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For people who go all in on making the Fortification points of a city go all the way up, unprepared enemies will be spending so much time seiging the city that they're citing ducks. for enough time to allow your armies to go on away missions and comeback just in-time for battle.
The trick is figuring out how to justify all that build time.
Sieges used to be one of my absolute favorite parts of AoW3, but AoW4 takes absolutely everything enjoyable about it and throws it away.
Probably we are talking about different things.
I have no problems with fortification points and sieges as a mechanic - i think it's good improvment over AoW3 so you can't just capture city in 1 turn.
The problem is city BATTLE after siege is complete - for some reason defending army in siege battle have LESS protection than attackers because attackers have siege projects on their sides (like catapults) and defenders have nothing (because everything is destroyed by siege projects).
As a result, its better for the defending army to fight in the field in last turn of siege OR, as Midas said, just abandon city.
None of you wrote anything in defence of fighting inside the city walls and it's because there no actual reason for this - combat inside city walls is disadvantage but it should not be that way.
Imo, sieges should be reworked, for example:
1. lower amout of turns to finish the siege (maybe by 30-50%).
2. Make defensive structures and walls MUCH more important - for example give all units on walls +1 range and give towers to defenders who can shot without limits and deal additional damage to siege engines so you have limited amount of turns when they effective.
Again, problem is not in fortification mechanics (it's good), the problem is siege battles - it's very rare when defending army have any advantage over attackers (and, in most cases, defending army have disadvantages over attackers) but siege battles should not be like that.