DeletedUser345
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Leadership
Now I don't know how many guides on leadership we have now but here is another
A very substantial read so i have split it into chunks and put them in spoilers which you can read one by one whenever you feel like it, also the majority of this comes from TW but can be applied in the same way on grepolis that is why the examples are all TW.
I hope you enjoy!
Leadership Role
Recruitment
Now I don't know how many guides on leadership we have now but here is another
A very substantial read so i have split it into chunks and put them in spoilers which you can read one by one whenever you feel like it, also the majority of this comes from TW but can be applied in the same way on grepolis that is why the examples are all TW.
I hope you enjoy!
Leadership Role
How useful is a Leader?
The answer is not as easy as yes or no, not because I can complicate it, but because there are two sides to the issue. Essentially, the issue is about, what is more in important in an alliance, the quality of the membership base? Or the quality of the leader? The answer is not so hard to understand. Looking at a scale of 1 to 10, 1 being the membership base being the most important and 10 being the leader is most important; at the beginning of a game, the position on the scale is 10 with the leadership being most important. As the game moves on, the scale slowly falls from 10 to 1. This does not happen quickly, and is in fact most likely rather slow. On the scale, it would only get to 5 probably when many players are getting above 300K points. The impact of a leadership on a alliance in the beginning of the world, irrespective of premade or other, is huge; diplomacy, recruiting, general management of the alliance and PnP have the largest effect at this point in the game. Due to this, an alliance’s success relies upon the ability of the leader. Once you get further into the game, co-ordination and the players themselves take more of a role in how the alliance performs, as player mobility between alliances becomes greatly decreased and the alliance success starts to slowly rely on how that alliance does in war. The leader becomes more of a motivator and fighter himself rather than a diplomat and recruiter.
Leadership Structure
Fear not, the above did have a point to it. Since assuming the above is correct, you now get onto important issues on how the structure of the leadership should be laid out. Which again will be matched to the time scale in the world, due to how important a leader is.
Leading me to say that at the start of the world, when leadership is more important, it is very important that there is a sole leader; and that this sole leader is up to standard, that means good on PnP, persuading people, being proactive, friendly and active. In having this, the sole leader is then needed to be able to give the alliance the direction it needs, able to recruit in what areas he/she wants to and do whatever deals necessary. It is far more efficient to have just one leader, in terms of decision making, knowledge, and the workings of an alliance. At a time when leadership is most important what you do not want is a reactive, not proactive, council that vote on decisions. You may love democracy, but remember that having one leader rather than a few is actually more democratic, as long as everyone consents to that leader being the leader. And if you’re in the alliance; you do consent.
As you get further and further into the game, and co-ordination gets more important, and the leadership is perhaps less influential on the alliance’s success, this is when an alliance would want to broaden its leadership. Every player goes through activity issues, to then rely on this player can be unreliable and for that player to be relied on co-ordinating on top of everything else it can be too dependant on that leader, and as such, an unnecessary risk. You will also find that many players as you get through the world will develop a great number of personal friendships with other players, these can often be utilised if that player with the contacts is in the leadership. For these two reasons, it is often then best as you get deeper into a world, to start to spread responsibility, one player taking on everything is no longer such a great idea. Especially when you now want your main leader’s responsibility to be less of a diplomat, but more of a war leader. I would still argue for a defined leadership structure, so that decision making can be decisive if things are looking desperate or in-alliance arguments are starting to escalate; but generally, delegation of leadership should start to increase the more you get into the game.
The answer is not as easy as yes or no, not because I can complicate it, but because there are two sides to the issue. Essentially, the issue is about, what is more in important in an alliance, the quality of the membership base? Or the quality of the leader? The answer is not so hard to understand. Looking at a scale of 1 to 10, 1 being the membership base being the most important and 10 being the leader is most important; at the beginning of a game, the position on the scale is 10 with the leadership being most important. As the game moves on, the scale slowly falls from 10 to 1. This does not happen quickly, and is in fact most likely rather slow. On the scale, it would only get to 5 probably when many players are getting above 300K points. The impact of a leadership on a alliance in the beginning of the world, irrespective of premade or other, is huge; diplomacy, recruiting, general management of the alliance and PnP have the largest effect at this point in the game. Due to this, an alliance’s success relies upon the ability of the leader. Once you get further into the game, co-ordination and the players themselves take more of a role in how the alliance performs, as player mobility between alliances becomes greatly decreased and the alliance success starts to slowly rely on how that alliance does in war. The leader becomes more of a motivator and fighter himself rather than a diplomat and recruiter.
Leadership Structure
Fear not, the above did have a point to it. Since assuming the above is correct, you now get onto important issues on how the structure of the leadership should be laid out. Which again will be matched to the time scale in the world, due to how important a leader is.
Leading me to say that at the start of the world, when leadership is more important, it is very important that there is a sole leader; and that this sole leader is up to standard, that means good on PnP, persuading people, being proactive, friendly and active. In having this, the sole leader is then needed to be able to give the alliance the direction it needs, able to recruit in what areas he/she wants to and do whatever deals necessary. It is far more efficient to have just one leader, in terms of decision making, knowledge, and the workings of an alliance. At a time when leadership is most important what you do not want is a reactive, not proactive, council that vote on decisions. You may love democracy, but remember that having one leader rather than a few is actually more democratic, as long as everyone consents to that leader being the leader. And if you’re in the alliance; you do consent.
As you get further and further into the game, and co-ordination gets more important, and the leadership is perhaps less influential on the alliance’s success, this is when an alliance would want to broaden its leadership. Every player goes through activity issues, to then rely on this player can be unreliable and for that player to be relied on co-ordinating on top of everything else it can be too dependant on that leader, and as such, an unnecessary risk. You will also find that many players as you get through the world will develop a great number of personal friendships with other players, these can often be utilised if that player with the contacts is in the leadership. For these two reasons, it is often then best as you get deeper into a world, to start to spread responsibility, one player taking on everything is no longer such a great idea. Especially when you now want your main leader’s responsibility to be less of a diplomat, but more of a war leader. I would still argue for a defined leadership structure, so that decision making can be decisive if things are looking desperate or in-alliance arguments are starting to escalate; but generally, delegation of leadership should start to increase the more you get into the game.
Recruitment
Often an issue to all alliances. More inexperienced players it is a matter of how to recruit? What to do? Well, in the interest of being more accessible, I will simply say, befriend. The best way to recruit is make friends. Get friendly with local players doing well then entice them into your alliance. It will help you once they are in your alliance also as they will be much more likely to follow your word and be more loyal whilst more active on forum and creating a feel good atmosphere. Don't send some tacky recruiting mail, just very simply, talk to them. Be humble, not arrogant, be friendly, not hostile. If you can't get over this simple hurdle, that as a tactic is hugely effective, then you shouldn't really be a leader.
Then to the issue of who to recruit? Well it relates to my point above. Talking to a player is the best way of knowing what that player will be like. You can judge their activity, their likelihood of being active on a forum and also their experience. Don't start relying on something stupid like troop counts (earlier on) and bp, just talk to players who are doing well (say top 40/50 in the ocean), get a good feel for them and you should know whether they will fit in, don't be afraid to think, no, they won't fit in.
Then to the issue of who to recruit? Well it relates to my point above. Talking to a player is the best way of knowing what that player will be like. You can judge their activity, their likelihood of being active on a forum and also their experience. Don't start relying on something stupid like troop counts (earlier on) and bp, just talk to players who are doing well (say top 40/50 in the ocean), get a good feel for them and you should know whether they will fit in, don't be afraid to think, no, they won't fit in.
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