A Guide To Tribes

DeletedUser

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A Guide To Tribes

---Table of Contents---
1. Introduction
2. Assessing a Tribe
3. Types of Tribe


Introduction

I was rather surprised to find that tribes have not been addressed in any great length within these forums, as that old cliché goes – it’s Tribal Wars, not Solo Wars. The tribe which you join may effect the outcome and outlook of your game, you may receive nobling aid, support and valuable tips, if you fall in with the right lot, if not, expect a very bumpy road ahead of you. How do you know what a tribe has to offer, though? Truth is, you may never know until you join (Or attack) them, however, this guide aims to give you a rough idea as to the differences between invaluable team players and tasty after-dinner snacks.

There are many standards of tribe out there, from elitist start-up tribes to mass-recruiting family tribes, each play with different attributes, some being more effective – often brutally so – than others.

Assessing a Tribe

As stated, you cannot thoroughly predict the quality of a tribe through statistics, nevertheless, they still provide a strong insight as to what you can expect from them. Here are some key statistics to base your evaluation on.

Average Points: A high average points is often better than high total points, within reason, of course. This gives you a rough indication of the quality of players you can expect, players grow bigger than others for a reason – in most cases, they’re simply better. Two 100k players fighting one 200k player will probably lose, the 200k player is liable to be more active and more versed in the tactics of war, thus will outmatch the two distinctly average players. Avoid tribes with low average points, unless past experience is a redeemer, or if they have had a late start.

Opponents Defeated Attacking (ODA): Aggressive players have a tendency to rise above others, it allows them to take larger villages and eliminate threats, which allows them to expand further. Always check TW Stats for evidence of larger villages being taken, because ODA will always result in troops lost, if they’re not gaining anything for their troubles, they are wasting their time. Whether this is beneficial to you depends on your style of play, but it is frequently a promising quality to have.

Opponents Defeated Defending (ODD): Some people interpret this differently – it can be show a strong tribe, adept at supporting each other, equally, it can show a tribe of turtles (Players who have a lot of defence, which often hinders growth) or of farms that forget to dodge their troops over night. Early game, the latter will often be the case, however, later on defence becomes more prominent. This is almost always a quality obtained by the underdog in a conflict, join tribes with a high ODD if you’re after a challenge or don’t have a lot of time to spend timing attacks, farming etc.

Barbarian Nobles: This is not a good trait, it demonstrates inability or unwillingness to attack, as well as slowing potential growth – barbarian villages are almost always smaller than player targets, thus sapping resources and wasting the time of the player. Bonus villages, ex-player villages and barbarian villages on higher point worlds, (Like UK5, where barbarian villages can grow up to 7k points), are sometimes acceptable, but it still shows a lack of offensive action. Try to steer clear of tribes with more than 20% of its conquers being barbarians, unless you’re new to the game.

Types of Tribe

Tribes can usually be categorised into generalised groups, which, more often than not, will help you to predict their qualities.

Mass-recruiting Tribes

Examples: Too many to name.

Description: Tribes that tend to recruit any player who accepts an invitation, these tribes are often tightly knit, typically around the leader, as these types of tribes revolve around the leader opening the map and sending invites to every player he sees. This results in a poor overall quality of player, almost always beginners, some tribes will pick up a decent player or two, who will carry the tribe for a time, however these players often leave for better ones later in the game, at which point the tribe loses any noteworthiness it may have had. The leaders of these tribes are often near the bottom of the member list and rarely speak, they are usually disorganised and practically run themselves, family tribes are often opened in order to recruit more members, but this is rarely beneficial due to lack of communication.

Advantages:
- Numerous members.

Disadvantages:
- Poor player quality.
- Poor leadership/organisation.
- Usually a high ODD.
- Lower levels of activity.

Start-up Elitists

Examples: SHAC (UKC), Pandas (UK10)

Description: These are usually players very good at farming and backtiming – early game strategies, they are often adept at calculating build orders and their activity levels are frequently unmatched, however, this is often due to heavy co-playing. These tribes have low member counts, although it is not uncommon to have all members in the top 30, due to this, whilst not always being the best tribe in terms of total points, they will often dominate the early game. Leadership is rarely needed – all the players know what they’re doing, although co-operation is not always proficient, each player can hold their own against most things thrown at them. The one issue with this kind of tribe is that these players often burn out easily and when one quits, others follow suit, a single quitter can take the tribe down dramatically, as there are rarely more than 10 players in these tribes. These are the players who clear their areas and noble early, so high ODA is very common. A large spread of members often allows growth to go unhindered, although leaves support harder to gain.

Advantages:
- High average points.
- High ODA.
- Excellent levels of activity.
- Good levels of skill, in most cases.

Disadvantages:
- Susceptible to quitting.
- Often a group of players, rather than a single unit.

The Team-Players

Examples: KnK (UK7), DEATH (UK11)

Description: These tribes believe in a strong team ethic – they work as a single entity, which makes them very efficient in attacking and defending. They usually comprise of players of average – very good abilities, they will often rely on each other, which makes them vulnerable when caught on their own, these tribes may clash with Start-up Elitists, whilst the Elitists will likely go on the offensive more heavily, Team-Playing tribes tend to last to the end of the world. These tribes will usually hover about the top 10, with large member lists and almost equal ODD and ODA levels, communication will make up for the mediocre average points.

Advantages:
- Great co-operation and communication.
- Decent standard of player and activity.
- All rounders – good at defending and attacking.
- Strong leadership.

Disadvantages:
- Vulnerable in isolated areas.

Choosing the tribe that is right for you is up to you, this is just a brief outlook of the qualities types of tribes are liable to possess.
 

DeletedUser

Guest
Another excellent thread. This seems to be a common occurrence with you :lol:

Personally I prefer the startup elitist groups as I'm more of a startup player. I prefer the quick paced growth and rapidly changing politics in comparison with the slow wars and slow politics as worlds age.
I usually find the startup elitists to be friends from other worlds so the level of co-operation is extraordinarily high, and if you can befriend some of the nicer players in the tribe they will usually give you some advice/help where you need it.
 

DeletedUser

Guest
Hehe. :)

I believe start-up - mid-game to be the funnest segment of a world, after that it becomes who can tag the most attacks, send the most fakes, miss the most exams or workdays, but it's hard to compare them due to sheer scale.

I've never been in a start-up elitist tribe, so that's purely based on observations. :p
 
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