VENICE: Part Three
(
Part One)
(
Part Two)
When we left off, the War for Cyprus was about to begin. Our surprise attack on the Mamlukian fleet takes them completely by surprise:
Decimated! The siege of Cyprus begins promptly. With not much going on as I attack the siege 3 fort, I take a moment to figure out how the **** sieging works because I've found it very confusing up to this point:
Ok, so it's actually not so bad. The siege modifiers - the 7 numbers on the left of the percentage - are all added together each siege phase; at the start of the phase here, they add up to -5 (-3 for fort level, forget what the -2 is but obv you can mouse over it to see). Then, a dice is rolled to get a random number from 1-14. Your siege modifiers are added to that number (so, I can only roll between -4 and 9 thanks to the -5), and depending on the result, various things happen:
- roll from 5-7 - supplies shortage, siege phase (the far left modifier) increases by 1
- roll from 12-13 - food shortage, siege phase increases by 2
- roll from 14-15 - water shortage, siege phase increases by 3
- roll from 16-19 - defenders desert, think this is phase +1 and the garrison gets smaller
- roll 20+ - the province surrenders!
If this looks hopeless for me, the way you eventually win a siege is that the siege phase that gets increased by these rolls is one of the modifiers - the dice rolls increase the siege phase, which increases the siege modifiers (or, to begin with, makes them less negative), which eventually gets the modifiers high enough that they will add to your dice roll instead of taking away from them, and when that happens you will finally have a chance of rolling a 20+.
If you roll a 14 exactly on the dice (modifiers not taken into account for this one), that's a special case and you get the "walls breached" bonus, which is a +3 modifier. So when you see the crumbling walls icon in your status window, it means you have that working for you and your siege should advance much faster than usual.
So, the number displayed next to a siege that you see everywhere (on the map, on the status bar on the right) is your odds of winning the siege (rolling a 20+) on the next dice roll. It kinda
looks like a progress indicator (and it kind of is, since it will get better over time), but that's not quite what it is. Hopefully this makes sense! I found it very confusing before taking the time to read all the popups and figure out what was going on.
Eventually Cyprus falls, but our warscore is a pathetic 5%; the enemy will not give in to demands without 10%, and Cyprus is worth 21% warscore anyway. Hmm. I don't see any armies around, so I take a risk and dive into the great unknown, hoping I can quickly occupy Alexandria to force the Mamluk navy to fight mine and win a big naval battle:
Whoops. My army doesn't get back to the ships in time, but they luckily escape from the losing battle and I take them back to Cyprus.
I come up with another plan: bring enough troops that I can outnumber the Mamluks. I only have 8 cogs, so I'll have to transport the second wave of troops before the battle ends if my army is intercepted before they all land.
This does not go as well as I hoped.
My land army is of course stuck, and I didn't get a screenshot but the regiment is hunted down and destroyed.
I do notice around this time that my warscore is steadily increasing due to holding Cyprus, my war goal. That's a pretty nifty mechanic!
Additionally, the Mamluks' Timurid allies decide they want out eventually (they and Golden Horde never showed up, obviously, as they have no way to get out here):
which gives a nice boost to my warscore, and soon after I'm finally able to take Cyprus!
And so, in 1477, Cyprus finishes coring and things are looking bright for the future of Venice. My infrastructure investments are paying off in the form of an exceptionally strong economy, from both trade and taxes.
My next mission has taken me closer to home: I am to take the province of Cremona from my rival, Milan.
NEXT TIME!