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Unread 20 Jul 2004, 17:07   #1
Mr_Blonde
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Alliance Startup Advice Beta 1

So your staring a alliance? heres my startup plan
1) get a group of l33t m8s with far to much time on there hands
2)read this
3)follow it


If you have past game history then it is easy for you to attract top players you
might know
You can also just recruit every new player you find and kick the inactive ones and
cultavate the new ones into the next generation players.

Its important to have a strong HC (High Council) to have a good alliance.
this should be made up of respected players, for there playing ability or
for other areas like activerty or codeing. (carefull of power mad access abusers)

HC structure of EX (Executives) and officers

[EX]Commander (controler of the total alliance not one area but makes sure each
area works smoothly with current members)

[EX]Tech (In charge of techical parts of alliance like bots in channels,
member database, arbiter, and website.)
[WO] Web Officer ( this person/persons is in charge of the websites look/coding)
[TO] Tech Officer (does the same as EX but may just be in a specific area)

[EX]Recruitment (In charge of Recruitment in allaince number of members
which inactive members to kick enterring/handling new members)
[RO]Recruitment Officer (handles enquirys on mirc and site handles applicants and
new members quries)

[EX]Comunication (In charge of Comunication. Forum, mirc and contacting other
alliances and opening and keeping comunication bettween them
[CO]Comunication Officer (monitors forum and anserws qusetions and also makes usre
members know what happening in allaince)

[EX]War (decides on attacks and any allaince that need targeting)
[BC] Battle coordinator (in charge of battle groups should organise attacks for members.
also should have list of scanners he can use. IMPORTANT these people must be able to be
active l8 at night)
[DC] Defence Coordinator (Handles defence for members should calculate defence for memebrs
and ask other members to help.)

[S] Scanners (players who have a good low ratio and are willing to build large numbers of
scans for good of alliance. this can be anyone including officers)

all the above should be needed for a alliance to be workable long term. the core of the [EX]
are what is most important rest can be added as alliance grows and more [EX] if needed


Example of workable structure

[EX]Tech [EX]Rec [EX]Com [EX]Comu [EX]War
|| || || || ||
[WO][WO][TO] [RO][RO][RO][RO] || [CO][CO] [BC][BC][BC][BC][DC][DC][DC][DC]
|| || || || [S][S][S][S][S][S][S][S][S][S][S]
[Member][Member][Member][Member][Member][Member][Member][Member][Member][Member

Members are important cos you cant win without em numbers mean nothing if they ant active.
Quality is very important as if you have good players you will gain respect from other
allainces and attract better players with your reputation.

Once command structure is set up then comes the fun stuff
1) decide a name
2) reg irc channel/channels
3) make webby/member database/access
4) decide officers
5) recruit members
6) make alliance bot
7) have fun:P

1) names can be important to a alliance they can help to give a idea of what kind of alliance you are going to be. eg. Legion a strong powerful name. Madcows or FryingDutchman sujest more fun light hearted play. some alliances have crap names but they dont seem to last. A good name can help attract players. but also should give your alliance a theme which then can be used for the alliance graphics.

2) You will need a public channel which tends to be linked to the alliance name eg virus is #Virus but doesnt have to be Rah used to have a public channel with a different name to the alliance and also was secret. which did have the advantage of people joining the game and typing /list wouldnt find the alliance. cuts down on Newbie players. You will also need a private channel this is always good to have on netgamers.org evern if you have a private server. just in case it goes down. a Defence channel is also useful and a officer channel. You will need attack channels 2 which should be secret and also for security reasons passwords changed each night.

3) the web needs to be secure with password protection on member only areas you will need a home page with news, forums with usfull info on whats happening, a about page with a little info about the alliance, a register or recruitment page for applicants to apply. other usefull pages are a arbiter and a links page. arbiter must be high level access and members can give there coords in and also any other info they have on their gals.

4) use the guide i said before. make sure the choice is good. as might have to be people that wont give up when things get tough. somtimes the job of a officer is more important than the one of a HC to the sucess of a alliance and it is normaly the success of these officers that decideds the overall efectivness of the alliance.

5) once you have your channels you can add recruiting to the topic this will atract some + get exisiting members talking to their friends

6) you might need 2 bots a defence and a genral one. a defence bot can sit in your public channel and relay defence calls which people pm to it to the defence channel. the genral bot should be able to be used as a arbiter check and also other things are usefull like a ship checker to see if its worth attacking a target or how many ships will be killed by other ships. a good example of that kind of bot is vanxbot made by yogibear though dont bother him to make you one or for anything else:P

7) what want me to tell you how to do that as well:P

ATTACK!!
When you have a few members you will want to make your alliance the best. The only way to do this is by being the biggest.
you will need to organise attacks. In planetarion the people who are most active, when others arn't normaly are the highest ranking players.
This is why in many cases players from time zones such as in the usa, Cannada and Australia are highly prized.
This doesnt mean that thay are the best players as they oftern wont be up for when defence is needed.
Anyway. Each night attacks should be planned normal attack times are from 12pmGMT to 6amGMT each seem to have verying amount of success but remmber when you attack a normal ETA is 7-10 so bare that in mind for your launch time. People normaly get up for work school etc 8-10am so you want the eta to low to get defence by that point. remember eta in gal defence is 5. Which brings me to the point of ingal defence. This can be prevented by covering all the planets in the galaxy.

The BC job is to use the scanners to help him find a target earlyer on in the day which can be used later by his alliance. this should be done each night.
The times of launches should be at different time in the night or morning to suit the alliance members. if you have 4 galaxys coverd each night the alliance is doing well.
Somtimes galaxys are large priority targets this could meen two or more people choosing the same target to land on the same tick or land the tick after. This helps the reduction in chance of defence.
Members of the alliance should never attack with 3 fleets.
The BC should try and keep the attacks as secret as possible so when you do scans they should be put up on the net but with coords removed and at a url that is diffferent each night. The coords should be removed and value/score changed or removed to prevent coords being found in a search

ATTACK Target picking and launching
Right BCs you need to pick a target. good idea is to see how big the average person in your alliance is and pick targets that suits. Sometimes it is a good idea to have a battel group of the more elite players who will attack larger targets each night or higher priority ones. you can use web tools like sandmans.co.uk to help you pick your targets. then get a scanner to scan the targets for you so you can give your alliance members detailed info on the target they are about to face but not so detailed they can tell what the target is well in advance. once scans are done they should be hosted on the net as a text file mostly but if you want somit more fancy you are welcome to do it:P The attack bot you use should be able to store the url of the attack and be seen by anyone using !scan command or simular. Once a LT launch Time is chosen then a TP Target Picking Time can be. somtimes this can be shortly before the LT somtimes well before. The late attacks somtimes have the TP well before so people can sleep before they attack. Target picking is quite simple once the time arrives you have set for it picking takes place using the command !take # or !take 2:x:# depending on how many target you have running at one time. its first come first served for this which does tend to mean some disopoinment in some players. but if you have plenty of targets each night then they can always go for another one or do a second wave. It is also important that you have as many planets in the gal coverd as posible. with a ETA of 5 in gal it is easy for somone to gain defence well after they cant from there alliance. So it is much better to cover 1 whole gal than hit two half coverd one's. once a person has chosen the target they need to wait for the LT the best time you can launch is a few minutes befor the tick thats why most alliances go at ##:55. You can then use !launch # function on a Attack bot to tell when people have sent their ships. this info should then be givern to the hc of War who can give anyone claming a target and not launching a telling off
The Bc should next be up at landing time. Some alliances give scans in the morning allready done so you can see if your target has defence. or you can just get people to ask for them. I advise that the BC uses sandmans to see the sucess of a attack seeing what % has been lost as this info can be used l8r to see when to best hit a galaxy.

DEFENCE!!
This is mainly the job of the DC.
The activerty must be high at night for this job.
basicly you sit in defence channel and wait for things to happen. the times listed for attacks is the same as the ones you need to be active as dc as thats when the calls will come in. use the defence bot so tell all your members to tell their gal members how to get them defence. the bot sits in public channel and then person can msg the bot or for security it can sit in no channel.

Defence handy tips
One important thing for a DC is to learn as much of the ship stats as possible. It comes in very usefull. Defence should be asked for and delt with in this order.
1)DC pmed
2)Overview givern and time incoming came this tick last tick etc
3)ships home if you being attacked
4)scan if you have one of attacker
5)bcalc with your and attackers ships already in.
The more of these you have filled in before you pm the DC the easyer it will be to cover you. if these things are not provided then the DC has to do it himself.
Dc then does following
6)/notice the chanel requesting ships
7)all ships home should be pmed to the DC so he can then sort out which he needs
8)info gived to defenders what to send and what eta
9)defender then conferms what he has sent
10)Dc makes record of the defence
you might find it useful to make a record of which alliance members defend and attack this can be used to see who is active in the alliances and who is not.
Also remind the person being attacked to mail the defenders as soon as the attacker recalls this help to reduce the number of ships just defending with no incoming which could be used elsewhere.
The good thing about a DC channel is it means one DC can keep the others up to date with what is going on. many times a DC can be covering one incoming then another comes in. if its not in the same galaxy i advise you split the workload over the other DC but only one ask for ships and then the other DC can say what defence is givern by the members and it can be split between the 2 defences in the best way.

Dc Notes
lowest eta you can cover is 7
Fi/Co in alliance defence 7
Fr/De in alliance defence 8
Cr/Bs in alliance defence 9

to work out what is attacking you +1 to the eta of the incomings first tick

you can always send fake defence to a target but that is risky make sure the amount of ships you send is the same as the type of ships it is pretending to be and also the ETA is the same.




Well thats all i can think of. when i wrote most of this when i was drunk so what tha hell hope it makes sence:P if you got any input to in join #ATOM on netgamers and give it me and ill add or ajust what i have writen
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Unread 20 Jul 2004, 18:30   #2
AzureWrath
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Re: Alliance Startup Advice Beta 1

you wanna join my alliance? It'll be called..AzureWrath, nice eh? You have too much time on your hands good guide tho, i hope every amateur alliance follows it.
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Unread 20 Jul 2004, 19:16   #3
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Re: Alliance Startup Advice Beta 1

dear god, weve been doing it all wrong. were doomed.
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Unread 20 Jul 2004, 19:37   #4
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Re: Alliance Startup Advice Beta 1

Another such help guide:
Quote:
Originally Posted by Rex Drax
Well I got some time to kill and I figured I would do something constructive and start this thread. Feel free to correct any mistakes or point out alternatives and such.

Now an alliance starting off will in some case not have the tech capabilities that the big name alliances have. That?s all right, that can come later. The essential that you need is a forum by which you can communicate. The forum should ideally be split up into sub forums such as Strategy, Announcement, General Discussion, Intel, and whatever else you want to add. A lot of alliances die right about here since without a forum or some other tech platform behind them they are not taken seriously. There are several free website and I believe the in-game alliance hosting offers forums. There are advantages and disadvantages to each so weigh them and decide appropriately.

Another alternative to the website hosting is that some alliances have been willing to give a helping hand and share their web space with upcoming alliances. However this has been done with alliances they know or with the HC's that they have a good relation with. So a new alliance starting out or having no contacts will most likely not have that option.

After a forum the next important item on the tech list is an IRC channel. It is even more important than a forum since you need real life communication in order to run your war machine. Without IRC you have already lost and are not even considered an alliance. You can register a channel on irc.********.net. One thing to point out though is that a lot of alliance that have crossed over from planetarion use irc.netgamers.org as well.

A nice addition to the tech side of things is an IRC bot to host/plan attacks with or the equivalent in a webpage. The bot/webpage would have to be secure since leaked attacks will not be pleasant. Running all this will require a good tech team behind you. No matter what happens the tech team will make or break an alliance as well. As you can see, there are a lot of links that will either make or break your new found alliance, and more to come.

Next comes the command staff, not because they are the more important ones, but easier to start with them. I suggest that the command staff be an odd number for voting purposes. They are most commonly referred to as Executives (Exec) or High Commanders (HCs) depending on what format is used. These people run the alliance and make the broad policy decision. Some alliances like to split roles while others like to inter mingle them. The important roles are diplomacy, military, communication. Within these roles you can have several others like Intel, attack commander, battle commander (BC), defence coordinator (DC), recruitment officer (RO), communication officer (CO), internal affairs (IA), and external affairs (EA) and so on. The list is endless and not all positions have to be clearly defined since some overlap.

The HC's should ideally be easy going, and be set up in such a manner that as much time zone is covered as possible. In addition to the HC's some alliances have a council or senate which is made up of HC's, senior officers or executives. The senate, if the alliance has wings, consists of the HC's of the separate wings. I won?t go into much detail here since a new formed alliance will most likely not have wings set up.

The next very important aspect of a new alliance, even more important than HC's in my opinion, are the officers. These guys are the glue that keeps an alliance running. They have to be easy going, deal well with pressure and make competent decision. These guys are responsible for rating potential members, defending all members or planning raids for members. At the same time they have to create a pleasant atmosphere for members to have fun in. Without these guys you?re lost already.

After them of course come the members. They are vital since without members you can?t do anything. When looking for members, you should have an idea of the kind of members you want. There are several different types out there and not all are compatible.

Now that I am done going through the background of things, I will talk about how to start an alliance. Or more appropriately how I would start things. Best way to start any alliance is to start of with a core. The core can be as small as 15 members or as big as 40. It all depends on what your resources are. Once the core is gathered depending on your status, if you?re an established member of the community or you have the resources you start gathering people you know. This happens by "poaching" from other alliances, or talking to players that are not happy with their current alliances for various reasons. Contacting friends is also a great way to get a core going.

If you do not have any relation what so ever your best bet is to advertise and with the folks you gather start a core. However beware of spies, they are abundant and you never know who you are recruiting. So what I would suggest is to start small, attach yourself to an alliance or become a BG and grow and learn for the round. See how the politics is played and from there gather your strength. See where you excel and where you?re lacking and make a name for your alliance so to speak. Then the following round your options are much better and you can go forth as an alliance.

So you have yourself a good core, your tech department is up and running and your officers/HCs know what their responsibilities are. Now what you wonder. This is the part where things get the most fun. The political intrigue starts and the military conquest. This is what the game is all about. Fighting and dying beside your fellow combatants and taking out the evil enemy. The enemy is always evil and you are going to go forth and liberate those poor oppressed roids and take them back to your planet where you will nurture them to good health. You will help them be all they can be and achieve their potential and go beyond.

Well that?s what we all like to think at least, only time will tell.

You have several options. Allying/joining a dominant block and working with them is an optio. The other option, which I tend to favour personally because it gives the new alliance more of an equal chance, is to find oneself a worthy ally to cooperate with. Basically you want to share galaxies and combine resources. This is very tricky. You want enough members in the galaxy to have some control, but not too many because when that galaxy gets incomings it might/will drain your defence fleets quickly. Most alliances have galaxy policies which indicate no more than 3/4 members per gal or 2/3 members and 2 wing members. If your alliance is part of a block the block policies are usually 3/4 to give the galaxy neutral protection while for full protection 6+ members will have to be part of that block.

Your partnership with another alliance should be based on common goals as well as compatibility. For instance an alliance between NoS and 1up would not work in the long run (not trying to pick on those 2 alliances in particular). 1up is a hardcore alliance and more geared in skill and towards winning. That?s their emphasis, while NoS is more geared towards having fun and creating a pleasant atmosphere for their members. Not saying that NoS would not like to win, but they have slightly different objectives. Initially such an alliance could possibly work out, but there would be conflicts. For instance 1up would probably be disappointed in the fact that NoS would not have the activity that their members have and not be attack as much as they. This would lead to conflict on the HC level which would filter down. An alliance between like minded alliance such as 1up and HR would have a greater chance of succeeding since they have similar goals in mind. So choosing an alliance to partner with means evaluating your goals, seeing if they are compatible with the other alliance. Ensuring that the alliances have similar skill level and similar type of activity since neither alliance wants a drain on their resources.

But before you can look for an ally you have to determine your goals. Yes being topXX galaxy or having XX topXX galaxy/players is always a worthy goal, but lets be real. Starting off you should set reasonable goals that can be achieved. Another goal could be winning a war. Once you have a general idea of the political aspect for the coming round, you can decide you will go to war with a certain alliance to make a name for yourself. Winning is always beneficial, but not guaranteed and even in losing you may carve out a name for your alliance.

Well I have talked enough about politics. I can talk a lot more but experience is the only teacher. If you have questions you can find me on IRC (irc.netgamers.org) under nick RexDrax. I can be usually found in #plush, #tgv. There is a lot more but I am not going to get into it. The above is just some basic info to get you started.

Moving on to recruitment, Best type of recruitment is of course via friends or vouches. This minimizes the spying aspect, but doesn?t totally eliminate it. When recruiting you should always interview. When interviewing ask the person about his/her background, what they hope to achieve, any prior history, any skills they posses and why they wish to join your alliance. Each question can lead to more in depth probing of course. If the user gives perfect answers I would not accept them, because in my opinion there are none. Everyone is somewhat subjective and the interviewee giving perfect answers would (in my opinion) be BSing his way into the alliance and not be trustworthy. I could be wrong, but that?s just the way I would view things.

Ideally you would want to set up a recruiting wing. This is not a bad thing; the point of a recruiting wing is to weed out spies. Yes even though you had X number of vouches and the recruit passed the interview he/she can still be a spy. One goal of the recruiting wing is for the recruit to show the skills they posses and to demonstrate their activity. Another goal is to compartmentalize the alliance and to minimize flow of information as well as contain any leaks. It?s quite evident that if a spy has to spend a whole round in a recruiting wing and is not given too much access they have to invest a lot of their time in order to get the information they are after.

Moving on to attacks, there are several options here and most of them are good options. Ideally you want your members to attack with your alliance or have their gals attack with your alliance. This is where control of the galaxy comes in handy. Attacks should be structured in an orderly fashion and be at a regular time interval. If you keep them at regular times then the enemy can plan for them and hit you before you hit them and therefore through your whole timetable off. So having irregular attacks is sometimes a necessity. At the same time having early attacks in order to drain defence or confuse the enemy is also a necessity. Depending on the enemy and the war situation the appropriate action needs to be taken.

So now you have decided on attacking. Ideally you want attacks to be controlled via an IRC bot, have all the members wanting to attack in a channel, have scans available with the coordinates removed in order to minimize leaks and have a BC in charge of the attack. At target picking time (TP) the members can choose their target. Remember when editing the scan it?s worthwhile to change scores and roids in order to hide the true target if you want to go to that depth of secrecy. When launch time (LT) comes around all attackers should be online and confirm launch with the bot and/or the BC in charge of the raid.

When I have run raids I have always enforced several rules. The primary one being that if you pick you launch, even if you get incomings. If you find an alternative person to attack your target a substitution can be made but you not launching is not acceptable. This hinders the rest of your fellow attackers and should only be done under extreme circumstances. Once launched, no recalling before eta 1. Any recall has to be approved by BC or HC in charge and has to have a very good reason. If you recall too early your target can defend inside the galaxy and therefore screw up one of your fellow attackers.

As you can see, having successful and regular attacks will make your members happy. If they are happy and getting roids then they will feel a sense of accomplishment and be happy with the alliance. They will also grow and be able to build more ships and therefore be able to attack more often. It?s a cycle you want to encourage and as such you can now see why I consider BC's to be a vital part of an alliance. They are even more important that HC's since it does take a certain amount of skill to plan raids. Picking the right target, being able to know how many members can attack at any time, knowing rough composition of attacking ships needed to take a target. This becomes even more critical when going after a top galaxy since you have to literally watch the galaxy. Determine their online times and their attacks patterns and see where they get their defence. Then hit their main defenders first and then the main galaxy in order to increase your odds of landing on them or even catching their fleets so that you eliminate them as a thread permanently.

I think this guide for the moment is done. I have covered:

-What you need to make an alliance
-Goals you should consider
-Possible setup for command/officers
-Why it?s vital to have certain aspects running
-Possible political scenarios to pursue

This is meant as a guide to give you a general idea and to avoid pitfalls. There is a lot more that you will need to know that only experience can teach you, or having someone to guide you through everything. If there are any particular questions feel free to post and I will try to answer them, or someone else will I am sure. You can also find me on IRC (irc.netgamers.org) in channels #plush, #tgv I will be happy to help out anyway I can. There are others to help you out as well, some of the regular posters here may be just that (just beware some possible flaming or picking on your post). Starting a new thread about what you wish to know is another alternative...and with that I shall end it now.

-RexDrax
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Unread 20 Jul 2004, 19:40   #5
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Re: Alliance Startup Advice Beta 1

I still prefer this guide by Cayl.
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Unread 20 Jul 2004, 22:54   #6
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Re: Alliance Startup Advice Beta 1

Quote:
Originally Posted by rshih
Good god jerome did u have to quote all of it u ****head?
If you look at it you'd see it's a completely different post, not the starting post but one from another thread I'd guess, maybe even from another forom.

And I got to agree with Jester here.
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Unread 21 Jul 2004, 01:20   #7
Mr_Blonde
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Re: Alliance Startup Advice Beta 1

lol yer azure i wanna join that alliance though not if joining it means what i have to do to get defence from you:P
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Unread 21 Jul 2004, 04:36   #8
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Re: Alliance Startup Advice Beta 1

I haven't had time to read it for detail, but browsed through to see what topics were covered.

It seems to be a good start addressing where my post left off, ie how to run your alliance once you've started it.

Good effort
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