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I will address your points:
1) I cannot limit bots from building rams unless I also limit the player from building rams.
2) Remember that anything I do to make it harder for the player to defend, makes it even harder for the computer to defend. Since the player is on offense more than defense, I prioritized the offense play experience. If I increase the HP of siege towers too much it becomes too easy to attack.
However I think you might be right and they could use a little buff. I am increasing their speed 5%, HP 6%, and the amount of damage they prevent of projectiles hitting the troops inside from 75% to 90%.
3) No. I want units to outrange the towers at specific levels.
Recently I played for WE and in the middle of the game I occupied Breton cities with T-1 defense without loss of fighters (Bretons have a LOT of cities with T-1 defense - after all, they have T-1 defense in minor cities). I just shot the garrisons of the city with impunity with my lords and Waywathers, which has an initial firing range of 190 ... After which the Bretons simply surrendered ...
The Breton bot does not go to attack, as it sits on the defensive and thinks that its protective towers will force the player to attack, but the protective towers do not fulfill their function ... And the bot just stands 10 minutes under fire ...
I want to say that for some factions it is now more profitable to fight against an enemy T-1 defense than an open field ... Which is absurd from a game design point of view. It's a huge hole in the balance!
This problem can be solved by setting the range of 200-300-400-500 at the defense towers. And of course, if you decide to increase the firing range of the defense towers, you will have to strengthen the siege towers and battering rams. Well, or weaken other characteristics of defensive towers. In general, a rebalance will be needed ...
Waywatchers are a Tier 4 unit in a race that doesn't have access to artillery. I intentionally made them have just-barely more range than the Tier 1 towers so that Wood Elves have the option to "siege" unprepared defenders. If you don't want to fight that way, you don't have to. That's up to you. :)
I do agree with the problem that the AI won't sally out to attack - even though real-life forces usually didn't, too. Unfortunately I can't change that. I also agree that some battles are easier for the attacker because of this, but CA doesn't provide access to all the programming for me to change everything how I'd like. I have to work within the possibilities of what I do have access to. Better Sieges isn't Perfect Sieges. But I like this problem a lot more than the previous meta strategy of "corner camping".