One ram could stop enemy army, because of 3 defending units, that are attacking the ram and cause blocage to the entire enemy army.
I also had a few siege tower full of archers, ready to drop on enemy wall. ( ram was clearely not his attack priority, but the enemy army was in total mess.)
He even tryed to use siege to destroy his own wall, but he was horrified by no friendly attack.
Maybe keep the clostrophobic gate, but allow 2 close gate to merger in a biger gate.
It should be a strategic choice to have a litle gate or a big gate.
Itās not too late this game is going to be updated for years just the other AOE games. Nobody is going to not buy the game solely because of the gates so no biggie if they are not fixed for launch.
If you look at the rest of the trailer, you see, that, if you want to keep your overview on large scale, these units almost become ants. Which is cool for huge armies, but not so much for a low (but autonomous) unit RTS.
I believe that is the reason. Even though it surely would have been an interesting choice if much more units were computable, that is.
I do like the look of the bigger gates. However, the walls were already a bit wonky in the stress test - adding gates that were more than 1 tile wide may have caused additional issues. If you can wall off part of the map with just a few sections of wall, you may not be able to fit a 2-section wide gate due to a glitch.
The Chinese gate landmark for Age IV for example is pretty wide and can only fit on certain sections of existing wall. Looks great, but might cause issues trying to build it if the terrain and/or existing wall is glitchy.
Now that you mention it, it is quite difficult to stack walls in this game.
In AOE2 you could just build multiple rows of walls to build heavy defences.