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WallTower

The BuildingType that joins a brick or sandbag wall run from any direction.

Specification
Applies to
global rules
File
rules.ini
Section
[General]
Value
class
When omitted
none

Everything the wall tower does follows from being the type this key names; there is no flag for it. While it is standing and undestroyed, the connection logic reads it as a continuation of a brick or sandbag wall from all four directions at once, which is what lets a wall run turn a corner or meet another run through it. Nod wall is a separate family and never connects to it. For a house a human is playing, placing one on a brick or sandbag wall the same house owns removes that wall first, quietly and without refund, while a computer house’s tower is placed on top of the surviving segment; and the tower may be placed on an undamaged segment, which no ordinary wall building may do. Once placed it forces its four cardinal neighbors to rebuild their connection frames.

A node for this type precedes every base-defense placeholder a GDI plan carries, and once the tower is placed the defense node behind it moves onto the tower’s cell. A tower the house already owns is left out of the buildings defense candidates have their prerequisites tested against, but for a GDI house the type is put back into that list unconditionally, so a GDI defense that names it as a prerequisite is buildable before any tower stands.