Alliances & Trade

No empire thrives alone. Alliances provide strength in numbers, trade fuels growth, and espionage reveals your enemies' secrets.

Alliances

An alliance is a coalition of up to 30 players working together toward common goals. Alliances provide shared intelligence, coordinated defense, territory control, and a strong sense of community.

Alliance Roles

Role Capabilities
Leader Full control: diplomacy, invites, applications, kicks, roles, disbanding, alliance settings
Deputy Can invite, review applications, kick lower-ranked members, manage diplomacy, update alliance details, and build the Trade Hub
Officer Can invite players, review applications, manage diplomacy, update alliance details, and view member activity
Diplomat Can propose, accept, reject, and break diplomatic relations
Member Standard member; contributes to shared visibility and alliance projects

Alliance Features

Shared Vision

See what your allies see. Alliance members share their explored systems, giving you a much broader view of the galaxy. Critical for situational awareness.

Alliance Chat

Built-in communication channel for coordinating strategy, sharing intelligence, and planning operations.

Combined Assaults

Coordinate multi-player attacks on the same target. Alliance members can synchronize fleet arrivals within a time window for devastating coordinated strikes.

Invitation System

Invite players to join your alliance, or set your alliance to recruit publicly. Applications can be accepted or rejected by officers.

Diplomacy

Alliances can establish formal diplomatic relations with each other. Diplomacy is alliance-to-alliance, not player-to-player — every member of an alliance inherits all of the alliance's current pacts.

Relation Statuses

Status What it means in practice
Neutral Default when no relation exists. Attacks and raids are fully allowed in both directions (subject to the zone's Warden rules).
Non-Aggression Pact (NAP) Mutual "we don't hit each other." Attacks, raids, and assaults on outposts between members of the two alliances are blocked at dispatch time — the game refuses to launch the mission.
Ally Full cooperation. Everything NAP covers, plus unlocks ally-only interactions: shared vision, Combined Assaults, Garrison missions to defend each other's planets (with Combined Operations research), and Alliance Trade.
War Shown in the UI when hostilities are active. Note: in normal play you don't need to formally "declare war" — any pair of alliances without a NAP or Ally pact is already free to attack each other.

Who Can Do What

Diplomacy actions are restricted by alliance role (see Alliance Roles):

Naming collision: the alliance Diplomat role is a different thing from the Diplomat commander archetype. The role decides who can handle pacts in your alliance; the commander decides your empire's passive bonuses. They're independent — you can be a Warlord commander serving as your alliance's Diplomat, and vice versa.

How Proposals Work

  1. One alliance's Diplomat/Officer/Leader proposes a relation (NAP or Ally) to another alliance.
  2. The proposal appears as an incoming request on the target alliance's diplomacy panel, and the target's leader gets a system notification.
  3. Their Diplomat/Officer/Leader accepts or rejects. Nothing happens until they accept — a one-sided "proposal" is not binding.
  4. Once accepted, the relation is symmetric and both alliances see it as active.
  5. Either side can break the relation later, which removes it for both sides instantly.

Rules & Limits

Pacts are only as strong as the people holding them. A single officer can break a pact the alliance spent weeks negotiating. Trust your leadership, and be careful who gets promoted into diplomatic roles.

Territory Control

Alliances can claim sector control based on their presence in a sector.

How Territory Works

Strategy: Territory control rewards concentration. Clustering your alliance's colonies in the same sectors makes it easier to claim control and earn the production bonus.

Sector Stations

Some sectors contain neutral stations that alliances can capture, hold, upgrade, and fight over. Stations are alliance objectives rather than personal colonies: they create territory pressure, store shared resources, and become forward bases for coordinated operations.

Trade

The galactic market lets players buy and sell resources through market hubs located across the galaxy.

Market Hubs

Each spiral arm has market hubs — centralized locations where buy and sell orders are matched.

How Trading Works

  1. Research Market Access to unlock hub trading.
  2. Move resources into a hub with Market Deliver missions, or use later trade research to create some orders directly from a planet.
  3. Create sell orders — list resources you want to sell at your price.
  4. Create buy orders — list resources you want to buy at your price.
  5. When a buy and sell order match, the trade executes.
  6. Escrow — resources and payment are held at the hub until withdrawn or used in another trade.
  7. Pick up hub balances with Market Pickup missions when you want the goods back on a planet.

Trade Details

Artifact Market

Artifacts can also be listed at market hubs. Listing an artifact reserves it, but the artifact still needs to physically reach the hub before buyers can complete the practical pickup flow.

Alliance Trade

Alliance trade is a private exchange board for alliance members. It supports resource offers and artifact offers, but it still uses real fleets: the filler pays up front, flies to the poster's planet, and returns with the offered goods if the route succeeds.

Trade Routes & Logistics

Beyond the market, you can send resources directly between your own colonies using cargo ships. For manual one-time shipments, use the Transfer fleet mission.

Logistics Routes

Build a Logistics Hub to unlock automated logistics routes:

Diplomacy infrastructure: The Diplomatic Embassy supports personal diplomatic relations and expands alliance member capacity through completed Embassy levels across members. Capacity starts at 30 and can grow to 60; the first 5 extra slots cost 15 total Embassy levels each, then each further slot costs 1 more total level than the previous one. The Trade Hub supports alliance trade instead.

Espionage

Knowledge is power. The espionage system lets you gather intelligence on enemy empires.

Spy Missions

Counter-Intelligence

Stealth

Stealth Ships are the hardest vessels to detect. They can operate in enemy space with minimal risk of discovery. The Stealth Field moon building can even hide entire moons from enemy scans.

Scout Before You Strike: Always spy on a target before attacking. Knowing their fleet composition and defense levels lets you prepare the right counter-fleet and avoid costly surprises.

Messaging

Players can communicate directly through the in-game messaging system:

Leaderboards

Compete for galactic supremacy across multiple categories:

Military

Ranked by fleet power — total ship HP, attack, and fleet size. The galaxy's mightiest warlords.

Economy

Ranked by total resource production and colony development. The wealthiest empires.

Research

Ranked by technological progress — total research completed across all eras. The most advanced civilizations.

Leaderboards track both individual players and alliances. Where do you rank?

Tips for Social Play