From a person that spams a lot of walls as mad man. As it is, the wall nerf for early game is enough. The only change should be on later game with extra minus 500-1000 hp to the upgrade without collumns. While the early game is punished at the moment, i feel like it doesn’t effect my early game that much. It’s the only thing to do in my opinion and we can check it out till later patch.
I think the simplest thing would be to increase the base hp of walls back to 1500 and change the no pillar penalty to -25% hp (based on current stats).
It would mean slightly more hp to pillarless walls before any upgrades are in, but it would scale into the late game.
Personally, I don’t believe the ability to delete half of your pillars is an issue. It requires a lot of attention on the part of the player and the conversion of attention into value is a staple of RTS games. It’s a perfectly valid place to spend your APM if you have nothing better to do.
I’m also not against the existence of pillarless walls. If you math says “I want to spend less wood and I care more about the wood than the HP” then it’s totally a valid trade off. You’re risking the safety of locations you control in order to save some resources and get the walls built faster.
The walls are not cheap, they cost wood, the slowest resource to obtain and the most expensive because it is limited. (obviously if we do not take into account the factories/wonders)
Also, if that is not convincing enough, you can always increase the construction cost.
You can always balance the siege units, the walls don’t have to be a joke.
6w
1500 hp
now go look at any other rts res to wall cost ratio
not cheap?
again tho, the entire purpose of this patch was to hit the sweet spot of punishing wall laming boring games but also not let the old RE rushrush rush meta return. allow a layer or 2 for defence, let late game walls also be reasonable speed bumps to raids and armies. But to chip away at the fact this game largely devolved into nr10 or nr20 FF/FI/revolts because for 40 wood, cheaper than the total cost of a single xbow, you could screen a chokepoint long enough to make 0 military buildings till 12 minutes. And that was both an eyesore to play vs for most players who dont boot up an RTS to play turn based, or to watch. Especially to watch.
Will this solve it? is it too strong or too weak? time will tell. but when you stop and realize how cheap and beefy aoe3 walls were, that was only not an issue hisotrically due to low res maps in RE but was always considered lame in how easy games could drag by the community, and how the game has evolved, it becomes clear why the change happened.
The AoE in walls is not a joke, is needed to open a proper hole and aboid a botle neck.
Balance siege units?? How? Turning Siege eles into heavy cavalry? Lowering AK’s range?? That 2 civs arent Ottomans or Japan
This is precisely why pillarless walls are so popular, because the idea of a wall is to create bottlenecks in order to defend itself, if anything this shows that walls are poorly implemented.
The wall multiplier of siege units could be given or increased so they can break through bottlenecks. (Or you could also make more siege units and not try to take over a city with only two falconets/mortars)
No, it’s not cheap, wood is the most expensive resource in the game, but since that clearly doesn’t convince you, I stand by what I said.
by a whopping margin of 17% more expensive than coin. You’ll not convince a single person that 6 wood is expensive
I must say I’m tired of 10+ walls in any mode that goes past 30 minutes. It’s not even how long it takes to destroy them, it’s just how arduous it is to constantly micro your mortars while your opponent can just attack move. So some lategame nerf would be nice imo.
tbh the cost isnt the real problem to me,
its that its mono res and its the same res you can use to expand your base with buildings and TC and leads to that stupid problem we have where turtling and booming happens at the same time.
even if its still 6 res if it cost 2 different res then atleast it eats into your other capabilities
6 pieces of wood each segment, how many segments do you think are necessary to close the perimeter of your base? Also add + 50 wood for each door you want to add.
The most basic wall you can build costs 418 wood, without making it double and having little map control. (6x28=168 + 250 = 418)
Making walls is very expensive, especially at the beginning of the game, and it is also not profitable when basically area damage works so poorly that literally the damage from one segment can be transferred to another in such a ridiculous way.
Something like what this video shows should not happen in AOM:R or AOE3:DE.
Yes, this happens in AOE3:DE and it is unjustifiable.
you dont need that many gates
hell unless splitting armies or being cheeky with culvs 1-2 gates is always plenty
now assuming you dont want a gate every 2ft, a quick view of what i see is
7 segements plus an end for 91 wood, and then side for 4 segements and a 6 wood end peice for 54
total is 145wood. can delete segements when pushing anyways lets add 2 gates for 100 extra wood
about including wood to food ratio, the cost of 5 xbow. 5 xbow to beat any melee infantry in the game, crush age pressure, and boom in peace. ill take that investment
seems a better investment than the dollar at that inflation cost
lol you make 5 gates just to make your point. good job
In all game modes unit mobility is important. I don’t think 5 doors is a lot, in fact they are less than what I have normally seen several players build, plus I only made one line of wall and not 2 or 3 as usually happens in some games.
PS: I also want to clarify that this image is not from a game, it is just to show that walls can be very expensive. (in a normal game I don’t usually use walls)
Lol, you think that in normal games people make only one wall line.
59x6=354 + 200 = 554
The wall is poorly made, they need more doors to respond properly no matter where your opponent attacks. ![]()
You can keep throwing costs around like its meaningful or going to convince anyone. I’ve played this game since 2005 and one thought I’ve legitimately never had was “walls are expensive.” I’m not sure how you’ve come to that conclusion, but I hope you never find out how much a batch of 5 hussars cost
Apparently, at no time did you stop to think that you could have saved this whole discussion if you only noticed that it is not even the topic that was really being discussed at the beginning. ![]()
For me, a wall is expensive, that’s my opinion, you don’t like it, well that’s your problem, not mine.
Original topic, an aberrant mechanic that should disappear, a healthy wall should not receive 100% of the damage caused just by being adjacent to a damaged wall.
Developers eliminate area damage from walls, it is poorly implemented and clearly encourages not making them with pillars. ![]()
Like from convos in the past we know that you mostly play against the AI and I have to say man ur experience here is not the baseline for like mid level play against other people.
That walling is incredibly sub-optimal, not to mention the gates.
You are also making your houses like blocks as well which is the least optimal way of placing them.
Your opinion is that walls are expensive and thats fine but like its definitely not the baseline.
correct, but that has nothing to do with my complaint about the malfunctioning of the walls.
PS: It is very low to make an ad-hominem, just because you don’t agree with my opinion and want to discredit it.
I think I mentioned it before, but…
Same previous answer.
My opinion on whether the walls are expensive or not is irrelevant to my initial complaint, the walls could be free and I would still find it aberrant that damage could be transferred in such an unnatural way.
Also, justify to me because it seems reasonable to you that a wall that has 100% of its health can lose 90% instantly if it is attacked by a rodelero just because it is attached to a damaged wall.
So a few things
I am not talking with you about the damage spread on walls, thats an entirely separate argument, I never even mentioned it
I am just talking specifically about the claim you made that walls are expensive and your attempts to justify that claim.
A disclaimer doesn’t like cover you from the claims and arguments you are making.
You can have it as an opinion, but to go from “walls are expensive” → “here are examples” → “examples are not representative” → “it can be expensive,sometimes” is a bad argument when you are trying to justify it.
In addition, if its also irrelevant to you what the wall costs and your complaint is separate, then why did you make the “wall is expensive” claim and tried so hard to defend it, it has nothing to do with it.
edit: and to the point of an ad-homenim, I didnt make any claims on who you are or motivations, I am saying that based on my converstions with you on this forum, you have revealed that you have a very specific perspective on the game and the point is that that specific perspective is not a baseline to base the “walls are expensive” arguement on
This was an attack not on my argument, but on me as a player, this is an Ad-Hominem, but ok, let’s say I misinterpreted it, and let’s try to keep this conversation respectful.
I don’t understand what you want to achieve, for me the walls are expensive and they scale depending on the terrain you want to cover, in that sense they work well, if they were cheap you couldn’t make a Rush or raid strategy. (imagine 3 layers of wall in minute 2 or 3, it wouldn’t be pleasant)
To be fair I was trying to explain why I think walls are expensive, the examples are just to make it easier to understand my perspective. Furthermore, I never asked for them to be made cheap or for anything that justifies this constant questioning. What’s the point of asking me for a justification for something that doesn’t affect the game in any way?
Because for me the walls are expensive and someone used the argument that the walls are cheap and therefore the ridiculous damage to the area was justified.
PS: If you’re not interested in discussing area damage, then this conversation is pointless. For me this mechanic is counterproductive to what the developers want to achieve and on the other hand I heard several players complain about this issues, for example the one in the video I showed at the beginning.
For the rest, I’m ending this conversation and I hope you have a good day.
With 2 factories Europeans can place nearly 3 walls per second. They are cheap af.
If they had more HP people wouldnt build them so much, but right now Oprichs, Sams and doppel like units cut them like butter

