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Alliances

From Per Regna
Revision as of 20:23, 17 June 2026 by Admin (talk | contribs) (Created page with "An '''Alliance''' is a group of commanders who band together for mutual benefit. Alliances share a treasury, research powerful upgrades together, build and defend conquered star systems, fly shared colors across the galaxy, and coordinate through chat and diplomacy. Every commander can belong to '''one alliance''' at a time. You can join or create your alliance starting at '''Realm 1'''. == Contents == * Creating an alliance * Joining & leaving * Roles & permissions *...")
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An Alliance is a group of commanders who band together for mutual benefit. Alliances share a treasury, research powerful upgrades together, build and defend conquered star systems, fly shared colors across the galaxy, and coordinate through chat and diplomacy.

Every commander can belong to one alliance at a time. You can join or create your alliance starting at Realm 1.

Contents

  • Creating an alliance
  • Joining & leaving
  • Roles & permissions
  • Communication
  • The Alliance Vault
  • Alliance Research
  • Alliance Buildings
  • System conquest & control
  • Diplomacy & war
  • Alliance relics & branding
  • Leaderboards & events
  • Quick reference

Creating an alliance

Creating an alliance is free. You'll choose:

  • A tag (3–10 characters, unique across the galaxy).
  • A name (up to 100 characters, unique).
  • An optional description.

As the founder you become the Leader. New alliances start with room for 15 members and open recruitment.

Joining & leaving

How you join depends on the alliance's recruitment setting:

Recruitment What happens
Open You join instantly as a Member.
Invite Only You submit an application; an officer approves or rejects it.
Closed Not accepting new members.

A few rules:

  • You can't join if you're already in an alliance.
  • You can have only one pending application at a time.
  • An alliance can't exceed its member limit (raised by the Recruitment Doctrine research β€” see below).

Leaving: any member can leave at any time. The Leader cannot simply leave β€” they must first transfer leadership to another member or disband the alliance.

Roles & permissions

Alliances have four roles, from lowest to highest authority:

Role What they can do
Member Donate to the vault, donate relics, buy items for the alliance archive.
Officer Everything a member can, plus: approve/reject applications, promote/demote members, remove members, edit alliance settings, send broadcasts, manage branding and diplomacy, and upgrade alliance buildings.
Deputy Everything an officer can, plus start and cancel alliance research.
Leader Full control: transfer leadership and disband the alliance.

When a Leader transfers leadership, they step down to Deputy and the chosen member becomes the new Leader.

Communication

  • Alliance Chat β€” a real-time, members-only channel for coordination.
  • Broadcasts β€” officers can send one-way mail to the whole alliance, optionally filtered by role.

The Alliance Vault

The Vault is your alliance's shared treasury, holding all six resources (steel, quartz, gas, iridium, silicium, elerium).

Ways to fill the vault:

  1. Direct donations β€” any member can donate resources from a colony.
  2. Alliance tax β€” officers can set a tax of 0–5% on the cargo members bring back from attacks, debris collection, exploration, and harvesting.
  3. Donation missions β€” send a fleet to deliver cargo to an alliance-controlled system.
  4. Research refunds β€” cancelling a research returns its cost to the vault.

Capacity: each resource starts with a vault capacity of 2 billion, and the Alliance Vault building adds +10 billion per level. If the vault is full, taxed resources stay with the member instead.

Donations also count toward your personal alliance donation score.

Alliance Research

Alliances can research upgrades that benefit every member.

To research, your alliance needs:

  • An Alliance Research Lab built on an alliance colony.
  • A Leader or Deputy to start it (only one research at a time).
  • Enough resources in the vault to pay the cost.

Costs and times scale with each level, and a higher-level Research Lab speeds research up.

Highlights of the research tree:

Research Benefit
Alliance Infrastructure Lower system upkeep; higher harvest unit caps.
Supply Logistics Lower upkeep and faster convoys.
Resource Refinements (Steel, Quartz, Gas, …) Reduced upkeep and higher production for that resource.
Recruitment Doctrine +1 member capacity per level.
Defense Protocols Stronger alliance defense HP; unlocks alliance defenses.
Reinforced Armor / Deflector Shields / Weapons Calibration Boost defense HP, shields, and weapon power.
Garrison Capacity +1 defense build slot.

Alliance Buildings

Conquered systems host alliance buildings, paid for from the vault and upgraded by officers. Your first conquered system becomes your Headquarters (HQ) with up to 100 building slots; later systems become Divisions with 40 slots each.

Building Where Purpose
Headquarters HQ only The alliance's core; drives its level and unlocks other buildings.
Vault HQ Expands shared resource capacity.
Research Lab HQ Enables and speeds up alliance research.
Diplomacy Office HQ Enables diplomacy; grants treaty slots.
Archive HQ Stores donated relics and cosmetics.
Bazaar HQ Shop where members buy alliance cosmetic variants.
Division Center Division Local command hub for a Division system.
Engineering Lab HQ + Division Speeds local construction.
Defense Yard HQ + Division Enables alliance defenses.
Common / Rare Extractors HQ + Division Boost harvest and survey output (+10% per level).

Most advanced alliance systems β€” buildings, conquest, and shared harvest β€” open up around Realm 4.

System conquest & control

Alliances can capture star systems by winning a coordinated attack (Fleet Coordination System) against a system's protector. You must be in an active alliance to participate.

Once captured:

  • Your first system becomes the HQ; the rest are Divisions.
  • Controlled systems support a shared harvest & survey pool: production each cycle is split between the runner, guardians, and an alliance daily pool that members collect their share from.
  • Controlled systems can be dressed up with system themes and monuments (see below).

Diplomacy & war

With a Diplomacy Office, officers can manage relations with other alliances.

Relations:

  • Non-Aggression Pact (NAP) β€” neither side can attack the other.
  • Ally β€” a closer protective relationship.
  • War β€” declared immediately and unilaterally; it ends any existing treaties.

Combat protection:

  • You can never attack members of your own alliance.
  • You can't attack alliances you're allied with or have a NAP with (though you can still scout them).

NAPs and alliances consume treaty slots (one per Diplomacy Office level); war does not. Ending a war requires a peace proposal.

Alliance relics & branding

Alliances fly their own colors using relics donated by members. (For how relics are collected and forged, see the Relics page.)

Four relic types are used by alliances:

Relic type How it's used
Alliance Badge One active badge represents the alliance on leaderboards and alliance lists.
Alliance Flag One active flag flies on members' planets.
System Theme Attached to a controlled system to tint its appearance (one per system).
System Monument Attached to a controlled system as a standing monument (one per system).

How it flows:

  1. A member forges an alliance-type relic and donates its base cosmetic to the alliance (free, and they keep the relic).
  2. Donating unlocks the alliance Archive, where members can buy alternate variants for the alliance with Quantum Shards.
  3. Officers then activate the active badge/flag, or attach themes and monuments to controlled systems.
  4. Officers can keep a wishlist of cosmetics the alliance wants next.

See Relics β†’ Alliance Relics for the donating commander's perspective.

Leaderboards & events

  • Alliance leaderboards rank alliances against one another.
  • Weekly alliance events offer alliance-tier rewards for collective effort.
  • Your active alliance badge appears beside your alliance name across these screens.

Quick reference

Thing Value
Alliances per player 1
Create cost Free
Tag length 3–10 characters
Name length up to 100 characters
Starting member limit 15 (+1 per Recruitment Doctrine level)
Roles Member Β· Officer Β· Deputy Β· Leader
Max alliance tax 5%
Vault capacity (per resource) 2 billion base, +10 billion per Vault level
HQ building slots 100
Division building slots 40
Diplomacy relations Non-Aggression Pact Β· Ally Β· War