Alliances

Up to 20 players working together to dominate the wasteland. Alliances are not optional — they're how you win.

🤝Creating & Joining

Alliances require a Radio Tower (Level 1+) to create or join. When creating an alliance, you choose a name (3-100 characters) and a tag (3-5 characters, displayed on the map). The creator automatically becomes the Leader.

Maximum members: 20. This is a deliberate cap — it forces alliances to be selective and prevents one mega-alliance from steamrolling the map. Coordination between 20 active players is already a significant challenge.

👑Ranks & Permissions
RankKick MembersChange RanksSet DiplomacyManage SettingsDisband
LeaderYesYesYesYesYes
Co-LeaderYesNoYesNoNo
ElderNoNoNoNoNo
MemberNoNoNoNoNo

All ranks can: view the member list, use alliance chat, send and receive support troops, and see alliance diplomacy status. The rank system is about administrative control, not gameplay advantage.

🤝Diplomacy

Alliances can set diplomatic status with other alliances. This is one-directional and display-only — it doesn't mechanically prevent attacks or enforce agreements. It's a communication tool.

StatusMap ColorMeaning
AlliedGreenFormal alliance. Typically includes mutual defense, intelligence sharing, and coordinated attacks.
NAPBlueNon-Aggression Pact. Agreement not to attack each other. No obligation to defend.
EnemyRedActive hostility. Members should expect attacks and scout accordingly.
NeutralGrayDefault status. No relationship declared. Proceed with caution.
⚠️
Diplomacy is a gentleman's agreement. Nothing in the game prevents an "Allied" alliance from attacking you. Trust is built through actions, not status labels. Keep Scouts active and Watchtowers upgraded regardless of diplomatic status.
🛡Support Troops

Alliance members can send support marches to defend each other's settlements. Support troops travel to the target settlement and remain garrisoned there, fighting alongside the owner's troops if attacked.

Key mechanics:

MechanicHow It Works
Food consumptionSupport troops eat food from the host settlement (the one being defended), not the sender's. This means accepting support costs the defender food.
Wall bonusSupport troops benefit from the host settlement's Barricade Wall bonus. This makes stacking support behind a high-level Wall extremely effective.
Research bonusesEach player's troops use their own research bonuses, not the host's. A Warlord-specialized attacker's troops still fight with Warlord bonuses even when defending.
ConquestIf the settlement is conquered (loyalty hits 0), all support troops are destroyed along with the owner's troops.
RecallThe sender can recall their support troops at any time. They march home at normal speed.
💡
Alliance defense is multiplicative. 5 alliance members each sending 50 Militia (250 total) behind a Level 10 Wall (+20%) gives 300 effective defense × 30 defense each = 9,000 total defense. An attacker would need ~2,250 attack power for a comfortable 4:1 ratio. That's 90 Militia or 45 Snipers — a significant investment. This is why alliances dominate: collective defense is far stronger than individual defense.
💬Alliance Chat

Every alliance has a built-in chat channel visible to all members. Use it for coordinating attacks, requesting support, sharing scouting intelligence, and planning strategy. Chat updates via polling (every 10-15 seconds) — not quite real-time, but fast enough for coordination.

🏆Domination Victory

The endgame. 260 control points worth 450 total points are scattered across the map. The first single alliance (not coalition) to hold 225 points (50%) wins the world.

This means: NAPs and informal alliances don't count. Only one alliance's control points are tallied. If [WAR] holds 180 and their allied alliance [ASH] holds 100, nobody has won — [WAR] still needs 45 more points on their own.

When an alliance wins:

World statusMarked as "Completed"
WinnerAlliance name and members recorded on the leaderboard
World continues?The world can continue running or be closed. New worlds open for fresh competition.
Player progressPoints and achievements are recorded. In new worlds, everyone starts fresh — no carryover.
💡
Strategic implications: A 20-member alliance needs each member to control an average of ~11 control points worth of territory. That requires multi-settlement expansion, coordinated garrison defense, and constant pressure on enemy-held points. The domination game is won by organized, active alliances — not by the single strongest player.
🔥
The endgame is political. When two alliances are both approaching 200 points, the diplomacy meta explodes. NAP-breaking, backstabs, last-minute alliance switches, coordinated timing attacks on fortresses — the final days of a world are the most intense gameplay The Last Settlement has to offer. Build relationships early. They pay off when it matters most.