Example 1 : We do not know how many troops is besieging Car Banseth and how many troops Sturgian army raiding enemy village has. Without these datas you cannot say something. Maybe siegers are 3x of army raiding village and they see no chance maybe if they travel there they will just watch siege. They do not know your 100 men party can kill 300 men. If you have save file I can check.
Example 2 : Currently there is no AI feature of joining siege of an ally army. Means these 164 men will not consider joining your siege as secondary army (can be added later). When Battanian army come closer to them probably they need to run away I can check why they did not if you have save file.
Still we have issue of armies going deep into enemy territory in some cases and we increased importance of distance at AI calculations. Maybe it will help making these cases rarer.
Raids are not that unimportant. If you raid a village it has tons of side effects. Village cannot produce recruits, goods (tax), food for 10-20 days and this effects enemy negatively. Village lose hearth, village notables lose power (which effects recruit production frequency) and also town bounded that village lose loyality and security.
Thank you very much for your reply, as others have mentioned, your activity in this community is pretty amazing
Unfortunately, I did not save these exact moments, and due to randomness, I cannot recreate them exactly.
I hope my original post was not too impolite, but the current army mechanics -- a mix of the AI and the game rules -- are probably the only thing that had a significant negative impact on my overall gameplay experience with MBII. So far, I have done 2 major campaigns, about 100 hours each, one as a vassal, one with my own kingdom.
Now, as a vassal, either
a) You join an existing army. This will net you quite a bit of influence, especially because a lot of times they will eventually be starving and you share food, but it is not fun to spend your time watching your main party running around aimlessly, or sitting in an endless siege that never gets resolved because the AI is extremely conservative when attacking and does not put siege units in reserve.
b) You create an army yourself. This will however cost you quite a bit of influence, while the benefits in resources seem marginal or nonexistent compared to joining an army. Taking a city or crushing a huge army will often net you less influence than it took to form the army in the first place, and taking a castle/city as the army leader does not seem to influence whether you will get it. So what is far more fun gameplay-wise and better for your faction is actually worse for your clan. Which again is inherently frustrating.
On the other hand, if you found your own kingdom, you will initially be weak compared to others, and constantly be declared war on. So to have any hope of winning a war at all, you will need all your units united. Which makes it frustrating when your vassals form their own armies to wander around aimlessly, and the game rules punish you via relationship hits for doing the sensible thing -- dissolving that army and uniting all your units to take or defend a city.
Improving AI is obviously not an easy task, but I feel like the changes I proposed earlier -- influence cost for armies more continuous than initial, and making it more attractive to the AI to form armies close to a specific goal, and dissolving them when there are no more good goals -- would fix quite a few problems with a small cost.
Concerning raiding: I did not (fully) know about the long-term impact, and thank you for that information. I do however still feel that in its current state, raiding a village is rarely a good decision, especially with an army.
In a war, the goal is usually to take or defend fiefs, for which you will need to defeat the enemy armies. Raiding a village has no direct effect on either of those things, compared to spending the same time fighting directly. In fact, if you raid a border village that you conquer afterwards, you will only have hurt yourself. Even if you do not conquer it, you will often want to recruit there in the future yourself. Even if neither of those things happen, you will often make peace and fight a different enemy, in which case the long-term harm to your original enemy has no benefit for your faction.
On the other hand, raiding a village deep in enemy territory is very time-consuming and risky, and the AI regularly loses parties and armies that way. Which really is not worth it. Personally, while I did use the "force to give recruits/force to give ressources" actions, I started raiding exactly once, saw that the benefit was negligible compared to the cost, and never did it again. I assume I am not alone in this, which makes it frustrating that the AI is so fond of this action.