Tribe | Pros | Cons | Suggestion |
FuN | Decent from what I've seen. Fast builders, good at farming, with a top notch ODA to boot. | However, they're noble targets give off an alarm to me. One of them took a 1.6k barb. A nice shot. Yet the other 2 caps for that tribe included a 247 point barb and a 500 point tribeless player. Might have pushed for nobles too soon and have villas that aren't as developed as needed. | War. Get a war going with another tribe - even if its a small one. See who can keep the rate of growth up. If not, they'll be lost in the dust when the nobles fly. |
Ego | The hated tribe of US11. Making quite a ruckus in the north, and putting up quite the fight. Veterans I assume, who know how to micro farm. | Lost term sustainability. 400 players on them at this point is pointless, but I simply question how Ego will hold up when half of those players have nobles to throw at the cause. Also, growth is being stunted by constant incomings. I'd have expected them to have a few villa caps by now. | Smart diplomacy. They'll need an ally or two to back them up when nobles start flying. |
B.H. | Gearing up with looks to remain a top 10 tribe for time to come. | Growth rate. Call me crazy, but yes - I think you CAN grow to fast. Their top members have near 2000 points of growth in the last week. I only hope their troop counts can back those points. | Troop whore. Cut growth down a bit and take a day or two - do nothing at all but having members pound out troops. Designate 2 - 3 tribe turtles to back the others. If all top members run O, then you've got to have the D to back them. |
Decept | From what I've heard, this tribe has sound leadership. Not to mention, their ODA stats are great.
As well as, in my opinion, the best set up in terms of location and player proximity. | Untested. This tribe is VERY lacking in ODD. While this tribe seems to have many offensive weapons, how will its D hold when tested? We shall see when they reach the borders of another power house. | Proper planning. Have lower members, or a closely allied tribe, act as turtles for you to add some much needed D capabilities for long term purposes. |
.WW. | Quick out of the gate with the top player of the world, this tribe may prove to be a true contender - if fortune favors it. | If fortune does not favor this tribe, which, sad to say, it more than likely will not, it will be a result of player location. Spread out, this tribe may be strong - but one player vs a tribe at this stage is suicide. They've got most members in the NW, but, according to my map, they've got at least one member in every K | Consolidate. Try to bring your members within a defendable area - by prenobling or something of that nature. Also, be cautious when going to war. You never know when the small tribe in the NW has allies in the NE ready to snipe a villa or two. |
Silent | Holding good ODA and ODD to boot, this tribe could hold the north - with a little luck of course. | Location. Nestled in the north, and warring with Ego, this tribe's growth is already being stuned. How long can they hold on to the north with troops being sent at Ego?
Leadership. notnapoleonbonaparte may talk about his leadership abilities, but by bringing his coalition into battle so early, they've opened themselves up. Being fierce with words is one thing, but he's playing with fire. | Quiet down. Leadership needs to quit going at it with other super powers in the forums - stay quiet, and keep a low profile.
Growth. Being stunted early with wars is no way to remain in the top 10.
Diplomacy. Having a family set up only ensures one thing - dead weight. Cut players down to a core of 22 over time. Also, too many allies will keep the good bits of dishes from the villa buffet off limits to your mates. |
MoH | Location. Nestled deep in the SE of the world, the only 'real' threat in the short term would be a few spread members of FuN who could be nobled out easily enough. | Neighbors. They're closest neighbor would be a tough one if they went to war - Decept. In a cluster of the border of the K, the tribe from across the K line could prove problematic if it came to war. | Attack power/Willingness to attack players. Some of the members seem to be lacking - especially in the ODA department. One of the members of this tribe, with 1.5k points, has 0 ODA. 10 members of the tribe have under 1k ODA, 8 under 1k OD in total. Build up - go to war. Clear out some people in the K, and see which of those 22 have really came to play. |
A O U | Defense. The members of this tribe who are lacking in ODA, 5 of which have 0 ODA, they make up with ODD. Only 1 of the 5 with no ODA has less than 2.5K ODD. | Land Locked. To avoid war from the super powers at its northern border, B.H., and its southern border, Decept, and its NE border, a combo of Ego - ELE - .WW., this tribe has but one way to expand - SW. To the rim. While pushing out, they leave the oppurtunity for, especially B.H. and Decept, to overwhelm them quickly. | A strong leader. If one is not in place, put one in quickly. A O U needs fast action, and decisive at that, for the tribe to be a success. |
TT | Clustering. Tightly clustered, this tribe will be hard to dislodge if war approached | Location. They've locked themselves in the core - A O U will look at them as targets or allies. Both would hurt TT. Enemies means slow growth, and allies would mean slow growth as well. | War. They'll need to force their way out - and the only way out is through A O U. Get an ally behind them and push. |
ELE | A new addition to the top 10 if I am not mistaken. New up'en comers show potential. | A HUGE con is their location! Horrible! Wedged in and around members of B.H., Ego, Silent, and .WW., they need to expand quickly - and have one hell of a diplomat to boot - for a chance. | I cannot stress this one enough - Diplomacy. Wedged between power houses, they'll need to pick sides. If they choose wrongly, they'll end up on the front of a losing war, or used as extra food to the victors. They need strong ties with a neighbor. |