Alliance is multilateral formation of various players into one power. Such organisation offers various benefits, like increased area awareness, safety, trade income and military might in your section of the galaxy.

New alliance

Each player is able to form a new alliance. This function is available from Empire overview - General page and requires only a minor investment of money. Creating truly powerful alliance however will not be that simple. For it to happen, player must influence others to join him. It is advised to consider your options, scout around for already existing alliances around you and maybe first do some good diplomacy with your neighbours.

Join alliance

You canīt just introduce yourself into existing alliance though. You must receive formal invitation first, which costs the alliance a modest sum of its alliance money, the sum is linearly increasing by a number of existing members. Only member of the alliance that has diplomatic contact with you can suggest the alliance through voting process to offer the invitation to you. And only if the voting ends up reaching quorum in your favor, member of the alliance, or commander, or Emperor of the alliance can sign the formal invitation. Simply said, you might need to have some powerful advocates for your case within the alliance.

Once the invitation is issued, you can accept it on the Empire overview - General page. Accepting the offer will cost you one-time sum of money that will be based on square distance function between your capital and alliance HQ (if established). If there is no HQ, or value is less than 100K, the fee will be exactly 100K. Even when you are member of some alliance, you can be invited to other alliances. This information is also listed on the General page. You can only be member of one alliance at a time.

Alliance screen

This page is the main view of the alliance affairs. Here you can see basic statistics for the alliance, list of all members and also basic information about their population and thus also voting power. In addition to that, there is also extra list of invitations to other players to join the alliance, ongoing votes section and log of past and recent events that have taken place within the alliance.

If the alliance screen is viewed for other alliance, player can see only basic profile of the alliance and incomplete list of members, with just those members that he already has some intelligence information about.

Alliance budget

Each member of the alliance has to participate on a share of alliance finances, also called alliance budget. Base value for the budget can be modified through votes and is then multiplied by the amount of votes each member of alliance has.

Alliance budget is used to finance alliance goals:
1) Expansion of the alliance - price for inviting new members increases linearly with each new member that joins the alliance.
2) Alliance HQ - special type of outpost that is unique to each alliance. It can be establish on a free spot by a highest ranking member of the alliance (dictator, emperor, commander) - see below for more.
3) Alliance fleets and outposts - created by commanders to serve as defensive force for all the alliance members. Each one is administered by a specific commander that created it. Units can be recruited from individual forces of alliance members or produced by the alliance HQ. Upkeep is being paid by the alliance budget, not the administrators budget.

Alliance types

There are four basic types of Alliance. Each alliance starts as Union and might go through changes to other types, or just stick to the Union.

Union - all members of the alliance are equal and all have equal rights. Some functions and vote types are not available. This type is OK for smaller, or starting alliances.
Federation - expanding alliances might get to a point, where it would be impractical to be ruled by all. At that point, one of the members can start a vote on a Commander. Once the vote is passed and signed, alliance type will change to Federation. In federation, not all members are equal, though voting rights remain the same - that is, for the regular members.
Empire - One of the commanders can be voted in as a first among equal. At that point he will become the Emperor and alliance type will change to Empire. In an Empire some of the high level decisions require Emperor to sign. Otherwise voting process remains central part of the decision making.
Dominion - Emperor can decide to take unlimited control over the alliance and become a Dictator. In Federation, any commander can initiate a vote for one of the commanders to become Dictator as well. This can usually happen in case of a great war or other threat to the Empire, or Federation and it must be passed by a vote. After the change voting remains only pro-forma, but otherwise Dictator can initiate and sign of bills as he pleases. Other players have no power, nor can they leave the alliance while it is of a Dominion type. Dictator can freely relinquish his power by initiating vote for return to Federation, when the threat is gone, but he might also choose to keep the power and see what happens...

Member roles

Regular - standard member of alliance, all members of Union are regular members. Rights of the regular member depends on the type of alliance. With higher forms of alliance these rights are usually more limited.
Commander - Federation has one or more commanders that have more control over decisions within the alliance.
Initiate - Federation also introduces new role below regular member. Every new member of Federation will start as initiate and will have limited access to information within the alliance, as well as sensor data of other players. This limits espionage by hostile players infiltrating the alliance for the good of some other one. They also cannot propose any new votes, although they can take their fair part in voting. Initiate can be updated to regular member through vote - which usually happens after some time and after the player had a chance to prove himself to be worth it.
Emperor - First of the commanders, true leader of the alliance, respected by others to do the job right. He can also use veto power to reject any vote at any time. He can only sign a bill that passed a vote.
Dictator - Supreme leader of Dominion with unlimited power. Only Dictator can sign a vote. Only Dictator can relinquish his power and change Dominion back to Empire or Federation. He can also reject any vote at any time.

Voting process

Yes, management within the alliance is based on a voting system with weight put on population size.
For each 1 000 000 population the empire gets one vote, plus one initial vote in total.

Available types of votes and required quorum to pass a certain vote might differ between alliance types. Also member rights to initiate vote, or sign a bill are defined by alliance type and member role. There can be maximum of 3 active votes at any time. In addition to that 3 more votes can be waiting in a queue and are activated when some vote is rejected or signed as bill.

Overview of all available types of vote follows:

Vote typeQuorumVote checkSign checkDescription
Invite a new member50%0.61Regular members of alliance can suggest one of his contacts to become a member. All members must first vote on sending a formal invitation to the player. When passed, invitation can be issued and player can either accept or reject.
Expel a member50%0.81Any member of an alliance can by expelled from the alliance based on the vote.
Change member fee50%0.80.8All members must participate on the alliance budget. This vote enables to modify the agreed members fee paid for each vote the members have.
Promote to commander50%0.70.8Growing alliance will need strong leaders that will make tough decisions. Having commander(s) also changes alliance type from Union to Federation.
Revoke a commander50%0.70.8In a case where commander failed his/her duty, or otherwise did harm to the alliance, members can vote to revoke commander status. Demoted commander becomes regular member.
Grant full membership50%0.60.8Initiate level members can be voted into regular level member.
Pledge to Emperor70%0.80.8Sometimes, having a company of commander is not enough. If the commanders cannot resolve disputes and different opinions quicly enough, they can pledge loyalty to one of the commanders, pronouncing him the Emperor. Emperor, as first of commanders, has special priviledges and can act much faster. Emperor does not have unlimited power and can be replaced by some other commander, if remaining commanders are not satisfied with his leadership. Having an emperor, alliance type also changes to Empire.
Call for Dictator80%11In a time of crisis, commanders, or Emperor can initiate vote for a Dictator. Dictator, as one of the commanders, will be granted unlimited power over the alliance. Conditions of the dictatorship can be specified in advance, but having the unlimited power, it is solely up to Dictator if and when he gives up his power. Just hope you choose the right person.
Return to Federation50%11Both Emperor and Dictator has the option to initiate vote for return to Federation, thus giving up their special status and returning back to Commander level.

Quorum represents needed % amount of votes in order to pass the vote as a bill. Remaining columns represents values of multiplier to check rights of a member to: Propose a vote and Sign a vote that passed its quorum.

If members access level is (0 = initiate, 1 = regular, 2 = commander, 3 = emperor, 4 = dictator) and Alliance type requirement is (1 = Union, 2 = Federation, 3 = Empire, 4 = Dominion) then players access level must be larger or equal than multiplier * Alliance type, rounded to a whole number.

Alliance HQ

It is a special outpost, controlled by the commander that establishes it, or by emperor/dictator, from the moment of his election. It serves as center of the alliance and it literally directly influences the joining one-time cost for new members. Larger alliances will definitely want to establish it, despite the fact that it will limit the reach of the alliance as it gets very costly for a new members to join the alliance if their capital is very far from the HQ. This fee is constant while the HQ is nonexistent, however it also means that it is not a military alliance, since only through the HQ can the alliance fleets and in consequence also the alliance outposts to be established.

Alliance HQ has Orbital drydock production capability with +1 by default. It can also produce any military units of the administrators design and limitations. Moreover, alliance HQ can also produce certain space based buildings (Orbital drydock and Hyperspace gate), making it true military and production hub for the alliance.

And finally, as with any other outposts, alliance HQ can also construct special type of unit, called HQ hub, that has quite significant military capabilities and also increases the drydock production capability by 1. And it can be constructed 10-times. This puts maximum drydock production capability to 30x (instead of max 20x for colony). Each new hub segment also increases the alliance fleet and outpost limit by 1, making it maximum +10, in addition to the HQ itself.


Alliance allows the player to be part of something greater and more powerful. It gives him purpose and also sense of belonging somewhere. Most important benefit of that is of course the increased chance to grow the empire in peace and security of joint forces. To be able to create prosperous empire and thrive in trade and research.

Shared sensor range within the alliance also gives player much better knowledge about his surrondings and dangers from hostile empires that grow in the area. In addition to that, Sensor enhancement research is also shared within the alliance, allowing all members to use maximum range available from all members.