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Thank you at Osl112 premenades guides
First of all, question yourself. Are you ready to become a leader? Leading an alliance is not all fun and games.
Leading is a massive time commitment. You will need to be super active if you want to become a good leader. You will be overseeing actions within the alliance, sorting out requests, overlooking the forums, researching other alliances and dealing with opponents. Last of all, but by far not the least, you will be leading your alliances members. your alliances members.
As a leader, you are the "face" for the alliance. Therefore, you need to perform in-game. If you aren't playing well, or if you are not active, members will lose trust in you and lose morale. If you the leader isn't performing, you'll see that the rest of the alliance steadily falls apart.
See that an alliance is a model that has been homemade. The leader is the glue that holds it together. The weaker the glue, the less the "model" holds together. However, if the glue constantly performs (in-game and as a leader), the closer the model will be. This model will hold together if the glue is stronger and doesn't weaken over time.
If you feel that you are a good enough, experienced player as well as being active enough, it is time to plan your alliance. What type of alliance do you wish to create? How will it work? You have a number of options.
First, choose what type of alliance you wish to have. These options are key to how all works out in the end.
Premade
A premade alliance is a great idea if you are experienced and active on the external forums. A premade is where you recruit members before the world actually starts. This way, you will be able to organise the alliance before the world starts. You are also able to pick who you want before they are gobbled up by other alliances, able to recruit your friends and other experienced players. You can also set a criteria for recruiting (experienced etc, but you are unable to set criteria such as "only two members per island" or "other ### points please"). You won't have to chance it on whether decent members are in your area or whether anyone else joins, as you will already have an alliance before you start. Just don't forget to tell your members what direction the alliance will start.
+ You are (almost) guarranteed to have members you trust join. You can organise the alliance and plan with members before the world begins.
- If you all start in one key direction, you may end up with three, four or even five members on the same island as each other and may struggle growing later. Certain criteria cannot be set. No guarantee that all these pre-recruited people will join.
MRA (Mass Recruiting Alliance)
An MRA is where you go into a world and recruit everyone you can. When someone creates an MRA, there is often little, or no criteria whatsoever. Since an MRA may let anyone into an alliance, you may later find out some players lack fundementals, such as even being able to play or communication. As well as this, with a non-select bunch of members, not all of them will play with the alliance and many will drift away and won't help your alliance. Due to this, MRAs often fail or go "out of control". However, it may work if someone recruits according to a criteria. MRAs are often looked upon as nooby alliances.
+ Recruiting criteria may be fully set.
- MRAs often consist of 100+ players, leading and trusting 100+ players can get out of control. Recruiting anyone (as MRAs do) could mean recruiting spies or inactive players into your alliance, who won't help the alliance go further. No guarantee that anyone will join the alliance.
Set Criteria Alliances
Normal alliances often recruit people once in the world and have a set criteria. This criteria will often include a certain amount of activity or points, a membership limit and sometimes a communication requirement, such as having skype. This way, you will be able to control who enters your alliance more strictly, meaning that members you have should be better players and more trustworthy. However, if it is only you starting the alliance, you will struggle to find any other good players to join you (as players like joining alliances that already have some members behind them). I advise players who have some experience but don't have much exernal forum activity or achievements to start an SCA or a normal alliance.
+ Recruiting criteria may be fully set. Stricter control on who enters the alliance. If you see that the members are growing, you can see that they are active before recruitment.
- No guarantee that anyone will join the alliance. People often go for alliances with more members, as they know that alliance is up and running, with some pushing power.
As well as this, you must decide how it will work. Three choices here, three that have been used throughout history as well.
Democracy
Democracy in an alliance sometimes work, depending on the experience and trust of the members. Members have ideas, submit them and then each member has a vote to choice whether it should go ahead or happen or not. With democracy, the members near enough control the alliance so therefore, it is paramount that you trust the members as well as the members trusting you to pass down any ally requests or information. However, if members are untrustworthy, immature or inexperienced, some terrible descions may be made that make the alliance go horrible wrong. Sometimes advisable for premades.
Dictatorship
Dictatorships, as you may jolly well know, are where the leader controls everything. From the way a member plays (defensive or offensive) to who comes in and out. It can be good, as you can strictly control what happens within the alliance. It works well if the trust between leader and members is good, but may fail if members feel that they are being bossed about too much. They could revolt. Especially if the leader makes an unpopular decision. Everything is in the hands of the leader. Recommened only if you are highly accurate, highly experienced and know what you are doing.
Mixed
A mixed approach takes the best of both democracy and dictatorship. The best thing about it is that you can personalise it to your preference. I recommend leaving it up to the leader on diplomacy and recruiting, whilst ideas about the alliance or involving alliance members up to them. The most important thing though is that the leader makes the final decision.
Once you have planned this, you are almost ready to start leading. But before that, think about your objective. What do you wish to do and how do you wish to achieve it? As well as this, you may wish to think about a name. Try something not too cheesy but not too nooby. Simple names are usually best, as well as names involving famous latin quotes.
First of all, question yourself. Are you ready to become a leader? Leading an alliance is not all fun and games.
Leading is a massive time commitment. You will need to be super active if you want to become a good leader. You will be overseeing actions within the alliance, sorting out requests, overlooking the forums, researching other alliances and dealing with opponents. Last of all, but by far not the least, you will be leading your alliances members. your alliances members.
As a leader, you are the "face" for the alliance. Therefore, you need to perform in-game. If you aren't playing well, or if you are not active, members will lose trust in you and lose morale. If you the leader isn't performing, you'll see that the rest of the alliance steadily falls apart.
See that an alliance is a model that has been homemade. The leader is the glue that holds it together. The weaker the glue, the less the "model" holds together. However, if the glue constantly performs (in-game and as a leader), the closer the model will be. This model will hold together if the glue is stronger and doesn't weaken over time.
If you feel that you are a good enough, experienced player as well as being active enough, it is time to plan your alliance. What type of alliance do you wish to create? How will it work? You have a number of options.
First, choose what type of alliance you wish to have. These options are key to how all works out in the end.
Premade
A premade alliance is a great idea if you are experienced and active on the external forums. A premade is where you recruit members before the world actually starts. This way, you will be able to organise the alliance before the world starts. You are also able to pick who you want before they are gobbled up by other alliances, able to recruit your friends and other experienced players. You can also set a criteria for recruiting (experienced etc, but you are unable to set criteria such as "only two members per island" or "other ### points please"). You won't have to chance it on whether decent members are in your area or whether anyone else joins, as you will already have an alliance before you start. Just don't forget to tell your members what direction the alliance will start.
+ You are (almost) guarranteed to have members you trust join. You can organise the alliance and plan with members before the world begins.
- If you all start in one key direction, you may end up with three, four or even five members on the same island as each other and may struggle growing later. Certain criteria cannot be set. No guarantee that all these pre-recruited people will join.
MRA (Mass Recruiting Alliance)
An MRA is where you go into a world and recruit everyone you can. When someone creates an MRA, there is often little, or no criteria whatsoever. Since an MRA may let anyone into an alliance, you may later find out some players lack fundementals, such as even being able to play or communication. As well as this, with a non-select bunch of members, not all of them will play with the alliance and many will drift away and won't help your alliance. Due to this, MRAs often fail or go "out of control". However, it may work if someone recruits according to a criteria. MRAs are often looked upon as nooby alliances.
+ Recruiting criteria may be fully set.
- MRAs often consist of 100+ players, leading and trusting 100+ players can get out of control. Recruiting anyone (as MRAs do) could mean recruiting spies or inactive players into your alliance, who won't help the alliance go further. No guarantee that anyone will join the alliance.
Set Criteria Alliances
Normal alliances often recruit people once in the world and have a set criteria. This criteria will often include a certain amount of activity or points, a membership limit and sometimes a communication requirement, such as having skype. This way, you will be able to control who enters your alliance more strictly, meaning that members you have should be better players and more trustworthy. However, if it is only you starting the alliance, you will struggle to find any other good players to join you (as players like joining alliances that already have some members behind them). I advise players who have some experience but don't have much exernal forum activity or achievements to start an SCA or a normal alliance.
+ Recruiting criteria may be fully set. Stricter control on who enters the alliance. If you see that the members are growing, you can see that they are active before recruitment.
- No guarantee that anyone will join the alliance. People often go for alliances with more members, as they know that alliance is up and running, with some pushing power.
As well as this, you must decide how it will work. Three choices here, three that have been used throughout history as well.
Democracy
Democracy in an alliance sometimes work, depending on the experience and trust of the members. Members have ideas, submit them and then each member has a vote to choice whether it should go ahead or happen or not. With democracy, the members near enough control the alliance so therefore, it is paramount that you trust the members as well as the members trusting you to pass down any ally requests or information. However, if members are untrustworthy, immature or inexperienced, some terrible descions may be made that make the alliance go horrible wrong. Sometimes advisable for premades.
Dictatorship
Dictatorships, as you may jolly well know, are where the leader controls everything. From the way a member plays (defensive or offensive) to who comes in and out. It can be good, as you can strictly control what happens within the alliance. It works well if the trust between leader and members is good, but may fail if members feel that they are being bossed about too much. They could revolt. Especially if the leader makes an unpopular decision. Everything is in the hands of the leader. Recommened only if you are highly accurate, highly experienced and know what you are doing.
Mixed
A mixed approach takes the best of both democracy and dictatorship. The best thing about it is that you can personalise it to your preference. I recommend leaving it up to the leader on diplomacy and recruiting, whilst ideas about the alliance or involving alliance members up to them. The most important thing though is that the leader makes the final decision.
Once you have planned this, you are almost ready to start leading. But before that, think about your objective. What do you wish to do and how do you wish to achieve it? As well as this, you may wish to think about a name. Try something not too cheesy but not too nooby. Simple names are usually best, as well as names involving famous latin quotes.