Siege: What does everything mean?

Posted Aug 13, 2013, 7:39 PM UTC

Posted Aug 13, 2013, 7:39 PM UTC
i thought the info (for once) was fairly well explained.
when you mouse over the siege list on the right hand side things are laid out for you.
every month you have an 11 sided dice rolled to decide what the outcome is for this months siege. this value, whatever it is, is added to a modifier based on the strength of the army attacking, roughly between 0-10. so your effective roll could be 1-11, 11-21 or anything in between, it depends. each of the roll values corresponds to a different result. 1-6 or so is normally no change, then higher rolls corresponding to more damage being done per tick, normally a complete siege in 1 month is impossible, thats why it has a negative chance.
as more damage is done in the siege the roll required is brought down. so if im rolling 11-21, but after serious damage it only requires a roll of 1-6 to get no progress, i will always make progress. so if you keep moving your mouse over the siege list every month, you will see the % chances change slowly to your favour. the number listed next to the unit, or in the siege list is the completion chance, as this is the most important number.
It's a 14 sided die, not 11. And some of your info regarding modifiers seems a bit off. Afaik, there is no modifier for the strength of the army doing the siege (just one for number of artillery). And to clarify, you don't really do damage, it is just that if you get certain effects you get a better modifier so it is more likely to get the effective roll of 20 required to win a siege.
get certain effects you get a better modifier
thats what i meant by damage. the keeps morale bar obviously doesnt go down while you are sieging.
and here is a screenshot to show you are wrong about needing artillery to get a siege bonus
beginning of the game so its impossible to have cannons and i have a +10 modifier vs scotland.
Yeah I knew that was what you meant, I just wanted to clarify for other people.
And the modifiers in your screenshot aren't from army strength, that is just the sum of all your modifiers (leader siege, artillery, blockade, fort level, wall breach, and siege progress). So you might have +3 from breaching the walls, -2 from the enemy fort, and +9 from your total siege progress, giving a total modifier of +10.
Someone correct me if i'm wrong but as I understand it:
SO in this case:
RNG = 2
CSMS = 2 - 2 + 2 = 2
2 = no change to "siege progress modifiers" (ie no events)
Repeat
I forgot which tooltip it was, but it shows you the bonuses for each possible "monthly siege event", ex +1 Supplies Shortage, etc.
edit: The % you see on the map is the chance each month to successfully siege a province. It starts out negative because it is impossible to get 20 having no "siege progress" bonus while having negative modifiers for fort defenses and only a + 1-14 RNG. The percentages on the tooltip shown in the screenshot is the chance for each of those "siege progress" events to happen. As the "siege progress" modifiers add up, the defenses will fall eventually.
When is it more profitable to assault than wait to siege? I know in CK2 its 10x more troops than the defenders, but I can't seem to figure it out in EU4!
Almost never, assaults are really, really hard, and they'll destroy your troops morale (which is much more difficult to recover than in CK2). I only assault when I have 20x troops, or if the province was recently taken (with around 100~400 in the garrison), otherwise I prefer to beat the enemy's armies and then siege peacefully.
Someone ripped off DnD...
Fun fact: Europa Universalis was originally a board game. Hence the dice rolls.
Yeah but that +1 stacking bonus for every round..
What edition of D&D uses +1 stacking bonuses every round?
3.5 for rolls that require multiple rounds.Usually for environmental damage.For example, you are underwater.Roll D20 against 15 DC to hold breath.Each round underwater the DC rises +1.So each round you have to roll higher and higher to simulate how difficult is to hold your breath for long.It can be used both as a bonus and as hidrance.
Honestly I'm enjoying EU4, and I love CK2/EU3/HOI3/V2....
But I have no clue what is going on on this siege screen when it pops up.
Is -27% bad? Is -25% Better? Oh now it jumped to -35% Why?
What does 5-11 Defenders Desert mean?
On EU3 is was simple, now I honestly have no clue whats happening.
The green and grey circle on the left is the time until the next siege tick. There's a base time between ticks modified by defensiveness; you can mouse over it for an explanation.
When it fills up, the game rolls a dice, generating between 1 and 14. After that, it adds up all the bonuses and penalties you see listed and generates an event. Most of the events increase the siege progress (the number under the clock). If the total is instead over 20, you win the siege.
The percent is the chance that you'll roll over 20 on the next roll and win the siege. Higher chance is better. If you mouse over the chance, as you've done, it'll show you the chance of getting each event. If you mouse over the siege progress (the watch), I believe it tells you what each event does.
Finally, if you roll a (natural) 14 on any progress roll, you get walls breached, which both increases future rolls by 3 and (I believe) makes assaulting easier.
The -35% is their chance of surrendering.
Hover over that clock icon. It should explain most things.
It is pretty much the same system as in EU3, except now all the info is displayed.
So, ignore everything except army attrition and wall breach. Got it.
Well, an important thing is artillery. It gives bonuses at 1, 4, and then some number above that at and so on. So it is better to stick 4 artillery on 1 province, and 1 each on two others, than to have 2 artillery at each of the provinces.
Blockades are also important. Blockade a port and it'll fall far quicker as that removes the -2 to every single roll due to it getting supplies by sea.
Ok, i do blockade whenever i get the chance, but you got me stumped with the artillery thing. That means that, in sieges, i should put either 1, or >4 artillery units to be efficient?
Actually, artillery bonuses depend on the fortification level, so it's good to take this in consideration (and 5 regiments of artillery can absolutely wreak havoc in a province without forts).