TheMeInTeam said:
The easiest way to make walls/castles usable is to NOT OBSOLETE THEM INSTANTLY.
Agree with all who said this.
Sib said:
Some very good ideas here! I was thinking about the castle issue a bit more- perhaps a modest bonus for attacking from a city with a castle representing the support/ supression from the troops manning the fortifications as the brave defenders sally forth etc etc.
Winth said:
-a "stale" number of culture that can't be bombed (or can be bombed VERY hard) after the whole culture is destroyed. For walls it could be 25%, for example. Even if the walls are ruined, it's still easier to hold on in some kind of breach.
The problem is any considerable increase to their power may tilt the game into essentially all defense. As ridiculous and unrealistic as siege and collateral damage are now (arguably, it was better in civ 3), taking cities without collateral damage in civ 4 would just RUIN civs in terms of WW...especially human civs on higher difficulties. Wars would be next to impossible...and that isn't as fun as having offense be feasible.
Agree with all of the above. Expanding/modifying these ideas, here are my suggestions based on existing game mechanics:
* Non-melee units attacking
from a walled city gain a +25% Withdrawal chance. Conceptually, this is the ability of ranged weapons (archery, gunpowder, and siege) to fire from behind cover; for mounted units, it is the ability to execute a sortie with the advantage of a nearby safe haven for retreat.
* Siege engines are limited in the amount of damage they can inflict on enemy units. Apply that same limit to walls (75% for catapults, 80% for cannon, etc.)
* Walls should provide a happiness benefit just as units do. This could be a general +1

which obsoletes with rifling, perhaps, or a +1

under Hereditary Rule.
A note on hills
To balance an increase in the power of walls, improve general gameplay, and reduce unreality, fix the hill+city problem.
Real cities are built at high elevations; they might be built on broad, low hills; but they are
not perched on hilltops above the surrounding terrain! The only structures built that way are primarily military-- i.e., castles which cover a few acres, perhaps
within a city, but certainly not encompassing an entire center of population and commerce.
One solution: Eliminate the hill when a city is built, just as a forest is removed. Thus there is no added defensive bonus (and the city can spread irrigation, too).
Another solution: Cities which are built on hills cannot build harbors or aqueducts, nor can they gain the health benefit from fresh water (at least not until electricity). Water flows downhill. I think. *steps out to check* Yep, downhill only.
A note on history
Castles aren't really an upgrade of city walls, but more of a different animal altogether. They were sometimes built within cities, but more often stood alone. And they were built as part of an
offensive strategy as a often as defensive.
But I suppose there is no need to quibble over names as this "outside-the-city" structure is represented in the game by forts. But it would be nice if you could slap down a fort in enemy territory while fighting a war. William the Conquerer built forts at Dover & York in just eight days each (in 1069).
Cheers.