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heroforhirerob

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Did they change how attrition works in the new patch? I'm playing the Mughals and I lost my entire manpower pool (70K+) sieging ONE level 4 fort with a minimal force. I don't mind more forts but draining my manpower pool on one province minors (when that never even came close to happening on previous patches) is a bit much.
 

bestbrian

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Did they change how attrition works in the new patch? I'm playing the Mughals and I lost my entire manpower pool (70K+) sieging ONE level 4 fort with a minimal force. I don't mind more forts but draining my manpower pool on one province minors (when that never even came close to happening on previous patches) is a bit much.
Got a save we can look at?
 

GrandEurypterid

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Did they change how attrition works in the new patch? I'm playing the Mughals and I lost my entire manpower pool (70K+) sieging ONE level 4 fort with a minimal force. I don't mind more forts but draining my manpower pool on one province minors (when that never even came close to happening on previous patches) is a bit much.
It's worth noting that there's various things that can affect attrition and fort defensiveness. In ideal conditions, a province can reach the max of +5% attrition (base + ramparts + national ideas + defensive ideas + any +1 or +2 climate modifier) even if you're perfectly fine otherwise, and any fort defensiveness buffs will significantly increase the time involved in sieging it down. OTOH, if you assume 5% attrition, no cannons, 20K infantry, and no manpower recovery, it still takes close to six years to fully drain your manpower pool. You'd need a significantly greater source of attrition than a reasonable stack on a small province.
 
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Nuclear Elvis

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The larger point is that Attrition doesn't work more realistically on the SIEGED unit. Paradox, for far too long, has this inane system in place that slow-walks attrition for the force INSIDE the walls of the castle. Those are the people who suffered, who resorted to cannibalism, who died of thirst (can only live 4 days on average without water). So, yeah - attrition isn't working both ways. We're used to this status quo system because it's roughly the same since EU3 and we are all a bit bear-in-a-cage about it, when playing an EU series game, but this attrition issue is more severe for the lack of losses to the castle, than to the sieging army.

The other issue is that we don't represent logistics "tail" following the armies, or being pushed to arrive after the siege starts. Look at what Xerxes did to siege - thousands of cargo "wagons" that went with his armies. The actual percentage attrition is NOT fixed in the real world, and shouldn't be factored from "where" you are sieging, but instead factored based on whether or not you spent the money/used your power to ensure the logistics tail was good enough to keep your attrition down. It's more dependent on the Attacker than the Defender (and defender's location) in the real world. See - Mariupol, Ukraine, right now, for a real world example of a siege in the modern day (hate to table that example, but - the Attackers are well supplied from Black Sea logistics support, so it's the receiving end in Mariupol who suffers attrition).
This is just another mismatch with the real world that Paradox Game Designers and Dev's need to improve upon for an EU5 build.
 
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Nostalgium

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Did they change how attrition works in the new patch? I'm playing the Mughals and I lost my entire manpower pool (70K+) sieging ONE level 4 fort with a minimal force. I don't mind more forts but draining my manpower pool on one province minors (when that never even came close to happening on previous patches) is a bit much.
Some forts in that region, especially in Southern India's tropical jungles, can chew through your manpower at a frightening rate TBH. If you siege with a large force - 40k, say - that's 2k attrition per month at attrition cap, which is easily reached in those regions, for 35 months total to reach 70K. If you're sieging with more than one stack in different forts, that adds up quick. Baseline attrition like that will also apply to any unit ending a turn in non-controlled territory. Tropical India and SEA is probably the single area of the game where I lose the most men to attrition, by combination of the high attrition rate and the areas being big enough that I can typically support a couple of decently sized armies.
 
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