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Alliances in the 1/A group

IMPORTANT! There is no 72-hour protection in the 1/A group! Every country starts with a 24-round protection, and can be attacked (and can attack) in the 25th round.

As we mentioned elsewhere, game in the top level is a bit different from game in the lower groups. Instead of lone wolves and 4-member alliances, this group offers bigger alliances (up to 10 members), as well as alliance-attacks.

The alliances

Just like in lower groups, you can join or create an alliance in the top level, too. Alliances however, are more important here. Each alliance can have up to 10 members. Each alliance has a name and an id that identifies them. The alliance leader makes more decissions here, than in lower groups, where his/her only task is approving alliance members. Here he/she can control some very important factors.

Because this level is about team-work and alliances, only countries that are in an alliance take part in the game. Gametime does not advance for countries who are not in an alliance. Almost anybody can form an alliance, see below.

Alliance leader - alliance members

The leader of the alliance is usually the oldest member.

Countries can apply for membership into an alliance. The alliance leader decides who to accept and who to reject. The alliance leader can also cancel the membership of some or all of the members. Each member can leave the alliance at will. If the alliance leader cancels his/her own membership, that means the entire alliance is broken up. Once out of an alliance, countries do not evolve until they join or create one.

Voting for the alliance leader

When creating an alliance, the alliance leader is the oldest member of the alliance. However, once in the life of an alliance, the leader can change this to a voting system, where the alliance members and the leader vote on who the leader should be. Once the method for determining who the leader is gets changed, there is no way back, from that point on, voting decides who the leader is.

In this case, the leader is the country with the most votes. If two or more countries have the same number of votes, the country with the lower id gets to be the leader.

When a voting system decides who the leader is, the order of the alliance members is determined by their country ids. This is important when the leader is on vacation: the second country in the alliance gets to be the temporary leader in this case. This order is based on the country ids, not the order of acceptance into the alliance, when using a voting system. Of course, if the leader is on vacation, the members can vote for a new leader if they want to.

Attacks

Members of the same alliance cannot attack each other, just like in the lower groups. An attack can only be started by a country that is in an alliance. Only countries in an alliance can be attacked. Countries that are not in an alliance are not even shown in the scoretable. When attacking another country, you can only count on yourself, no helping army can be sent along, and you cannot ask for defence from your allies. Besides one-on-one attacks, entire alliances can also attack each other, you can read about this below.

Alliance attacks

If the leader decides to attack another alliance, he/she has control over the entire army of the alliance. He/she can choose to send the alliance's entire army, but he/she can also be more precise: setting a percentage of each unit to send. This percent will be the same for all members of the alliance, you cannot send all elites of country A, while not sending any elites from country B. Members on vacation do not contribute to the overall army, their units are separated on the attack page.

The defence value of the alliance is the sum of the defence values of its members (see alliance attack help for more details). Countries on vacation only give one third of their defence value.

After a successful attack, the land is distributed among the members, as are the losses on the defeated side.

See Alliance attacks help for more details.

  1. This is the alliance's attacking army (if there is one). The first row is your part of the army, the second is the total.
  2. This is where the leader chooses what percent of the army to send.
  3. This is where the leader chooses which alliance to attack.


Warehouse

Each alliance can rent a warehouse in the 1/A group, where members can store goods, scrolls and money, or use it to transfer these between each other. The warehouse has a fee that you have to pay each round. This fee depends on the capacity of the warehouse. The capacity of the warehouse can be increased for a fixed price. A bigger warehouse lets you store more goods, but also has a higher roundly fee.

The warehouse can hold more goods than its actual capacity; however, during the change of rounds, anything over the actual capacity is lost. The maximum you can put into the warehouse is 10 times the actual capacity. The amount of goods is marked in red where you have more than the actual capacity.

Once an alliance has rented a warehouse, they need to keep at least the smallest possible warehouse.

The roundly fee for the warehouse is automatically deducted from the money stored inside. If there is not enough money in the warehouse to cover the costs, the alliance starts to gather debt. There is a 1% roundly interest fee for unpaid debts. Debts can be paid back by putting money in the warehouse. Whenever you put money in, it first goes towards paying any debst the alliance may have.

An alliance, that has debts, cannot start an alliance attack against another alliance, nor can any of the members start any attacks.

If the debts exceed the double of what can be stored in the current warehouse, the alliance automatically breaks up.

  1. Size of the warehouse, and the roundly fee.
  2. To put something into the warehouse, or take something out, use these columns.
  3. The leader of the alliance can make changes to the capacity of the warehouse here.


Score

Value of the alliances is the sum of the value of its members.

Communication

Each alliance has its own alliance forum, just like in the lower groups. When writing on the general forum, the alliance of the country is also shown, below the country name and id.

Alliance events

You can decide whether or not you wish to receive events notifying you about various alliance-related actions, such as attacks, or when someone puts something into the warehouse. To set or unset notification about these events, go to the Settings menu, and change your preferences.

Joining an alliance, founding an alliance

To play in the 1/A group, you need to either join an existing alliance, or create a new one. In both cases, you need to give the Emperor a gift. The gift is land, barren land. The more alliances you have been a part of, the greater this gift needs to be. Joining/creating your first alliance is free. Your second alliance (joining or creating) costs 1% of your total area. The third alliance costs 2%, the fourth costs 3% and so on, until you reach your 50th alliance. Only the last one year counts. (But it is still at least 1% after your very first alliance.)

The gift you give the Emperor needs to be barren land, so it is up to you to decide what to demolish. Without enough barren land, you cannot found an alliance, nor can you join one.

The maximum amount of land that needs to be given to the Emperor at any time is 50% of your total area. If you have joined and/or created more than 50 alliances in the last one year, you do not need to give more land than 50%. (Your alliance-history gets deleted and starts over once you level to the 5th level.)

The land you give the Emperor is considered "lost land", and therefore decreases the amount you can explore at a cheaper rate.

After joining or creating an alliance, you are not yet a regular member. Your country needs to be added to the scoretable, and the value of your alliance needs to be updated before you become a regular member. This is done at the end of each change of rounds. You can use the alliance forum before this takes place, but you cannot make any attacks. For a new alliance, this takes one round for the leader. For all other members, it takes 3 rounds to be a full member.

In the absence of the leader...

When the leader of the alliance is on Vacation, the next country in the alliance-list gets to be the temporary leader. This country can accept new members, attack other alliances and decide who to force out of the alliance. He/she cannot make the original leader leave.

When the leader restarts in the 1/A group, he/she stays in the alliance, and stays the leader. Leaving the alliance is not required when restarting.

When the leader goes back to one of the 5th level groups, a new leader will take his place. This new leader will be the next person who joined the alliance.

If both the leader, and the second country in the country-list is on Vacation, the alliance cannot accept new members or make an attack against another alliance, nor can they do any other actions that require the leader to be present.

Alliance vacation

Because of alliance attacks, your country can lose land even when on vacation: if another alliance successfully attacks your alliance. To give you some time off despite this, there is a special vacation on the top level: alliance vacation.

When all members of an alliance are on vacation (for example you have an alliance get-together, and do not want any surprises), then alliance vacation is automatically set (see restrictions below). While on alliance vacation, no one-on-one attacks can be started (since your country is on vacation), and no alliance attack can be started either. When all members are on vacation, and you meet the requirements, the alliance goes on vacation automatically, this cannot be turned off.

Alliance vacation starts at the beginning of the round, after all members are on vacation. Vacation lasts until the alliance runs out of vacation-rounds (see below), or until one of the members get back from vacation. When any of the members is active (not on vacation), alliance vacation is immediately over, and while the individual countries that are on vacation cannot be attacked, the alliance as a whole can.

Alliance vacation has a maximum time, that is determined by the age of the alliance, and the vacation you have used up so far. Every midnight, each alliance gets 2 rounds of alliance vacation, to be used later. The older your alliance is, the more time it can spend on vacation. To find out how much time you can spend on vacation, see the Alliance page. When the number of vacation-rounds reaches zero, the alliance gets back into the game, even is all members are individually on vacation. When this happens, the countries cannot be attacked individually (they are still on vacation), but the alliance can be attacked.

If all members of an alliance are on vacation, but the alliance has no more vacation-rounds, then the alliance is not on vacation. At midnight, this alliance gets 2 rounds of vacation, just like all other alliances. Having 2 rounds of vacation, the alliance immediately goes on vacation. At 2am, when the 2 rounds get used up, they get back to the game.

When an alliance is on vacation, no new attacks can be started against them. Previously started attacks will take place.

When the alliance is on vacation, the warehouse fees do not need to be paid.

Alliance protection

When all members of an alliance are under protection, the entire alliance is under protection.

When under protection, the alliance cannot be attacked, and it cannot start an attack. Since all members need to be under protection, this means that you cannot even attack the individual members of the alliance, nor can they attack anyone else.

Keep in mind, that an alliance can get protected at any time, even after years of its creation. (For example when all members restart, or when old members restart to the 5th level, and new members take their place etc.)

As soon as at least one member of the alliance is out of protection, the alliance protection is over, too.

Leaving an alliance, breaking up an alliance

When you leave an alliance, or the leader puts you out of the alliance, you remain to be a member until the end of the third round, but your status is changed to "leaving". At this point, you can no longer use the alliance functions, such as the warehouse, and cannot start an attack against anyone. After the end of the third change of rounds, you leave the alliance.

When the alliance is broken up, the above takes place for all members. The members stay together, until the end of the third change of rounds, the alliance is only broken up then.

If there is an attack underway that would take place in the same round as the breakup of the alliance, the battle takes place, the alliance is only broken up afterwards!

Friendly countries

Country relations are determined by many factors. When two countries are in a friendly relation, attacks will be less effective.

Relations cannot be set, they are determined by the game. Time spent in the same alliance strengthens friendship, and the "my enemy's enemy is my friend" principle is also true.

Relations are always changing, they fade away with time, other circumstances strenghten them. The relation of two given countries is not public, there is no way for you to find out what your relation towards another country is.

Relations do not only count when calculating the effectiveness of a one-on-one attack, but also during alliance attacks. The average of relations determine how much land is taken during a successful attack.

Restrictions

After creating an alliance, it cannot be broken up for one week!

Joining or creating an alliance is a military action. This means that you cannot go on vacation for 12 hours.

Countries that took part in attacks (military, thievery or wizardry) in the past 24 hours, cannot leave the alliance, nor can they be put out of the alliance. If the leader wants to break the entire alliance up, but there is someone who did an attack in the past 24 hours, the alliance cannot be broken up.

If there is an alliance attack underway, new members cannot be accepted into the alliance, while the alliance army is out. Countries can apply, but they cannot be accepted. You need to wait for all alliance troops to arrive back, before the new members can be accepted.

If an alliance is being attacked, it can accept new members, but only the countries that were part of the alliance when the attack started, will defend.

When the status of a member is being changed (has been accepted into the alliance, but is not yet a full member; has been put out of, or left the alliance, but has not yet actually left the alliance), alliance attack cannot be started.

If the alliance started an alliance attack, and the alliance troop is away, nobody can leave the alliance, and no new members can be accepted.

During a one-on-one attack, the number of members in both alliances plays an important role. The attack will be most effective, if the attacker's alliance and the defencer's alliance have the same number of countries. The bigger the difference in the number of members is, the less the loot (the conquered land, for example) will be.

In the 1/A group, only countries that are members of an alliance can be attacked. Countries not in an alliance are not shown in the scoretable. VIP members can add these countries to their own scoretable, where they will be shown with a [NA] prefix (Not in Alliance). (See score help for details.)

If you applied for membership in an alliance, and your application has not been dealt with (the leader has not accepted or rejected it, and you have not cancelled it), you cannot start construction. This is to make sure you will have the needed barren land when you are accepted.

If you leave an alliance, you are put out of an alliance, or your alliance breaks up, you need to wait 3 rounds before joining or creating a new alliance.