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Den ultimate ledelsesguiden~By Osl112

If you wish to use this guide elsewhere publicly, on for example other wikis, please do but give clear credit like the above (under the title). Please consider contacting Osl112, also. Do not rip.

This coincides with the wiki rules (#10)

Hei hei. I det siste har det vært spørsmål på forumet med "Hvordan starte en god allianse" og "Hvordan lede?". Vel, jeg tenkte at jeg da skulle ta å lage en guide angående dette. Derfor tok jeg å brukte de siste ukene til og gå igjennom mine erfaringer med det å lede andre spillere. Noen mener at det å være en leder kan læres, mens andre mener at det er en ferdighet som du er enten er født med eller ikke. Uansett så håper jeg at du ved å lese dette, i alle fall vil lære noe. Det er nok noe du ikke vil være enig i, men det er råd.. Du kan velge å ikke følge det, men prøv i det minste.

Introduksjon

Aller først, ønsker jeg å introdusere meg selv. Jeg er Osl123, en Grepolis spiller helt fra starten av som nylig har returnert fra en lengre pause pga irl problemer. Jeg har spilt på tre forskjellige verdener, noen for en lengre periode enn andre.

På Beta hadde jeg nettopp blitt med på utkanten av kontinentene. Dette var min utforsker verden. Jeg brukte denne verden til å bli kjent med spillet, lære strategier og oppdage forskjellige måter å spille på. I noen aspekter kunne jeg ta med meg kunnskap fra andre spill (Tribal Wars) og deretter bruke det her.

På Gamma, den verden hvor jeg spilte lengst på og er mest stolt av - var jeg plassert midt i sentrum av verden. Jeg satte meg raskt ned på det ellers så tomme forumet, og ble invitert inn i non-MRA GrepoHugs. I GrepoHugs møtte jeg mange venner og lærte masse! Jeg ble "forfremmet" ganske tidlig og lærte nok en gang nye ferdigheter når det kommer til å lede en allianse. Etter et par morsomme måneder, gikk jeg ut av GH pga irl ting og jeg angrer fortsatt på at jeg gikk derfra den dag idag.

På Epsilon spilte jeg for en kort periode i Omega Nu Sigma. Fra starten av ble jeg forfremmet som leder og var konstant bombet med forskjellige forespørsler. Jeg koste meg, og fikk mer erfaring!

Nå fra det jeg har lært ønsker jeg å hjelpe nye spillere til og bli gode ledere. Det er altfor mange "MRAs" og nooby allianser. Jeg kan ikke tro det! Det er på tide Grepolis fikk en guide på dette å lede, og her er den. Ta deg tok tid og sørg for at du sitter bra. Denne guiden er veldig lang, men inneholder alle aspekter om det å lede.

Starten

Aller først må du spørre deg selv om følgende; er du klar for å bli leder? Det å lede en allianse er ikke bare moro.

Det å lede tar mye tid. Du må være super aktiv dersom du ønsker å bli en god leder. Du blir nødt til å følge med på alt som skjer i alliansen, sortere ut forespørsler, se over forumet, søke på andre allianser og håndtere motstandere. Aller sist, men så absolutt ikke minst - du må lede alle dine medlemmer i alliansen.

Som leder er du "ansiktet" til alliansen. Derfor må du prestere på spillet. Dersom du ikke spiller bra eller du ikke er aktiv, vil medlemmene miste tillitten til deg og du vil miste moral. Dersom du som leder ikke presterer, vil du også merke at resten av medlemmene også vil falle fra hverandre.

En allianse er en modell som er hjemmelaget. Lederen vil da være limet som holder det sammen. Jo svakere limet er, jo svakere vil også "modellen" holde. Dersom limet hele tiden presterer bra (på spillet og som leder), så vil også modellen bli bedre og sterkere. Denne modellen vil holde sammen dersom limet er sterkt og ikke svekkes over tid.

Dersom du mener du er god nok, samt har erfaring nok samtidig som du er aktiv så er det på tide å begynne planleggingen av din allianse. Hvilken type allianse ønsker du å lage? Hvordan fungerer det? Du har flere muligheter.

Først velger du hvilken type allianse du ønsker å ha. Disse valgene er nøkkelpunkt for hvordan det vil fungere i lengden.

Premade

En premade allianse er en god idè dersom du har erfaring og aktiv på det offentlige forumet. En premade er når du rekrutterer medlemmer før en ny verden faktisk starter. På denne måten vil du ha muligheten til å organisere alliansen før verden starter! Du vil også ha muligheten til å velge hvem du ønsker å ha der før dem blir tatt av andre allianser. Du vil også ha muligheten til å rekruttere dine venner og andre erfarne spillere. Du kan også sette kriterier for rekrutteringer (erfaring ect, men du vil ikke kunne sette kriterier som "kun to medlemmer per øy" og "xxx poeng takk"). Du slipper å endre på det for hvorvidt spillere er i ditt område eller om andre joiner, da du alltid vil ha en allianse før du starter. Bare ikke glem å fortell alle medlemmene hvilken retning dere skal starte på.

+ Du er (nesten) garantert til å ha medlemmene som du stoler på til å bli med. Du kan organisere alliansen og planlegge med medlemmene før verden begynner.

- Dersom dere starter opp i en retning, kan dere ende opp med tre, fire eller fem spillere på samme øy. Og vil derfor etterhvert få store problemer med å utvikle dere. Enkelte kriterier kan ikke bli satt, samt at det ikke alltid er noen garanti på at disse forhåndsrekrutterte spillere vil joine.

MRA (Masse rekrutteringsallianse)

En MRA er når du blir med i en verden og rekrutterer alle du kan. Når noen lager en MRA, er det som oftest lave eller ingen kriterier i det hele tatt. Siden en MRA godtar alle inn i en allianse, vil du seinere oppdage at noen av de spillerne mangler grunnleggende ferdigheter - som f.eks mangel på kommunikasjon. I tillegg til dette vil ikke-valgte spillere, vil veldig mange av dem etterhvert forsvinne fra alliansen og mange av dem vil ikke en gang hjelpe til dersom nødvendig. Det er pga dette at MRA ofte blir mislykka eller "går ut av kontroll". Det vil derimot kunne fungere dersom noen rekrutterer ut ifra kriterier. MRA vil ofte bli sett på som noobish!

+ Rekrutteringskriterier kan bli satt.

- MRA har ofte 100+ spillere. Det å lede og stole på 100+ spillere kan bli for mye. Rekruttere alle (som MRA gjør) kan også bety å rekruttere spioner eller inaktive spillere inn i din allianse, som derfor ikke vil hjelpe din allianse framover. Ingen garanti for at noen vil joine alliansen.

Sett kriterier for allianse

Normale allianser rekrutterer ofte spillere i den verden, og har satt kriterier. Kriteriene vil ofte inneholde et spesifikt antall poeng eller aktivitet, en medlemsgrense og noen ganger et kommunikasjonskrav - f.eks å ha skype. På denne måten vil du kunne styre hvem som får tilgang til din allianse mer bestemt, noe som i utgangspunktet vil bety at de spillerne har mer erfaring og er til å stole på. Likevel er det veldig vanskelig for deg alene å starte opp en allianse. De fleste spillerne ønsker å bli med i en allianse som allerede har noen medlemmer i seg, sånn at den vet at det er støtte å hente der. Jeg anbefaler erfarne spillerne som ikke er så mye på forumet og prestasjoner til å starte SCA eller en normal allianse.

+ Du setter kriteriene. Strengere kontroll på hvem som blir med i alliansen. Dersom du ser at en spiller vokser, vil du også kunne se at dem er aktiv før rekruttering.

- Ingen garanti for at noen vil joine alliansen. Folk vil for det meste gå etter allianser med flere medlemmer, da dem vet at den alliansen er oppe og går.


Du må selv bestemme hvordan dette skal gå. Tre valg her, tre som har vært brukt opp igjennom historien.

Demokrati

Demokrati innad en allianse fungerer av og til, men det er også avhengig av erfaringen og tilliten til de andre medlemmene. Medlemmer har ideer, sleng dem ut til resten og la dem stemme over hvilket valg dere skal gå for. Med demokrati er medlemmene nær kontrollen av alliansen, og derfor er det veldig viktig at du stoler på medlemmene som du gir informasjon om forslag og ideer til. Av og til vil det være noen spillere du ikke kan stole på. Disse vil gjerne ta dårlige valg som gjør at alliansen kan gjøre det veldig dårlig. Derfor er demokrati ofte en god idè for allianser som er premade.

Diktatur

Diktatur, som du kanskje vet om, er når lederen kontrollerer alt. Fra hvordan en spiller skal spille (offensiv eller defensiv) til hvem som kommer inn og hvem som skal ut. Det kan være bra, da du kan være så streng du bare vil og kan kontrollere hva som skjer i alliansen. Det fungerer bra dersom tilliten mellom leder og medlemmer er bra, men vil mislykkes dersom medlemmene føler at dem vil hersjet rundt for mye. Da vil det bli opprør! Spesielt dersom lederen gjør et veldig upopulært valg. Alt er i hendene på lederen. Anbefales kun dersom du er veldig presis, har masse erfaring og vet akkurat hva du gjør.

Mikset

En miks av både demokrati og diktatur tar det beste fra begge deler. Det beste med dette, er at du kan forme den sånn som du selv ønsker. Jeg anbefaler å la rekruttering og demokrati være opp til lederen. Det aller viktigste er at den personen som har det siste ordet er lederen.

Når du har planlagt dette er du snart klar for å starte ledingen. Før det så må du tenkte på din mål. Hva ønsker du å gjøre og hvordan skal du klare det? I tillegg til dette må du begynne å tenke på et navn. Prøv noe som ikke høres for teit og noobish ut. Enkle navn er som oftest det beste - det samme går for navn med kjente latinske ordtak.

Rekruttering

Hvem som skal rekrutteres er opp til lederen. Lederen burde alltid velge å sette opp kriterier som må være møtt av en spiller før en i det hele tatt skal vurdere å ta dem inn.

Gode kriterier burde være nøyaktige og fulgt nøye bortsett fra enkelte tilfeller. Inntakene kan være at du stoler på personen da du har spilt sammen med han/hun tidligere, eller at vedkommende er venn med en av de andre medlemmene. Kriterier burde inneholde grunnleggende nøkkelting; kommunikasjon, aktivitet, plassert og lojalitet. Det kan bli sett på som en slags kontrakt!

Det å være kriterier er alltid lederen valg. Bare husk at jo strengere krav du har, jo bedre kontroll vil du ha på hvem som kommer inn i alliansen din og derfor også vil være lettere å stole på. Du kan også selvfølgelig velge å ikke ha noen kriterier, men dette betyr at du er nødt til å gå etter dine egne meninger - noe som ikke alltid trenger å være en bra ting. Forespørsler får du nok også masse av, da det er umulig å avfeie en spiller med en gang.

Kriteriene du setter burde bli fulgt, men ikke sett all din lit til det. Noen ganger kan spillere som i utgangspunktet oppfyller kravene ha fått et lite knekk poengmessig, og vil deretter vokse i alliansen etterhvert. Derfor er det viktig å søke på spillerne samtidig som du vurderer å rekruttere dem. Ved å søke på dem kan du se hvordan dem gjør det på andre verdener. I tillegg kan du sjekke kartet for å se om plasseringen til den spilleren kolliderer med resten av dine spillere. Når du vet at dem vil passe inn i alliansen din kan du deretter invitere/godta forespørselen.

Husk å sjekk og overvei dine kriterier ofte; du kan tenke på å gjøre dem strengere en eller to ganger dersom du føler at du begynner å få nok medlemmer. Også når du har oppdatert dine kriterier, kan det være en idè å gå over din medlemsliste for og se om det er noen som ikke helt når opp til dine krav.

Nå som jeg har skrevet litt om hva du burde se etter når du skal rekruttere. Tenkte jeg å ta for meg dette med og invitere og forespørsel...

Invitere spillere

Spillere vil ikke alltid starte med å løpe rundt og si at dem ønsker å joine. Derfor er det godt mulig at du blir nødt til å jakte på de gode spillerne.

Start med å bruke kartet og se etter spillere som ligger på samme kontinent som deg selv. Når du tror du har funnet en spiller som du tror kan være bra, notert navnet hans og let videre etter andre. Når du føler at du har nok spillere til å få opp alliansen og gå, kand u gjøre som sagt over.. Eliminer de spillerne du ikke mener passer til kravene dine (selv om du på dette punktet ikke burde ha noen sånne spillere) og gjør samme søk på disse spillerne. Passer dem enda? Da er det på tide å invitere dem.

Likevel er det å invitere dem sånn uten videre noe du ikke burde gjøre. Det er det samme som å gi noen andre en kontakt uten og fortelle dem hva du gir til han/hun. En barnslig ting å gjøre faktisk! Før du inviterer vil de beste lederne alltid sende en melding først.

Det å sende en melding til spilleren først er en flott ting å gjøre før du inviterer noen. Du viser interesse i spilleren og måten han spiller på. Dersom meldingen er skrevet på en bra måte, burde du kunne overbevise han om å joine deg.

Lag deg en mal for hvordan en generel melding skal se ut som du kan sende til alle. Det burde stå klart og tydelig at du ønsker å invitere dem, men det burde ikke være det eneste. Jeg anbefaler å gi dem noen detaljer som inkluderer mål og hvordan du planlegger å oppnå dem - hvorvidt det er gjennom styrke, antall eller samarbeid. Bare husk å leve opp til løftet ditt til alle sammen seinere, da du vil trenge hjelp fra medlemmene til og få det til å skje. Fortell spilleren hvilken støtte alliansen vil tilby når spillerne etterhvert til spørre etter dette. Skriv også noe om hvilken atmorsfære det er i alliansen. Bare husk å ikke overdrive, eller avsløre noen hemmeligheter. Dersom han ønsker å gå opp mot deg seinere kan han bruke det imot deg.

Grammatikk, tegnsetting og stilen over denne meldingen burde også være bra. Det kan høres ut som barne- og ungdomsskole, men bruk fulle setninger, store bokstaver og komma. Dersom du ikke gjør det så vil meldingen blir sett på som barnslig og kanskje sarkastisk. Når det kommer til stil så bestemmer du dette selv!

Du kan velge å ha det formelt, noe som gjenspeiler seriøsitet. Eller så kan du velge å ha det uformelt, og kan dermed også tenkes å starte en samtale med den spilleren. Alliansen vil framstå som vennlig, men kan også tas for å være useriøs. Jeg vil anbefale deg å bruke den uformelle stilen dersom du har fått et rykte på alliansen. Likevel er det en fin linje mellom det å være uformell og noobish. Det å bli oppfattet som nobb er det verste som kan skje. Husk at førsteinntrykket er alt.

Før du sender meldingen kan det være lurt å skrive med at spilleren må svare innen en viss tid - da får du også sett litt på aktiviteten. Dersom den spilleren ikke svarer innen tidsfristen, er han enten ikke interessert eller kanskje ikke så aktiv som du først trodde. Skulle han svare deg og takke ja, så burde du også stå klar ved å invitere han. Bare husk å ikke bruk for lang tid på dette, da det lett kan oppfattes som om at du ikke er aktiv nok og da vil ikke spilleren joine alliansen din likevel.

Se nå over meldingen. Den mangler et personlig preg! Denne malen skal bli sendt til alle spillerne du ønsker å invitere, men dersom dem finner ut at du har sendt den samme meldingen til andre så kan det lett oppfattes som om at du egentlig ikke er så interessert som du later som. Gjør den derfor litt mer personlig! Bruk brukernavnet til spilleren av og til, og gjør gjerne om på meldingen noen ganger.

Helt til slutt burde du prøve å ikke invitere spillere som allerede har en allianse. Med mindre dem spør deg først (noe som selvfølgelig kan gi problemer etterhvert). Med problemer tenker jeg på at den alliansen kan erklære deg krig, og det er noe du ønsker å unngå.

Forespørsler/søknader

Aller først så burde forespørsler bli skrevet til lederen eller rekruttøren. Dersom dette ikke blir gjort så viser det at spilleren ikke har tatt seg bryet ved å lese allianseprofilen, eller i det hele tatt orker å sjekke litt rundt. Derfor er dette veldig lett å se ut ifra hvem som mottar forespørselen!

For det andre burde søknaden være bra skrevet. Under er det tre eksempler på forskjellige søknader som du mest sannsynlig vil kunne motta under din tid som leder, og i tillegg hva dem representerer i mine øyner. Du kan reagere annerledes/på samme måte som meg - det kommer an på dine kriterier.


Eksempel 1: "kan jeg plz joine din allianse?"

Å jøsses! Dette er lavt og veldig noobish. Jeg har spilt på Gamma og Theta så jeg har erfaring. Denne type søknad viser ingen informasjon eller tegn til erfaring, og burde aldri bli godtatt. Den viser ikke en gang interesse!

Eksempel 2: "Jeg ønsker å joine alliansen din. Jeg har spilt på Gamma og Theta så jeg har erfaring. Jeg kommer til å være aktiv og ønsker å være en del av din allianse."

Det er helt opp til deg dersom denne spilleren får bli med i alliansen din eller ikke. Den viser noe vilje til å ønske og bli med i alliansen, samt at den viser noe interesse. Den gir også lederen litt informasjon om erfaring, men spilleren har ikke brukt spesielt med tid på å få grammatikken korrekt. Det viser litt umodenhet! Jeg vil søke opp spilleren og sjekke litt rundt for å se hva han har gjort tidligere og ut ifra hvor strenge krav du har så kan du enten gi han et vennlig avslag, eller invitere han.

Eksempel 3; Kjære Osl112, jeg ser at din allianse er i mitt kontinent og at dere rekrutterer. Derfor lurte jeg på om jeg kunne joine "allianse 112"?

Jeg har masse erfaring fra Grepolis. På Beta klarte jeg å få 6 landsbyer og fikk etterhvert jobben som forummoderator i "allianse 113". Jeg sluttet på denne verden pga tidsproblemer.

Jeg har også spilt på Delta hvor jeg var nøkkelspiller i "allianse 114" mot "115", hvor vi da kjempet om Hav 45. Vi klarte dette til slutt, og jeg endte opp som nr 8.

Jeg føler at jeg kan bidra mye til alliansen, både med kommunikasjon og strageti. Jeg føler at alliansen deres vil passe perfekt for meg. Min skype er "Spiller123".

Tusen takk "Spiller123".

  • Merk allianse 112, allianse 113, allianse 114 og allianse 115 er ikke allianser som faktisk finner. Det samme gjør ikke spiller123 såvidt jeg vet.

Nesten perfekt! En ganske bra søknad. Bare husk at før du inviterer han så burde du søke opp denne spilleren ved å bruke eksterne verktøy, som f.eks GrepoStats. Dersom han oppfyller dine kriterier kan du sende invitasjonen!

Skulle søknaden se for god ut til å være sann så kan du starte en samtale med han/hun først. Når du starter en samtale burde du kunne se om vedkommende er genuint interessert, eller ønsker innsyn som spion. Etterhvert som alliansen din blir større og sterkere, vil spioner ønske å komme seg inn i alliansen din for og få tak i informasjon. Så dersom søknaden er for god til å være sann, så er det også godt mulig at dette nettopp er en spion.

En annen god måte å avsløre en spion på, er dersom en spiller plutselig hopper fra en topp allianse til din uten noen spesielt god grunn. Vær alltid spesielt skeptisk til spillere som hopper fra allianse til allianse. Selv om dem i 95% av tilfellene er ærlige spillere som ønsker å bli en del av din allianse for ærlige grunner.

Når du mottar en søknad som ikke helt oppfyller dine krav, så burde du vurdere å avslå dem på en vennlig måte. Dersom du ikke svarer i det hele tatt så vil bare spilleren bli utålmodig, og kan starte å mase.

Ledere må være vennlig og oppnåelige, men sterke. Du må ha sansen for å være leder og kan ikke bøye deg under press. Du vil komme til å legge merke til at du vil trenge disse egenskapene mange ganger i løpet av tiden. Dette er hvor du trenger dem!

Send en hyggelig melding hvor du avslår søknaden. Dersom spilleren klager på det, vil det bare vise deg hvor umoden dem er og gir deg bare enda flere grunner til hvorfor du avslo akkurat den søknaden. Du vil også raskt vite at du gjorde det riktige! Sender du derimot en frekk melding tilbake, vil det bare gjøre dem sur og irritert. Mitt råd vil være at du er streng, men ikke frekk. Husk at grammatikken også burde være ok.

Det er det hele om rekruttering i alle fall. Etterhvert som du utvikler deg som allianse vil søknadene renne inn. Ikke aksepter alle med mindre du ønsker dette, men jeg anbefaler deg strengt å ikke gjøre dette. Husk også å søk litt på spillerne som søker og sjekk hva som har blitt gjort tidligere. Noen kan ha en skjult fortid, men det vet du jo ikke før du har prøvd.

Diplomati

Det aller viktigste er at diplomati er ikke rette veien rundt å vinne på Grepolis. Du vil finne ut at dersom du blir allierte med alle, så vil noen allianser finne egne veier og bryte ut - du kan ende opp med å stå midt i et drag og ikke vite hvor du skal gå. Allierte og iaps er ikke alltid til hjelp, men dersom du velger riktig allierte kan det hjelpe deg ganske mye. Derfor burde du alltid være forsiktig når du velger dem ut. I denne seksjonen vil jeg derfor gå igjennom tre forskjellige forhold med andre allianser og fortelle litt om hvordan dem burde bli brukt og ikke.

Allierte

There are many things to consider when allying another alliance. Many things, including location, communication and what your members think. If picked incorrectly, they can even destroy your alliance. So lets begin.

Location is a key thing to note. If your ally is really close to your alliance, the more it may be able to help in certain situation but the less expansion room and area to move into you'll have. However, if you have an ally that is too far away, they won't be able to help you much but leave you plenty of room to expand. Keep this in mind when picking allies.

Think for the future. It can be good to have an ally that is in the continent next to you, but if that is where you want to expand in the future, it is not a good idea. You'll end up slowing each other down as you try to spread between islands trying to find new places to conquer. It will bring you to a dead end.

Communication is another key thing to note. Stay in close communication. If you don't, the alliance you have between your two alliances will become weaker and weaker, until it falls apart. A lack of communication can be deadly for the alliances as well, as if one person from each alliance wants the same village, but don't communicate between each other, they could start killing each other, starting a war.

Good ideas to keep the alliance between the two alliances together is to start one or two forums that include the both of you, so that both sides members may mix and become friends with each other keeping ties strong. Other ideas include creating a chat including both alliances (Skype or Chatzy recommended).

Allies must be real allies and truthful to each other. Leaders often make alliances between each other, but when they are called upon, they do nothing. You want an alliance where your alliance helps them and their alliance helps you. Where you have a certain amount of respect and loyalty for each other. Too often people rush into making allies, but they don't work for each other.

Don't make too many allies either. 1 is enough, 2 in certain cases. Having too many allies will seriously hamper expansion and eventually, you will have to face each other anyway as else, they'll be no way through. Too many allies will slow you down.

And if you decide you don't need an alliance anymore and break it, you'll be frowned upon. You'll be looked on as a backstabber and you'll find it hard to get new relations. People will think you'll have no respect for other alliances.

Use these tips in making allies. One last thing is how to go about requesting an alliance and dealing with requests. Don't go straight into making people your ally. Only when you finally feel you respect each other and feel that you trust each other, then you may make the alliance. Have long, hard conversations with them (no "thats what she saids" please) and discuss various topics, including each others alliances and expansion tactics. Trust them fully before making an ally.

Good requests should not go straight into the alliance. They should do it progressively, steadly. If they go straight into it, its not worth it, though it is good to say that they wish to ally and to show their intent. However, if they go straight into it and you accept straight away, it will never work.

IAPs (ikke-angrepspakt)

Let me get to the point, I hate NAPs. Lets be honest, they don't help much at all. The only thing they are useful for is that they will create a ceasefire so that you (or they) don't get attacked. They should only be used to prevent war if you aren't ready for it.

So if they stop you from getting attacked, why not use them? Expansion is the key issue again. If you are unable to attack strong players and conquer them, how else are you able to expand?

NAPs are always temporary. They are very easily broken, as you have no/little links with the alliance on the other end. Therefore, never trust an NAP. Always be ready for what might happen when the NAP is broken, as if you aren't, you and your members are dead. See it as a pending threat.

Don't always use NAPs to stop getting attacked or as a ceasefire. It will make you and your alliance look weak. Try to finish them off.

Finally, requests. You shouldn't need to request an NAP unless you really need it. In which case, follow the same rules as before, write a well written letter with the conditions you wish for. Once completed, you may need to negotiate. Always use the correct grammar and punctuation, as well as being polite. However, once its agreed, thats it! However, remember that since you don't have many/any ties, it is easily broken so prepare for the worse.

Really think when you recieve requests for NAPs. Do you really need is; will it help you at all? It is all your choice when it comes to NAPs, but remember the key facts.

Merging

Merging er når du merger med en annen allianse for å lage en større (og dersom gjort riktig, en sterkere) allianse. Merging blir sjeldent brukt av hver som helst, og burde ikke bli gjort med en gang.

Jeg anbefaler å kun merge dersom det har vært en allianse med en annen allianse for en lengre periode. På den måten burde også tilliten mellom begge parter være høy. Deretter kan du velge å merge til en større, sterke og mektige allianse. Bare ikke glem reglene jeg har satt for allierte, de gjelder her også.

Internal Communication

There are two main methods of communication around your alliance, forum and chat. However, first of all, I will ramble on about how key communication is.

Communication between your alliance is probably my key fundemental in Grepolis. Especially if you consider how important the alliance feature is in Grepolis. Without communication, your alliance will have no chance of survival. If you don't let your alliance know whats happening, they will steadily drift away and the whole thing will drift apart.

However, if your alliance does have good communication, completely the opposite will happen. If you do have good communication, relationships in the alliance will be excellent and by the end, you'll make so many friends. And if you do have good communication, the closer together the alliance will be. If the communication is good, you will all work as a unit.

So, what should you try to achieve? There is a kind of responsibility. Members should be responsible and read the forums, as well as access the chat. If they don't, they will not be kept in the loop and drift away from the alliance. They won't be useful to the alliance, or any help to others in the alliance. If this is so, the layer is not worth having. In alliances I've been in, leaders don't kick those who are under performing as much, but those who are not in communication with others. Without communicating with each other, the whole thing will collapse.

As a leader, you must keep communication going and be on the chats, on the forums updating everything and seeing how things are going. If you don't see members on the forums or on the chats, find out why! You have to encourage communication between each other, otherwise all will fail.

As said before, there are two main methods of communication around your alliance, forum and chat. If these are set up corretly so that they are hassle free and friendly, members will converse with each other. If all is set up correctly, everyone should know whats happening. Lets go through each with some tips on setting things up correctly and successfully.

Chat

The chat feature is new to Grepolis and formerly I would ramble on about how chatting is key and that you must use Skype or Chatzy. However, if the feature is their, why leave it?

Chat is key in the growth of your alliance. Your members will get to know each other better using chat and will gel together. Talking to each other is key in keeping the alliance afloat.

Make sure everyone knows about the chat feature and regulary remind people to keep using it. Use it yourself as well, get to know your members better, create friendships. If everyone uses the chat and talk to each other, the alliance should gel together. Make sure everyone is included in the chat as well, involving everyone. You are a team, after all.

A problem with the chat is that you cannot see if everyone is using it. There is no possible way that you could be awake 24 hours on Grepolis to see if everyone uses the chat (through the timezones) and if you do, you need a pat on the back. That is a disadvantage.

Another thing to remember is that when important things that everyone should know about are mentioned or discussed about on the chat, not every member will be online. Members will need reminding as well. That is what the forum is for, so leaders should post key points of chats on forums. Also, ask members to post their key ideas in forum posts as well, as you cannot be their all the time to see them. Remember the chat feature, as members may want to speak to you personally instead of waiting for a reply to a mail sitting in your inbox.

Last thing, as I said with diplomacy earlier. Use it with allies as well, keep in contact.

Forum

The forum is the "noticeboard" for your alliance. Make sure the alliance know whats in the forum and keep them up to date using the forums. Let your members know whats happening all the time through the forum. And encourage them to use it to its full extent.

My first tip is that you should keep the forum friendly and accessible all the time. If its unfriendly and rather sour in the forums, you may need to consider cleaning it up and sorting members out. The alliance's insides should be kept nice at all times as you should invite all alliance members to read it. Make it inviting, constructive but not sour.

Secondly, keep it clean. Grepo's internal forums aren't that good at handling too many threads, so clean it on a regular basis. Including this with where I said that the internals should be inviting, you need sections. You must section your forum out well, as otherwise the forum will be messy and uninviting. You don't want too many sections as otherwise the information that the members will want will be spread far and wide. You don't want too little sections either, as all will get seriously messy and it will be hard for members to find what they want. You want your sectioning to be clear. Below I have listed a number of different sections that you may wish to use and what they should do.

Announcements- An announcements forum is the place where the leadership announce certain things. The leader should use this well, alerting members about new updates to telling people to support a player to members taking new positions. I like to keep it so that only leaders are allowed to post here, but its your choice.

News- Similar to announcements. This is so that people can discuss the latest announcements, say about news around the alliance to telling each other about "undercover research" they might have done.

Co-Ordinated Attacks- Members may wish to get a group of members together to complete co-ordinated attacks. This would be the forum to do it. Use walls here.*

Support- If people require support, this is the place where members could declare that they have attacks incoming and from where. You must make sure people read this forum, as if they don't, it could be the end for some members. Use walls here.*

Reports- If you/other members have walls* that might be some use to other members, post them here. This however, is a bit blank. I only use this during wars, where each members of the enemy alliance has a post and where people post espionage/attack reports for that enemy player. Members may also discuss if they are taking that player out. This is so that the whole alliance work together in taking down players of the enemy.

Conquer Claims- A section for claiming villages to conquer. If this is not used, two members may go for the same village and it could cause an argument. Strict rules and formatting should be used here to make everything clear and fair. Use walls*.

Guides- A guides section to look upon if someone is unsure about something and needs to look it up.

Suggestions- Suggestions to improve the alliance... simple!

Off-Topic- Spam section, great for making new friends and getting members closer to each other using different topics. Random conversation section :p

Continental Discussions (new section for each ocean)- To be used if members are spread across three/four sections so that they may team up in their own individual section and discuss other alliances etc.

Remember, don't use too many sections, but don't use too little.

Some of these sections may require guidelines so that they are kept clean and easy to use. Using guidelines also makes sure that information gets included clearly into posts. When creating guidelines, don't make them too complicated. Make them simple to remember. Also, when creating guidelines, request the opinions of other members so that they think that they are fair.

Notice that the * is used above in some of the sections mentioned. There is a reason for this. All of these sections may require members to post walls (or reports) of attacks and defenses. Be very careful when posting them up. This is because of spies.

However tight your recruitment policy is, spies may sneak in or untrustworthy members may give away information. If you find whoever it is, kick them out straight away. Back to the point of walls... Just in case of a spy, tell members not to post the amount of troops they sent/had. If they do, the spy could give the amount of attacking/defending troops away to other alliances so that they know the force that player has. Even if it is the alliance's internal forums, stuff may still be leaked. If a member really needs to know another members troop count, it should be done by mail.

As the alliance's noticeboard, it is pivotal that everyone reads it. If they don't, they will drift away. Luckily, unlike chats, there is an easy way of checking forum activity. Warn members first of an activity check soon, and then, later that week, post a thread named "Forum Activity Check". Give members a certain amount of hours (24 hours minimum due to time zones) to reply "Hi, I'm here". Once that time is up, get a list of all the alliances members. Tick off all the ones who have replied and you are left with a bunch of players that didn't check the forums in that certain amount of hours. Depending on how strict you are, give them a second chance or get rid of them, but before getting rid of them, make sure their wasn't a reason for it.

The Member Base

You have members, yes. But there is a bunch of things, some of which should be made more clear to you as a leader.

First thing to learn is that members of your alliance are not robots. They don't have to respond to your every command; they have their own thoughts and feelings. And if they don't have your trust, they won't listen to you. You need to gain your members respect.

You can earn their respect and trust through different ways. First of all, listen to ideas from members. By listening to what members have to say, you will gain their loyalty and trust. They will believe that you will point everyone in the right direction.

Supporting a member and helping them is what every leader should do. But by doing this, you will also gain trust. He/She will believe that you will help everyone in need.

Another way to gain trust, but more loyalty in this aspect, is chatting. It doesn't require much effort, but talking (even if its casually) is a great way to gain loyalty. It may not seem much, but soon you'll begin to build relationships between you and each member. Just remember that, as you'll soon find that members you have a relationship with are more loyal and respectful than those you don't have any relations with.

Once you have gained their respect, you are not far away from being a great leader. However, remember who you're members are. By this, I mean whether they are experienced, elite or new to Grepolis. By knowing this, you'll be able to adapt yourself towards them.

For example, try teaching newbies a little more, while elites or the experienced won't need as much nuturing. However, remember to still have trust/respect between all of you.

Leadership

You are the leader. But as you can already see, these jobs are quite a task for just a single person. You will eventually want to recruit more leaders, recruiters, diplomats and council members.

This heavily depends on how much time you have and confidence in your ability to lead. If you have plenty of time, or wish to be in control of most things, you will only choose to promote one or two people up to being recruiters/diplomats. These two people should have the upmost confidence in you and you should have upmost confidence in them doing the correct job.

However, if you a restricted on time or are unsure about some aspects of leadership, you may wish to recruit some leaders. No ones perfect, including yourself. Everyone has their strength and weaknesses. Try to recruit people who have had experience or expertees in the specific areas you may not be so good at. By doing so, you'll be strengthening the whole alliance and improving the effiency.

When you feel it is time for bringing in a council, note your strengths and weaknesses. If you are good at recruiting, but weak at keeping hold of the forums and co-ordination, note that. You will want to fill in these weaknesses with others who are experts in these specific areas. Look for these experts within the alliance. Ask for people who have had prior experience of doing that specific job.

However, it is very, very important to think to yourself before promoting the member.

First of all, how new is the member? Although newer members may be good at the job, you should really aim to fill these posts with members who have plenty of experience.

Secondly, have you done your research? Research the member to see what posts he/she has filled before and how well he/she has done previously. See what type of alliance it was, how well it did and what the policies were for that alliance. Also, try to talk to the leader of that alliance, get a reference for the player.

Third, how active is the player? If you promote an inactive player, he/she won't do the job as effectively or efficently. You'll be finding yourself waiting around for him/her.

Lastly, but defienetly not least, how much power is he/she getting and will he/she use it responsibly? This is by far the most important question of all, as this power could be used against you. Too many a time, a nooby (although top) alliance promotes a member to leader to quickly without thinking and soon after, its gone. If you promote a member too quickly who doesn't trust/respect you or the alliance, they can easily disband it with the new power. Therefore, it is key that you find out how much they trust you. How much do you talk to each other? Questions like this can be answered by a quick look back at chats and forums. For this reason alone, I tend to recruit members closer to me to become leaders.

Look for these people around your alliance. It is also important to post that you are looking for a new recruiter etc. in the forums, to see what interest from what people you recieve.

Once "Promoted"

Once you have given those who you have promoted their new powers, you need to train them. Now this sounds stupid, as some of them who have done that job before will know what to do, but by training them I mean telling them your policies and criteria. Do this by simply mailing them about the criteria, how strict it currently is and what does the player/alliance have to do to pass it. Also say a limit, so the council member knows how many. Keep your leaders up to date as well. If you are loosening criteria or changing policy, do not forget to let them know.

You will need the other leaders to report back to you and you to report to them on a regular basis. They will also need to get your decision on a regular basis. For that reason, you will need good communication to other leaders. I recommend setting up a forum for this so that everyone may refer to each other and so that you can get everyones thoughts on a certain decision. Don't forget to make it hidden, for council members only.

I also recommend chats. Your leaders will need to urgently contact you, so I recommend making a Skype chat so that if an urgent something appears, you may rush to the situation. It is also to add more loyalty, though the leaders should already trust you and you trusting them, of course.

If a leader goes inactive, you will need to replace him/her or have a word with him/her. Same if you feel that he/she isn't as efficent as they should be. Just have a word. Efficenty is the whole reason you should have recruited these leaders in the first place.

However, I will repeat this. You must have your leaders respecting you and you must respect the other leaders at all times. If not, a disaster is just waiting to happen.

Public Image

Your public image is quite key here. You should never judge a book by its cover, but too many people do. If you have a bad public image, people won't want to be in your alliance or ally it. If you have a strong public image, people will want to flood in and you'll be the talk of the forum.

Profile

When someone looks at an alliance, the first thing they see is the profile. therefore, you need a profile that gives a good image of the alliance. This includes a decent CoA (Coat of Arms) and clear text. Let me go further into what you should have and what you must avoid.

Simple point first. Never put ASCII swords on your profile. Many elite and good players look at them straight away and think no. By putting ASCII swords on your profile, you will look like a nooby alliance. Don't bother. This is the same for all ASCII designs, whether it would be some knight or skull and crossbones. They are just incredibly nooby.

One don't that I notice more on Grepolis is where an alliances allies are written on the front page. Why? It is absolutely stupid. Allies and NAPs are meant to be kept between your alliance and theirs, not everyone. They are meant to help you, support you but definetly not meant to be shown to everyone.

But the do's... well there are quite a few. Make sure you have the correct people to contact for another person's enquiry written clearly on the profile. This is so all the right mail goes to the right person and that the player isn't put off making his/her request because the name of whom to contact isn't clear.

Keep it short and simple is the next. A harsh reality is that many people do not wish to read long paragraphs. If you keep it to a simple phrase only on your profile, you'll get much more interest than a long winded piece of text (like this guide).

Get the grammar right. The better the grammar, the less nooby you'll look. Same with punctuation. If your spelling isn't right, people will think you are nooby, immature or underage. And trust me, you don't want to look like that.

In your profile, include a coat of arms (or CoA). The phrase "a picture paints a 1000 words" may sound stupid, but it really does here. If you get it right, it really does make an impact and attracts attention. I advise getting on that graphics editor to make a good CoA or getting a good graphic maker to make one for you (eg. Aicy, Anmolr, Benvolio or Carf). Last thing with the CoA, keep it relevant.

External Forums

The external forums is often the place where alliances get critiqued and discussed. It will be the main place of discussion for your world. If you wish to get recognised by the community, this is the place to come. If you also want to get more into your Grepolis world, or learn the news, come here.

Members of your alliance may already be on the forum. First thing to do is to tell them that they are representing the alliance on the forum, same as you are. Don't be idiots, act responsibly. Also, don't forget your grammar (it makes a big difference). If you do this, I'm sure you'll be fine. Below are some tips for you whilst on the externals.

First of all, gain a little reputation. Do some small, constructive posts in your world forum and you are sure to get more and more known, as well as gaining some rep.

Whilst gaining some rep, take advantage of some of the forum games usually circulating. Someone usually starts a "Rate the Player Above", "Ally, War or Disband" or "Rate the Alliance" thread (usually me), so don't forget to take your turn and get your alliance rated! One by one, people will begin realising about your alliance.

Use the signature feature as well. Often people have snazzy graphics in their signature advertising their alliance, so use this to its advantage. Again, get on that graphics editor or ask one of those trusty sig makers to make you one in return for some rep.

However, never create your own thread in the world forums just about your own alliance. These "We are the Knights of Narnia and we are gonna rule" posts look so nooby and you'll find that the forum will soon hate you for it. If you do that, you'll be putting a target on your head. However, saying this, you may still tell the forum about you're alliance if you are in something big or have some big news to tell (eg. War against top 10 alliance). For this, you'll need to create a PnP.

PnP (Politics and Propaganda)

To be successful, you wil have to PnP on the forums. Propaganda is used to influence other people to have the same opinion as yours. In Grepolis, propaganda is our media.

It is key that you get PnP's just right. If you get it right, it will have so many benefits from simply making the alliance look more attractive to even winning a war. However, get it wrong and it could be terrible.

That leads me onto my first point, the "Why use PnP?" question. Well, you can simply win a war using it. Alliances can get publicly ridiculed using it and may disband because of it.

It also leads me onto the second question, "Are there any dangers?" Yes. If improperly used or if you don't back up claims with evidence, you could be ripped apart in seconds. Same if their are any loopholes in your PnP. Some witty person will soon expose it turning an angry bunch of loonitics on you.

So, creating good PnPs. Its quite an art to be honest and will take plenty of time. It also depends what type of PnP you are creating, depending on if its a declaration of war or exposing an enemy secret. It is an important skill to learn.

So, lets say you wish to expose an enemy secret. First thing to do is to gather the evidence. This may include various mails and internal forum topics (in theirs, of course). Print screen it all. And if you are getting it from another source, please make sure its reliable and tell people that you got it from a reliable source.

Now you have to write a post exposing the enemy secret. Just remember though, the audience are hear for entertainment, not political jargon (although some of it is bound to be).

Write firmly, strongly but add a little comedy. Don't add too many funny pictures, but if there's some that really are relevant, use them. Also, (I know I go on but really...) make sure you use correct punctuation, grammar and spelling. If you don't, you'll look really immature and in this case, no one will take you seriously.

However, don't overdo the comedy. Make sure your argument is a sturdy, well constructed argument, not a useless but funny one. Make sure your PnP has a point. And as I learned in school, use PEE (Point, Evidence, Explain). Miss out the evidence and the whole thing wil go to pieces.

Once you have written your PnP, don't forget to check it yourself, as well as getting some of your alliance members to check it. It only takes one person spotting an error for the tables to be turned. This is the same when someone has written a PnP against you. Find one point wrong and that step forward will soon change to 10 steps back. Only once you are fully sure, then post.

With war declarations, you get more of a blank pad to do what you want with. You may also add a little more pictures if it makes it more entertaining. But at the end of the day, your point must be clear. Why are you declaring?

Enemies and Wars

You are bound to have enemies on Grepolis. And you are bound to have wars... how else are you going to dominate?

You may gain enemies for different reasons. From arguing to farming each other to a disagreement. Enemies will try to sabotage and destroy you, using forum banter at first but gradually building up.

First advice would be to always be ready. Never sit back and relax because on Grepolis, war may happen at any moment. If you aren't ready, you'll be stuck in the corner as soon as the war starts. Make sure your members have troops and often it is good to know what offense/defense they have and what type of villages they have (eg. Offense, Defense, Purely Naval, Siege etc).

However, remember this. War may be declared at any time and more often than not its not an enemy who declares it. Other alliances will want to expand in your direction. And if you are in their way, they will need to get rid of you to expand there. Therefore, I advise looking at nearby alliances expansions, see where they recently conquered villages and if they are heading in your direction, tell your members.

Once the war has been declared, the loyalty you gained earlier will really come to good use. Same with the trust and respect. Your alliance will need to work together as a unit. If they do not, you are destined to fail.

Create that report section I said earlier. Have a post for each member of the enemy and stick all the walls and conversation over that enemy player in that post. It will form a directory, so that members may access information about that member easily.

Let your members know whats happening and co-ordinate. Get your members to co-ordinate together and work together. By doing so, you'll be sure to bring the alliance down. If you don't co-ordinate, efficiency will drop and you will start seperating.

Support as well. If a member requests support, give it to him. By doing so, other players will follow your actions. Request via mass mail for support as well. By doing so, you'll get that village supported and stacked. Please note that it is also a good idea stacking villages that are at high risk first.

Try to keep it a 1 on 1 fight. If you require allies, ask allies and use allies. But by doing so, public image decreases and you'll be seen as an alliance who can't fight its own wars, a title not to be proud of. However, don't threat to tell allies that you have enemies and that you have a war or few going on.

Use propaganda to your advantage. Use the tips in section 08c to your advantage. However, do not publicly declare on the forums if that alliance "rules" the forums as they will hammer your reputation, even if you win.

Final tip for you is to stay in contact with the enemy leader. It may sound stupid, but it really isn't. It shows you are gracious and although you may not be remorceful in battle, you are reminding yourself that its just a game. Also, don't be sour to the enemies in conversation. After the wars over, you'll look back on your post and will be quite unimpressed with yourself.

Use these tips throughout the war to succeed. But one important lesson yet to be learned is the time to declare war. As if you aren't ready for war, it could be a run through for them.

First of all, war should never be started before conquer ships come out. It does nothing as you can't take their villages and all it does is slow you down. You can't do much damage if you are unable to take villages as well. It is pointless.

Never declare war on an alliance that is too far away (eg. 3, 4 continents away). They are hard to fight in and harder to win. In the end, it just ends up dull and wears your members down.

Never declare an unwinnable war. Unless you are planning to fail, don't do it. Its pretty much suicide. Yes, you could be odds against but never declare an unwinnable war.

And as said before, prepare for war. Make sure you are ready as you don't know whats coming. Whether its pure nukes or tactical play, prepare for it all.

Recycling

In your alliance, there will be members who don't perform as they should. Nine tenths of the time its inactivity. In case you didn't guess, inactivity is where a member isn't active anymore. This is often disasterous for an alliance. There are other reasons why a player doesn't perform, but mainly its inactivity.

Check for inactive or under-performing members regulary. Do this by not only looking at your alliance member lists, but also GrepoStats and GrepoWorld to find how much they have been growing (if anything at all). If you are sure that he is inactive, try to grab a word with him/her. You'll have to deal with him/her someway. You can either kick and recruit or take and replace.

Kick and Recruit

Kicking and recruiting is the first method. As the name suggests, you kick the inactive and replace him by recruiting a new player. However, this has more drawbacks than people think. Let me go through the advantages and disadvantages of doing this.

First of all, the most obvious advantage, it gets rid of the inactive and brings in fresh blood. You will have a new, active, enthusiastic player and get rid of the weight that was holding you down before. This also leads onto the second advantage. As they've tried hard to get into the alliance, they will put a lot of effort in the alliance and try to prove to you that they are worth it.

Last advantage is that you can recruit them specific to location (eg. you can recruit them on your weak flank). And the inactive accounts villages can simply be conquered by your alliance, so there is no need to worry about losing villages and positions.

There are some drawbacks though. You are recycling members. This will damage tribal communication and damage atmosphere in the alliance, with members losing ties with that player. It is worse if that member was one who'd everyone liked or if he/she was their for a long time.

The other drawback is where most the advantages are, the player. The new player may not be up to the standard of the old player, or as alliance-orientated. It is always a risk when recruiting new players.

Take and Replace

Take and replace doesn't have a so obvious title. By taking and replacing, I mean that you get the accounts password and pass it onto someone else, most likely a friend. However, this also has its advantages and disadvantages.

The advantage is that you don't have to dismiss the account. You will bring in a new, active, experienced player who is bound to keep the account running well. And as you know him/her, you can trust that the account is in good hands.

Again, drawbacks. The disadvantage is that the player you gave the account to is probably not attached to the account as they didn't bring it up themselves. Imagine the account as a baby. The member nutures the baby and loves it as it is his/her own. However, this player has only just adopted the account at the age of 2/3/4. Therefore, this new owner may not be attached to the baby fully.

A drawback similar to one of the drawbacks for kick and recruit comes in. The fact that it may cause a break in the atmosphere in the alliance. For one, a player everybody would have known's gone, then secondly a new experienced player comes in. People may be a bit iffy at first about a better player joining.

You will have inactive players, I guarantee. But the way you go about them is your choice.

Why Alliances Disband

I have now gone through just about everything you need to consider whilst being a leader. And I think you'll be glad too, several thousand words is a lot to read. However, let me go over finally why alliances disband and some tips on how to stop these problems.

The first would be the sneakiest. Disbandment from infiltration. This happens you give someone powers you might trust. However, instead of using them as you wish, they imediately start kicking and eventually, the whole alliance is gone. You can never guarantee this will not happen, but if you promote carefully and people who are loyal to you, this shouldn't happen.

Inactivity is another, a large killer of alliances in mid/late-world. People just can't be bothered after a while or may have to disappear due to time. This is to be expected in every alliance. However, can be solved relatively easily. Recycle the members. Just don't do it too often, it does break communication ties and can stiffen the atmosphere in the alliance.

This leads me onto another reason of disbansion, lack of communication. As said many times throughout this guide, losing communication will mean that no one has any idea on whats going on and mamebers will start to drift away. The way to solve this is to make sure that every member is involved with communications and make sure the chats and forums are read.

Another one is disagreement. I've seen it quite a bit in alliances outside the core. If people don't like a decision, they leave. Therefore, it is always nice to consult members for ideas and gain reasons why not.

War is one that may not be your fault. However, you can help to reduce the chance of disbansion due to war. Make sure everyone is ready and make sure the support gets where it needs to go.

Last main one would be lack of loyalty. If members aren't loyal or don't trust you, they will also drift away. Once they are in disagreement with you or don't trust you at all, they will leave or go inactive. Therefore, you need to gain loyalty, from many different ways, from striking up a convo to sending them support.

There are many others, but these are the ones I see most often.

Siste ord

Det er aldri noen garantier for at du kommer til og lykkes med å være leder, men denne guiden gir deg i alle fall noen råd og du kan i det minste forbedre deg. Dersom du ønsker å komme med tilbakemeldinger eller ønsker å få noe lagt til, så kan du kontakte meg på forumet. Uten hjelp fra dere vil jeg aldri finne ut hva jeg evt har glemt å ta med. I tillegg ønsker jeg å høre fra deg dersom du er veldig uenig i dette jeg har skrevet.

Noen føler at det å lede kan bli lært, mens andre mener at du er født som leder og at dem har et instinkt. Jeg sier heller at du er aldri garantert i å bli en god leder, men her er det råd å få.

Oh, en annen ting. Alle har en egen måte å lede på. Jeg vet dette. Jeg har prøvd så godt jeg kunne å tilpasse denne guiden sånn at den skal bidra til alle ledermåtene.


Takk for at du leste!

~Osl112