Alliance
In grepolis, you must join an alliance in order to have the support of others in your endeavors. Without an alliance, you are more likely to be attacked by people who are looking for easy kills and don't have to worry about diplomatic issues or retaliation from their targets alliance. Alliances can support and help you to grow and prosper in Grepolis and add a whole new level of fun to the game.
Joining Alliances
In order to join an alliance, you must receive an invite from a person in the alliance with invite priveleges, if you receive an invite, you will receive a notification in the reports tab and you can accept an invite by going to the alliance tab and clicking the check mark by the alliance's name, clicking the red x will delete the invite. You may recieve a few invites not long after joining or you can ask for an invite from another alliance through the in-game message system. If you are already in an alliance and want to join another, you will have to leave the first alliance before being able to see the invite.
Founding an Alliance
To found an alliance, you go to the alliance tab and you type in a name and click 'found alliance' and a new alliance will be founded. To set up the alliance, there are a few things you will have to do first.
(Note: it is not advisable to create an alliance the first time you play since it can be quite a bit of work. Playing in other alliances can give you the experience needed to create a well run alliance.)
Recruit
To start out, you can send invites to lots of players nearby hoping some will join or you can aim for a few select members and either recruit them before the world opens or send messages to them in-game. There is also the option of advertising your alliance in the external forum, find your world's forum and make a thread under the sub-forum 'Alliances': [1](Note: this is the difference between a Mass Recruiting Alliance -MRA- and an Elite alliance)
Create protocols
You will need to create some set of protocols, such as the restrictions of who may join your alliance, whether all of your members get invite rights to start, etc.
Create forums
Set up a nice forum on the alliance forum tab, you can create and edit new tabs in the administrate forums link in the bottom right hand corner.
Create a profile/publicity
You should make sure to choose an image for your alliance, a banner and create a profile. A profile is usually something like this: Alliance name: The Spartans Points: 10000 members: 10 Profile: Spartans have ruled the western civilization for centuries and shall not stop!!!! For recruitment and diplomacy, contact xxxx If you want to be or enemy, mail us, if you want to be our ally or NAP, then give up
so basically, the profile goes like this:
- attention grabber, related to alliance theme or name
- who to contact
- something about allies and enemies and some sort of macho-like phrase about enemies
Herarchy
There are no rules on how an alliance must be run and the following is merely a guide, you can use any possible combination to find your own best way of running an alliance.
Positions
In general, an alliance will not have one founder and the rest just regular members, instead there will be some sort of officer and leader set-up, so you will have:
- Founders: one or two people you implicitly trust, usually others who helped found the alliance, these people will have the full founder rights.
- Leaders: people you trust who have good leadership abilities.
- Some sort of High-Council or Senate: a combinations of people whose advice you trust but have no other rights, and the more trusted officers, these people have internal forum rights.
- Recruiter(s): people in charge of recruiting members, sometimes leaders just do this when an alliance stops recruiting as much.
- Diplomat(s): people in charge of performing diplomacy with other alliances, as with recruiters, sometimes leaders simply perform the diplomacy
- Forum mod(s): people with forum mod abilities, who will keep the forum tidy and easy to read, they also remove profanity if it's part of the alliance rules.
- Task Force Leaders: people who lead small groups of players in the alliance to help with organization, only use these if you are absolutely confident of your organization abilities.
Available Rights
Now, the available rights for these people in the hierarchy are:
Founder: has all other abilities as well as being able to rename the alliance and dissolve the alliance. Founders can kick out other founders
Leader: in addition to all below rights, leaders also have the ability to edit/create/delete forum tabs, alter internal announcements and alliance profile and to kick out members. Leaders can kick out other leaders but not founders.
Invitation: gives ability to invite players.
Diplomacy: allows a person to set the status of diplomatic relations with another alliance (as of the 1.19 update.
mass mail: gives a more convenient option to be able to mail the entire alliance at once.
Forum Moderator: gives the ability to edit, process, or delete posts and to move, lock, or delete threads. They can't create, edit or delete tabs.
Internal Forums: gives ability to access the hidden forums of an alliance.
The rights below the dashed line are all completely independent of each other, founders have every single right, leaders have all the bottom 5 rights as well as their own rights.
Setting privileges
In order to give people privileges (rights), you should first make sure that you trust a person and they ought to be quite active in the game. This is done by observing this person to see if they are the type to help alliance members, you might know a person previously, you might ask another person that you trust, etc. This is one of the most important factors of choosing someone for a position. Furthermore, you must check that they are actually competent, so here is what you probably need:
- Leaders: good administrating, not abusive of power, do not choose leaders because they are ultra-high in points, good players are not necessarily good administrators, so choose wisely, particularly because leaders can be very powerful.
- Recruiters: follow orders, can spot potentially good players are willing to deal with lots of mail (if you are a top alliance).
- Diplomats: must have good judgment and good people skills.
- Forum mods: make sure you trust them not to unnecessarily delete threads, posts, make it seem like people have said something they haven't, etc.
- High council: people you trust and whose advice you want in certain situations
Assigning the rights
In order to give rights, you go to the alliance tab, click members, and then click 'edit authorizations' and then check/uncheck rights for those people.
diplomacy
The most common diplomatic relationships are: Ally: when both alliances are willing to help each other with attacks and support NAP: Non Aggression Pact, both alliances officially pretend that the other does not exist and it's player's do not exist, basically meaning that they do not attack, support, etc. each other War: dur, a war, if not officially recognized as a war, you can call it border skirmishes
Currently, only Pacts can be made, the following apply to alliances who have a pact with your alliance:
- Fellow pact members are marked in color on the map.
- Fellow pact members can't be attacked.
- In a pact log, your alliance will be notified about new and canceled memberships as well as conquests and losses of cities by players whose alliances are part of your pact.
forum moderation
basically, you want to edit out profanity, sensitive information (troop counts, 'top secret' plans of the high council, etc) in order to do this, simple click 'process' on a post and edit out the necessary info, it is sometimes best to note in the post that you have edited it. it is best to be very careful about using this right, you should not simply delete something you do not like, people will not like this, use forum mod ability with great discretion, but do not be shy about it when it is needed
spying
most alliances will have at least a few people who are giving information to other alliances on what is happening, where everyone's troops are, what diplomatic relations are, etc. this information can be used against an alliance to know when, for example, mass-attacks will be launched on specific players or cities, when someone will have their troops outside a city, etc.
malicious disbandment
disbandment only really tends to occur when players really disrespect an alliance. So alliances like GrepoHugs, and any other elite alliances on worlds (sorry, can't be bothered to look up the stats) will not be disbanded (in general) this treatment is usually reserved for the worst MRAs on the more recent world(s) (ie, theta). A person with leader or founder rights can effectively disband an alliance, although it is easier for a founder, getting into the right position will usually take a lot of uber-sweet talking or complete failure on the alliance's part.
FAQ
Q: Doesn't internal forums right let you edit the internal announcements? A: NO! most definitely not, it just lets you have access tot the hidden forums, nothing more
Q: Does forum moderator ability let you edit the internal announcements A: No, you can only edit posts and threads of the alliance forum with forum moderator ability Refer to the FAQ section for more