Wall
Wall is a building used by All from Exploration Age, Industrial Age (Lakota). It delay enemy units, and allows the player to protect their units from melee attacks, but not ranged.

Recorded values
- Cost
- 10 Wood
- Available
- Exploration Age; Industrial Age (Lakota)
- Builder
- Settler and its counterparts
- Function
- Delay enemy units, and allows the player to protect their units from melee attacks, but not ranged
- Construction
- 7 (Segment); 1 (Pillar) sec
- Structure
- 750 hit points · 1 (Segment); 2 (Pillar) line of sight · 5x1 (Segment); 1x1 (Pillar) footprint
Function & construction
Built by Settler and its counterparts; costs 10 Wood; takes 7 (Segment); 1 (Pillar) seconds to build; 750 hit points; 1 (Segment); 2 (Pillar) line of sight; its functions are delay enemy units, and allows the player to protect their units from melee attacks, but not ranged; special rule: XP build bounty only available with the Yoruba Eredo Legacy technology; A Wall Pillar increases its own hit points and that of adjacent wall segments by 100%.
Placement & timing
Place it to cover workers, a route or an approach, and keep mobile units available if siege arrives.
Segments, pillars and defensive planning
Walls are inexpensive structures used to delay an enemy and protect units from melee attacks. A standard segment costs 10 Wood, has 750 hit points and takes seven seconds to build; a Pillar takes one second and has its own listed hit points and line of sight. Wall Pillars improve their own health and that of adjacent wall segments by 100%, so placing them at intervals can make a defensive line more durable than a chain of unsupported segments. A wall does not stop ranged attacks, and artillery or siege units can break through it; treat it as time and path control rather than a permanent barrier. A short wall across a narrow approach can force cavalry to travel around the obstacle and give workers time to garrison or escape. Leave a gate or open route for friendly movement where needed, and avoid sealing in your own units. Settlers and their counterparts build walls in most civilizations from the Exploration Age; Lakota access is listed later, in the Industrial Age. Eredo Legacy gives a special XP build bounty for walls, so that reward is civilization-specific rather than a universal reason to wall. Segment cost and wall health make long fortifications a substantial Wood investment, competing with Houses and military production. Build only the lines that protect an important worker area, route or artillery position, and keep units ready to respond if the enemy brings siege. Wall placement should complement scouting: knowing which approach is threatened matters more than enclosing the entire base.
Building a useful wall line
A good wall line changes how an enemy can approach rather than attempting to make the entire base impossible to enter. Use segments to close a narrow pass, protect a route between resource sites or buy time for artillery and workers to reposition. Pillars matter because they increase their own hit points and those of adjacent segments by 100%; place them where a breach would otherwise open a direct path. A standard segment costs 10 Wood and takes seven seconds, while a Pillar has a faster one-second build time. Lakota access begins in the Industrial Age, later than the Exploration Age availability for most civilizations. Walls protect against melee access and delay units, but they do not block ranged fire, and siege units can destroy them. Keep a response force near the wall so the opponent cannot safely attack it with artillery. Leave gates or openings where friendly units need to travel, and avoid wall placements that trap your own army on the wrong side. The Eredo Legacy technology gives Yoruba a special XP build bounty, which should be treated as a specific civilization bonus. Long wall networks consume Wood that could fund Houses, units or buildings, so prioritize valuable chokepoints and worker areas. Because walls do not reveal an unseen route by themselves, continue scouting beyond the line and prepare to defend the likely breach.
Segments, pillars and defensive geometry
Walls delay enemy movement and can protect friendly units from melee attacks, but they do not stop ranged fire. Their value comes from shaping the approach: connect segments across a narrow route, protect exposed workers or create a safer perimeter around a vulnerable building. A wall segment costs 10 Wood and takes seven seconds to build; a Pillar takes one second and has a separate role in the structure. A Pillar increases its own hit points and those of adjacent wall segments by 100%, so place pillars where they strengthen a useful continuous line rather than scattering them without purpose. Gaps and unconnected pieces can leave an approach open.
When walls help and when they fail
Walls can buy time for an army to respond, but they are not a complete defense against siege units or ranged attackers. Keep mobile troops available to counter a breach and avoid relying on a wall to protect a Mine or Town Center that can be attacked from another direction. The Yoruba Eredo Legacy technology is a special case that grants an XP build bounty; it is not a universal wall effect. Most civilizations can build walls from the Exploration Age, while Lakota access is listed from the Industrial Age. Consider the cost of each segment against the value of the route being protected, and leave gates or safe passages where friendly units need to move.