ALLIANCES

Founding and joining

You can be in one alliance at a time. Finish the tutorial first.

Founding one

An alliance is founded at a faction city, and it belongs to that city's faction for good. Park your Crawler inside the city or within range of it, then found it there.

The faction you pick decides which quadrant's tax your alliance collects if it ever leads that city. See the war chest.

The three join policies

Every alliance sets one of these.

PolicyHow you get in
OpenYou join instantly with the tag. An open alliance may also set a minimum power, and the server enforces it.
ApplicationYou apply with the tag and a short message. An officer accepts or rejects it.
ClosedYou need the alliance's invite code.

Two more routes exist and neither needs a policy change. Officers can invite you directly if you have posted a seeking profile, and the discover board lists up to 8 alliances that are genuinely recruiting right now, with an officer recently online. Joining anywhere withdraws every application you had open elsewhere.

The Founder's Pack

The first time you join or found a real player alliance, you can claim 300 ASH, once per account. The starter alliance does not count.

The starter alliance

The Last Echo (ECHO), run by ECHO-7, sits on the discover board for new players and is open to join. It exists to cover your first help requests while you find real people, and it is deliberately temporary.

RuleValue
Who leads itECHO-7
Joinable while your power is under50,000
Graduated after7 days, or the power cap, whichever comes first
Released after this long without a login24 hours
Fills an unanswered help request after5 minutes
Requests it will fill for one member per day3

Its alliance level is capped, so a real alliance is always worth more. Leaving is the ordinary Leave button, and you can rejoin from the discover board while you are still under the power cap. If you do not leave, it graduates you: you get a message from ECHO-7 and your seat is released for the next newcomer.

Leaving

Leave whenever you like, with one exception: the Leader of an alliance that still has other members must transfer leadership first. If the Leader is the last member, leaving dissolves the alliance.

Leaving is not free of consequences during a Cup week. See Cup membership rules.

What happens to your army and your standing when you leave, and what a kick does differently, is on roles and permissions.