It wasn't a bad idea in theory but in practice I do think it's quite poor. A big let down for what should have been really cool.
Sadly I feel the same about Egyptian sphinxes. I had hoped to have a landscape dotted with them. But I do not find them worth building.
I wish, following the lead of half-cost districts, that these special tile improvements cost only 1/2 or 1/4 a builder charge.
Oh, please god YES!Solution seems to be to make the wall like a road in that it layers on top of existing tile improvements.
friendly units gain certain bonuses but hostile units won't
As suggested it should also function like a road for Chinese units to move quickly up and down its stretch with visibility and maybe range attack bonus?
I think the best that we can suggest to the devs about the Great Wall problem is make it not as a tile improvement, but a unique building that can be made in the city center (like a replacement to a sewer). Once built, it automatically builds a wall that runs along the borders of the city where it is built.
I think the Great Wall, Sphinxes, Chateaus, and Missions are all grossly underpowered. I'd much rather work a farm, lumber mill, or a mine.
Actually, a solution that to me is so obvious that I can't understand that the developers didn't go for it, is to make it work like rivers. I.e. it's build on the border between tiles rather than in the actual tile. Furthermore, it should restrict movement so that you need to start adjacent to it to cross it, and crossing it needs all your movement.Solution seems to be to make the wall like a road in that it layers on top of existing tile improvements.
friendly units gain certain bonuses but hostile units won't
As suggested it should also function like a road for Chinese units to move quickly up and down its stretch with visibility and maybe range attack bonus?
Actually, a solution that to me is so obvious that I can't understand that the developers didn't go for it, is to make it work like rivers. I.e. it's build on the border between tiles rather than in the actual tile. Furthermore, it should restrict movement so that you need to start adjacent to it to cross it, and crossing it needs all your movement.
The above would make it both meaningful and worthwhile to invest builder charges in building it. As it is now, the improvement is utterly crap. In early game, where the puny defense bonus it provides might be somewhat useful, you don't want to invest worker charges into it. You can put it on tiles like desert to gain some yields from it, but generally it seems more worthwhile to place a district or wonder on those tiles.
Actually, a solution that to me is so obvious that I can't understand that the developers didn't go for it, is to make it work like rivers.
Actually, a solution that to me is so obvious that I can't understand that the developers didn't go for it, is to make it work like rivers. I.e. it's build on the border between tiles rather than in the actual tile. Furthermore, it should restrict movement so that you need to start adjacent to it to cross it, and crossing it needs all your movement.
The above would make it both meaningful and worthwhile to invest builder charges in building it. As it is now, the improvement is utterly crap. In early game, where the puny defense bonus it provides might be somewhat useful, you don't want to invest worker charges into it. You can put it on tiles like desert to gain some yields from it, but generally it seems more worthwhile to place a district or wonder on those tiles.
That's actually how it worked in previous games.
What might be a better idea would be to change it from a unique tile improvement to a non-exclusive district similar to the Neighborhood. If it were a District, the number of Builder charges wouldn't matter and you could just place the sections as you see fit. Make it cost about 20 production per wall section.