First I don’t claim I do have the “solution” for that. But I try to give as many insight of my thoughts as possible.
Walls are actually already kind of expensive for their HP. But hey provide one big advantage that especially the best players can use to their advantage. They hinder the raiding units from directly going into the eco. So you have actually time to react.
That is why the current wall design is somewhat flawed as walls go down rather quickly but are still “affordable” at early stages of the game. Usually it’s currently meta to start walling while going up to feudal. And you often are already partially walled when hitting it.
The Idea is to make walls more expensive in both cost and constructing time, but give them more HP in the exchange. This makes them more usable for slower players (which also are more likely to go for walls regardless of “how strong” they are). But for pros it’s then a real decision to take cause if you want to wall you have to delay your feudal timing. The idea isn’t new, someone else already posted it (sorry, i forgot who).
Unfortunately this isn’t enough. We need to talk about the trash counter units aswell.
Spears are too slow currently and can’t catch up with the scouts even if you position them properly. They also go down too fast to archery. In the lategame it is fine they receive that much bonus damage but in the early game it really hurts their viability.
I would increase spearman line speed and reduce archer, xbow and skirm bonus damage vs them. Not arbalest and not eskirm.
Skirms are too dependent on their armor. They rarely “actively” counter the archers but instead work mostly as arrow sponges. I would reduce the armor of skirms + eskirms, give them a slightly better rof and a bit more bonus damage vs archers + ca. But reduce the bonus damage vs spears of the normal skirm as described above.
I would potentially actually reduce the speed of skirms slightly so they can’t chase archers anymore and in the exchange give skirms and eskirms a little bit of archer armor, so they don’t counter themselves anymore - if you want to counter skirms you can make cavalry and not “more skirms”.
Edit: The speed decrease of Skirms doesn’t work cause of britons extra range, they would be useless against britons archery with the proposed changes. I will probably later add a compensation for the archer armor. One idea is to just reduce the anti-archer atk by 1 again, but I’m not fully convinced this is the right call.
Spearman line
Speed: 1 => 1.1
Archer bonus damage: 3 => 1
Xbow bonus damage: 3 => 2
Skirmisher
Pierce armor: 3 => 2
ROF: 3 => 2.5
Atk v Archers: 3 => 5
Atk v CA: 0 => 2
Atk v Spears: 3 => 1
Speed: .96 => .96
Archer armor: 0 => 3
Elite Skirmisher
Pierce armor: 4 => 3
ROF: 3 => 2.5
Atk v Archers: 4 => 7
Atk v CA: 2 => 4
Atk v Spears: 3 => 2
Speed: .96 => .96
Archer armor: 0 => 4
Imperial Skirmisher
Pierce armor: 5 => 4
ROF: 3 => 2.5
Atk v Archers: 5 => 8
Atk v CA: 3 => 5
Atk v Spears: 3 => 2
Speed: .96 => .96
Archer armor: 0 => 5
Palisade Wall
Cost: 3 W => 5 W
Construction time: 7 s => 10 s
HP (dark): 150 => 300
HP (feudal): 250 => 500
Stone Wall
Cost: 5 S => 7 S
Construction time: 10 s => 15 s
HP (feudal): 900 => 1800
HP (castle): 1800 => 3000
Fortified Wall
Cost: 5 S => 7 S
Construction time: 10 s => 15 s
HP: 3000 => 4500
I think this changes would fit our current skill progression way better, allowing slower players at lower elos to play “more safe” even if they will most likely lose some elo, but I don’t think elo gain is their main concern. Whilst at higher level of play you would need to use the counters more and you can as the counters would just “work better” in the situations they currently struggle.