Walls

Walls snaking around is weird, but it's a symptom of a larger phenomenon: cities themselves snaking through the landscape. Was even worse in Humankind where you build a lot more districts. I'm not a fan of every 4X becoming an Ecumenopolis simulator where cities lose all structure of core and periphery and compactness and distances within a city no longer matter.

Without making any fundamental changes and sticking to the topic of walls, I think adjacencies and production cost could be used to soft-guide wall construction into being more compact. For example, the cost of walling a tile could be based on how many more wall edges you end up with. If you snake around, it gets expensive but if you fill-in some gaps, that will be rather cheap. Further, increase the cost with each ring. I'd also like to see stuff such as Barracks get adjacencies from walled districts instead of resources. this would also naturally lend itself to a more concentric wall layout.
 
A quarter for walls doesn‘t make sense. It could be an improvement, in case something like military engineers still exists. Otherwise it will just be around districts, just as the older walls.

I'm personally a fan of Vauban's architecture, but I believe this would be better suited for a fortress improvement than civ's city defenses.
it doesn't yes. but city defense evolutions went this way in Modern Age. (18th Century onwards). Walls become less and less important, fortifications became evenmore gunny (I think Prussia invented 'Ring of Forts' systems as settlement defense systems, as they used ones in the mid 18th Century). London defense systems shifted away from fully enclosed city walls towards rings of detached forts. AFAIK at some point in London History, I THINK in 18th Century, London demolished its city walls to accomodate city expansions brought about by Industrial Revolution of the late Century. And even in North America, Settlements founded before 1800s were built with palisade walls with blockhouses and gun towers built, and maybe diamond bastions (if applicable). (Examples were Plymouth. MA, and Jamestown, VA). Anything built after. or by 18th Century itself however were less walled. Plans of Washington District of Columbia didn't even have walls from the beginning! the only defenses were coastal fortress systems and no land defense batteries, which exactly a temporary solutions built during the American Civil War and abandoned quickly after.
This is due to the increases in firepower due to increased numbers of cannons, and later, the inventions of rifled artillery of all kinds.
How post-Vauban city defense BEFORE WW1 should be represented in game actually? networks of casemates and blockhouses or what?
or an add on to an existing walls built from beforetimes?

ALSO i'm not really sure if Yorktown VA was built with walls enclosed. yet the fights for Yorktown in the War of American Indepndence became a siege. I've never been there before but I might guess the settlement is walled and had gun bastions.

EDIT: Age III building lists. there's Defensive Fortifications in the list (and this is Tier 2 now, equivalent to 'Modern Era' in Civ6. which back in previous game, steel gives free fortifications to every city with no graphical representations at all.
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Seriously. is this what 'Defensive Fortifications' looks like? look at a quarter with simple logwood walls, abatises, and gabion tower surrounding it but this could also be a simple Field Fortifications built by foot soldiers. it doesnt' look neat nor permanent to me at all.
 
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I really like the fact that walls can circle multiple tiles. But I think there is a problem with building them tile by tile. The process is micro heavy, and it looks weird, when the walls are twist and turn with every tile border.

So, I think a superior solution would be to have separate decisions to build a whole layers of walls: inner, medium and outer. Inner walls are simply the walls around the city center. Medium walls form a hexagon around six tiles connected to the city center and outer walls around 12 tiles connected to these 6 tiles. Like this:

View attachment 713127
Blue - inner walls
Purple - medium walls
Red - outer walls

Construction the layer of walls is available when all the land tiles inside them belong to this settlement and, with the exception of mountains, have some improvement, be it rural or urban. The order of which layer is build first doesn't matter - nothing prevents from having only outer walls, for example, without inner and medium level.

This would lead to less micro, prettier hexagonal shape of walls and an extra reason to build settlements in a more natural, interconnected manner.
Less micro, if AI can build walls, so in theory also Human cities could develop walls and generally autogrow autonomally, without player intervention.
An option to set building orders set to auto, maybe an auto that would exclude building wonders, and an auto that would exclude builing units, could do.
On another thread set cities to auto build instead only units or wonders or just grow borders, would dramatically decrease micromanagement.
 
Ara, HK, I played both, the amount of city management is so massive, that you lose focus completely on the units...
I really hope there is an Automatic option for choose not to have to enter into city management ever, if not for change the automatism focus,
for to build a new army, or wonder. I really hope this is addressed before launch otherwise it already seems to me overwhelmingly daunting
and unnecessary.

Just remember district placement and Iron... or the planning in advance and then you would like to change configuration because there is no
mor avail. land for a workshop... this was never a problem before civ 6... possibly a city automatism could take care of these things for us...
It would solve massive headeaches afterwards.
 
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