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attrition, so the siege will eventually succeed if the siege force is large enough. A siege may be temporarily interrupted if a friendly army attacks the besieging army. During the ensuing field combat the siege will not progress any further; but unless the enemy is defeated the siege will resume once the battle is over. This attempt to lift the siege will not allow the defenders to receive reinforcements or repair any damage to their walls. The siege will simply pick up from the point that it left off. The besieging force may decide to launch an assault of the defences at any time by clicking the “assault” button. This orders the attackers to abandon their slow, methodical efforts to grind the defenders into submission, and immediately attempt to swarm over the walls and capture the city. Unless the walls have been breached to allow an easy point of access, the casualties on the attacker’s side are likely to be ghastly and their morale will plummet quite rapidly. To have any real chance of success, the infantry component of the attacker’s army should outnumber the defender’s garrison size by a large margin. If the number of attacking infantry drops below the number of defending garrison, the defender will become immune to any further morale loss during the assault. The morale-loss immunity takes effect as soon as the attacker has sustained sufficient infantry casualties to create this imbalance. Cavalry is nearly useless at assault and will virtually never contribute to the battle unless the walls have been breached (and even then, they are much less effective than normal). Artillery is somewhat more useful, but the brunt of the assault will be borne by your infantry. If the defender is able to repel the attacker, the siege will resume. The morale lost by both sides will be recovered over time, although the current progress of the siege will limit the maximum possible morale of the defenders. The besieging force will slowly replenish its forces via monthly reinforcement, whereas the garrison will not, so it is possible to accelerate this process a bit by launching a series of successive assaults. Unless you have an extremely large force that is likely to wipe out the defenders, you should probably wait until the walls have been breached before thinking about launching an assault. Only the commander of a siege can order an assault. A defender cannot initiate one, nor can any other country whose army is participating in the siege. The siege commander will always be the owner of the army that first initiated a siege. If two or more nations’ armies participate in a field battle and then jointly initiate a siege, the commander will be determined by the leader with the highest siege rating. If these values are equal, the commander will be the leader with the highest combined fire and shock values. If this doesn’t break the tie between nations, the country with the largest force will assume command. Once a commander has been chosen, only his departure from the siege will cause a new commander to be selected. If you are patient, you can simply wait for the city to surrender to your army without a fight. Once the walls have been breached, the defenders’ morale and garrison will begin to drop fairly rapidly and it should only be a matter of time until the city simply opens the gates to your army. Capturing Provinces Control of a province is transferred to the country that commands the siege force as soon as the city has been captured. The ownership of the province does not change. Ownership can only be transferred as a peace condition. There is one exception to this rule that we will discuss in more detail in the next chapter: an army that captures a colony that has not yet evolved into a full-fledged colonial city will have the option to assume full ownership of the province as soon as it has been captured, or it may choose to destroy the colony. When an enemy army first enters a newly captured city, there is a chance that some of the soldiers may get carried away with the thrill of 107