An analysis of the top tribes, and others of note.

DeletedUser13345

Guest
excellent, found it very truthful and entertaining especially the cult part.
good job, can't wait to see more.:)
 

imori

Guest
Great post, I love it.

And deadly, he commented on D*D, the top tribe ;)
 

DeletedUser13345

Guest
yea lol, id like to see some about ROA and [DR] considering I myself dont know much about them especially ROA.
 

DeletedUser5351

Guest
Further analysis will be here since I didn't reserve enough posts at the top. :p

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
 
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Hellsight

Guest
D*D went to war with IP along side of the CA, they did an expansion on DARKEN shortly after that.

I believe before IP they fought whoever was the last core tribe (other than IP) along side of the CA, can't think of the name atm though. I could be wrong on that though, it was a long ass time ago.

It may be a day or two when I get to the rest of this, I got some more homework today. :p

And if anybody wants to disagree/argue/offer up more facts and/or commentary, feel free. I'm not against revising my previous statements in light of new information.


Edit: And I am looking forward to writing about DR, ROA and OT.

Rock? Masons? Something like that
 

DeletedUser5351

Guest
The Off Topic Brotherhood - OT, SOT, OTU, OTFL, OTPM, OTTE, OTST, OTFD, OTCT

In world 3 the OT Brotherhood has perhaps the most interesting, misunderstood and dynamic personality of all of the top tribes. The opinion of OT will vary extremely greatly just depending on who you ask, whether it be from enemies, allies or even OT members, all of the opinions differ, and everybody's experience with OT varies greatly. That is perhaps what makes OT so interesting, as it is possibly the most inconsistent tribe in the game, yet despite it's long standing history of inconsistency, it has not yet led to the destruction of the tribe. For me it is easy to pinpoint the reasons for this. It's leaders (when compared to the leaders of other w3 tribes) are largely inexperienced, having very different personalities, and as a result of their leadership structure, there are a lot of them. Since the loss of Chumpy and Bonger, there has not been for an extended period where the OT members could just say "that guy is our leader." The number of leaders and the frequency that the leadership changes, OT has proven to be the most consistently inconsistent tribe in the game.

From here on out, instead of doing a general overview, like I had done with the other tribes, I am going to break it up in to a few headings, mostly just to keep it organized.

A semi-brief history: Before going thoroughly in to an analysis of the OT Brotherhood I think it is important to go in to a (relatively) brief background of the tribe. OT was founded by a group of gamers who knew each other previously and migrated over from a game called WWII Online. They started for the first time on world 3, and stayed here. They formed OT as a single tribe with no intentions of expanding it any larger. It is important to note that the leaders of OT had played with each other before, but never TW, this has resulted in and defined OT's policies and style, which is unlike any other tribe in w3. The players were also started out spread around the world, as at the time you could not pick your starting direction. This resulted in the mid-rim ring that OT eventually formed, which degraded in to the spotted layout of OT today. The tribe grew up around the original members, as the policy was adopted to recruit people around the founding members so that nobody was left without support. Eventually the membership grew in such a way that SOT was formed to house the bastard children of OT. Before they knew it they had formed 11 total branches, created from equal parts of new players, close allies and defeated enemies (The last two branches were OTFD and OTCT, which was a merger from allies of FOAD, and the defected enemies from destruction of RVRO). Not long after the leadership realized the amount of work it was to manage that many people. They eventually burned out and passed the baton, which has been passed several more times since. For the past (approximately) 6 month OT has maintained the same 11 tribes, just filling empty spots when players leave. Recently OT has downsized membership and cut it's tribe to 9 branches, mostly do to the lack of availability of new recruits.

The Leadership: In almost all of OT's history they have been lead by fairly dynamic leaders, who unfortunately did not have the drive or time to do what they knew needed to be done (myself included), or burned themselves out trying. Also at the same time the leaders had too much respect and loyalty for one another for any given leader to attempt to take a firm control of the tribe (they way kreger did with cult), simply out of concern for drawing hard feelings from their friends (otherwise, admittedly, I would have taken ultimate control of OT). Chumpy, Bonger and Wonderwall were regarded as the heads of OT, and their word was final, but once they all left (within a short period of time) nobody took up that role, which is where the leadership flaws of OT started to become apparent. The 10-15 leaders left all essentially had equal power and differing opinions, with no solid way of settling those differences. While it did not hurt the stability of the tribe, as they were all friends and got along still, it slowed decision making down immensely and sometimes got important issues bogged under and unresolved all together. This lead to strife with allies and created more enemies (This was the time of the eHorde and PDM declaration, a lot of the problems were a direct result from those leadership issues. Both were allies prior to). As more leadership began to stop playing from their long term in office, there was nobody in the position to promote new people to the position. It came to a point where there were several of the officers who were not doing anything, others who were doing stupid things, and the few competent ones in office were not in a position to do a lot, or too busy trying to clean up the messes of the others. Eventually they collectively decided on the OT Leadership council, and a collection of the officers and lower officers voted on the five who would fill the position. It's the leadership style that's in place now, and has been in place for about 3-4 months.

The Members: Aside from the type of people who join a family tribe to sim-city, OT's members have proven time and time again that if anything, they are dedicated to the tribe. OT has been in a constant state of war for nearly all of it's existence, and the members of OT like it that way. The members stick around through thick and thin and are willing to fight to the last. The active members leave only option for themselves to leave the world and/or be rimmed when faced with overwhelming odds. Very few have defected to other tribes (especially impressive considering how quickly other family tribes have fallen apart in a tough war). The war with the eHorde, PDM and the CA has proven that. It's hard to say what it is about OT that creates such a strong bond between it's members, but it's definitely there. It could be attributed to the fact that many of the members in OT joined when they were new to the game, and the existing members embraced them and tried their best to teach them how to play. OT tends to not be picky about who they allow in to the tribe, just about everybody can get a chance, but they are picky about who they allow to stay. Rarely will people get away with being inactive in the game or in the forums, and if they're just a straight up pain in the ass they generally are removed and/or rimmed. Members who do not live up to OT standards usually are not allowed to leave to another tribe once they are cut by leadership, but are allowed to leave if they ask. The #1 goal is to provide for the active members a comfortable place to have fun with their friends, so even if a player isn't skilled at the game but is a cool person, then the OT members are happy to have them around.

Click here to continue to OT Part 2
 
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DeletedUser

Guest
nah, after that. They were fairly unknown. I believe they were in the NE-E sort of area, but for the life of me I can't remember.

Found it on TWplus.

it was DSB I think.


D*D wiped out ASIA early on to, who were pretty powerful at the start of w3.

None of the CA tribes fought DSB.

*EDIT* I stand corrected.. i was unaware of HTW-R fighting DSB
 
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rumplehumpalot

Guest
HTW-R decided to jump in against DSB towards the end of our attacks.
 

DeletedUser5351

Guest
part 2 of OT

OT Policy: OT policy has always been a work in progress, but is usually behind the times. From day 1 the leaders, having no experience from previous worlds, were always just sort of 'wingin it' when it came to tribal and global policy. Generally this meant that OT could not keep up with the dynamics and evolution of the world, or just simply conflicted with standard world policy (IE refugee claims and village disputes), causing countless problems. It also ended up with unusual but successful methods to cope with issues that other tribes never had to deal with, or just new solutions to old problems. Most notably that of the sector concept and leadership structure, which an offshoot of was eventually adopted by cult. The difference and interesting thing about this concept is that where most family tribes would split up their organization and their branches by continent, OT just split it up by geographic location just slicing the circle that is w3 in to 8 equal parts, each with it's own leader, and there is no distinction within game between geography and tribal branch. They also kept branches roughly equal in points, so as not to draw attention or give potential combatants a good feel for their actual power. This is a direct result of the leadership's lack of experience with such things, as the idea to split by continent is generally used by default. This prevented early on from branch leaders from trying to build up a following then defecting, but also forced members to get active int he forums to keep in touch with those int heir area, thus building community and making OT (at the time) the most efficient family tribe in w3. It is not without it's flaws in the modern world though, as now it is hard to tell the difference locally between allies and tribe members, and the sectors are just too large and populated for it to be relevant.... Which brings me to my next point. OT members and leaders are traditionalist in their policy, meaning that they stick to ideals simply because that is what they have been doing, even when it is obviously causing problems. Examples are forum silence and the continuation of the mixing tribes with no regard for geographic location. One can be pretty confident now that the OT leaders are not going to try to take off with one branch, which was the main reason for the policy in the first place, but now with a literally completely blue map their members can't distinguish friend from foe. The leadership has acknowledged that problem, but refuses to change it simply because of tradition. Similarly the 'radio silence' policy (which has never been officially dropped), which was designed when OT was becoming a world power but did not want anybody to know it. At that point while they could have easily been in the top 10, they kept their membership distributed and stayed off of the P&P, so as not to draw attention to large enemies that could otherwise potentially attack simply to reduce a potential threat. However, OT became a target of ridicule and propaganda, as they could not stay off the world stage forever, but they stuck with radio silence simply because it's always been that way. This resulted in the decreased world opinion of the ignorant, which caused OT problems. Eventually the leadership figures out and makes their policy changes, but often by the time they do it is too late to prevent or recover the damage, or it's just outdated.

Diplomacy: Diplomacy with OT varies from person to person. A long standing problem with OT has been that there have been too many problems, and not enough diplomats. This resulted in issues being unresolved, or those who are not well qualified to attempt to deal with diplomatic situations making attempts to do so. This was partly caused by leadership not (or being unable to) appointing new diplomats, and sometimes no diplomats being available. Within a family tribe who has no problems inviting new players, village disagreements are abundant. When properly dealt with, these disagreements are not an issue, when left alone or ignored they turn in to sour feelings very quickly. Combined with the wrong people taking diplomacy in to their own hands, using threats and insults, it turned quickly in to a situation where the actual diplomats could not do enough to keep up relations. In an unrelated note, OT in the past had the habit (as many family tribes do) of making too many alliances, without strengthening existing alliances. This was done in an attempt to make sure none of their members were left without allies int he world, but resulted in OT being caught in the middle of many cross alliance wars, as well as stunting the growth, and causing that polka dot look of OT by giving it fewer targets to feed on.

War with OT: It's obvious to see OT's main weakness in war: It has no central powerhouse. OT has also been in a constant state of war, which makes them slow to mobilize when new threats arise. That being said, the obvious tactic that has proven to hurt OT the most (and has wiped them out of several parts of the world) is one extremely powerful initial thrust. OT's members will attack and support from extremely long ranges, but it generally cannot be enough to recover against a locally powerful opponent. However, that does not make them a pushover. OT has proven that if anything they are persistent. OT's members will keep up the long ranged support and attacks as long as there is an OT member in the area worth saving. This result in very long and drawn out wars for OT's opponents, as it takes time to bust through dozens of heavily spiked villages, and can result in the an effect for OT's enemies of moral issues (via game mechanics and player mentality) if a resolution is not reached. OT has proven via the eHorde, PDM and CA wars that it is more likely to fight to the last than to surrender and/or fall apart, despite heavy losses. OT is probably the only tribe in all of TW to suffer multiple devastating wars and not only survive, but continue to grow as a whole. This is a result of the previously mentioned membership loyalty along with their world scope that keeps clusters of OT unaffected. The members possibly are the most experienced in the world at long ranged and long term warfare, and are perfectly willing to hunker in for a months while launching 70 hour 1-way attacks. In short, OT can be locally easy to defeat, but very difficult to completely destroy, and they'll annoy you the whole way through.

Modern OT: This analysis has a lot of 'was' and whatnot, but the reader may be wondering how this ever changing tribe may be fairing today. Many suspected (even within OT and it's allies) that OT would fall apart within the first couple days of the CA declaration, similar to the way IP did when the CA declared war. It was obvious that it's allies were even waiting to see if it was even feasible for them to come to OT's aid, as there was a fear that they would end up fighting alone. OT exceeded expectations by staying solid in the face of massive losses, and even launching somewhat successful counter offensives. OT's leadership, while still somewhat inefficient, has organized itself and has a solid grip on their long term goals and their control on the tribe. Security issues in their off site forums, through the technology and the players, caused them and is causing them problems with operation efficiency and has been used by enemies in such a way to make certain allies mistrustful. OT still has many issues and kinks that need to get worked out, that should have been worked out before the war, but things are gradually improving, but like always, OT is behind the times. The damage caused by the lack of preparation for the imminent war, as well as the mishandled diplomacy that led up to the war, may have caused damage that will keep OT from being able to grow efficiently, and may eventually cause them to fall from the world stage. Only time will tell.

Click here for PDM
 
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DeletedUser

Guest
We were also in the IP war. We did not declare against HOT, though.

Some of us...not a ton, also are left overs from 2XIG2...which was involved in the war vs. FTR and DR....and I don't know who else anymore.

Those of that remain weren't defeated, and thanks to Glassfamily the war ended with those two tribes with only 2XIG2 standing of all the tribes that made up XIG.

As for before 2XIG2 (aka DAWN) merged with D*D, I don't know of their war history.
 

DeletedUser

Guest
And if anybody wants to disagree/argue/offer up more facts and/or commentary, feel free. I'm not against revising my previous statements in light of new information.

I could comment some, but it would only be about D*D thus far. As it is, I don't think I will...since I don't want to correct the things you are off on. :)
 

DeletedUser5351

Guest
Paradigm - PDM

Overview: As one of the more obscure and anonymous of the top 20 tribes, PDM is by no means a tribe to be ignored. PDM had remained almost entirely in the shadows (and out of the top 20) until their declaration of war on the OT brotherhood. However, unlike eHorde, they remained more strongly committed to the cause, carrying the war on for an astounding 6 months (+- a month). They nearly eradicated the local OT in the first month of the war, and were left only with heavily spiked villages to content with. Obviously, such a petty thing did not stop PDM from achieving their goal and they continued to make progess, if slow and hard fought. "Why would they do this?" one may ask. To be plain and simple, PDM wanted, and achieved, nearly complete dominance of their continent. They may have achieved it more solidly than any other single tribe in the game. This would not have been possible without the incredible dedication, tenacity and loyalty of the PDM players. They've since faded from the world stage as they hunkered down to finish the removal of the OT threat from their continent, but have remained solidly in the top 20. Since the peace has been made with OT it's anybody's guess as to what PDM will be up to in the future, but one thing will be sure, any enemy would be hard pressed to encroach on k43. Not only that, with the tough and committed leaders and players of PDM, PDM will likely be able to expand their territory well beyond the borders of k43. With the tremendous length of the OT war, it is easy for an outsider to forget about other PDM wars. One war which truly set PDM up to become a significant power in the world was the war of against Union. Union was a family tribe that had far more branches and far more members than PDM at the time, but PDM had skill and tore the tribe to pieces in short time, giving them the first leg up to dominate their continent.

When you war PDM: Don't expect them to stop. Plain and simple. They have plainly shown that they have no problem fighting a long term war, and they will not give up on the fighting part way through. They have several skilled individuals, most notable of which are lazydowski and darkn, who will, if left unchecked, inflict massive damage on their enemies throughout the entire war, setting a good pace for the rest of the tribe. They have little use for propaganda or underhanded spy tactics, they prefer just to beat their enemies outright. The most obvious weakness in PDM that I have spotted throughout my time fighting them, is that they're heavy reliant on their best players, and have no interest in retaliation in along ranged war, as it would be counterproductive in their construction of a strong and contiguous core.

Diplomacy with PDM: PDM will stand by their diplomacy, as long as they have a reason to trust those they sign it with. However, it is easy to lose their trust if you slight them too many times, and it's not something easily gained back. If a tribe will stand firm and honest with their diplomacy with PDM, then PDM will do the same, and more.
 
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DeletedUser

Guest
My mistake. I guess I mis-interpreted the situation. I knew little about the war, only that D* and somebody in that general area was fighting DSB.

I think it should be noted that PTT-NW, before becoming D*PTT, won numerous wars, including handing Cult their only defeat.


Back on topic, great post, it kind of reads like some sort of nature special. I'm looking forward to hearing what you have to say about everyone else.
 

DeletedUser

Guest
HTW-R decided to jump in against DSB towards the end of our attacks.

hehe thats far from the truth; we had a week and a half lockdown in order to max vills & store packets for that conflict and by the time that elapsed you had already started to attack yourself. We hit them at the same time, but our conflict was entirely independent to yours with planning occuring long before we new you even had any inclination to attack them at a ll.

Us trying to take the same vills was a massive headache rather than anything else so to suggest that we jumped in on it is entirely innacurate.
 

rumplehumpalot

Guest
hehe thats far from the truth; we had a week and a half lockdown in order to max vills & store packets for that conflict and by the time that elapsed you had already started to attack yourself. We hit them at the same time, but our conflict was entirely independent to yours with planning occuring long before we new you even had any inclination to attack them at a ll.

Us trying to take the same vills was a massive headache rather than anything else so to suggest that we jumped in on it is entirely inaccurate.

I beg to differ. We had taken several villages and cleared even more before you guys decided to join in. Wasn't DSB an ally of HTW-R's just before you attacked them? So how could you have planned a war against them lonnng before?
 

DeletedUser

Guest
Can we get an analysis of a Top 30 tribe. =D



DoF2DoF2DoF2DoF2




:icon_biggrin:
 

rumplehumpalot

Guest
haha that would take kamarah quite a bit of time doing. lol
 
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