Buildings

Walls

Walls are the one building that gathers the defensive side of a city. They cost more than all three income buildings (Farm, Workshop, Market); the only building that costs more than Walls is the Monument.

Its effects

A city's defense power is base 3 plus the Walls' contribution, plus the Defensive line dynasty's contribution if you picked it; its HP is 15 + 2 × population plus the Walls' contribution (Cities and population).

The vision effect is an increment: a city sees 2 steps on its own, and one more with Walls.

Repair: the Walls' time dimension

The other three effects are static numbers — the city is harder to take, and that is all. The repair contribution gives Walls a dimension of time: once a walled city drives off a siege it recovers 4 HP per turn, against 2 for an unwalled one.

The practical difference: a walled city that survives two sieges genuinely heals in the turns between them, while an unwalled one meets the second wave at roughly the same low HP. No city repairs while under siege — Walls do not change that rule, only the speed at which it takes effect once the siege lifts (Cities and population).

When to build it

Walls do not grow a region

When the game moved to a hex grid, the Walls' old "extends the region into the corners" effect was removed: a square grid had two kinds of adjacency (orthogonal and diagonal), a hex has one — so that effect had nothing left to mean, and Walls were gathered on the defensive side.

Regions grow by other means, none of them a building: population (the threshold is 3), buying tiles with gold, and founding another city (Territory and score). Production spent on Walls buys not the reach of your border but its durability.

The numbers on this page are read from the game’s balance tables.

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