Base Creation - Empty Core Style Explanation
Published December 28, 2015
Welcome to the page where it explanations and provides details on how to effectively use Empty Core compartments in your base, as well as describing how such development works. I've read alot of comments here and there for those that are base builders which complain about Empty Core, and for those that don't know anything about base building saying it's just a waste of walls and it's pointless, but the fact is that Empty Core is just another technique of which it takes cutting sections and compartments away from each other to the extreme. Compartments are really hard to make unlinkable with each other now, due to the fact that a Jump spell can connect an intersection, while Quad-Quake can connect a whooping 8-tiles wide walls opening up the whole compartment. With such development, it was a hard to stop ground troops from moving about, and moving along majority of your base if it stayed as a whole. Empty Core is a good building technique since the fact that it removes the certainty of how many compartments which group troops can take, allowing more effective use of walls, as well as the fact it creates instead of a Fork gate way which defenses can move left right and center, now they can only move Forwards or only Left/Right.
Most Basic Explanation of Empty Core
Empty Core, simple explanation is the absence of target, therefore, absence of pathing available for troops. Main theme is to severe the connect between compartments to the extreme, and the secondary fact it makes a base more highly concentrated in sections that buildings have been pushed out from. At the cost of a small amount of walls, it allows troop pathing that used to work, to no longer work.
Example of Normal Pathing
Now this is just a basic demo, example of a normal base with buildings in each section. As you can see the black pathing represents enemy troop pathing, if they wall breaker that middle path, the central gold storage, as well as the elixir storage, serves as a pathing for which troops like wizards or King can continue along the road, as they can have direct access to both sides of the base by wizards, as well as the fact that that can continue along the path of this base through the middle.
Example of Empty Core
Now with Empty core design, with the price of 2 walls, you save 2 building. As the enemy comes into this direction, you can see the fact that is NO target available within the reach of the middle section, so even if they do break in the center, there is nothing to pull the King inwards to the middle of the base. In this same situation, you can see the fact that enemy troops that manage to break the wall on the right side, can then travel to the right side. With this example, that left side Gold Storage remains unharmed, and the exchange of this is base designers have control of their base, as well as more separation of how many layers which enemies before used to have, now no longer has.
Example of "Empty Coring" a Base
Here is for example a 8.5 base design, that I have helped someone with and publish with permission. I have developed a small nack of trying to 'empty core' design as an experiment and for fun, although it's not a good idea to do it on all bases, this base in particular had a certain element which was similar to Monica by Dreamz, which made Empty Coring it more fun.
Example NJC Base
Base by Not John Conner. As you can see this base, it's an 8.5 base, and just purely looking at this design, you can see the fact that for example if the enemy sent their troops in from the north side and kills queen, one jump spell on that Town Hall (once it's down) has access to the bottom right side of the base. One Jump spell on the middle, and it has access to almost all 3 compartments in the core.
"Empty Cored' version of the Same Base
I'm not going to say much about the effectiveness of the base, but just looking at it from the value of it being an empty core, you can see the fact that the compartments are relatively the same, and so is the coverage (excluding some minor changes to the King and Teslas, and stuff), but as you can see, the 5 space between the right side, where the Town Hall used to be, now is made alot harder to jump spell into the right side. Also the fact that the same Jump spell in the middle, no longer gives access to the right side. So in this simple conversion of the base, you can see that that right side which had a powerful presence when it came to it's DPS and strength before it was connected to the Queen, but is now separated by that gap. So in simpler terms, it's about separation sections of which Ground troops had access to.
Empty Core Explain in Terms of Compartments
Let's look at this base for example. Double Layered Queen on the left side, center area, and corners and sides. Just a demo TH9 Template of a TH9 War Base.
Normal War Base with Buildings in Compartments
Yellow = Ground compartment movement
Black = Troop movement
Red = overshooting AQ/Wizards
Green = EQ or Jump Spell
Looking at this image, you can see the fact that the Kill Squad/Golem that is coming in from the Queen Zone with a jump spell or worse, Quad-EarthQuak can now have access to about 40% minimum of the base, going left, right, and center of the base, taken out a major amount of internal buildings. Outside buildings are vulnerable to hogs to begin with, and combined with Heroes doing damage from the inside out, a the base is really hard to defend against.
Empty Core Compartments
Now in this image, an empty compartment, the Empty Core exists in the middle. With this set up, you can see the fact that even with a Jump spell or an Earth Quake, the amount of buildings of which those troops used to be able to take has now lowered as well as the fact that buildings that used to be in that compartment, have now concentrated at stronger areas, making it hard to bridge. The Key element of Empty core is to make it so that troops that used to be able to travel across compartments through the chaining of buildings, now have only straight directional movements that are restricted. Since Troop AI targets the closes building, such a large distance across between the two area, Troops will rather go side ways, than go across the lands to reach the goal. The orange area contain things like giant bomb, more concentrated defenses against hogs or loons. This Empty core serves as a defensive wall against the enemy.
Another Empty Core Example
Now let's look for example, this base design where there is the Empty Core compartment that heads from mid-center to the end. Using this exact same format, you can see the fact that this serves as another defensive wall against enemy ground troops coming in from the left side. Having Tesla Farms, or Barbarian King + Single Giant Bombs within these two Orange serve as a split complementary (colour terms :D), against the Queen Location.
Now let's say for example, the enemy knows that those top orange section has the most strongest fire power of your Kill Zones, and decided to do reverse attack. With this in mind, you need to consider the fact that now on the opposite spectrum of your base, the most prevalent areas to now put a decent amount of defense are at the direct opposite side of the orange zones (1, and 2 peach coloured). With the fact that now the Queen is far away from the main Kill Squad, it's really crucial to protect the right areas.
Although this may seem silly and may seem like I'm spewing alot of stuff, it's all about finding the right balance between placement of traps, placement of buildings and coverage area. Empty core was a good invention which allowed a 'great wall' to be built to further subdivide areas of the map instead of being expandable by ground troops. If they want to reach that back end of the base, they would need to actually go through another layer of walls which is beneficial for trapping the ground troops within. Hopefully you've enjoy reading this.