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Magnificus

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I suggest the following: when your army is located in an enemy's province, you should be able to select the target for your army to siege. In current mechanic you start a conquest of a province from siege of a major strongpoint, and it is far to be historically correct. In fact, the situation was almost always the opposite: a conqueror's army took every weak holding and started the siege of a major strongpoint only after that.
I think that adding an ability to choose the target for a siege would make a great impact on all of game's mechanics. For example, pagan invaders will be able to skip the siege of a castle and proceed to the siege of a city or a church at once. A provinces that bordering pagan tribes would have a great disadvantages from repeating looting of their cities and churches during raids. It would make pagan tribes much more dangerous for more civilized nations. But they were actually dangerous, right? Such raids were permanent on roman Rhine and Danube limes, when small groups of germanic pillagers crossed the river in multiple places, then looted some poorly protected settlements and retreated before arrival of roman forces. Four centuries later vikings will loot european coast the same way. This tactic was also used by civilized societies too, for example, mutual raids of Byzantium and Caliphate on each others territories.
Anyway, I believe that this new option will cause significant changes to a warfare in the game.
 
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DeathBurst

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This will completely change the balance of the game, in ways that are hard to evaluate without extended testing. If your only reason for this suggestion is "more historical accuracy", I'm not sure I agree.
 
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ak476000

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The devs should implement this idea. The current system doesn't really make sense at all. Settlements are scattered all over a county. An invading army would not be stopped by any particular settlement. Without a defending army, they have free reign to seige what they want. Its not just historical, its realistic.
 
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DeathBurst

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Except that if you leave an intact castle behind you before sieging the nearby city, you just open yourself to harassment and flanking. So yeah, maybe for looting it would be cool to chose a target, but for "real" occupation sieges, I disagree.
 

Rags17

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How about allowing anyone to choose their target for besieging in an area, but they suffer attrition for each "bypassed" target, say 1%/2%/4% for Cities/Temples/Castles.

Example - Player A enters Player B's territory which contains a Castle, a Church, a City and another City. Player A decides to siege the second City first so as to rack up a quick warscore. He now suffers 7% monthly attrition - 4% for the Castle, 2% for the Church and 1% for the first City. This is pretty high, but seeing as the second City is undeveloped Player A doesn't care as he is planning on going straight to an assault anyway . . .
 
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Magnificus

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You can consider in this way that the Castles were built on the road to the Citys ,when you siege the Citys ,you will be attacked from both the front and the back.
I cannot agree with you. If the defending side has enough troops to confront the enemy in the field, the siege itself will not happen. If the siege is taking place, it means that the defender is in a significant minority in comparison with the attacker. If the attacking side besieges a city or a church, the maximum of what the defender of a castle is able to do, is to make a sortie in the rear of besieger. And even this move will be fraught with high risk to the garrison of the castle. And most likely, this move won't not be able to frustrate the attackers and to lift the siege.
The best way to reflect these situations, is the mechanic of additional attrition, proposed by Rags17:
How about allowing anyone to choose their target for besieging in an area, but they suffer attrition for each "bypassed" target, say 1%/2%/4% for Cities/Temples/Castles.

Example - Player A enters Player B's territory which contains a Castle, a Church, a City and another City. Player A decides to siege the second City first so as to rack up a quick warscore. He now suffers 7% monthly attrition - 4% for the Castle, 2% for the Church and 1% for the first City. This is pretty high, but seeing as the second City is undeveloped Player A doesn't care as he is planning on going straight to an assault anyway . . .
These mechanics, combined with the ability to select a target for you to siege, will reflect real life much better then now.
 
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