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Stone Walls also expand the Domain Radius by one, so it can also be build just to gain access to some treasure site.
The point in wall crushing units are simple - when u attack gates, u catch flanking fire from the walls, but when u crush wall, u're not flanked and most of the archers gets range/vision penalty)
Like others have said, they're very much worth it for the safety, especially if there's plenty of random independents around.
And if you happen to have Earth magic, Regenerate Walls can be a very useful spell if your city defenders are outmatched.
I've had Civic Guards take down Archon Titans and Dwarf Crossbowmen beat a bunch of Warbreed because they've been unable to break through the regenerating walls.
And Anemone has written an awesome guide about "the humble builder". Basically you can buy a builder, then build a wooden fort with it, then upgrade the wooden fort to a stone fort and then found a city in this fort. this will give the city +1city radius from the beginning and the stone walls.
This is overall much cheaper and also faster than building the walls after you built the city.
The fact that you do not have to wait for them to build are balanced out by the time it takes for the builder to get to the desired locations and the time it takes to construct and upgrade a fort.
There are advantages to this way of doing things this way, but I've not seen anyone use this in a way that can be called an exploit.
... I feel so stupid now lol. I had no idea you could build a city inside a Fort and gain the walls the Fort has. That's really cool and an awesome mechanic. It should really help a player like me since I almost always grab a Builder right away and construct roads and watchtowers and the occasional Fort.
Add regenerate walls, from earth minor,
Druids Thorn Hedge Walls, twisting roots(half walk distance), and possibly poison domain(for the lose 2 def/res) and you have a huge advantage.