I'll try to explain it because it seems there is some misunderstanding. It seems as though you didn't notice when I'm talking about elements, and when about alliances.
Step1:
Players are moved. The organizers responsible for player movement do not need to know about alliances.
Step2:
The hex-ownership organizer looks at the map and changes the ownership of those hexes where there are only people from one element. Those hexes are now controlled by that element. It has nothing to do with alliances up to this point. All he has to do is look at the map and see how many players and from which element are on each hex.
Step3:
One organizer counts how many hexes each element controls (it would be nice to automate this job though). All he needs is to see the map, and which element controls each hex. Once again, no need to know about alliances.
Step4:
This is the only part when it is needed to keep track of alliances. For each alliance, the numbers of hexes controlled by allied elements are added. The numbers of players are also added. This step can be done by a single organizer who is up to date with alliances (I think at least one organizer should be
) Then, this organizer informs Character Managers of each element how much revenue they get per player.
Step5:
Each Character Manager's job is to make sure that every player of their element knows how much revenue he gets for that round.
This can be easily fixed by having a separate sticky topic with the most recent updates for alliances and whatnot, or even a google docs spreadsheet.
It is quite obvious that at least some of the organizers need to be up to date with alliances, so a sticky topic might be necessary. At the very least the organizer responsible for deciding who is attacked by whom needs to know about alliances, because the rules state that an attacking player will fight a random defending player that is not from his alliance.