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Congratulations to Weebo, who has won the latest CDC with his most excellent Corrientes design! Though a little weird, he has achieved what Zhantrim has defined as great defensive mobility. Please read more about each of your designs below, for Zhantrim, guru of city designing, knows all!
Here is the decoder for everyone's entries: #1 - Nightwish #2 - Weebo #3 - Alex2121 #4 - Logo #5 - Makaveli Zhantrim's original thoughts on all your designs:Design #1: Unfortunately this city will be demolished. The most vulnerable part of Corrientes is its southern side and you have chosen to make that the least accessible portion of your city. Defenders will be unable to reach it before the second layer has been bombed. If two attackers combine their efforts, it will probably fall within 3-4 attacks. Try and remember that defender access is a major component of any successful design.
East is also fairly weak, but at least that is closer to an entrance.
Design 2: This city does an excellent job of addressing Corr's major weakness: defensibility. By putting the outer housing/res wall outside the large lava strips, it permits defender mobility. Turret placement is good. Factory placement is also good, but the locations of specific factories is marginal. Your attackers will have a real bitch of a time getting out of the base. This combined with Corr's location on the map make it unlikely you will be doing much damage elsewhere. Granted, this is a crappy place to build and you have to concede something. By the way, I'm not really clear on your wall placement. I think there are better options. Overall, excellent design.

Design #3: This is an average design and nothing to get too excited about. You did a nice job addressing the south, but perhaps did so at the expense of the north, where most attacks will originate. Balance is paramount. There is scant defense up top and I don't like the inclusion of your wall factory among its buildings. A concentrated attack from the north will be difficult to resist without remodeling. I suggest moving a layer of res/housing/facts from the south up there to help protect.
Your turret placement is average; there are a few too many safe spots among your factories for my liking.

Design #4: A decent design, but suffers from the northern woes like design #3. I like how you have the med factory and repair split on opposite ends of the city. I find that simple things like this make a major difference when defending. I also like how the laser factory is immediately accessible to spawning defenders. You always need to have one type of gun ready to go. You have decent mobility and not too many safe zones. I think a major concern with this design is the north. Not only is it sparse, but it will suffer the most attacks and will be difficult to turret-replace. This combined with the distance to the zooks will make defending up there a real bitch.
Design #5: North is very difficult to defend. You are practically auto-dfg'ing your defenders on respawn with the amount of time it will take them to get up there. I know you are counting on the number of layers and nested turrets to be your friend, but it won't be. Mayors will hate this design. They won't be able to rebuild from behind protected zones because everything is so closed off. Not to mention the fact that to get a gun you have to travel 15 spaces.
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