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Alliance Leaders, Give Us Details!

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Elrond Eärfalas View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Elrond Eärfalas Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jul 2012 at 09:27
Alliance Name: THE BROTHERHOOD
 
Recruitment Contact: any member
 
Are you currently accepting new members? always

Who can join (any restrictions to race, location, population level, etc.)? no restrictions

What are some benefits of joining your alliance (protection, training, etc)? 
we are a well structured, very social alliance, with some very experienced members. resources are available as is protection.

What does the alliance stand for? What are it's goals and governing principles? 
these are in development all the time but currently they are as follows;
 

1: To treat all members as Our own Family, to care for 
and protect all our families interests and well-being.

 

2: To Grow The BrotherHood and teach others our ways, 
expand our diplomatic relations through peaceful means.

 

3: To have a positive effect on the Kingdom of Illyriad.


What type of player are you looking for as members? 
peaceful and willing to provide any help they can to other members.

Can players freely leave the alliance if they wish?  If not, what are the consequences of leaving?
Players may leave at any time they wish with out consequences.

 What would cause the leaders to remove a player from the alliance? 
we have a codex (or code of conduct) failiure to break the rules laid down in this can eventually require expulsion.

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?
Our members must apply for a Warrant from our governing council. for any kind of aggressive behaviour.

If the alliance has a tax on its members, what is the money used for? 
we do not tax our members.
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Angrim View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 07 Aug 2013 at 01:37
as VALAR has reminded me of this venerable thread, i thought i might give it a go.

Alliance Name:  Eight Hand Crow [eCrow]

Recruitment Contact:  Sa'Belle or any eCrow
 
Are you currently accepting new members?  yes

Who can join (any restrictions to race, location, population level, etc.)?  all races and populations welcome.  our target geography is south Laoshin, Keshalia, Kul-Tar and Elijal.  players should be in these areas or plan to develop a presence in them.

What are some benefits of joining your alliance (protection, training, etc)?  protection, training, all that.  but also egality, cameraderie, a certain tolerance for experimentation and eccentricity, and the sense of being a part of something larger than the alliance.

What does the alliance stand for? What are it's goals and governing principles?  eCrow values consensus within and peace without.  like most crows, we mistrust hierarchy and are averse to most trappings of traditional organisation.  the alliance is the allies, no more or less.

What type of player are you looking for as members?  although helpful advice is plentiful, no one in eCrow will give a new recruit a checklist of buidings to be built, or berate them for settling on a 5-food square.  likewise, new recruits should not expect to do these things to others.  the best candidates are the ones with ambitions of their own that don't involve exercising power over their allies.

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving? What would cause the leaders to remove a player from the alliance?  friends who leave are friends elsewhere.  in over a year, no one has been kicked for anything but inactivity.

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?  we value peace, but allow individual allies much freedom to pursue their interests.  in an alliance without rules, responsibility is expected.

If the alliance has a tax on its members, what is the money used for?  we have experimented with a tax, but because we could not answer the question we ended it after 30 days.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Halcyon Quote  Post ReplyReply Direct Link To This Post Posted: 07 Aug 2013 at 07:03
Alliance Name: The Dark Empire [Dark].

We are recruiting. Contact Sexy Lynn or Halcyon.

We accept all races and sizes. New members are required to have their cities in Dark's area in the west from north Kumala through The Western Realms, Fremorn and The Wastes. Parts of Lan Larosh are also acceptable.
We specialize in helping new members move to Dark's area with all that is required, including resources, prestige and advice. The move may be lengthy, but it is worth it both for protection and the ability to participate in alliance activities such as tournaments.

The Dark Empire is first and last a team. We have an excellent group of mature, fun people who work together and help each other to grow stronger and achieve our goals. When The Dark Empire marches, either in tournament or war, it marches as one. A Dark held tournament square or siege encampment is very rarely lost, because we are based together, we arrive together, we arrive in force and we arrive to stay.

Why should you join The Dark Empire?
Because we are one of the best alliances in Illyriad with some of the best people on Earth.

Our rules do not allow any attack, military or diplomatic, on any active player that we are not at war with. Attacking npcs is allowed.

A low alliance tax is in effect to be used in times of need.

All members are allowed to leave The Dark Empire if they choose to do so. If a city is placed in a strategic location which was chosen for the player by the alliance, he or she may be asked to Exodus and helped to do so. In Dark's history, very few members have been asked to leave or kicked out due to misconduct towards the alliance, our neighbors, or failing to meet our rules.

For the glory of The Dark Empire!


Edited by Halcyon - 15 Feb 2014 at 16:04
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Prares View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Prares Quote  Post ReplyReply Direct Link To This Post Posted: 08 Aug 2013 at 14:56
Alliance Name:  Celtic Knights (xCKx)

Recruitment Contact:  Ajeka, Spel, Lelmarchoth, Lachit and Prares
 
Are you currently accepting new members?  yes

Who can join (any restrictions to race, location, population level, etc.)?  Anyone and everyone. We are concentrated in Norweld and growing in Windlost so would be great for new members currently elsewhere to think of moving to those regions so we can provide support.

What are some benefits of joining your alliance (protection, training, etc)?  Experienced members are always prepared to answer any questions and provide defensive support, packages always sent as soon as requested to increase growth as required. Members can play their own game as they wish without having someone telling them what to do (apart from giving total support always to their ally mates and confeds)

What does the alliance stand for? What are it's goals and governing principles?  We stand for a code of chivalry whereby we give protection to all our members as they grow, respect for any ideas that are put forward by  members as our Round Table determines our responses to circumstances as they arise and with a goal of fostering a brother and sisterhood of Knights. Our aim is to maximise our influence in the regions and hubs where we play, but we're not interested in being aggressive towards other players already there.  CK members are free to do their own thing and that sometimes can lead to problems with other alliances, but we'll always be happy to find diplomatic solutions to those. Equally we're ready to go if it comes to a military solution.

What type of player are you looking for as members?  All types of players are needed by every alliance. We're interested in growing a community of diverse interests that want to band together under the CK banner. Of course those players with a previous known notoriety will be screened but we're not  pejorative about anyone. Their new game history starts when they join CK.

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving? That's only ever happened once a long time ago and they're still respected neighbours and friends. The preferred course for the future would be an orderly exodus to fresh pastures but would very much be a case by case basis depending on the negotiations.

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?  Members are expected to act responsibly and not cause the alliance unnecessary problems by their actions. No permission needs be asked for a member to play as they see fit, Round Table justice will be dispensed fairly if that freedom to act has been abused. We have no precedent for irresponsible acts to date.

If the alliance has a tax on its members, what is the money used for?  CK imposes no alliance tax. Deposits into the alliance bank have interest accrued on the balance. The bank will be used for finance if an emergency situation requires it in the future.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote bansisdead Quote  Post ReplyReply Direct Link To This Post Posted: 08 Aug 2013 at 21:02

Alliance Name: Black Skull Horde

Recruitment Contact: Rorgash or Tokijin
 
Are you currently accepting new members? yes

Who can join (any restrictions to race, location, population level, etc.)? Orcs

What are some benefits of joining your alliance (protection, training, etc)? everything

What does the alliance stand for? What are it's goals and governing principles? Orcish goals

What type of player are you looking for as members? Orcish orcs

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving? What would cause the leaders to remove a player from the alliance? yes, for the most part, tho if you have a town very close,6 or less from a former member we might want you to move that town

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)? They can be used against NPC's, inactives and yellow harvesters, yellow army camps on resources inside the borders of Mal Motsha

If the alliance has a tax on its members, what is the money used for? doesn't at this time

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abstractdream View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote abstractdream Quote  Post ReplyReply Direct Link To This Post Posted: 08 Aug 2013 at 23:45
Alliance Name:
TRIVIUM [TVM]

Recruitment Contact:
Any member can get you in contact with the right person.

Are you currently accepting new members?
We would consider an application under the right circumstances.

Be warned: In the past, TVM has been a target of what players who came long before dubbed the Game Cops as well as various other vulturous alliances and players. It is unlikely that this sort of attention will cease any time soon.

Who can join (any restrictions to race, location, population level, etc.)?
Application for membership in TRIVIUM is open to anyone with a need to stir the pot. Problem solving skills will be put to use. Combat will come. Those who become and remain a part of the TVM family rarely want for excitement. Anyone who wishes to experience life on the edge in Elgea, as part of a family of like minded individuals is welcome to apply for membership.

What are some benefits of joining your alliance (protection, training, etc)?
Our greatest benefit is to become a member of the nearest thing to a family one can find in a game, where there is little likelihood to ever meet each other face to face. Other than the camaraderie of such ties, there are the usual benefits. Resource aid. Training. Whatever else an alliance does, we do too. There have been a lot of alliances that tried their worst to destroy us, yet we remain. I suppose that can be seen as both a detriment and a benefit.

What does the alliance stand for?
TVM is a group of players who have, until left with no other choice refused to bow to the demands of alliances and players who feel superior and believe they know what is best for those around them. War in Illyriad is not something players should be afraid of or ashamed of. Often, players get bored by the never ending clicking and the building for, what to some can feel like nothing. TRIVIUM is a haven for exceptional players who want to have a reason to continue playing.

What are it's goals and governing principles?
The number one goal of TRIVIUM is the survival of the family group so the fight may continue. We are determined to spit in the face of the oppressors, stand in the fires that rage around us and raise our swords and spears together to charge into the breach over and over until the end of Elgean time (or at least until boredom sets in).

What type of player are you looking for as members?
Any combat oriented players willing to sacrifice all they have for their fellows.

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving?
We are a family. Family does not always get along. No one is forced to remain. Occasionally a player crosses a line and burns the bridges that lead back home. Such extreme circumstance is one possible and unfortunate outcome of free will.

What would cause the leaders to remove a player from the alliance?
A blatant violation of the Illyriad rules, which would bring harm to the family. Unwarranted and unrepentant aggression against family. Unwarranted and unsanctioned aggression against non family members without adhering to any penalty imposed.

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?
While family members are allowed to do with their own assets as they please, they are encouraged to practice common sense with regard to diplomats and troops. Expending units against unsanctioned targets is not only discouraged but may lead to the reckless endangerment of other family members. Leadership will always reserve the right to take whatever action is necessary to protect the family.

If the alliance has a tax on its members, what is the money used for?
While there has been an alliance tax in the past, currently TVM has no tax. Leadership reserves the right to reimpose such tax. Should this happen, the tax revenue would be used for 1.) purchasing advanced resources to supply members in times of need and 2.) to support military and diplomatic units during war time.


Edited by abstractdream - 11 Apr 2014 at 17:38
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Marquesta View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Marquesta Quote  Post ReplyReply Direct Link To This Post Posted: 31 Jan 2014 at 19:46
Alliance Name: 
Illy Training Ground

Recruitment Contact: 
Marquesta, Cuchullain, or Tezran
 

Are you currently accepting new members? 
Yes

Who can join (any restrictions to race, location, population level, etc.)? 
No restrictions

What are some benefits of joining your alliance (protection, training, etc)?
ITG provides training and the protection allowed to a neutral training alliance by the whole of Illy, the idea of which was originally proposed by Shrapnel in the early years of Illyriad, that new players should not need to worry about attack while learning the game. 

What does the alliance stand for? What are it's goals and governing principles?
ITG stands for the ideals that Shrap originally proposed, safety and peace to learning players. Our goals are to teach players how to get a good start in Illy, how to navigate the game in a conscientious way, and decide what they want to be when they grow up!

What type of player are you looking for as members?
ITG will accept any player into our ranks, the only thing we ask of them is to be aware of, and to follow our rules, participate in chat, and be courteous to others. 

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving? What would cause the leaders to remove a player from the alliance?
Players not only can leave, but are expected to move on to another alliance when they are ready. Other alliances in Illy do not generally look down on a player that has had previous experience in a training alliance, as they then don't have to train the player themselves. ITG is always looking for good leadership, so moving up in the ranks of ITG is a possibility, rather than graduating. 
ITG reserves the right to remove a player from our alliance for attacking, in any way, another active player, whether they belong to another alliance or not. This is a three strikes rule, with probation following the first and second infractions, removal from the alliance after the third. 

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?
In ITG we use exercises and training tournaments to teach our members about military, diplomatic units and magic. This is only practiced with abandoned accounts, or NPC's in the case of military or diplo attacks, and on other ITG members in the case of friendly spells or harmless diplomatic missions. 

If the alliance has a tax on its members, what is the money used for?
ITG does not have a tax.
~~Marquesta
Whether tis nobler in the mind to suffer the slings and arrows of outrageous fortune, or to take arms against a sea of troubles, and by opposing, end them...
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Post Options Post Options   Thanks (0) Thanks(0)   Quote GirlFromHell Quote  Post ReplyReply Direct Link To This Post Posted: 15 Feb 2014 at 11:16
Alliance Name: Wheel of time (WoT)

Recruitment Contact: Hell_Girl_Rei or King Korr
 
Are you currently accepting new members? Yes.

Who can join (any restrictions to race, location, population level, etc.)?
We accept everyone, as long as you abide by our rules (we don't have too many) and the rules of Illyriad. We don't ask anybody to move but we are mainly located in the Western area of Illyriad.
If you are under 1000 population, you may be asked to join our training alliance: Heroes of the Horn (HOTH), however, we do accept players who don't wish to join HOTH but want to join WoT directly.

What are some benefits of joining your alliance (protection, training, etc)?
We protect our own. We provide resources and information to all our members. We strive to be a neutral alliance in general, staying away from the great wars. However, if we do get involved in a war because of our allies, our members will be given an option and the decision of joining a war is democratically decided by the whole alliance. We have many older members of Illy who would be glad to share information with others. We train our members to be whatever they want to be, without forcing them to do anything they don't want to.
Most of all, we try to keep our Alliance Chat active as much as possible, after all, chatting is one of the best things in Illy!

What does the alliance stand for? What are it's goals and governing principles?
WoT is basically about having fun. We believe that Illy is essentially a game and therefore should be enjoyable. We train for tournaments, but we seldom initiate violence. We protect our own when required but we always utilize diplomacy first.
WoT is like a family. We take care of our own and are supportive. Our main aim is to have fun, do well in tournaments and enjoy the game!

What type of player are you looking for as members?
An active player. The player does not have to speak in Global Chat but he or she is expected to speak in our Alliance Chat. Someone who does not mind sharing, and is (preferably) not a troll on GC or in general. Someone who wants to have fun, and play the game as a game.

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving? What would cause the leaders to remove a player from the alliance?
Yes, a player is free to leave whenever he or she wishes to. however, a simple message stating that they're leaving is considered polite but there are no consequences. Should the player ever wish to rejoin, they will be welcomed back with open arms (:
A player is only removed if he or she has been inactive for a very long time without informing the alliance first. Other instances include cases where the player has violated any of the rules of Illyriad or WoT's Charter. Such occurrences are rare, and do not happen often. WoT is an alliance with very few rules.

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?
We sometimes have mini tournaments where targets will be specified to our members. They are allowed in attack in-actives through diplomacy or military, whichever. 
Unprovoked hostilities are not encouraged (unless on NPCs, of course, they're fair game), a member should trust that the leadership will take right steps in instances when required.

If the alliance has a tax on its members, what is the money used for?
We do not impose a tax upon our members. Illy is a game, there is no reason to tax our members. If money is required for any purposes then the whole alliance is asked for donations: it is completely upto each individual. Resources are shared with each other, especially in times of tournaments.



Edited by GirlFromHell - 15 Feb 2014 at 11:18
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Post Options Post Options   Thanks (1) Thanks(1)   Quote The Electrocutioner Quote  Post ReplyReply Direct Link To This Post Posted: 15 Feb 2014 at 14:30
Alliance Name:  Night Crusaders (~NC~)

Recruitment Contact: Sir Bradly, Asasama
 
Are you currently accepting new members? Maybe, but probably not. We're notoriously untrusting and picky.

Who can join (any restrictions to race, location, population level, etc.)? Any military-focused player is welcome, as long as you are willing to die and aren't a spy. And since you are probably a spy, you probably can't join.

What are some benefits of joining your alliance (protection, training, etc)? Lots of military action, schadenfreude parties over the misfortunes of our adversaries, bad jokes, certain doom. Also you get to be part of one of the most tightly knit and supportive groups in the game. Despite our military focus, we are a light-hearted and fun-loving bunch. We laugh our asses off on a daily basis, and we would do anything to support each other.

What does the alliance stand for? What are it's goals and governing principles? We stand for principled mayhem. ~NC~ is pretty much a dictatorship, but our dictator has a good track record of doing what the rest of the members want. Occasionally, he even asks our opinion.

What type of player are you looking for as members? Soldiers, berserkers, saboteurs, masters of the dark arts of sarcasm.

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving? What would cause the leaders to remove a player from the alliance? We take a pretty dim view of players (and allied alliances) who leave during wartime, but we tend to get over it quickly. Being a jerk to your alliance mates will get you kicked instantly. Rorgash might siege you, you never know.

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?  You can do most anything you want. If you think it will cause trouble for the alliance, talk it out in AC for clearance. If an action is justifiable, we will approve it regardless of the risks. That's what principled mayhem is all about.

If the alliance has a tax on its members, what is the money used for? No taxation without representation! Or even with representation. Taxes are bad, mmmkay?



Edited by The Electrocutioner - 15 Feb 2014 at 14:42
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Myll Quote  Post ReplyReply Direct Link To This Post Posted: 11 Apr 2014 at 06:41
Alliance Name: Tsunami [WAVE]

Alliance Leader: Myll

Recruitment Contact: Prefer interested players to contact Ista, who is our Fisher King (lead recruiter).  Anyone in the Rank/Role of Fisherman and above can recruit new players.  Contact Myll if you are not receiving response. Our Fisher King position may rotate around, check first to see who is in that Role.

Are you currently accepting new members? Yes.

Who can join (any restrictions to race, location, population level, etc.)? Any. Prefer new characters that have not yet used their Tenaril Spell of Relocation.  Alliance intends to gather in The Wastes, no protection guarantee to towns outside that Region.

What are some benefits of joining your alliance (protection, training, etc)? Obtain long-term capabilities beyond the average player in game due to our unique Strategy.   New players in Illyriad can get their permanent town sites set and growing to full capacity without worries of graduating from a Training Alliance and potentially Exodusing their towns.  Training comes as a member, but we're not advertised as a Training Alliance.  We take a more traditional approach to teaching self-reliance for raising towns themselves, much as was done before Training Alliances were formed. As the alliance leader, I offer nearly 4 years of experience in the game, to include much world war experience, so this alliance offers a learning environment while retaining goals and scope as a normal alliance.  

What does the alliance stand for? What are it's goals and governing principles?  Our historic alliance goal is to take advantage of water-based game play as it exists now (shoreline food), and when/if it matures in the future.  We specialize in Terra-Forming, and specifically Terra-Forming The Wastes.  Our goal is to play the game to its fullest possible extent, to include offensive and defensive wars (preferably arranged in tournament-like setting, while being capable of all-out war). 

What type of player are you looking for as members?  Any and all, with frequent additions of new players.  Key word is "player" - which is different than someone who starts an account primarily to spam in Global Chat (GC) or harass others.  For those who play the game, you are welcome. A 99-member alliance should be diverse and I think any game player has potential to contribute to an alliance.  Most large/established alliances have outsourced the development of new players to their detriment, and they cherish too highly their large perma-sat accounts instead of seeing the value of purging the dead weight and reviving through new growth.  Every alliance should continue to obtain and help new players, as this helps to keep game veterans' perspective in check, and refreshed.  I think Training Alliances have led to a stale atmosphere in many established alliances.

Can players freely leave the alliance if they wish? If not, what are the consequences of leaving? What would cause the leaders to remove a player from the alliance? Anyone can click a button a couple times in this game and create an action that game veterans dislike or find abhorrent.  However, once a member is established in The Wastes with a Terra-Formed tile, it is disadvantageous to leave.  Former members' Terra-Formed tile(s) will be sieged for the benefit of the alliance.  Members who become so disruptive in chat that 3rd party complain to me and prove their problem with IGM that the individual is spamming or harassing unreasonably in GC --- if I deem it poor character, there will be warnings followed by being kicked (I won't say how many strikes till out, depends on severity of incident).  There is also some leeway for newb mistakes in attacking other players, but same as prior - if problems persist that could lead to a war not intended by alliance leadership, the player would most likely be removed.  Don't take this to mean that I don't believe in retribution - players always retain the right to self-defense in this game. (the "anyone can click a button" principle, in contrast to real world diplomacy)

What rules govern the alliance? For example, diplomats and troops: who can they be used against in a hostile manner (no one, only NPCs or certain factions, only those at war with, only inactives, only with permission, anyone not in the alliance or in NAP with your alliance, etc)?  If a non-member's town position relative to the collective defense of the alliance is seen as a threat, or advantageous to the alliance to seize, then you'll just have to await my decision.  Telling you my specific actions within an answer to this question would provide far too many advantages to potential competitors/enemies.

If the alliance has a tax on its members, what is the money used for? It is stored for the good of the alliance, especially if army sizes should exceed player capabilities to support in the short term.  I can say honestly (and other members have access to financial logs), that I have never withdrawn one single gold nor withdrawn one single point of Prestige to this date in the alliance's 2-year history.  While I do believe in creating ways to preserve the alliance, a member's contribution of gold or Prestige is to the Alliance, not the Alliance's leadership.


Edited by Myll - 11 Apr 2014 at 06:54
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