Alliances
An alliance is a group of players in the same world who hold their borders together, send each other reinforcements against raids and agree among themselves who bids on which lot at the auction. Alone you are one holding; together you are a front. This chapter covers alliances, reinforcements, declarations of war and non-aggression pacts.
Founding and joining an alliance
- Founding: you give the alliance a name (2-32 characters) and a tag (2-5 letters or digits). Both must be unique in the world. The founder becomes the leader.
- Joining takes both sides. Either you apply to join or the leader invites you; once the other side accepts, you're in. Unanswered applications and invitations expire after 48 hours.
- Member limit: an alliance can have at most 20 members.
- You can't join an alliance while one of its members has a declaration of war in force against you; you join once it ends.
Leaving an alliance
- You can leave whenever you like.
- A player who leaves or is removed can't join another alliance for 24 hours.
- If the leader leaves, leadership passes to another member; when the last member leaves, the alliance disbands.
- Removing members, sending invitations and declaring alliance wars are the leader's job.
What being allies means
- You can't attack an ally: an army you send to an ally's holding arrives as reinforcements.
- Your allies' movements can't be intercepted and don't appear in your sightings.
- You can't declare war on an ally.
- The alliance screen shows each member's distance from you, and one tap takes you to their holding on the map.
- Your allies can see your house.
Reinforcements
An army you send to an ally's holding waits there as reinforcements:
- It fights alongside the host's garrison against incoming raids; losses are split between the two armies in proportion to their share.
- Archers among the reinforcements loose their arrows too.
- Only the owner can recall reinforcements; the army returns to its main holding at normal travel time. The host can't send them away.
- If the holding is conquered, the reinforcements return home.
- The grain upkeep of reinforcements is paid by the owner's main holding.
- A commander whose reinforcements fought also receives a battle report.
- You can't send reinforcements to a player you have a non-aggression pact with; reinforcements are only for allies.
Alliance war
An alliance leader can declare an alliance war on another alliance. The war takes effect after 8 hours, lasts 120 hours and opens raiding between every member of both alliances. Maximum alliance wars in force at once: 2. Every member of the target alliance is notified (Declaration of war).
Non-aggression pact
You can make a non-aggression pact with a player outside your alliance:
- One player proposes, the other accepts.
- You can have at most 4 pacts at once, and proposals still awaiting an answer count toward that.
- A pact rules out raids, declarations of war, interception and raids during an alliance war between the two of you.
- When you choose to break a pact, it ends 12 hours after you break it; until then, it remains binding.
- You don't make pacts with your allies; you already can't attack each other.
Alliances and the auction
An alliance's real strength is coordination. Bids are sealed and no one can see an ally's bid, but you can agree among yourselves who goes for which lot. Two allies bidding on the same lot drain both their balances.
Guild
A guild is an account-level community that lasts from Age to Age. An alliance belongs to one world and one Age; a guild comes with you into every Age. You're notified when someone from your guild joins a world. A guild has no effect inside the game; guild members who meet in the same world form an alliance to play together.