Minas Tirith Isn't a City. It's a Trap.
Seven tiers. Seven gates. Each one designed to make you bleed a little more before the next.
Minas Tirith wasn't just a city. It was a trap. The gates don't line up on purpose. Break through the first one and you're forced to turn, march uphill, fully exposed. Archers above. Catapults above. Nowhere to hide.
Castle architects had a name for that exposed stretch of ground between gates. The killing zone.
By the time an enemy force reached the fifth or sixth level, they'd already lost half their army. Not to a single battle, but to the geometry of the city itself.
Seven layers of that. Seven chances to die before you ever reached the top.
This is what it means to design a fortress that thinks.
Full breakdown in the video.
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