To place a counter on the map, on the construction side, a player needs to spend a card with a value higher than what is on the "built" side. To finish the construction (flip the counter), either the counter needs to survive to the reorganization phase or the player plays a second card with the value higher than structural value on a construction side. It is more expensive to start the construction than to finish it. The phrasing is confusing, I think I will try to color code the costs or use symbols on the counter (3A - 1B, for example, to give the notion that first one needs to pay 4+ and then 2+).
Good catch - yes, one builds in an occupied space. I will add this in the next edition of the rules.
Massilian damaged walls counters: I have decided to include only one, because the second damaged wall concludes the game with a Caesarian win. Can it be added to the postcard? It can, but this would require some layout changes... and I would rather concentrate for now on the clarity of rules. Once they are more solid and error-proof, I will know how much space I have for additional counters.
2 ramps and one brick ramp or 3 ramps. Historical narratives/ maps for the siege underline only two approaches/ ramp locations that have been used by Caesarians. In other words, I made a decision for the players to decide which way they want to go. Brick ramp will only enter play once at least one regular ramp has been destroyed - there won't be three approaches available to the Caesarians at any single time.
(Gallic Gate received "weaker" -4 modifier in contrast to other Walls having -5 modifier; it seems that Caesarians concentrated here, maybe because of elevation differences being potentially smaller than with two other parts of the walls).