Alliances
An alliance brings together players who coordinate defense, wars and diplomacy — a player can only be in one.
Structure
Leader / Officer / Member. Officers and above can invite, kick and manage wars and plans.
Whoever leaves an alliance on their own (or disbands it as leader) may join another only after 24 h — the Embassy shows the countdown. A kicked player and the members of a disbanded alliance do not wait. Founding a new alliance works right away.
1 + the sum of Embassy levels / 5 across all members' villages, up to 50 members; the founder always has a place, even without a single Embassy.
Diplomacy and coordination
Declared by an officer or above. After a 12-hour announcement, the Weakened Hideout applies: the Hideout shields only half its usual amount, for both alliances. Plunder, kill points, battles won and villages conquered are counted. A war ends in peace (offered and accepted), by surrender (always a defeat) or after 14 days, when plunder decides the winner (a lead under 10 % is a draw). The same alliance can be at war with you again only after 72 hours. A war does not lift the protection of weaker players.
Non-aggression pact: one side offers, the other accepts. Members of both alliances cannot attack or scout each other; an attack sent before the pact turns home at the target without a fight. A pact given notice still protects for 24 hours, and no war can be declared until then. An alliance may hold at most 3 pacts. Members of your own alliance can never be attacked — not even within 24 hours of leaving it.
A member announces a time window in which their village needs reinforcements.
A member sets a target and an impact time; everybody else is told when their army has to leave to arrive at the same moment.
Every member sees attacks and raids heading for anyone in the alliance: at whom, from where and when they land — just as the target sees them, without the troops. Reinforcements are one click away.
A shared message wall for the whole alliance, visible only to members.
The description, the member list with activity, wars, pacts, the goal of the week set by the leadership, and the active perks — outsiders see those too, so they can work out the result of an attack in advance.
Treasury and perks
Every member sends gold in from a village with an Embassy — or with the Monument that took the Embassy's plot. A contribution is one-way — nothing can be withdrawn. Who gave how much is added up and shown as a contributor ranking.
Monument levels (300 gold for the first, 16,500 for the whole build) and perks for the whole alliance. The leader buys them — gold spent is gold that will not raise the Monument.
Only the Town Hall mints it. Quests, adventures and the daily reward give no gold, and an army cannot be bought with it.
Alliance perks
| Perk | Effect per level | Max | Level 1 |
|---|---|---|---|
| Miners' GuildRaises resource output in every member's capital. | +2 % | 10 | 300 gold |
| Banner of DefenseStrengthens units defending members' villages. | +1.5 % | 10 | 500 gold |
| War DrumStrengthens the attack of armies sent by alliance members. | +1.5 % | 10 | 500 gold |
| Caravan GuildsRaises the carrying capacity of members' trade caravans. | +5 % | 10 | 300 gold |
| Drill GroundsShortens unit training in members' villages. | +2 % | 10 | 400 gold |
| Swift ReinforcementsShortens the march of reinforcements between members' villages. | +2 % | 10 | 400 gold |
| Supply GuildsRaises the amount of resources a member's Hideout shields from plunder. | +10 % | 10 | 300 gold |
| Spy NetworkMembers' scouting reports are shared with the whole alliance. | — | 1 | 800 gold |