One way could be:
- “Now wall units are distinguished by Wall pillars and Wall segments”
- “Wall pillars cost 1 wood and build twice as fast, Wall segments cost still cost 5 wood”
- “For every 40 Wall units, increased wall unit cost by 40 wood for the building player”
So after building 80 wall units, if they wanted to keep going, they would need 81 wood for a single wall pillar or 247 wood to get a wall segment in-between 2 pillars.
OBVIOUSLY, experimenting will be needed, maybe 40 wood after 40 units is a bit of an overkill, especially in 8 player maps, where gaining territory needs the extra help from walls.
So… As an example, this is what 10 units of wall looks like in a 2 player map (Mongolia).
And this is what 40 units of wall looks like (From here forward, walls will cost more, so you can either destroy the old ones to save up on wood, or build them for higher costs).
In most games, I rarely need more than this to cover a decently dense base.
80 units of wall, enough for a double layer of protection, neat.
160 units!!! If you wanted a segment between 2 pillars, you would need 487 wood, almost as much as a mill!
Which is good, because at this point, you would need to repurpose half of your army into siege units to get through such a base
Why not, 400 units of wall, for the persistent infinite wood gatherers, enough to make anyone rage-quit.
A simple 2 pillar 1 segment wall is now 1207 wood, no one would ever dare build another pillar again.
And to end this, another way to carry it around would be to cap the construction limit of wall units to 200 (That’s more than enough) or making them increase in build time as you build more (Like the cost thing) or all of the above.
Fun to experiment that lol…