@Stewie: Accuracy trebs are much better than accuracy cats. Once trebs are in play, all cats should be promoted along the barrage line for use in the open field against enemy stacks.
@everyone who has problems with the slow exp rate of siege: If you are warring with Trebs then you should have LB's as well. Which means vassalage is available. And Theocracy should be an option by that point. Barracks, Vassalage and Theo produce a 7exp unit. You may lose a couple CR2 trebs in the beginning but after the third city you have CR3 trebs. I attack with every siege unit possible in every city assault. Not only does it mean more exp for my siege but it also means fewer losses. And more GG points as well. Contrary to popular belief, siege units withdrawing from an attack do NOT contribute to War Weariness. So all the extra siege attacks are nothing but beneficial. More exp, more GG points and more exp. Some of you will argue that you can get more exp for your units if you attack @ 75% odds vs 99%. Are you factoring in the lost exp when 1/4 of the attacking units die?
TMIT ( a respected warmonger) and I will never agree that all you need to wage a successful war vs the AI is a mountain of siege units, lots of garrison troops for new cities and adequete stack defenders. This is for the attacking army. A defensive SOD to repel attacks should be composed of barrage siege, mounted units and shock/pinch promoted units with the highest base strength. Apply siege units to weaken antimounted units. attack with mounted to kill/weaken the siege then mop up.
Once siege becomes available, it is the single most effective manner of waging war because there is no real counter for collateral damage. Drill 2-4 can lessen it but it cannot be avoided. If you bring enough siege units, even flanking won't stop you. The enemy needs too many mounted units to do enough flanking damage to kill a siege unit. No matter how weakened a siege unit may be, it does the exact same amount of collateral damage.