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
- Found an alliance by giving it a name (three to twenty-four letters, digits or spaces; every name exists only once).
- Invite friends with the eight-letter code or the invite link (Copy invite link, or Share invite on phones – it opens the share sheet for WhatsApp and the like). Whoever opens the link and signs in sees the code already filled in and only has to tap Join.
- New code makes the old one useless – handy if a link went to the wrong place.
- Leave at any time. When the last member leaves, the alliance is gone.
What allies share
- No attacks on each other. Allied sectors cannot be attacked – the sector panel says so.
- Reinforcements. Station your own ships in an ally's sector – see below.
- Supply lines through allied space. Your sectors count as connected if a chain of your own and allied sectors links them to your flagship or a relay – no more cut-off yields just because an ally sits in between. Allied sectors pass supply on; they do not count as yours.
- Blue on the map. Allied sectors show in blue with a light dashed border and never fade into the background.
- A team ranking. The ranking lists every alliance of your galaxy with the points of its members added up.
- The next season together. When a season ends, members move on to the same new galaxy.
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.
- The gate charges for an hour. Everybody in your galaxy sees it – it glows on the map and shows up in their banner.
- It has no protection while it charges – no shield, no newcomer protection. Whoever takes the gate stops the jump, and your flagship flees home as usual. Allies in your galaxy can station ships on the gate to hold it.
- Moving the flagship away or stopping the charge calls the jump off. No new attacks while the gate charges.
- What comes along: fleet, crew, resources, flagship modules, queues and your victories (they count for your season score). Your sectors stay behind for the pirates.
- You arrive in a free start zone with newcomer protection. Once per season.