RPP Sieges
Inspired by Europa Universalis IV, this mod adds a more in-depth siege system that changes how a player conducts warfare.
Occupying enough tiles adjacent to an enemy city (three by default) now begins a siege, immediately preventing all civilian units inside from leaving and greatly impacting food, production, trade route gold and tourism. Direct infantry assaults are now very costly, so starving a city to submission becomes the main method of conquering it.
The longer a siege is carried out, the more damage and unhappiness a population incurs and the higher the chances of the city surrendering. The garrison also has a morale level that is affected by the number of enemy besiegers and the length of the siege. The lower it drops, the more desertions will happen and the faster enemy spies will steal techs from the besieged city.
StatusesDifferent statuses be inflicted on a city during each phase of the siege, with some being potentially harmful to attackers and defenders alike.
Walls breached
- Reduces city defense.
- Can only happen if at least one of the attacking units is a siege engine.
- Effects can linger even after a siege is lifted.
Supply shortages
- Reduces city defense and production.
Disease outbreak
- Reduces city defense and food.
- Can hurt both attackers and defenders.
- Effects can linger even after a siege is lifted.
Defenders desert
- Reduces city defense and production.
- Low morale increases chances of desertion.
You can disable the notifications that appear when a city surrenders and change the number of units needed to start a siege in the lua file. Both humans and AI are subject to the effects of this mod.
My Main Mods:RPP Colonies – RPP Revolts – RPP Sieges – RPP Institutions – RPP Seasons – RPP Estates – RPP Attrition – MLP:FiM Pack
Flavor Mods:Airship Caravans – Barbarian Forts –Strategic Terrain – Exit to Linux
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilization V: Brave New World