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Hmm, as far as the Lybians are concerned, I'd have to look them over - don't really see anything that can affect a specific faction there, but it could be that they have a certain unit type in abundance that alters the calculations. In either case, it's not something this mod would have altered, because this mod only adds a penalty to the AR calculation for the player.
I have no idea if that's relevant to your mod specifically, but since you've altered the auto battle outcomes it might be. So just in case I'll share the feedback and maybe you've noticed something similar.
Seems like Lybian desert tribes are overpowered in auto-battle calculations for no apparent reason.
An example: https://imgur.com/a/MUmnjbG
I'm already testing this out and it does feel way more fun now! This feels like a good balance
I reduced the siege equipment cost at the moment by -20%. This is the most I would reduce it, and I might actually make it less of a reduction later (-15%) if I think it is too much. So, somewhere around -20% to 15% is probably a good compromise.
Let's see how it plays.
The goal has been to make sieges be about 4+ turns before battling with descent equipment, and with it actually being a better option to starve the enemy out totally (since this happened more often than not during the period). Keep in mind also that there are several titles, ancillaries, and technologies that increase the construction rate of siege equipment (by quite a lot when all combined), and it is tailored around that in mind.
But like I said, maybe I can make some small improvement here to strike a balance. Let's see.
I think you should employ a variety of different siege engines and strategies during sieges(something which is lacking from the original TW games as well).
If that is not possible, at least allow us to auto battle this boring slog.