Hmm. I like CR's approach a lil better. But, the valid points here are present, and are worthy in combination to eventually implement.
What I am using from here:
- NO buildings that can't be motivated and can be plundered. Safety first.
- Use buildings that give you more than just double coins when motivated. Pillar of heroes, back tower, SoKs, tribal squares, what have you, and what you desire to build.
- Use great buildings to high extent. (Gonna put that Cape actually, once I get goods)
What I use that's not listed here:
- I run daily productions from current age supply buildings. They get motivated, voila, non-plunderable supplies.
-I tolerate getting plundered for houses, if they are actually capable of winning vs my defence. Let them get those 110 coins (280, whatever) at the potential expense of losing a unit or two.
- I still run goods production - not exactly a zero-plunder configuration, but a real help in getting through GE4 to get them diamonds, as well as an indirect source of ritual flames (read less chance of getting plundered at all). Probably I will eventually drop goods production in order to get me more RQ fodder, will need to compensate with previous age's tribal squares, tho.
- I aid my hood normally, this has better potential to make more aids to my houses, thus less chance to actually get plundered. And I normally take revenge if I'm getting attacked to make them feel their medicine. And since they normally have something to plunder, I take profit in immediate rewards as well as lessening chances of them trying this again.