Classic Ruleset v0.5

Alliances: Working Together

Most players do not survive a realm alone. Alliances are how nearby colonies become one strategic front: shared vision, shared objectives, coordinated defense, and an endgame path that no solo player can complete by accident.

Creating and joining

An alliance can hold up to 10 members. Creating one costs 100 Energy. Alliances can be open for public joining or closed for invitation-only recruitment, and sending an invitation costs 25 Energy.

Leaving is possible, but it is not a free scouting trick. Rejoining has a 24 tick cooldown, so changing sides during a live war carries a real timing cost.

Roles and leadership

Every alliance has one leader. The leader can manage settings, invitations, kicks, roles, and leadership transfer. Members can also be promoted into minister roles for war, economy, or intelligence work; only one member can hold each minister role at a time.

If a leader goes inactive or loses trust, members can force the issue with an overthrow vote. The vote needs a strict majority: more than half of the alliance must support it.

Shared visibility

Alliance membership is operational, not just cosmetic. Your radar coverage is shared with your current alliance, so a spread-out alliance can build one large intelligence picture instead of ten isolated ones. Satellite scan reports can also be shared with your alliance, giving allies the same redacted contact view the scanner received.

Alliances can create private map markers and relation labels. Markers are private to the alliance and are useful for rally points, targets, borders, and reminders. An alliance can keep up to 50 active markers, with short titles and 280 character notes.

Movement and defense

Classic 0.5 treats current same-alliance membership as a real battlefield relationship:

  • Friendly squad movement to owned or allied positions uses the faster friendly ETA.
  • Teleport Gate travel can use your own or same-alliance valid gate endpoints.
  • Ion Cannon defensive fire can protect incoming hostile squads or nukes aimed at your own or allied holdings.
  • Friendly and support squad arrivals do not trigger Shield Generator parking.
  • Covert operations and Lockdown cannot be aimed at your own alliance's colonies or outposts. The only exception is the havoc phase at the very end of an era.

Private relation labels are for your alliance's map discipline. They do not grant the same movement, gate, or defensive authority as current same-alliance membership.

Alliance assets

Resource nodes are alliance-scale assets on current Classic 0.5 realms. A captured metal node pays metal, worker-growth, and power bonuses to every current member of the holder's alliance; oil nodes do the same for oil. This makes node control more valuable for an organized group than for a player acting alone.

Relics are also alliance objects. Ten relics release late in the era, and one alliance must hold the full set long enough to win. Crystals, wreckages, and garrisons feed the same late-game race, so alliance coordination decides the finish more often than raw solo score.

Trading and gifts

Resource trading is an alliance benefit, not an open market. Both trade offers and one-way gifts are restricted to alliance members: the sender and the recipient must share an alliance, and the sender must have been in that alliance for at least 100 ticks. New members cannot immediately funnel resources, which keeps trading from being a way to dodge the cost of a real alliance.

Trade offers carry two extra requirements: a level 5 Resource Converter and a 10 energy fee per offer. One-way gifts only need the shared alliance and the 100 tick tenure. Plan to support a struggling ally through your own production, not by recruiting a fresh account to feed it.

Communication

Alliances can send alliance messages that fan out as direct mail to current alliance peers. If any recipient has ignored the sender, the alliance message is blocked rather than silently bypassing that ignore. Public ticker broadcasts are separate: they speak to the realm, not just your group.

See also

Read Intelligence and Radar for shared vision, Teleport Gate for same-alliance gate travel, Spies and Agents for the no-covert rule and allied spy protection, Jamming and Lockdown for denial limits inside an alliance, Relics and Havoc for the alliance win condition, and Messages and Broadcasts for direct, alliance, and public communication.

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