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There is a gold wonder siege project that has 15 points devoted to reducing siege time, but it's not a guarantee.
Hope that helps.
Others may have ideas of mods to help, but the base games provides many options.
The goal is to get as much siege breaking as possible or if not possible just being enough guys to sustain the siege.
fast regen and the shadow imperium bonus of regen in ennemy land can help a lot too
also as said above get the imperium boost that allow extra siege projects help a lot...
Research the 2 additional Siege Project slots and the best siege projects to tear down walls.
Profit.
Not as exciting as playing Dreadnoughts in AoW3 and manually tear down walls in siege combat - but i guess that was too "exhausting" for some audiences so its wait and bleed time.
The Mod.
Never tried it, but Mr. Sandman likes it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3129259159
I play Brutal. The computer economic advantage is not insubstantial. You have to have a game plan to take the first city in a major conflict, because you don't suffer a meaningless amount of attrition needing to spend a half dozen turns in enemy territory while you get slammed by waves of stacked stacks. Every marginal advantage is meaningful. The advice I'm going to give will be most relevant in these circumstances.
So, first, you consider which sieges are worth actually having. Because it's a major undertaking to take a city, sometimes it's better just to topple a faction and try to pick up the pieces with whispering stones. If sieges are a problem -- one problem might literally be you're trying to do too many sieges. If you can simultaneously kill a faction leader and their throne city, you only really need to do one siege per enemy. It doesn't always work out that way, but think about if a city is worth laying siege to before you go for it. High population and access to Ancient Wonders are probably two good signs you want a city.
Before you begin a siege, it can be worth it to try to engage the enemy in the field. You're pretty much going to fight every military unit the enemy faction has in the next six turns, so if you can do that in a position to your advantage, you should. Attack the weakest stack in a cluster to fight at a power advantage. Use strategic spells on the largest strongest stacks to soften them up.
Destroy any spelljammers, or other province improvements which impact your tactical advantage. Golem Mines. Summoning Wells. This can be a good way to draw an enemy into a fight too. Destroying province improvements is how you can turn going on the offence into a losing war of attrition for the defender. The chaos affinity upgrade which allows you to do it in one turn is absolutely amazing for this strategy. EVEN IF YOU ARE PURE GOOD, it is worth the evil points to destroy spelljammers if you don't have an utterly overwhelming advantage on the strategic map -- in which case you don't need this advice anyways.
Next, when engaging the siege, you want to increase your besieging score as high as possible. You're literally trying to deplete the city's siege point bar by enough points -- that's what determines how many turns it takes. When you're choosing siege projects, your calculus should include which projects improve your chances of overcoming the defenders with things like knocking out major defensive structures (if they have a really annoying defense, you can overcome it here), but also needs to include which projects contribute the most siege points.
YOU CAN ALSO FORGE AN ITEM IN THE ITEM FORGE WHICH GRANTS SIEGE POINTS TO EVERY UNIT OF AN ARMY. EQUIPPING THESE TO YOUR HERO GENERALS WILL MASSIVELY DECREASE THE TIME IT TAKES YOU TO SIEGE A GIVEN CITY. IT'S SUBSTANTIAL, AND IT STACKS. You should also be mindful of which units in your faction roster contribute siege points.
Once you've taken a city, you've got to hold it while you execute your plan. If you're losing, always raze. If you're vassalizing, reduce the time as much as possible. There's a perk in the Order tree which helps. You can also migrate, which is faster, for mono race builds. This is actually not a terrible idea in AoW4, because the event system actually gives you enough sources of good points that even if you're playing pure good, you can PROBABLY afford a little light genocide here and there. Ten points deletes a people. Nasty, but it can be very effective.
You can PROBABLY anticipate fighting one or more battles in the process of vassalizing unless the dude you're invading is a complete ♥♥♥♥ and is fighting literally everyone. When that happens, definitely take advantage of it. The computers are not slow to cannibalize one of their own, especially once they start to lose. There are a few things that can help you here.
One, Fast Recuperation is the best racial trait in the entire game. Heal in enemy territory. You can heal MORE in enemy territory with the (penultimate I think) Dark affinity trait. You can also heal in enemy territory by using the chaos trait which decreases pillaging time (as it also gives you health -- this is huge). There's also Heal Army in the Tome of Faith which is extremely good for this. And your armies should have plenty of supports -- use their healing abilities at the very beginning of battles where your units are damaged, to get those healing skills on cooldown right away (you get to use them more often if you use them right away). And don't be in a hurry to engage attackers. You can stand there, healing abilities coming off cooldown, while their attackers close the gap.
Finally, getting out if you've razed a city. Sometimes, the exit is very hot. Exit stage left pursued by bear. Extra funny if you're fighting Tempest.
Anyways, extremely niche Shakespearean references aside, you might benefit from having a teleport army or ruler or both spell already prepared when you finish doing what you're doing. It saved my bacon once when I needed to stop a magic victory and my leader stack was surrounded. The mad laughter as you vanish in a cloud of smoke is worth the entire purchase of the game of Age of Wonders 4.
Good hunting.
If you have enough resources you can start and abort a siege to swap projects.
For example, headlong assault with the Bombardement from the old wizardtower would give you +20. Then, if needed, you can abort the siege on the last turn to swap your projects out for something that helps in the battle, like bolt repeaters etc.
Its important to Note a city only regenerates if it isnt sieged at turn end.
You might not be able to afford the upkeep for all those units you can buy in the Rally of Lieges, but your vassals sure can. Pump them full of T4 units and let them have fun!
Wizardtowers bombardement is +15 alone. Some tomes have one with 4+ or even 8. The siege item is a misc item from release. Its a tome in Form,
adding up to 6 per copy .