Corebound

Alliances

An alliance is a small group of friends – any faction, up to three commanders. Open it from the ranking (Ranking → Alliance).

Founding and joining

What allies share

Reinforcements

Select an ally's sector: the panel offers Reinforce your ally. Ships you station there defend it together with your ally's own stationed ships and militia – up to twelve ships in one battle, your ally's first, then yours, then the militia. Your ships fight with their own pilots, faction and research, but without your ally's home-defence bonus (that only counts for their own ships). Losses are yours: after a battle you get your own report with what your ships lost. If the sector falls, or you leave the alliance, your ships come home. Like your own stationed ships, they need a pilot and cannot attack while they guard.

Pirates watch big alliances

Pirates raid the leaders. For that, an alliance counts as one block: the points of all its members in the galaxy are added up, so a strong alliance draws raids sooner than any single commander. A full alliance – all three members in the same galaxy – also faces raids one strength level higher, because three allies can reinforce and supply each other.

Map marks

Instead of a chat, allies talk with marks on the map. Select any sector and pick one of four marks – Attack here, Defend this, Need help or Meet here. Your allies in the same galaxy see a small coloured pin on that sector and, in its panel, who set it. There is one mark per sector (a new one replaces the old), each member keeps up to three (the oldest gives way), any member can remove a mark, and marks fade after a day. Leaving the alliance takes your marks with you.

Playing in different galaxies

A galaxy has six start zones, so friends do not always start in the same one. If your alliance plays elsewhere and your own realm is still fresh – only your home sector, no battle won, no attack under way – joining moves you to your alliance's galaxy right away, crew and faction included. Otherwise you play on where you are and start together with your alliance next season.

Missions

Every season, an alliance has four missions in its galaxy. They count what the members in this galaxy have together:

Mission Target
Hold sectors together 20 per member here
Win battles together 25 per member here
Hold jump gates at the same time 2
Hold the core together 6 hours

A mission done stays done for the season. Each one brings 400 metal, 200 energy and 150 credits to every member playing in the galaxy at that moment – resources, not ranking points. Progress is in the alliance window; the report tells you when one is done.

Alliance history

When a season ends, every alliance in the galaxy gets its place – ranked by the points of its members there – together with its points and the missions it finished. The alliance window lists your earlier seasons, and the Hall of Fame names the best alliance of every season next to the top three commanders.

Friends

Friends are not allies – they can be in any galaxy and any alliance. Open Friends from the ranking: share your personal link (or read out your eight-letter code), and whoever opens it and taps Add is your friend, both ways at once. The list shows where each friend plays, their alliance and when they were last around; tap a name for their profile. A new code makes the old link stop working; your friends stay. There is no search by name, so nobody can add you without your link.

Jumping to your allies

You don't have to wait for the next season, though. Take a jump gate, park your flagship on it and open the gate's sector: if an ally plays in another galaxy with room for you, you can charge the jump gate.