No, it just means that such an "unlucky" situation happens around once in a hundred times. How many sieges does an average player gets into? How many players are there in EU4? One in a hundred is not unlikely at all.
That line of reasoning usually works, but in this case OP had a hypothesis that the rolls are skewed, so he has recorded a serie of 100 rolls and observed unlikely results. This is different from the situation when one out of thousands of players observed unlikely result and posted it. In OP case, his chance of drawing the results he has observed is independent from total number of players and is the actual probability of that draw happening. Of course, there might have been a set of players who have had a hypothesis that the rolls are skewed and decided to test the theory and only one of them (OP) got unlikely draw and posted. But that set of players would be a much smaller number than total number of players
Nah, it really doesn't. As the poster above me says it merely means that unlucky situation happens about 1/100th of the time. That's not unlikely at all. For a little context, if I wanted to publish a physics "discovery" in a peer reviewed journal, I would need 5 standard deviation statistics, or 99.9999426697% chance that what I was observing wasn't statistical anomaly.
What formula are you using to get that 1/100? I have suggested probability of rollign exactly 18 '1's out of 100 trials is C(100,18)*pow(p,18)*pow(1-p,100-18) = 0.00016. Another poster said 0.00024 probability that there will be at least 18 '1's. Obviously, at least 1 out of these 3 answers is wrong and I am not entirely confident in my calculation, in part because large factorials often suffer from machine precision.
There is also a big difference between what you would publish as physics discovery and what you would investigate in the program behaviour. Those kind of issue are not uncommon due to the way pseudo-random sequences are constructed and used and there are many poor implementations around.
I think the bigger issue is the fact pure RNG is used which will sometimes be unfair by its very nature.

It would perhaps be cool to try something that adjusts the random variable's expected value to cancel out mean unbalanced series after some number of outcomes.
You could use quasi-random numbers, they have lower discrepancy, but they need to be used in correct manner (not one generator for everything)
P(100 rolls of a 14-sided die yields at least 18 1s) ~= 0.00024, which is to say, if 10K people did this experiment and the true distribution were unbiased, we should expect to see 24 people having a result at least as lopsided as yours. Now, it's easy to say, "p < 0.05, we reject the null hypothesis!", but to actually say that is p-hacking. You're posting this message precisely because the results is so unfair not in your favor, so you're ignoring the results of all the runs which didn't seem so unfair.
I agree with your line of reasoning, but it is hard to believe that there would be 10K (or even 1K) people who would run this experiment. Chances are there aren't many people determined enough to record siege roll results.
I mean, if you prove that the mersienne twister is biased in such a precisely specific way that somehow it always ends up giving favorable siege rolls to the AI in Europa Universalis 4, you're probably gonna make a whole lot of people look dumb.
I don't think it's very likely though.
So PRNG is Mersenne-Twister? I don't think anyone is going to find a serious flaw in its distribution, however it's sensitive to initialization, particularly to excess of zeroes in initialization state. Usually people use some kind of bootstrapping algorithm to initialize the state, but if it's done by just using something "random" for initialization it may take MT sequence quite a while to recover good statistical properties.