Creating an Alliance
Open Alliances → Create and set:
- Alliance name (4–24 characters, no profanity filter bypass)
- Alliance tag (2–5 characters, all caps, unique per round)
- Recruitment status — Open, Application, or Invite-only
- Description — visible to all players in the alliance directory
Creating an alliance costs 500 Metal and 200 Crystal. The creator becomes Leader automatically.
Member Roles
| Role | Permissions |
|---|---|
| Leader | All permissions; can disband, transfer leadership |
| Officer | Invite members, manage bank withdrawals, declare war |
| Member | View shared intel, deposit to bank, chat |
| Recruit | Chat only; limited intel visibility |
A leader can promote any member to Officer or demote an Officer back to Member. Maximum 20 members per alliance.
The Shared Bank
The alliance bank holds Metal, Crystal, Deuterium, and Energy deposited by members. Bank mechanics:
- Deposits: any member can deposit; reflected immediately
- Withdrawals: Officer+ only; limited to 20% of total bank per withdrawal per hour
- Interest: 3% per 10 ticks, flat across all governments
- War tax: if you declare war, bank earns no interest for 5 ticks after declaration
Seed the bank early. A well-funded bank can buy emergency fleets for members under attack.
Diplomatic Relations
Your alliance can have one of three diplomatic statuses with any other alliance:
| Status | Effect |
|---|---|
| Neutral | No shared intel, no coordinated attacks |
| Allied | Shared map pings, no friendly-fire damage |
| War | Coordinated attack bonuses; can target each other’s planets as a priority |
Changing from Neutral to Allied requires both leaders to confirm. Declaring war is unilateral and effective immediately.
War Declarations
Open Alliance → Diplomacy → Declare War and select the target alliance. War affects:
- All members of both alliances can see each other’s approximate fleet locations
- Attacking a war-enemy planet grants a 5% combat bonus
- The war appears in round-wide news
- War cannot be immediately reversed — a 12-tick ceasefire cooldown applies after any first declaration
Wars draw attention. Smaller alliances should think twice before declaring on a larger one.
Ceasefire
Either alliance leader can propose a ceasefire after the 12-tick cooldown. The opposing leader has 6 ticks to accept or the proposal expires. Ceasefire returns both alliances to Neutral. A new war cannot be declared for 24 ticks after a ceasefire.
Government and Alliance Play
Government choice shapes how well you support an alliance, but no government changes the bank interest rate or member cap directly — those are flat for every alliance. Democracy grants a diplomacy speed bonus, making its players effective ceasefire brokers and coalition builders. Coordinated alliances get the most value from members who can fund the group (Democracy, Theocracy) alongside members who can build fleets fast (Dictatorship) or strike covertly (Anarchy).
Intel Sharing
Allied alliances automatically share:
- Enemy fleet detection pings (from Sensor Arrays)
- Planet scan results (if either alliance performed the scan within 5 ticks)
- Combat reports (shared in alliance chat automatically)
War enemies cannot see each other’s intel directly — but Signal Intercept tech lets you capture some enemy research data during combat.
Continue to Espionage & Intel for covert operations.