I'm still unsure of if we're following DF logic on constructions or a
Real World Logic with copious amounts of Awesome thrown in.
3. Then they what? Go into the filth pit? Bonus intellect?
(In other words they know a threat when they see it and will tread carefully?)
1. Upgrade in the sense of:
Step 1: Ring the town-to-be with a wall of sharp stake tied together clumsily: because it's ramshackle and requires minimal digging it can be erected at a fast speed.
Step 2: Once the wall is up in its entirety (for the starting area anyways) either a new wall with more staying power is built or sections of the old one is ripped away. This is the original plan: I figured the whole "destroy or replace" deal was a given. In this case the new wall would be, say, a rock slab dug deep and reinforced well.
Step 3: Once the second wall is up in its entirety (and the first wall destroyed via attacks or dismantled) then it is reinforced further one section at a time. To be fair I'm not an architect, but I figured having a wall be un-maintainable would be a bad thing.
The benefit to this is the ramshackle wall can be put up a lot faster than a stone wall, so in the event a hit occurs when we don't see it there is some level of forewarning beyond a sentry, a section of wall, and the open plains.
Again this argument is only valid for Semi-real-world-logic. If we're going with DFLogic then yeah, stone walls all the way.