Just a few key points:
1. Adjacency from Mexes gives a greater mass cost reduction than the mass gained by surrounding them with Mass storage. Power adjacency on your factory you want to be your HQ because it will cost less power and you will be able to upgrade it sooner (unless you are limited by mass, you can put it next to a mex and that might be a better solution in about half of cases.. but I find power to be my main limiting factor so I use power adjacency) Of this is just for land factories, for air facs you only really want power adjacency since they cost mostly power although having your air HQ next to a mex is good because gunships ect. are quite mass intensive compared to fighters.
2. If you have a dense base, it will take ages to move through it.. if you have a sparse base you are not being space efficient (people would argue that this is not important but I find if your base is too sparse it can be a bitch to defend) so you want a balance. Not a clusterfuck, but not a mess either.
3. make it look cool, but this is not necessary.. Cool bases often have lots of adjacency with them so you might end up doing it by accident
4. forward bases makes life easier. Helps with securing far away expansions and reduces "the defenders advantage" but of course on some maps this isn't viable...
5. Don't put everything on templates.. that just makes the template list more clustered and it takes longer for you to cycle through them... only put necessary things such as mass storage rings/ Pd + walls... I think the only ones I have are PD, Mass rings, T2 power + shield (It just saves me time putting things together neatly to stick a shield in the middle). t2 arty with pgens and E storage surrounded by power.. I still have a "ceneraii is a cunt" wall art template aswell
but we won't tell him about that
[SFo]T4ffytr0n2014: You can tell Kalvirox comes from the south by what he is having for lunch
SeraphimLeftNut: Two pieces of copper are electrically the same, but you can stab people with one piece and send UDP packets through another