defense and sometimes not even covered at all will be available and full Emperor Aurelian style total wallage only available in a few cities.

    9. How many cities do you have? Say you have ten cities and one is under siege? That will be 1/10th of your income so even if you could cut off the besiegers supplies it could be a better idea to engage in a decisive battle.

    10. To represent that the Romans were nutjobs who historically actually won wars where they lost the biggest battles instead of negotiating when they lost there could be unique research for each civilization and a nationalist tech could be available to Rome that allows fast city militia recruitment when an enemy army is near the city but it will be up to the ai or player to decide if roman society went down it's historic rode in uniquely refusing surrender after they lost an army.

    Sorry for the wall of text

    TLDR version

    forts needed to keep armies from dying of attrition, cities much easier to take with more depth to the siege, naval assaults making navies matter, penalties for besieger and besieged.

    In Rome and Medieval 2 it felt like it was great news for my cities and castles to be besieged; this idea would change that dramatically.

  2. #2

    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Im fond of any suggestion which promotes more field battles and less siegery!

  3. #3

    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Quote Originally Posted by xccam View Post
    Im fond of any suggestion which promotes more field battles and less siegery!
    I'm glad you agree and that reminds me of my next suggestion.

    Walls take a percentage of your income depending on how many cities you have similar to sieges, giving a reason both for the ai and player not to build them. Perhaps a growth penalty should also be given to having walls.

  4. #4
    Lord of Lost Socks's Avatar Primicerius
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Fighting within your walls against your enemy should potentially burn down the city and kill plenty of civilians. The idea is that you don't want the enemy inside your city.

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    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    I am not fond of point 4. You could give the defenders a way to inflict damage to the siegers but no automatic hits to the siegers.

    Point 5 is the best. It works in RTR7. High unit costs and upkeeps keep the battles to decisive encounters. At least for most factions. In my current game as Rome against Epirius I am focused on avoiding Epirius starting stack which was full of the best units and impossible for me to beat. So I waited it out so it would split on. Eventually I lured it to Regium (is it Regium across from Messana?) and let it take the city, but not without a fight. Now it split up and I defeated part of it with the other half in Sicily. I also slowly conquered the major cities in the South of Italy and sieged all the minor towns, they fell pretty quickly but I had to fight a few maybe 3 fixed battles to be able to take the cities unmolested.

    But I fought all the battles on land and not in the cities. The cities themselves were lightly defended and fell after a couple turns.

    So CA should copied RTR7. Major cities. Minor towns/cities no recruitment abilities, or just very minor units like militia. High unit costs. It will lowered the amount of stacks and make the game more intense.

  6. #6

    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Quote Originally Posted by MathiasOfAthens View Post
    I am not fond of point 4. You could give the defenders a way to inflict damage to the siegers but no automatic hits to the siegers.
    When the walls were finally breached and the attackers rushed in the siege didn't actually stop there, sometimes the gate would fall and be opened yet the majority of the time, the attackers had to actually fortify themselves within a sector of the city before they could make the final push and destroy the defenders utterly. That way if defenders are able to tear down buildings it could be done to do damage and c reate block off points and killing ground as they were used for.

    Yet a bonus for attackers is there were less defenders than attackers and as soon as the walls are breached the attackers basically win.

    Yet to give the attackers a bonus could be to send burning missiles over the walls before the siege that would lead to less men being able to man the walls otherwise the defenders are stuck between a stone of wall and fire, so giving the attackers a small advanatge in numbers again.

  7. #7

    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    I think the Romans were very skilled in sieges. There are plenty of examples of succesful sieges solved with sieges machines and ingeneer constuctions. Isn't it.

    Massada for example.

  8. #8
    Mausolos of Caria's Avatar Royal Satrap
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    I think most of the points made in the OP are very good and would improve the gameplay a lot. From what CA said it seems like they will indeed do a lot of those things, like combining sea - and land attacks (so the port belongs directly to the city) or having multiple capture points in a city.

    Quote Originally Posted by Bethencourt View Post
    I think the Romans were very skilled in sieges. There are plenty of examples of succesful sieges solved with sieges machines and ingeneer constuctions. Isn't it.

    Massada for example.
    But that was only later Assuming the game start somewhere in the middle of the 3rd century BC, the hellenistic factions and Carthage would pretty much be the only ones able to construct big siege machines and stuff like that at the start. Other factions should be able to unlock it through their tech tree, some of them should maybe not be able to at all.

    Quote Originally Posted by MathiasOfAthens View Post

    Point 5 is the best. It works in RTR7. High unit costs and upkeeps keep the battles to decisive encounters. At least for most factions. In my current game as Rome against Epirius I am focused on avoiding Epirius starting stack which was full of the best units and impossible for me to beat. So I waited it out so it would split on. Eventually I lured it to Regium (is it Regium across from Messana?) and let it take the city, but not without a fight. Now it split up and I defeated part of it with the other half in Sicily. I also slowly conquered the major cities in the South of Italy and sieged all the minor towns, they fell pretty quickly but I had to fight a few maybe 3 fixed battles to be able to take the cities unmolested.

    But I fought all the battles on land and not in the cities. The cities themselves were lightly defended and fell after a couple turns.

    So CA should copied RTR7. Major cities. Minor towns/cities no recruitment abilities, or just very minor units like militia. High unit costs. It will lowered the amount of stacks and make the game more intense.
    I agree that the solutions in RTR VII could well be applied to RTW II as well. I'm just not sure if beginners/people without the historical background would also like it. (And yeah that's Rhegium/Rhegion )
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    Pliny the Elder, Naturalis Historia, 7, 112

  9. #9
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    I'm pretty sure Empire already reverted to the Rome system of upgrading buildings and walls separately. I'd also like to see walls increase the cost of constructing new buildings and the price of walls rise with the size of the settlement.

    There may be a few Troys in the world under this system, but there will be mercifully few such settlements.

    I thought Shogun II's system of climbing was kind of irritating.
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    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Wouldnt be too hard to make it an option. Realism option increases unit costs and upkeeps. Maybe the major cities and minor towns will be normal.

  11. #11
    Wodeson's Avatar Tiro
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    I prefer open battle to sieges, but the truth is sieges dominated ancient and medieval warfare.
    When in doubt, attack.

  12. #12
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Quote Originally Posted by Wodeson View Post
    I prefer open battle to sieges, but the truth is sieges dominated ancient and medieval warfare.
    But most of the actual battles were in the open. Sieges were primarily just starving the guy out.
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    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Basically high upkeep costs and unit costs make units more valuable so your not willing to throw them away, because it takes a while to recover. If you also make units unique and only able to retrain them in certain regions they become even more valuable. This prevents wasteful battles so if your territory is invaded your either going to meet the enemy on the battle or wait in your city for reinforcements. Which could lead to a siege so...

    In my rtr7 game I am constantly sending men back to rome to retrain or to Etruscia because I like the Etruscan hoplites.

    But honestly it doesnt matter because I think modders can increase upkeep and units cost to make this a reality.

  14. #14
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Most of the major sieges in the 2nd punic war had over 20,000 men defending the city, most of them professional soldiers.

  15. #15

    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Quote Originally Posted by MathiasOfAthens View Post
    Most of the major sieges in the 2nd punic war had over 20,000 men defending the city, most of them professional soldiers.
    I don't know about that- what would you call major sieges? Most of the professional garrison numbers I've seen are more like 1,000-5,000 with alot of armed citizens. There were a few sieges with 20,000 defenders but aside from Carthage and Rome I can't think of many offhand.

  16. #16

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    Sieges of major oppida might involve large numbers; nimantia for example, or Alesia. Most cities though would have a relatively small professional garrison, augmented by militia and armed citizenry. The points above are correct, many cities would open their gates after agreeing terms with the invaders rajet than risk starvation, assault, burning, rape and pillage. They might risk defiance only if confident of a field army coming to their relief fairly quick.

  17. #17
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Cure for the siege warfare ills idea; and historical basis for it

    Sieges should be defend on the level of the city. For highest level there should be multiple battles involve instead of single battle. For example the highest level of city the first battle is the battle to secure the beach head if the city is near the sea or the outer wall for inland cities.

    If the attacker wins then the siege can continue for the second phase and so on. A five level cities should have at least 5 battles if the attacker is to win the siege. This depends also on how many turn per year the game will be on.


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