I propose that for the time which it takes for devs to come up with a more fitting (than this) way of dealing with sieges, I propose the following changes.
In the yeomanry skill, explain further about how the lowest claim shield counts if multiple cover an area as well as explain why it matters to get a village claim.
Even if you are a single person, as a method of security to prevent siege-village claim who is intentionally lowered by raiders to enable your palisades being destroyable.
Due to the change at the start of this world noone will ever siege in this world. Unless they are EXTREMELY motivated to go for it as well as have no real life commitments that demand any attention.
With the previous claim system we had, taking down a claim would at a very minimum take above 13 hours, an initial hour for drying catapults and then damaging 5000 an hour.
It might even be an hour or two extra, since I do not have the exact numbers of regeneration of shield right now, and putting brimstone into idol also helped.
Even then it was already a BIG commitment to siege someone entirely.
This world already had an amazing update, a notification if there is a siege engine near any of your claims! A lot of the raids on active bases took great benefit in targets sometimes noticing quite some hours into the siege, this is now (almost) entirely removed.
Now every group that is not inactive will easily know that sometimes is going on, and have plenty of time to respond.
Due to various other mechanics of Haven & Hearth right now it is possible to hide huge amounts of items on alternative characters, letting them spawn in the wild once you had been raided.
Masterkeys always unreachable as well as any other valuable people care enough to put on alts.
The loot of raiding was already usually not very big, in the eyes of bigger factions towards casual players.
This is also why this is a rare happening since there is very little motivation to make such a huge investment in a place you would only care for the items for.
Which are then most likely lower than your own..
The main thing that this will enable is that factions can actually make more things happen than the ocassional ''hey you have a scent now you get killed while questing''.
There are few reasons to fight about currently. A siege is literally forcing your opponent to show up as well as make a bigger impact on the world with a group effort, huge time investment, lots of resources and your risk of dying (rage required) and actual purchase of the siegecraft skill.
Currently there is zero reason for getting it.
A catapult can be placed somewhere in hope of people responding very early to start a fight with them. If they are a bit smarter, they wait part of the drying period and just wait until opponent leaves because very likely he cannot guard it 24 hours.
The problem with current system is also that object health on it's own becomes very ridiculous when it is designed to be your wall and protect you.
And then someone thinks ahead a little and after finishing his base pulls another 10 layers of wall around him.
One pali currently is already not worth going after. Can forget about multiple layers.
Please revive the action in the world by changing back to claim shields, including proper information about the mechanics in game until there is a better solution.
The ''problem'' with claim shields around themselves to delay these sort of things are a tiny side issue compared to how time is passing on with nothing possible of happening.
If you do not allow your opponent to get to this stage of multiple layers, do not let him.
Just like with the rest of the game, if you got a problem with anything, you have the power to change it if you pursue it, so if you dont want your opponent to ever get two walls then you make sure they get regular visits to prevent that.
If you are not capable of that, then that is what it is supposed to be. Equally fair to the rest of the game. Current state is it is broken for everyone and the only one who enjoy that is people who request this game without any PvP.