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Player's Guide · Chapter 12 of 12

Alliances

Founding an alliance or joining one, its emblem, ranks and what each may do, the three weekly orders and what they pay, tags and colours on the map, alliance chat, and the alliance bonus at a Tide incursion.

“One fleet holds a line. An alliance holds a sector.”

— Fleet Admiral Selene Voss

What an alliance is

An alliance is up to 30 commanders under one name, one tag of three or four characters and one emblem. Commanders of any faction can be in the same alliance, and a commander is in one alliance at a time.

Being in one gives you
AlliesFleets of the same alliance cannot attack each other
The tagYour fleets fly [TAG] before your name, on the map and in chat
Weekly ordersThree orders the whole alliance fills together, each paying every member who added to it
An alliance roomA chat room only its members read
A bonus at Tide incursionsA tenth on top of your share when three or more of your alliance fight the same incursion

Open it from the alliance badge on your commander card at the top left of the screen. In no alliance the badge reads TAP TO JOIN. In one it is your alliance's emblem, name and tag. A number on it means something is waiting for an answer: applications, if you are the leader or an officer, or invitations sent to you.

Finding and joining one

FIND ALLIANCE lists every alliance, the largest first, with its emblem, tag and members. Search by name or tag, or show only the ones that are OPEN or that take commanders BY APPLICATION. Pick one to see its motto, who leads it and what it asks for.

The alliance isThe buttonWhat happens
Open to allJOINYou are a member at once
By applicationAPPLYYour application waits for its leader or an officer. WITHDRAW APPLICATION takes it back
Inviting youACCEPT INVITATIONYou are a member at once, whatever it asks of others

An alliance can ask for a commander level. Below it you can neither join nor apply, and the button says why. You can have 3 applications out at once. An alliance of 30 is full.

Tip

An invitation is sent by name to a commander who is signed in at that moment, so ask to be invited while you are in the game.

Founding one

Founding an alliance takes commander level 10 and 50,000 coins. Press CREATE ALLIANCE under the list:

The rule
Name3 to 24 characters: letters, digits, keyboard symbols (all but the square brackets) and single spaces, with at least one letter or digit. No two alliances share a name
Tag3 or 4 characters: letters, digits and keyboard symbols (all but the square brackets), no spaces, at least one letter or digit. Shown in capitals. No two alliances share a tag
MottoUp to 60 characters. Optional
Level askedThe commander level a newcomer needs. Leave it empty for any
Who may joinOPEN TO ALL, or BY APPLICATION
EmblemOne of 12 plates and one of 20 symbols, each in one of 12 colours. RANDOM rolls one for you

The button stays dark until everything is in order, and the line beside it says what is missing. The founder is the alliance's leader. The leader can change the emblem, the motto, the level asked and who may join later with EMBLEM AND SETTINGS on the overview. The name and the tag are kept.

Ranks

The MEMBERS page lists everybody with their rank, level, what they added to this week's orders and when they were last seen. There are three ranks:

RankMay
MemberEverything an alliance gives: the tag, the orders, the room, the bonus
OfficerAlso accept or decline applications, and invite commanders by name
LeaderAlso promote a member to officer and demote an officer, remove a member, hand the leadership to another member, and change the emblem and settings. There is one leader

REMOVE and MAKE LEADER ask before they act: the first press turns the button into a confirmation, the second does it.

Leaving

LEAVE on the overview is pressed twice, like the leader's buttons. After leaving you wait 24 hours before you can join or found another alliance. A commander who was removed does not wait.

When the leader leaves, the officer who has been in the alliance longest leads it, or the longest-serving member if it has no officers. When its last member leaves, the alliance is gone and its name and tag are free again.

Weekly orders

Every alliance has the same three orders each week, on its ORDERS page. The target of each is set by how many members the alliance had when the week began (an alliance of one or two is counted as three):

OrderTarget for each memberPays each member who added to it
Destroy Tide ships20 ships5,000 coins, 1,000 minerals, 500 helium-3 and 250 antimatter
Bring home cargo15,000 units7,500 coins, 1,500 minerals, 750 helium-3 and 375 antimatter
Take health off an incursion fleet3% of one fleet, 60% at most for the alliance10,000 coins, 2,000 minerals, 1,000 helium-3 and 500 antimatter

Everything a member does counts: every Tide ship their fleets destroy, every unit of cargo their fleets bring home that their stores take, every bit of health their battles take off an incursion fleet. An order is paid the moment it is full, to every member who added anything to it. A member who is away is paid at their next sign-in.

When all three are full, every member who added to any of them is also paid a bonus of 25,000 coins. The week turns over on Monday at 00:00 UTC: the orders start again from nothing, sized for the alliance as it is then.

The page also lists the members by what they added this week. Resources stop at the size of your stores, as every payment does. Coins do not.

Tip

An order pays the same to a member who added a little as to one who added a lot. What it needs is everybody adding something.

On the map and in chat

A fleet whose commander is in an alliance flies the alliance's tag before the commander's name. For a commander who is in an alliance themselves:

A fleet ofLooks like
Your own allianceIts marker is green, and its label stands on a green plate with the alliance's emblem
Another allianceIts marker is red, and its label stands on a red plate with that alliance's emblem
A commander in no alliance, and the TideAs always

The minimap shows the same two colours. A fleet that is fighting has a red marker while the battle lasts, whoever it belongs to.

Chat has an ALLIANCE room that only your alliance reads. ALLIANCE CHAT on the overview opens chat on it. In it a line starts with the tag and name in the alliance's green. In the other rooms a member's tag is shown before their name.

At a Tide incursion

The incursion's board has two sides. COMMANDERS lists who has done the most damage, as before. ALLIANCES adds the same damage up by alliance, with the commanders in no alliance as one line. Under the tracker a strip says how many of your alliance are in the fight.

When three or more members of one alliance have each hurt the incursion fleet, every one of them is paid a tenth more than their share. It is paid on top: nobody else's share is smaller for it. The ALLIANCES side says when your alliance has earned it, and what it takes until then.

In development

Starting values. Level 10 and the 50,000 coins, the 30 members, the 24 hours, the three orders with their targets and pay, the 25,000 bonus and the tenth at an incursion may all change. Alliance levels, a shared treasury and wars between alliances are not in the game.