New Hegemon Guide:SWOE

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Being Hedgemon is one of the most challenging and rewarding activities you can take on in Sparta:WOE. Keep in mind though that it is also time consuming, possibly frustrating, and if done improperly you might just regret taking on the role or worse yet, your group might just drift into obscurity (or never even get off the ground). We can't tell you how to run your group. That is something you will have to figure out for yourself. However, we can give you some ideas regarding things that have worked for others who found themselves in the same position.

Becoming Hegemon

There are three ways to become Hegemon.

  • The most common is for you to drop 1000 Drachmas down and create your own group.
  • Alternatively a previous Hegemon may opt to promote you as a replacement in an existing group.
  • Finally as a last resort, if your existing Hegemon has abandoned the group and the game you may petition Plarium and have them apoint you has Hegemon. Your existing Hegemon have verifiably abandoned the game for this to be an option. Essentially wait a few weeks or so and then submit a ticket through Customer Service for the promotion.

Defining your Leadership Approach

One of the first things you will have to do once you take up the reins of leadership is to decide how you will approach the role. Coalitions are built around a dictatorial structure but you may opt to take a more democratic approach. Understand though that all mechanisms in game give full control of the group to the Hegemon and that the only ways a Hegemon can be removed is if the Hegemon choses to promote someone to replace them or if they abandon the game completely. The bottom line is that once you are "it", you are "it" until you say otherwise and you have the full power to kick anyone else out of the group as you see fit.

Before you let this power go to your head though, understand that true leadership involves far more than merely holding the big red button that can give anyone else the boot out of the group. If you truely want to your group to grow, you'll need to structure things so that people will actually want to be in your group. For all the power you have to kick people out remember that their ability to vote with their feet (leave your group on their own) trumps your kick power.

To that end you may opt to delegate authority to subordinated, reward activity and loyalty with rank, and actually discuss Coalition plans with your members. Yep, actually have conversation with them (Shocker, I know right!). How to accomplish these tasks are descussed below. Regardless where you place yourself on the scale from Dictator to First Among Equals, you'll always have to keep in mind how your actions affect the value of membership in your group. To be successful, you want to make your group something your members will be proud of.

Defining your Coalition Style

Apart from figuring out your style as a leader, you will also have to define what kind of group you have. Poorly defined groups don't generally do well and don't make for welcoming environments for loyal members. However, the definition of your group can go many different routes. Some examples are listed below.

  • The Casual Gathering - This is the most common type of group. Generally this group is mostly comprised of casual players. The members are in it for fun and for comraderie with fellow members. Most of these groups avoid confrontations with other Coalitions unless first provoked. This kind of group also tends to be happy just holding one or two Pantheons, enough to get themselves on the board and give it's members a sense of accomplishment. You might call this the backbone of organized coalitions and you will find many of these groups involved in multi-coalition groups. The typical member is a do what you can when you can player.
  • Pantheon Power Groups - These groups are all about Pantheon count. Expect considerable numbers of major Drachma buying members. These groups tend to plan out their Pantheon attacks to claim as much territory as possible. They retalitate hard when hit and they aim to claw their way to the top of the board. This is generally one of two types of groups that hold the top positions, but they can just as easily run afoul of other Power Groups leading to an all out war where one or both groups ends up holding no Pantheons at all.
  • Pantheon Diplomatic Groups - These groups may or may not have major Drachma buying members. These groups instead rely more on diplomacy to take and hold their territory. Like the Power Groups you will find these groups at the top of the leader boards. However these groups tend to play with a lot more strategy and thought to the Pantheons they take.
  • Multi-Coalition Groups - Many groups form sister Coalitions (i.e. My Coalition I and My Coalition II). Each group can follow it's own style forming a cohesive whole or operating independently.
  • Pantheon Killers - These are offense groups and usually part of a Multi-Coalition Group. Their sole purpose is offensively taking out Pantheon defenses. You will generally find large numbers of major Drachma Buying Players in these.
  • Pantheon Holders - These are defense only groups and usually part of a Multi-Coalition Group. Their purpose is to take peaceful possesstion of Pantheons from other groups (like a sister Pantehon Killer group) and to focus defenses to hold them.
  • PvP / No Rules / Raiding Groups - These groups ignore pantheons all together and focus instead on single player combat. They tend to throw diplomacy out the window along with Pantheons and are liable to attack anyone regardless of coalition. Generally the focus on attacking players that will give them either experience or resources.

There are many other styles and even blending of styles out there. What fits right for your group may not fit for the other group. How your leadership style interacts with the Coalition Style will define the atmosphere of your group and determine whether your group is worth being in...or not.

Building a Membership

Building Membership is hard. In fact, starting out it can be very hard. When you first start a group, if you are not bringing existing players with you, you'll have just yourself. Joing a group that has only one other member is not usually what other players want to do. Add to that the fact that you are severly limited in membership early on and must gather significant amounts of resources to expand and you can see that starting a new group from scratch is not for the faint of heart. Persist however and eventually you should get a few players joining. The more players you get, the easier it tends to become to recruit new members. This is especially true if you have well defenined group & leadership styles as discussed above. Eventually you should get to the point where new members will come along via applications or the acadmey feature whether you want them or not. Early on however you'll have to beat the bushes so to speak to find people to join you. That said, simply ask anyone you see who doesn't have a Coalition already and you are bound to find people who just want a shield next to their name (shield riders). While you may want to eject them later on when you have a solid membership going, early on any member is better than no member (well almost any).

Using Ranks Effectively

Coalition Members can be one of ten ranks each of which has different uses but ultimatly you decide how best to employ the rank structure.

  1. Hegemon - You. You have full control over everything
  2. Polemarch - Generally your most Closest Advisors. Careful as this rank has kick authority among other powers.
  3. Commandants - The highest non-game power having rank.
  4. Standard-Bearer
  5. Ambassador
  6. Hippeus
  7. Metic
  8. Centurion
  9. Citizen
  10. Trainee - This is where new non-academy recruits start. They have not coalition abilities.
  11. Scholar - These slots are filled via the academey or via demotion from an exsiting rank. They have no coalition abilities.

Delegation of Authority

Depending on your coalition style, you may need help runing the group. If you find yourself overstretched, you can and should appoint advisors to assist you. You can use the rank structure to set them apart from the rest of the membership. Generally you should reserver Polemarch for people you highly trust and who's responsibilities requires them to have access to certain coalition management features (like recruiting and kicking of members). If they don't need the abilities then you are better off making them Commandants and reserving that rank for this purpose. Some possible suggestions for advisor roles follow.

  • Recruiter - Finds, Adds, and Trains new recruits. Requires Polemarch abilities (Member management).
  • Diplomat - Communicates with other Coalitions and resolves conflicts. requires Granted Diplomatic Privleges (Setting Diplomatic Statuses).
  • Offense / Defense Coordinator - Organizes offense and defense forces as needed.
  • Administrator - Manages group pages

There are numerous possible roles limited only by your imagination and your needs. Finding quality individuals to fill these roles is a matter of both luck and proper leadership.

Communication Chains

Without communication, your group might as well not be a group. The game provides some minor means of communicating with members. First there is the message system. As Hegemon, you may send messages directly to individual members one on one or you may send out up to five mass messages to specified ranks in your group each day. Second there is a chat feature you can access by pushing the "chat" button found at the bottom right of the screen on your friends list. Once toggled to chat, you can access your individual coalition's chat channel and send messages that every member can see. Most groups however opt to take advantage of outside message capabilities. One such example is creating a Coalition Facebook page. You can then post notices and messages to that page as needed. This option requires that every new member friend at least one existing member so that member can add them to the page. In general it's not a bad idea for all members to friend all other members though as it speeds up defense capabilities ten fold and provides other in game options, but not all players are comfortable with that and you will have to decide for yourself how important those capabilities are. Aside from Facebook pages, you also can start group chats with the groups membership which everyone can particpate in real time. Unfortunately once your group passes a certain point, you'll have to manually add members to such chats everytime you create one, and there is no means of removing a former member from such a chat (you'll have to start a new one all together).


Depending on your group style, you may want to establish diplomatic relations with other Coalitions. This can be anything from an informal in game communication to a formal annotation with the diplomacy tab in the Embassy. There are 5 formal diplomatic relations.

  1. Neutral - Normal Limits, the default
  1. Ally - Normal Limits, but you have formally stated you are allies
  1. Enemy - Normal Limits, but you have formally state you are enemies
  1. At Peace - You can not attack each others Pantheons
  1. At War - There are no Limits on Pantheon attacks.

Changing relations requires both groups to agree to the relations.

Regardless of the above relations, when it comes to diplomacy at large, politics is the name of the game and you will find a large variety of wheelings and dealings going on both in and out of the game. Groups of Coalitions will join together for mutual defense and the like. The only way to find out about these things is to be active in game and to communicate with your fellow players both friend and enemy.

Coalition Ranking and Pantheons

Most groups will focuse on the stated "goal" of the game, that being attaining a high coalition ranking. Achieve such a ranking is dependant on how many Pantheons you have, what levels they are, how connected they are, and what level enemy Pantheons near your Pantheons are. The combination of these factors results in a territory amount. This amount is further adjusted by Coalition Achievements. After all adjustments have been made groups are ranked according to their final Territory amounts. If your aim is to reach #1, you are going to have to put in a lot off effort, further research, maybe reach for your wallet a bit and gather a large number of good players to get your group there. Good luck with you!

When to Call it Quits (and how to do so gracefully)

As stated up front, being Hegemon is very rewarding...but it can also be very demanding. If you find yourself no longer enjoying things, then it might be time to think about passing the torch...or torching the Coalition. Remember that first and foremost, this is a game. If it's not fun, you are doing something wrong. You can of course reevaluate your leadership and coalition styles, perhaps opting for a different approach (expects some growing pains if you do). You might however find that the group's running great...and it's you that needs to "go". Really this isn't as hard as it might seem, all you have to do is promote any other member to Hegemon (You'll be made Polemach after the trade). Of course choosing which member to promote is not always an easy decision and once it's made you'll have to rely on the new Hegemon's willingness to pass the torch back to fix things. Alternatively you may opt instead to kick everyone out and disband the group entirely. As long as you are Hegemon, it's up to you how you end your reign. If you do wish to disband, you must kick everyone out and then leave the group yourself (Little trash can next to your name in the member list).

A Final Word

Running a group is easy. Running a good group is enormously difficult. Anybody can sit in their group and be an Army unto themselves, but it takes considerable character to sit at the front of 100+ members and lead the charge into battle and do it well. There are few roles that let you engage more fully with the game than running your own group. Beware the challenges, and see you on the battlefield!

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