@Schlarkenstein I examined your save file. Your case was according to you :
Yes the army you follow have 5-6 days of food at start of save file. Problem is they are about 800 people and when they go near Epicrotea they are not so powerfull aganist defenders in castle (because there are about 200 people and Epicrotea wall level is highest) so they cannot start assault. They continue making siege new equipments for days to lower settlement advantage at autocalculation and after some point they have no food and start starving and give up siege. This is not very weird case. It can happen in game time to time. I cannot guarentee this will not happen anytime.
To make this happen rarer, I changed some codes so if besiegers are close to finish all their foods they are now more eager to start assault.
So even odds are not so good even its not guarenteed they will win siege fight they start assault now. It can be also good for gameplay because all sieges should not end with success. Some should end with defender victory even there is no outside defenders reach fortification. This should be rare of course. Also one another problem causes this army to finish all their food is when they start besieging there are nearby defender parties with small sizes. Defenders started to gather. These parties are also in calculation. Means their existance reduces score of besieging Epicratea. And after 3th or 4th or 5th party come closer they were changing mind and they are targeting another fortification which is safer. This was causing giving up sieges too much and changing too much target. During travel one fortification to another they were finishing their food. I changed a code to reduce this to happen also. If total strength of around parties are lower than 1/3 of our strength now their effect will be 0. After this effect will start to reduce score of continue siege. For example if their power is 2/3 of our strength then only 1/3 will be effected previously this effect was proportional (1/3x = 1/3 effect, 2/3x = 2/3x effect, now 1/3x = 0 effect, 2/3x = 1/3x effect). Also I changed one more part. Now food amount is more important in determining making hostile action or not so if food is risky they tend to make other non-hostile actions more.
All these changes will be effected in next hotfix. Things will be a bit better. This is why I want your save games in weird situations. It is so easy when you have save files of weird / undesired cases.
Now I started examining
@Flesson19's save file.