Its just fact. You’re trying to justify balance changes with more realistic behavior while ignoring that game is not even remotely realistic or tries to copy accuracy of units or techs etc.
If you want game to be historically accurate then it cannot be only that siege is supposed to be that way. It should be whole game and not just 1 small part of it.
Also balance is far more important than anything. In campaign its fine to do things more accurately while ignoring balance of units, structures, techs but once game moves to PvP side, balance is the most important factor and nothing else comes close to it.
What comes to less accuracy, put it into perspective. In middle ages battles might had hundreds if not thousands soldiers and accuracy wasn’t as relevant as you think. All siege weaponry needed to be able to land shot close enough opponent and it would cause dmg or kills. Besides if you want less accuracy then something like bombard should one shot every unit in game if the shot lands. This is another reason why trying to change game into more historically accurate state would be stupid idea. Essentially trebs, culverin, bombard, mangonel, springald, nob should either insta kill one or more units with single shot or incapacitate them and making them unable to fight.
Then another thing about having less accuracy is that AOE4 has unit cap of 200 so siege not one shotting units and having less accuracy is not close to accurate. If we had thousands of units in single game on field then the lack of single target accuracy would be fine, but because the army size usually is around 30-60 pop for balance reasons siege needs to be more accurate or 100% accurate against single targets otherwise they would be worthless. Imagine trying to shoot with bombard single villager and missing 5 times in row. Whats the point? Also it would be close to impossible to miss cannon fire from structure so it would always do something. So would u suggesting adding hitboxes to buildings so if you land your shot poorly then u do less dmg to buildings?
Friendly fire. I don’t really see the point of having this, but thats mostly because games I come from in terms of RTS is SC2 and WC3 and neither of them really got friendlyfire. Some units might do some sort of FF but its very limited. But again would make no sense to apply this to siege especially if its not applied to other units too. Same way archers can hit your own units or melee swing others. So if reason for this is to make it accurate then it should again apply to everything and not one small part of game.
Based on reality is completely different thing than trying to make it realistic. For example WC3 is based on reality, but at the same time its complete fantasy game. Just like AOE games. They’re based on reality and events that happened in the past, but doesn’t try to copy it 1:1, because it would create dull and boring game that no one wants to play. Wanna build house? Ok gonna take 6months real time.
Once more. For PvP side the balance is most important factor and nothing else matters. If unit is bad it should be buffed and if its too good it should be nerffed and nothing should effect this especially if its not realistic or not. Just like I have brought boiling oil tech up and its complete fiction made by creative minds, because its more interesting than simply throwing rocks.
Ppl love explosion, fire and flashy things and more they add to games, movies and trying to mimic reality that way more further away they get. Reality is just one dull and boring thing to watch, play etc