Wondering whether someone of you shares my mind. Here it is: Symmetrical bases may look good and effective if you place your defense right, but it's easier to plan attacks on them. You are able to get a nice quick overview of them, how to attack them. And your troops probably aren't going to get in directions that you don't want them to go to. Asymmetric bases are much difficult to attack. Sometimes even the first look on them makes me think: "Ehh, fuck it, looks to complicated - neeeext." Problem: I'm a damn perfectionist, I have to have everything symmetrical
fight the urge I say, fight the urge... I did have a completely random base at one stage but had to make some order of it finally. I use the "long fore shore" method making it as big as possible to help wind the clock down. there's plenty of room for randomness there in the sandy bits. you could of course go all OCD and assess each and every piece for attributes and place them accordingly but there's more interest to be found in plundering than defence in my view. horses for courses...
Symmetry is near impossible in this game. That being said, a well designed base can be symmetrical or asymmetrical. It all depends on how it's made.
I have a great idea for a base...but the problem is, the ship. It gets in the way of my plans . Will have to think up a new plan.
Don't be fussy with definitions. "a nearly symmetrical lookin' base", better? Now someone will come along and tell me: "There's no "nearly symmetrical". Something is either symmetrical or not."
Sorry. I couldn't help it and then it didn't look like anyone would notice. I know what you mean though and a base designed to be as close to symmetrical as possible would be very easy to evaluate, however if it is designed properly then it would be evaluated as too difficult quickly too
Nearly symmetrical also can stand for, symmetrical to the eye at first glance, but really has 1 or 2 buildings outta place.
I'm not a fan of cookie-cutter bases. I am, however, a big fan of psychological warfare, and a random-looking base allows that. My first one, affectionately named Frankentown, looked like it was destroyed by a hurricane, then rebuilt by a drunk tornado. There were several weak spots, but it took attackers so long to find them, they ran out of time before they could exploit them. When they just threw troops at it, the combination of distractions, obstacles, tall buildings blocking view of nasty surprises, selective building rotation to hide clues, and each defense being covered by 2-3 other defenses made for some very short fights. I've moved away from that design a bit, but I still think it's a powerful tool. I'll let Frankentown's record speak for itself: Frankentown v1: PH1-4 Win/Loss Record: 72-1 (If I hadn't accidentally left my rank at 270 overnight, that'd be a zero) . Max destruction: 55% Avg. destruction: 4% Avg. Gold Stolen: 8,284 Avg. Grog Stolen: 6,337