1) BioTerror (was "Create Atrocity", is now "Siege"): A biological attack which reduces city production and happiness for 5 turns and has a chance of affecting additional cities linked by trade routes. Originally performed by four Wonder Units (Sargon/Hannibal/Attila/Genghis), plus the late-game "Infector". This attack offered a mix of graphics (mostly "skull & crossbones") but also included a Sprite (rising green gas), Sound (screaming populace) and Cradle-specific Messages. After a successful attack, a blinking bio hazard sign appears next to the city status bar (in the color of the attacking civ).
The attack is controlled by the "BioTerror" setting in "units.txt", to include "Chance" (of success). Additional settings are present in "const.txt" which allow you to customize the duration of the event (5 turns), unhappiness level (-5) and the amount of production loss (30%). To my knowledge, the AI has never used this attack, but that could be because so few units can perform it in the early game. Also the cost is high (1,000 - same in AE) and it is considered an Atrocity. Unfortunately there isn't a way to "flag" particular attacks as "Atrocities", although it would be nice to have that as an option.
I always found this to be a rather disconcerting attack, especially as redefined in Cradle. How exactly would a "Wonder Unit" go about creating an atrocity like this? There are certainly tales (albeit mostly from medieval times) of armies hurling infected carcasses into a besieged city. But even when that occurred, it ALWAYS meant the besiegers were infected as well, and just looking to share the misery. Which is not how this attack works, since the attackers are always "disease free". Also, why those specific units? Hannibal but not Caesar? Sargon but not Rameses? The more I looked at it, the less I liked it. Which eventually led to a new approach - the "Siege"
Historically, the population effects we see from this attack would definitely apply to Cities under Siege. And in fact that is how the attack is deployed in CtP2. The army has to be adjacent to the city, and the Wonder Unit has to deploy the attack against the city itself. Which is the very definition of a "siege", especially since there isn't any way to perform an actual siege in CtP2. Armies can either assault cities directly or they sit outside conducting bombardments and pillaging tiles, but there's no way to affect productivity or the civilian population. Whereas this attack reduces production and makes people unhappy for five turns, which very much sounds like the effects of being under siege. Even the "chance of spread" makes sense in the context of the Ancient Era. As other cities learn of an ongoing siege (and how better than via trade routes), fear and loss of production will definitely affect those who think "we might be next!"
The new "Siege" concept required a number of changes:
* Graphics: The existing "fortify unit" button features the "tower" portion of a city wall and there's also a cursor (unused) with the same graphic, so I decided to use these for "Siege". Since the "fortify unit" command places a small brown berm around the unit (representing either wood or earth), I took a copy of that graphic from the TIMP file and created a new button image (and another for the GL) which matches the in-game appearance of unit fortifications. However, I discovered during playesting - to get ahead of things a bit - that there was a strong mental association between the "tower" button image and it's former purpose. To eliminate that confusion, I added flames around and behind the tower, and it's now a much better representation of a city under siege. That in turn was extended to the messagicon and the GL picture. This attack also places a small icon on the city status bar, which appears for the duration of the Siege effect (5 turns). Previously this was a blinking bio-hazard sign, which was not only inappropriate as a representation of the new attack, but the blinking effect was EXTREMELY annoying, almost game-killing! Anyway, I created a new icon which represents a city tower and gave it an unchanging background, so no more blinking (thank god!)
* Sound: The "screaming populace" likewise was no longer appropriate, so I created a new "moving siege tower" sound.
* Units: It now makes sense to give this attack to most of the Wonder Units, with the only exception being the two modern ones (Eisenhower & Schwartzkopf) since sieges of the ancient sort aren't really a feature of modern warfare. Surrounding a city and bombing it into oblivion, sure, but not for the purpose of starving the population into submission. Also, since even Ancient-era Wonder Units can co-exist in time with the Infector, we'll remove this attack from him, rather than restoring it's modern appearance at some point.
* Chance of success can be different for each unit, and in fact it already was (settings of .25, .33 and .5) I'll keep those three levels and will grant them to the various units based on an estimate of their efficacy at siegecraft.
* Button-location issue: As with most other unit types, Wonder Units utilize the second tier of the "Button screen" (bottom right of the interface) for their Special Attacks. The current button location (2-1) is shared with two other attacks used by Wonder Units: Pillage and Convert City. The latter is an important attack for Wonder Units with a religious aspect (David, Muhammed, etc) and those units should ALSO have the "Siege" ability so we'll look at moving the "Siege" button to one of the other locations on the row, which are 2-2 (Piracy), 2-3 (Expel) and 2-4 (Reform city). Of those, "Reform" is a necessary complement for the units which have "Convert". "Expel" is harmless enough and there's plenty of other units which could do this, but ultimately I think that "Piracy" is the one which needs to go. The main reason is that AI units tend to park on trade routes and keep pirating them for multiple turns, but we want Wonder Units to be included in moving stacks, and not encourage the AI to keep them immobile for extended periods. By contrast, Expel and Reform are "one and done" activities that don't include an incentive for "parking".
* Cost reduced from 1000 to 700 (might help stimulate AI usage)
* All five Messages have been revised to fit the "Siege" attack narrative.
* Changed the GL entry to describe the concept behind the new "Siege" attack
* This attack included a "terrorist death chance" of 10% in "const.txt", but I reduced that to ZERO as it's no longer a biological attack delivered by terrorist-type units
* The Sprite has been revised to and now features the "metal-mask" from the "Reform City" sprite, in combination with a different fiery effect sprite from CTP1.
In closing, both the "BioTerror" and "Plague" (to be reviewed next) special attacks use the BIOTERROR entry in "specattack.txt" as the link to their (shared) sprite and sound. Unfortunately these cannot be separated but there is an "era-dependent" solution which should suffice.

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