each wall segment within roughly the line of sight of the sentinel increases range by 2.5% up to 50%, so you will need 20 of them
OHHHH, pillars aren’t included, that’s why, ok. Cuz I straight up made a star fort wall formation and even while my sentinels were running behind the walls, they seemed to average 13-14 range. The damage buff was visible.
So if you made a double wall, like 2 straight walls, put the sentinels in the middle, they’d receive the buff from the wall behind them and in front of them? Do gates count?
gates do count, basically any wall pieces that is in their line of sight area-ish
This one might be a bit of a stretch but what if we got something like this:

Men at arms(IV) - Sentinels cost 1 population and train slightly faster, but reduces their HP and attack. Sends 1 Sentinel for every 2 existing ones. Also disables the ‘Flintlock Rockets’ card from being sent. (Flintlock Rockets also disables Men at arms)
That way you have a choice depending on playstyle if you want lesser but more powerful units or have a spammy playstyle with Sentinels, I’m not sure if cards disabling other cards that haven’t been sent yet is even possible in the engine but it could be an interesting mechanic.
Broken card, if this cost like 1000 or 2000 of gold could be xD
Maybe, but then what could be done is:
Once you reach industrial age and upgrade them, the abus reaches 40% missile tolerance, and gains a little more bonus against ranged light cavalry.
(This is considering that it is expensive and costs 2 pop, and they don’t deal as much damage to artillery as before)