Up to 20 players working together to dominate the wasteland. Alliances are not optional — they're how you win.
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.
| Rank | Kick Members | Change Ranks | Set Diplomacy | Manage Settings | Disband |
|---|---|---|---|---|---|
| Leader | Yes | Yes | Yes | Yes | Yes |
| Co-Leader | Yes | No | Yes | No | No |
| Elder | No | No | No | No | No |
| Member | No | No | No | No | No |
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.
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.
| Status | Map Color | Meaning |
|---|---|---|
| Allied | Green | Formal alliance. Typically includes mutual defense, intelligence sharing, and coordinated attacks. |
| NAP | Blue | Non-Aggression Pact. Agreement not to attack each other. No obligation to defend. |
| Enemy | Red | Active hostility. Members should expect attacks and scout accordingly. |
| Neutral | Gray | Default status. No relationship declared. Proceed with caution. |
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:
| Mechanic | How It Works |
|---|---|
| Food consumption | Support troops eat food from the host settlement (the one being defended), not the sender's. This means accepting support costs the defender food. |
| Wall bonus | Support troops benefit from the host settlement's Barricade Wall bonus. This makes stacking support behind a high-level Wall extremely effective. |
| Research bonuses | Each 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. |
| Conquest | If the settlement is conquered (loyalty hits 0), all support troops are destroyed along with the owner's troops. |
| Recall | The sender can recall their support troops at any time. They march home at normal speed. |
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.
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 status | Marked as "Completed" |
| Winner | Alliance name and members recorded on the leaderboard |
| World continues? | The world can continue running or be closed. New worlds open for fresh competition. |
| Player progress | Points and achievements are recorded. In new worlds, everyone starts fresh — no carryover. |