Alliance, Confed & NAP

What is an Alliance

Alliances are groups of players playing together. These groups can hold up to 60 players. In order to found an alliance, you need a level 3 embassy. In order to join an alliance, you need a level 1 embassy. The embassy can hold 60 members from the start. If an embassy gets destroyed nobody will be kicked out.

Alliance Confederacy

A confederation is a strong bond between two or more alliances. In this case, alliances help each other and cooperate between themselves more. Usually, they help each other by sending reinforcements or resources if needed. Also, they can manage massive attacks together, share wars and fight their common enemy. The confederacy system further increases the cooperation between alliances and restricts resource and reinforcement sharing to the confederation members only.

It is only possible to have a confederacy comprising up to four alliances, which have to be connected with each other. Non-aggression pacts are not affected by these confederacy regulations.

What does this mean?

Alliance A and Alliance B may create a confederacy as usual. Once this is done a relationship will show up in alliance diplomacy.

At this point, Alliance A wants to also have Alliance C in the confederacy. First, the existing members of the confederacy (in this case Alliance B) must accept this request. Only afterwards Alliance C will receive the invitation and after accepting it, it will be added to the existing relationship.

An alliance might leave the confederacy at any time. It can also be kicked, if all other members agree on this. In addition to the above, you can only send resources and troop reinforcements to your own account, alliance or confederacy. In case an alliance leaves the confederacy:

  • No new reinforcements or resources can be sent. However, resources that are already on their way will get delivered.
  • Reinforcements from other alliance(s) from this confederacy or from the leaving alliance at other alliance(s) from this confederacy will be sent back home after 12 hours.
  • Reinforcements that are still on the way after those 12 hours are sent back immediately once they reach their target.

While public offers in the marketplace are still available for everybody, you check the "own alliance only" option to make an offer available for alliance members only.

Non-Aggressive Pact

A non-aggression pact (NAP for short) is used when two alliances do not want to attack each other, but they do not want to help each other either. It's commonly used between strong alliances which would damage each other badly and they want to avoid such an event. These are limited to 3 per alliance.


War is a heavy struggle between two alliances. Alliances on the confederation list are usually standing behind alliances in wars.

Reinforcement Timer

When a player leaves the alliance, a 12 hours timer automatically starts.

After the 12-hour timer is complete the game checks which alliance and confed the players belong to and any reinforcements received from non-alliance/confed members are sent home automatically, no matter if they have been there for 1 hour or 11.

If the player joins and leaves the alliance again after the timer has reset, a new 12 hours timer starts.

The timer is triggered for every single alliance change

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