Zynster's max classical base design

Zynster

Approved user
Joined
Apr 6, 2015
Messages
13
Here is my final base design for classical. It's taken hours before my TC upgraded.

Features:
- all buildings connected to roads
- all extra turrets and roads from library research
- 3 cell design
- Japanese TC acts as a turret
- swappable storages, swap with outside turrets when empty
image_2155.jpg
-
 
Last edited:

Redgar

Banned
Joined
Apr 9, 2015
Messages
1,394
Trully nice design ;) i van use some ideas since I also care about roads with SH wondef
 

Lissanne

Approved user
Joined
Apr 18, 2015
Messages
74
Maybe a Jap can pull this off as the TC defends. Wouldn't do this one with any other nation.
 

resnullius

Approved user
Joined
Apr 21, 2015
Messages
14
My goals at Classical (and frankly, my goals since i began this game) were to maximize resources. i did this two ways: 1) protecting storages as best as possible, especially relying on catapults; 2) giving away my town center to gain peace treaties from people looking for medals.

this base seems to do the opposite: it leaves two storages completely vulnerable to sniping and the centered town center means fewer peace treaties.
 

sjb

Approved user
Joined
Feb 23, 2015
Messages
178
I agree with resnullius, make your tc vulnerable to attack for peace treaty benefits, even if it acts as defence. Your design is quite good in the way that it gets the roads used efficiently, regardless of which buildings are where, it's the layout that I like.
 

Zynster

Approved user
Joined
Apr 6, 2015
Messages
13
The TC is in the middle for 2 reasons. Firstly as a Japanese TC, it has an archery attack doing 150dps. I've watched on lots of occasions as the TC picks off heaps of troops who ignore the TC unless targeted there. Even cavalry don't seem to recognise it as a turret. Secondly, the base is forming the nexus for several roads, which is the key to connecting all buildings.

As for peace treaties, I hardly needed them. Didn't get attacked much. Sometimes I'd go for days without being attacked.
 

Zynster

Approved user
Joined
Apr 6, 2015
Messages
13
​Also, the storages on the outside were swappable. It's a good strategy to only fill one resource type at a time. So If I'm saving a large amount of gold, I'd make sure my food stores were kept low. In this example, I'd leave my food stores outside since they don't have much to steal. If I'm saving food, I'd swap them. If for some reason I had high amount of both gold and food, I can swap the outside storages for the archer turrets.
 

plinkus

Approved user
Joined
Apr 30, 2015
Messages
29
looks completely boring. probably defends ok. I imagine u don't get attacked though because looting someone with a much worse defensive setup and more available resources is always about 2-3 clicks away. lol. but yeah I guess it's good at being a base. good work buddy. 3 1/2 internet points... at least... maybe 4
 

TheRealJT

Approved user
Joined
Apr 28, 2015
Messages
12
Might just be my naivety, but I thought you could only have 3 archer towers at classical? and just 1 catapult? Have I missed something here?
 

resnullius

Approved user
Joined
Apr 21, 2015
Messages
14
eh, i used blackbrain's layout for classical. i wasn't attacked much, either, and i didn't have to focus on one resource at a time. plus, blackbrain's layout allows the ballista to cover both catapults, which i think is key. otherwise, you get a situation where people can tank your catapult damage with knights without any threat of losing their infantry.

i'm also not sure i'd make two resource storages vulnerable for the incremental revenue gained by connecting ALL structures to my town center -- that doesn't seem like a very good trade off.

if i were to attack your design with my classical or medieval army, i'd use one knight to distract each catapult, then bring two knights and a miner from the southwest. i'm pretty sure i could wipe all four of your storages with little effort (two of them can be sniped with very few troops lost).
 

Zynster

Approved user
Joined
Apr 6, 2015
Messages
13
Yes, blackbrain's layout is good.

I don't think you understand the rationale behind focusing on one resource at a time. Toward the end of classical you need to be saving up to 600k gold or food. No matter how good your base is, a clever player will still cream it. Having 600k gold AND food makes you too tempting, even if your base is good. Where as, if you have 600k food, and 10k gold, they are more likely to skip.
 

resnullius

Approved user
Joined
Apr 21, 2015
Messages
14
I understand keeping resources low to make yourself a less attractive target. but at late classical, when you're upgrading your town center and you already have two maxed catapults, you're probably storing lots of both resources (like in your pic above).

i'd prefer a design that protects all storages. sure, you may look attractive with 600k gold and food, but i guarantee you you're even MORE attractive if you have 600k gold and food and i can snipe half of those resources with just 6 troops -- you may not even get a shield out of it.
 

Faynt

Approved user
Joined
May 29, 2015
Messages
1
Really cool design, have you updated this design since moving up ages assuming you have done so?
 

Tekkaman Blade

Approved user
Joined
May 14, 2015
Messages
14
Design is very good. Because the road and walls are excessive in classical age.
But you will see the problem when you get more experiences in Medieval age attacks, TC is simply not allowed to put in the middle if you want to defend your resources well.
 

vu.nguyen1987

Approved user
Joined
May 29, 2015
Messages
29
well, anyone has their own opinion. and if it was me, I wouldn't put all the gold store outside like your design. gold is the most precious resource after all. I can ignore your food and medals, but I would definitely go for gold if I encounter an easy target.
 
Top