Alliances and Alliance Base
An alliance is a named, persistent player group that pools tactical intelligence — shared radar coverage, fleet movement visibility, and combat reports — under a single owner who pays for upgrades and controls membership. Alliances are flat in v1: one owner, one member list, no officer hierarchy.
A mid-to-late-game alliance can also construct an Alliance Base — a forward outpost placed at an arbitrary galaxy coordinate, supplied by member transports, and defended by stationed fleets.
Creating an Alliance
Any player can found an alliance by paying a creation cost deducted from their home planet stockpile. The cost covers metal, carbon, and hydrogen.
At creation you choose:
- Name — visible everywhere the alliance appears
- Tag — exactly 3 uppercase letters (A–Z), displayed in brackets next to every member's handle across the entire game (
[TAG])
Tags must be unique across the server.
Alliance Levels and Member Caps
Alliances level up through several tiers. Each level raises the member cap and costs the owner additional resources (paid from their home planet stockpile — never a pooled treasury). Upgrades are owner-only.
The maximum alliance size caps at a modest number of members. No mechanism in v1 allows exceeding this maximum.
Invite and Kick Rules
Only the owner can invite or kick members. Invites are delivered as a DM chat message with Accept / Decline buttons. A pending invite auto-expires after a short window, so reach out to recruits when they are likely to be active — the TTL is aggressive for players who only log in every few days.
After kicking a player you cannot re-invite that same player for a cooldown period of about a day; the freed seat can be filled by anyone else immediately.
Owner leaving. The owner cannot leave the alliance. To exit, they must disband it. Disbanding triggers a 24-hour grace period during which the action can be cancelled; after 24 hours the alliance is deleted and all members are removed.
What Alliances Share
Once you join an alliance, you gain access to:
- Radar union — the union of every member's active radar circles covers the galaxy map. Any fleet that enters any member's radar range is visible to the entire alliance.
- Fleet movement visibility — allied fleet positions, compositions, origin, destination, and ETA are visible to all members.
- Combat reports — combat reports produced by any member while in the alliance appear on the alliance combat tab.
- Private chat — a dedicated chat channel visible only to current members.
Radar and fleet intel update immediately when membership changes — there is no delay when a player joins or is kicked.
Alliance Base
An alliance can place a forward base anywhere in the galaxy by sending an Archon on a FOUND_BASE mission. The base is an alliance-owned structure (not a planet): it has no mines, no droids, and no native production. Everything it has must be shipped in.
Founding the Base
The Archon is the most expensive single ship in the catalogue. It requires high Shipyard level and the SHIP_ARCHON research (prerequisite: SHIP_AEGIS). Only the alliance owner can build or dispatch the Archon.
The Archon is consumed on arrival — it becomes the base. One Archon produces one base. The maximum number of bases an alliance can operate grows with alliance level.
The Nexus Building
Every base has a Nexus — the central structure that gates everything else built on the base. The Nexus cannot be removed. A fresh base starts at Nexus level 1, granting a limited building budget across all base buildings combined. Upgrading the Nexus increases this budget and adds HP.
HP and repair. Each Nexus level contributes HP to the base. Repair costs metal and carbon per HP, at a steady rate per second. Repair is triggered by the alliance owner and paid from the base's own storage.
Base separation. A base must be placed at least a minimum distance from any existing planet or structure.
Base Storage
The base has shared storage for metal, carbon, and hydrogen. Storage capacity grows as the base is upgraded — each level roughly doubles the previous capacity. Members ship resources to the base via TRANSPORT missions. Resources cannot be extracted out of the base in v1 — everything shipped in stays in.
Alliance Research
A base with a Research Lab can pursue alliance-wide research — technology bonuses that apply to all alliance members:
- Alliance Fleet Speed — increases fleet travel speed for all members
- Alliance Ship Attack — increases ship attack power for all members
- Alliance Ship HP — increases ship HP for all members
Alliance research uses a shared cost and time curve — both grow by a fixed factor per level. Base research and personal research are independent — both can progress simultaneously.
Structural Damage
When attackers win a combat at the base, surviving attacker firepower deals structural damage as HP loss to the Nexus. A base reduced to 0 HP is destroyed — the alliance loses it entirely, along with any resources stored there and any stationed fleets.