Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Alliances: one whole or many parts?
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedAlliances: one whole or many parts?

 Post Reply Post Reply Page  123>
Author
Deranzin View Drop Down
Postmaster
Postmaster
Avatar

Joined: 10 Oct 2011
Status: Offline
Points: 845
Direct Link To This Post Topic: Alliances: one whole or many parts?
    Posted: 07 Jan 2013 at 09:13
Originally posted by The_Dude The_Dude wrote:

I suggest that leading through building consensus is also a possibility. 

True. Smile I don't think that I fully covered all the categories (and said nothing about subcategories) and I welcome any addition.

Quote
 In Illy, alliance membership is voluntary (with rare exceptions of bully leaders forcing "join or die" on players).  As such, the leadership by rank is not feasible in Illy (unlike an actual military).


Also true. As I said some types of leadership are not suitable for some particular endeavor where other types might thrive. Leadership by rank, by definition, never works on places were your subordinates can simply "pack up" and leave to a better place ( armies would have been quite funny in that case Tongue ), so yes, it doesn't really work in Illy. 
Back to Top
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 06 Jan 2013 at 17:51
I suggest that leading through building consensus is also a possibility.  In Illy, alliance membership is voluntary (with rare exceptions of bully leaders forcing "join or die" on players).  As such, the leadership by rank is not feasible in Illy (unlike an actual military).

Back to Top
Deranzin View Drop Down
Postmaster
Postmaster
Avatar

Joined: 10 Oct 2011
Status: Offline
Points: 845
Direct Link To This Post Posted: 06 Jan 2013 at 11:25
Originally posted by Loud Whispers Loud Whispers wrote:

Originally posted by Tordenkaffen Tordenkaffen wrote:

Alliances takes time to properly build, nurture, structure and develope, but instead to  "detach" the players essentially reducing them to...troops/fodder/whathaveyou and eliminating a vital part of ingame relations is not the future for this game.
+1
The moment a large organization can afford to reduce its constituents to just workers is the moment things go downhill.

In the game, yes, in other aspects of leadership no.  (but this impersonal detached nature of leadership in most RL regards is not a matter for discussion atm)

I agree with most of the things Tordenkaffen said and I just want to add a slightly different thing which is that people should wonder from whence a leader comes and how/why his leadership continues .?. 

In plain words : "Why should we follow that person and not someone else" .?. 

There are many kinds of leaderships in this regard : 
- The leadership stemming from rank ( the easiest way ... the army, civil services, politics etc etc are run that way )
- The leadership stemming from wealth (politics and society usually )
- The leadership stemming from sheer charisma (can be aplied almost everywhere, but it is very rare)
- The leadership stemming from knowledge ( companies and coalitions of some jobs can be run that way ) 
- The leadership stemming from friendship (the hardest kind to establish, the easiest one to lose)
- The leadership stemming from strength (needs no further commnet :p )

In case someone wonders what's that got to do with the topic, the answer is "everything" ... depending on what kind of leader you are and from whence your leadership comes, you have a different style of leading and you are using different technics and applying different values. 

For instance : 
 - A leader through rank, fears no reprimand or disobedience from his underlings so many leaders of that type are usually absurd in their notions of what they should ask from the people they lead. 
- A leader through strength will always fear the rise of his most prominent underlings and will always strive to be above them or might send them away or have them "fall from grace"
- A charismatic leader, after a time, knows that if even if he is wrong people will follow so he might get a bit sloppy and careless which is dangerous in the long run. 
- A leader of weath will just pay other for fixing all his problems instead of thinking how to avoid creating problems.
- A leader through friendship will always have a Damoclean Sword over his head and will constantly worry if he displeased his friends and if they are really better off following him and that it why I said that it is the hardest kind to espablish and easiest to lose. Also, it is the longest one to establish, because friendships take time.

Also there is the matter of what kind of leadership is DEMANDED from you due to the situation. 

Imagine being in the army (which demands leading by rank) and trying to lead with friendship !? ("hey guys, let us dig up this trench - naaah later dude we are bored now" )
Or being a captain in a ship and trying to lead with wealth (you'd better know how to swim ! :p )
Or how about being a civil servant and trying to lead through strength .?. ( hello lawsuits ! ) 

In this regard, leaders or would be leaders of an alliance or a coalition of them, MUST have in mind what kind of leaders they are and what kind of leadership it is demanded of them.

If you want me to go into particulars, Consone imho not only forgot that making the jump from one alliance to many, NEEDS at least an extra layer in the command chain ( http://forum.illyriad.co.uk/rhyagelle-responds-to-absaroke-aggression_topic4306_post55952.html?KW=platoon#55952 ) which is totally absent, but also that the key in leading a large number of people is the way you divide them in smaller groups ( in case you doubt this is not my idea, but a Sun Tzu teaching ). 

I 've read posts saying that they "suggested" to a player to do this or that, or stop attacking this and that player or stop pestering their harvesting fields .?. 

"Suggested" ... leadership by friendship .?. In a vast coalition of alliances or different people who are "friends" only in specific groups .?. Molding all those heterogenous groups together takes VAST AMOUNTS OF TIME, time which they didn't spend and instead,  as Tordenkaffen aptly put they "cut corners" in haste to reach their goals.

After all I said isn't it obvious that the idea is bound to fail and, to return to the topic, it would fail because there wouldn't REALLY be a central policy within the alliance or specific leaders that would take a decision that would then be executed accurately. ( recent example : http://forum.illyriad.co.uk/peace_topic4633_post60901.html?KW=#60901 )

So, imho, leadership is not a matter of analysing specific situations or scenarios (because another aspect of leading is "crisis management" and such things rarely follow the "norm" and need improvisation and a cool head), but of deciding who, how, where and why someone leads and for what end.


Edited by Deranzin - 06 Jan 2013 at 11:31
Back to Top
Hadus View Drop Down
Postmaster
Postmaster
Avatar

Joined: 28 Jun 2012
Status: Offline
Points: 545
Direct Link To This Post Posted: 06 Jan 2013 at 06:06
Thanks for all the well thought out replies. I realize my example in't the most realistic, but I'vepicked up quite a lot of insight form this thread already.
Back to Top
Loud Whispers View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 31 Jul 2012
Location: Saltmines
Status: Offline
Points: 196
Direct Link To This Post Posted: 05 Jan 2013 at 09:59
Originally posted by Tordenkaffen Tordenkaffen wrote:

Alliances takes time to properly build, nurture, structure and develope, but instead to  "detach" the players essentially reducing them to...troops/fodder/whathaveyou and eliminating a vital part of ingame relations is not the future for this game.
+1
The moment a large organization can afford to reduce its constituents to just workers is the moment things go downhill.
Back to Top
KillerPoodle View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 23 Feb 2010
Status: Offline
Points: 1853
Direct Link To This Post Posted: 05 Jan 2013 at 06:06
Originally posted by Angrim Angrim wrote:

Originally posted by The_Dude The_Dude wrote:

I have seen many alliances take the "hands off" approach and I have seen those alliances produce member after member repeating the same abhorrent acts of insults and/or attacks.  Letting members dictate the tone of the alliance is guaranteed to bring down an alliance.   

to modify Hadus's question, then, what if, instead of one player repeatedly offending, two players from alliance X have offended two different players from alliance Y?  at what point does the individual, uncoordinated behaviour of alliance X's members merit retribution against the whole of alliance X?  the alliance is not instructing the behaviour as a matter of policy, but is enabling, even promoting it, it as a matter of culture.


At the point where the leadership of X refuses to deal with the behavior of their members in a way that satisfies Y you have casus belli for Y to attack those specific players.

When the rest of X joins the conflict to protect their members (who they refused to censure and therefore condoned their actions) then you have casus belli for a war dec against the entire alliance X.

Such is what happened with Consone - the organization failed to censure it's wayward members and got a bad rep on the entire confed.  Then when those wayward alliances ended up in conflict the entire confed dragged itself in.

"This is a bad idea and we shouldn't do it." - endorsement by HM

"a little name-calling is a positive thing." - Rill
Back to Top
abstractdream View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 02 Oct 2011
Location: Oarnamly
Status: Offline
Points: 1857
Direct Link To This Post Posted: 05 Jan 2013 at 05:11
In my experience (which is limited to PvP oriented alliances) autonomy is necessary. Without it, members do not stick around for very long. Having said that I must also state that given the fact we are trying to band together for the common good, autonomy must be limited. These limits are somewhat arbitrary but in general, I believe one cannot act in a way that would bring negative consequences upon the alliance as a whole. This approach presupposes some amount of intelligence in the membership. For example, one would assume an intelligent player would not harass others just for fun. When such things happen, leadership must take action. To ignore it is to invite trouble.

In the OP's example, the alliance whose member damaged another player and does nothing but restate the autonomy of their member has dropped the ball. To say "we do not interfere because our members are autonomous" is an attempt to dodge the responsibility of leadership. As soon as the problem is brought to their attention leadership must try to decipher the situation and take action. One way or another, the alliance will be involved. Why wait until it gets out of control?

Alliances need not worry about other alliances "rules of engagement" they simply need to act with integrity and intelligence. Once a member steps across a line and the leadership does not act, that alliance paints a target on its members. As tensions escalate the aggrieved alliance may indeed retaliate against members not previously involved whether it is a "good idea" or not.
Bonfyr Verboo
Back to Top
The_Dude View Drop Down
Postmaster General
Postmaster General


Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
Direct Link To This Post Posted: 05 Jan 2013 at 01:20
Here's my thinking reduced to simple Idioms:

Birds of a feather flock together (hehe, Crows love that!)

You know a fella by looking at who he runs with.

If you lay with dogs, expect fleas.
Back to Top
Angrim View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
Direct Link To This Post Posted: 05 Jan 2013 at 00:15
Originally posted by The_Dude The_Dude wrote:

I have seen many alliances take the "hands off" approach and I have seen those alliances produce member after member repeating the same abhorrent acts of insults and/or attacks.  Letting members dictate the tone of the alliance is guaranteed to bring down an alliance.   

to modify Hadus's question, then, what if, instead of one player repeatedly offending, two players from alliance X have offended two different players from alliance Y?  at what point does the individual, uncoordinated behaviour of alliance X's members merit retribution against the whole of alliance X?  the alliance is not instructing the behaviour as a matter of policy, but is enabling, even promoting it, it as a matter of culture.


Edited by Angrim - 05 Jan 2013 at 00:16
Back to Top
Meagh View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 16 Jul 2011
Status: Offline
Points: 224
Direct Link To This Post Posted: 05 Jan 2013 at 00:05
It sounds like group X in the op example is trying to implement a free play policy for their members but the policy is not developed very well imho. Relic has a similar policy but we have clear rules of engagement and clear expectations on how our players should conduct themselves. Note that even with this policy we're a small peaceful group not given to any kind of bullying; this kind of policy does not mean the group condones irresponsible action (this includes unilateral action against other alliances).

This kind of free play policy also is not a 'throw your members to the wolves' policy. If player X had a genuine local dispute with player Y over sov, resources or whatever then we expect player X to resolve that dispute in a reasonable manner. Even if it comes to force of arms between those two local players it is still a local matter regarding his own city and his neighbors. Why should it be turned into a larger conflict or something more than it is? He should build relations with his neighbors and handle his own affairs. However, if during the course of their resolution player Y summons his alliancemates and draws his alliance into that local affair, then of course we as an alliance will step in and help player X, with diplomacy first and then whatever means necessary.

In my view, the example given does not adequately convey a good free play style. It is not, an 'each member left to his own devices' policy (at least in any successful group i've been in). It is more play responsibly and honorably, handle your affairs and most importantly, do not be stupid and bite off more than you can chew policy. - M.

EDIT: im afraid i drifted from the point of the question...
Originally posted by Hadus Hadus wrote:

Is it Alliance X's responsibility to recognize the other side's belief and stop/kick their player? Or is it Alliance Y's responsibility to understand Alliance X's policy and resolve the conflict with the offending player by themselves? Or is there a third explanation?

The third option... Really, Alliance X isn't an organized alliance.. without providing any direction or protection to membership it's at most a disorganized mob all under one flag. Alliance Y leadership should have contacted Alliance X leadership to resolve through diplomacy first (including restoration of lost goods). Failing that then Alliance Y (since you can't really deal with a disorganized mob effectively) they need to protect their member against the mob and are right to do so.


Edited by Meagh - 05 Jan 2013 at 00:25
Back to Top
 Post Reply Post Reply Page  123>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.