I would now have to agree w/ people that said wall HP are far too low. Yes they work as a 20 second advance warning, but shouldn't walls do more than just give a few seconds warning? I think they should. I've also tried upgrading them and it doesn't seem to keep the walls up for more than a few extra seconds. I wouldn't mind this if the upgrade was cheap, but it's not, it is VERY expensive at something like 400 wood and 600 gold.
Lastily I tried using the HC card which improves wall HP "substantially" according to the card. This combined w/ the church upgrade still didn't make my walls any kind of true deterrent. At one point I watched 13 janiseries tear my wall down and began thinking that's a "little" rediculous that such a common colonial age troop in small numbers can burn a wall down so speedily.
Maybe ES simply forgot that wall HP needs to be much higher because when a wall is attacked your enemy doesn't need to destroy the whole wall, just one TINY section of it to get in. With a handful of troops attacking it the wall just crumbles no matter the upgrades or towers behind it.
AoK walling was very good because walls could actually stand up to a bit of abuse before crumbing so rushers had to decide whether or not they would continue their rush and commit fully to gambling on breaking through in time or pulling back and attempting to boom.
Several simple suggestions:
Increase wall HP substantially
or
Give walls much higher armor
or
Nerf foot troops effectiveness against them. Make cannons or grenadiers the only viable ways to take them down fast.
Lastly if you're investing resources in a wall then you don't want them all wasted because it gets breached in 15 seconds by just a few troops. I'd like to hear what others think about walls currently.
-Zif
"Bonjour, ya cheese eatin surrender monkeys!"