There are also plenty of examples where tooltips show two buildings AND walls on a tile. This is a question that was settled months ago.
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.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.
Less micro, if AI can build walls, so in theory also Human cities could develop walls and generally autogrow autonomally, without player intervention.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.
If you play on PC, there's a couple of mods that will highlight all of the fortified districts, i'm not sure if it also highlights Wonders that count as a fortification, but it may do.I have spent too much time trying to locate the last walled tile that is preventing me from taking a city. I agree that the process is tiresome. Maybe change it so that if you capture 3/4 of a city's "walled" districts, you claim the city?
If you choose a Military Unit, Fortified Districts of any Settlement you are at war with should be highlighted,If you play on PC, there's a couple of mods that will highlight all of the fortified districts, i'm not sure if it also highlights Wonders that count as a fortification, but it may do.
The mods i'm using add it as a lens which is perfect for me as i don't want the extra clutter when i'm not at war.If you choose a Military Unit, Fortified Districts of any Settlement you are at war with should be highlighted,
I try to have at least 3 districts with walls in cities, especially those near my borders and add more as needed, usually in a triangle shape rather than a straight line, i find it works well as my ranged units can cencentrate their firepower.On the flip side, does anyone really bother building them in your own settlements? I'll put one in city centers because it feels right but that's not a priority at all.
(that’s why it would only be settlements you are at war with)The mods i'm using add it as a lens which is perfect for me as i don't water the extra clutter when i'm not at war.
Having some “outer” unconnected defenses (ie forts) that don’t need to be attacked to take the city but give extra strength to units in them could be good. (and they could be on Rural tiles as well)One of the nice things about playing Han and Ming is you can get the feeling of outer and inner walls. and while I don't want that for all civs we could use a bit more nuance. I think what we are missing are actual Fort buildings/districts, maybe it could provide strenght to adjacent walls or bring back ranged city attacks, era wise it could go Forts-Castles-Bastions
As for the look of walls... I just want 2 things: wonders inside city walls and maybe make them a tad smaller on Exploration? they turn into Attack on Titan sized walls, It's a bit much.
**tho talking about huge wall...now that we have the Great wall as an improvement for both Han and Ming, maybe they could bring back that "create a great wall" around a city for say, the Theodosian walls?
The specific 'ring forts' unconnected to the city walls but providing 'distant' defenses to the city are a modern invention, an outgrowth of the Vauban-type fortifications when artillery started having long enough range to hit the city from beyond the walls no matter how much ground the defensive structures covered. The separate forts served to keep enemy guns at a safe distance, in theory.Having some “outer” unconnected defenses (ie forts) that don’t need to be attacked to take the city but give extra strength to units in them could be good. (and they could be on Rural tiles as well)