every single one of these suggestions makes no sense, does nothing but cater to zerger factions and would ***** up the entire game.
Living in high-civilized area should be beneficial to defenses:
Walls should have more hp
wall layers may have a bit of buffer health that regen over time in high-civ areas, but is shared by all wall segments that are connected
Braziers activate earlier and consume less fuel
Some advanced defenses should work only if in high enough civilization level
Defenses should not increase civilization rating of area.
Darkness should have reverse effect on defense mechanics.
Some production oriented civ bonuses should apply too, but they are out of the scope of this topic.
um, why should non darkness have any kind of bonus over darkness at all? because you dont want to go to the quadruple effort to build in the darkness? any bonuses based on geographic location is ridiculous anyway but if they existed they should be applied to the more hostile and difficult areas to build in, NOT the other way around, and certainl not have a "reverse effect on defense mechanics"
Actual raiding and especially base destruction should cost some resources, or be very slow if base is prepared and in civilized area:
raiding resources should be not easily stockpileable - they should go bad after some time. That way really big bases would require coordinated efforts, and not just few months of slow stockpiling.
Raiding resources that gone bad should be craftable into low to mid level useful stuff
resources required to destroy defenses and infrastructure should differ
there should be 2 ways to destroy infrastructure - fast but expensive (powder kegs), or slow but cheap (set on flames)
'powder kegs' would ignore buffer hp of walls
existing mechanic of waste claims could be utilized to provide way for slow but cheap raiding, allowing defense destruction with cheap tools/bare hands
umm, it does cost resources. it costs packs full of food and hours upon hours of time which is the most valuable and finite resource of all. perhaps if you had any idea at all what you were talking about you would not of even posted the above.
the entire above section is just ridiculous on every level, from the introduction of overpowered items only zerg factions (like "the russians" which ender is one of) will afford to use, to stockpiling wagonloads of some kind of perishable resource (

) before you can swing a hammer at a wall.
To prevent unnecessary wall layering and uncontrolled raid cost escalation multiple walls should have diminishing returns
walls built close to each other(2-5 tiles) will be affected by single 'powder keg'. Cannon shots should chain through walls -if you have 10 wall layers with 1 tile gap between them, then all 10 will be affected, and not just 5 first.
damage taken by wall should be increased if there is wall of same type inside it and closer than 10-20 tiles
pure stupid, lets gut the entire defensive structure of every base in the game because ender does not want to build more than one wall and thinks they look ugly. you know, because 10 walls should totally be no more effective than one
Other random stuff:
defenders can build short-lived (15-60 minutes) totems that will debuff (slow, damage and armor reduction and so on) any trespassers in their radius
attackers can build short-lived totems that will buff trespassers, but attacking totems should be placed on active waste claim
yeah because a 500 stat character only being able to poke around a claim for a minute or so before having to run three miles away and regen humors is not good enough, now we need to ensnare him as well with some sort of artifical game mechanic.
But I'm not a raider and know not much about it
this is painfully obvious, stick to modifying clients and things your good at instead of suggesting sweeping changes to an aspect of the game you know nothing about.