Further analysis will be here since I didn't reserve enough posts at the top.
space tractors - GRIGNR
Overview: Despite popular mis-spelling, they are named GRIGNR, not GRINGR. Perhaps one of the most popular tribes in all of world 3, GRIGNR is very unique in personality and tribe layout. Formed by a bunch of friends who came to the world together, GRIGNR is spread throughout the world in small clusters consisting of a few members. This is not entirely uncommon in family tribes, but that is what makes them unique: GRIGNR has only one branch, they are not a family tribe. For most tribes that would spell doom, but for GRIGNR it has worked out great. They have significant clusters throughout the world, and with the combination of faithful alliances, they have established a powerful holding in world 3. Their largest cluster is now primarily focused in the east, largely thanks to their participation in the war on KILT. However, in the end their continued growth and survival was largely accomplished with their tractor policy, declaring, "vroom vroom zzzzzzkrrrrr all over your face." The level of friendship combined with the strong leadership and smart diplomacy of genofish keeps their members active and working hard together to accomplish their goals.
When you war GRIGNR: Expect a high level of coordination between the GRIGNR members. Combined with their obvious skill, the combination of those two attributes leaves no space to wonder how they've survived and thrived, despite their initial layout. An enemy would also have to expect a large amount of cooperation between GRIGNR and their allies in FF and OT. Consider the number of players distant from the fighting, if you are the receiving end of an assault planned by GRIGNR, expect your counter attacks to hit heavy support. They potentially be weak against a surprise attack on their holdings, as support will be long to arrive because of their spread out nature.
Diplomacy with GRIGNR: GRIGNR is true to their diplomacy, and to their credit, is not very generous (unlike many spread out tribes) with creating agreements. They stand by their allies in war and in peace are always up to vroom vroom zzzzzzkrrrrr on somebody's face, alongside of their allies fighting of course. Before you think of even asking, no, they do not want to merge with your tribe.
HT Warriors - Reloaded - HTW-R
Overview: HTW-R continues to remind us of one thing: Monkeys have opposable thumbs, and things with opposable thumbs can wield axes. Despite plamya of ROA's efforts, HTW-R has long held the title of the fun loving tribe within the CA. They seem to be the least elitist of the CA tribes, and until the addition of ROA, maintained the most members. Just because they are more relaxed and more fun loving than the rest of their brothers, does not mean that they are not a powerful force. HTW-R members express great loyalty to their tribe and leaders, and there is little evidence to outsiders that the tribe experiences any inner turmoil or drama. This makes HTW-R the least likely to explode (or implode) of the CA tribes. Like all of the CA tribes, HTW-R also fields a powerful army, despite it being staffed with monkeys. While (to my knowledge) they have never beat [DR] out for the number one spot, their only competition for the #2 spot has been D.V, giving a great testament to the skill and power of HTW-R. However, like the other CA tribes, they have not experienced much in the way of long ranged and long-term warfare. The #1 weakness of HTW-R that is not experienced by any other tribe is bananas. Give Syrah a banana and he/she will be banana scented putty in your hand.
When you war HTW-R: Of course, when you war HTW-R, expect the rest of the Central Alliance to fight along side them. If you share a common border with HTW-R, expect relentless and coordinated attacks, as would be expected of a tribe that has been in the top 3 most of it's life. They seem to get bored when their opponent is no longer convenient to attack, and may look elsewhere once the battle field turns to long range.
Diplomacy with HTW-R: Of the CA tribes, HTW-R seems to be most open to the idea new diplomacy. As long as there is something to bring to the table for HTW-R, they may be willing to sign an alliance or NAP. In my experience the HTW-R diplomats are always courteous and fair, but are crafty negotiators. Even without standing diplomacy, HTW-R will be willing to work with just about anybody to reach a common goal.
Demon Vanguard - D.V
Overview: This is the final CA tribe to be mentioned, and it is probably the one who gets the most attention. The number one thing to be said about D.V is that is loves the spotlight. It's accomplishments are undeniably impressive and the leaders and members of D.V are never shy to tell you so. Unfortunately, they also have a tendency to do it in an insulting manner if they don't much care for you. This attitude has been the cause of some negative feelings (most noteworthy are the late PTT, and of course OT) toward the D.V and, by relation, the rest CA. This on occasion has resulted in plots against the CA (most of which didn't result to much), including several attempts to form a form of mid-rim coalition to defend specifically against D.V and the CA. None of those attempts got off the ground. The harsh attitude is not isolated to the forums, and depending on your relations with them, can appear when dealing with D.V and it's members in the game. D.V is also well known for it's legendarily rude diplomacy toward it's enemies and soon to be enemies. This approach often results some hilariously insulting diplomatic exchanges. As a part of the aggressive and powerful alliance that they are in, they have been secure in the knowledge that they can back up their claims. Recent history is showing that D.V's diplomacy (along with other factors) is catching up with it in the war of world 3 by making it the focus of OT, FF and GRIGNR. Of course geographic location is playing it's part. As another note about D.V, under the rule of the recently resigned sumner, it seemed to be becoming unstable and ready to fall apart, but with the power of the the tribe and it's allies, as well as bigmannie stepping up to the plate to lead, it seems to have come back under control. It's difficult to say entirely whether that is still the case under the rule of bigmannie, but the outward signs of it are less apparent. Only time will tell if this tribe will be able to maintain it's power, but it is currently decreasing.
When you war D.V: D.V loves the propaganda, and generally just before a declaration of war by D.V people will see an influx of propaganda toward D.V's next enemy. Also expect a high amount of spying and spy attempts. Once war is declared, out of the CA tribes you're most likely to see D.V bringing in not only the other CA tribes, but also tribes from outside of the alliance to war you. This in the past has resulted in extremely short wars where D.V and it's allies have dominated the battles. Like all of the other CA tribes though, they are not well experienced in long term or long ranged fighting, this was proven in the PTT-NE war, which was concluded with the declaration by FF, which caused PTT-NE's members to scatter.
Diplomacy with D.V: If you have a diplomatic disagreement with D.V, don't expect an easy resolution. D.V will attempt to flex it's muscles to get the best possible outcome for itself. Whether it be a threat of war or simple personal insults, it's not going to be a pleasant experience. However, the strong relationships D.V has with it's allies makes it obvious that D.V treats it's allies and friends well, creating strong bonds between whoever they keep agreements with.
Click here to go to OT part 1