Now that units on walls no longer recover capture points (D3150 / rP25123) and given that walls cannot be directly captured by troops anyway, the current amount of capture points (1200) is not very meaningful anymore. This patch changes the capture points to 300, the recovery rate to 1, and the territory decay to 2. As a consequence each capture point represents a second until control of the wall piece is gained or lost. This is already done for palisades (as part of D2507 / rP24479). The difference is effectively quite small:
Previously it took 1200 / (5.0 − 0.5) = 267 s, i.e. about four and a half minutes, which is rounded up to 300 / (2.0 − 1.0) = 300 s, i.e. five minutes.
Most structures have a <Repairable/RepairTimeRatio> value of 2, which means they're repaired twice as fast as they're built. Walls, however, have 4.5. This patch lowers it to 4, i.e. twice the rate of other structures. The difference is hardly noticeable, it's just easier to explain.
Furthermore, small, medium, gate, long, and tower wall segments currently have a 2:4:5:6:8 resource cost, time, and health ratio. This patch doesn't change that. What it does is set the base time and health factors in the shared wall parent and simply multiplies those values in its children. Again, see how it's done in the palisade templates. The advantage is that if at some point it's decided that all walls should have proportionally less health or more building time, only one line in one file has to be edited, reducing the chance of mistakes.
I contemplated doing the same for resource costs, but decided against, because of loot and because of gates, Mauryan walls, and Roman siege walls.