Alliances
Alliance Basics
Creating an Alliance
Costs 5,000 Gold from your own balance. Pick a name (3-24 characters) and a tag (2-5 letters or numbers, e.g. [MOON]). The founder becomes the Leader. New alliances hold up to 20 members.
Joining
- ›Invite: a Leader or Officer invites you. Invites expire after 7 days. Accepting joins you instantly.
- ›Application: public alliances accept applications, which a Leader or Officer approves.
- ›Private alliances can only be joined by invite.
You can only be in one alliance at a time.
Roles
| Action | Leader | Officer | Member |
|---|---|---|---|
| Invite players, review applications | Yes | Yes | No |
| Kick members | Anyone but the Leader | Members only | No |
| Promote / demote Officers | Yes | No | No |
| Set harvest tax rate | Yes | Yes | No |
| Set the alliance war doctrine | Yes | Yes | No |
| Authorize a new outpost campaign | Yes | Yes | No |
| Distribute treasury Gold and resources | Yes | No | No |
| Forge, upgrade and configure a forged moon | Yes | No | No |
| Abandon a Selenite campaign | Yes | No | No |
| Edit alliance settings | Yes | No | No |
| Deposit to treasury, chat, fight outposts and campaigns | Yes | Yes | Yes |
A Leader cannot leave while other members remain. A Leader who is the last member disbands the alliance by leaving.
The war doctrine is the alliance-wide default defense posture. It applies to a member's bases only when neither the base nor the member has set their own posture.
Bonuses by Size
| Members | Harvest Bonus | Combat Bonus | Exhaustion Recovery |
|---|---|---|---|
| 1-2 | None | None | None |
| 3-5 | +5% | None | None |
| 6-10 | +10% | +5% | +10% |
| 11-20 | +15% | +10% | +15% |
| 21+ | +20% | +15% | +20% |
The 21+ bracket exists in the config, but the standard member cap is 20. Size bonuses stack with your war rating tier bonus (see War Rating & Seasons) and your forged moon bonus. War rating tier bonuses only apply once the alliance has at least 3 members.
Treasury & Tax
Income
| Source | Treasury Gets |
|---|---|
| Outpost capture | 300 / 800 / 2,000 / 5,000 Gold (Bronze / Silver / Gold / Platinum) |
| Selenite garrison cleared by a member | 500 Gold |
| Moon liberated by the alliance | 5,000 Gold |
| Member deposits | Gold, gems or resources, any amount |
| Harvest tax | A share of resources harvested by members |
Harvest Tax
A Leader or Officer sets the tax rate between 0% and 10%. It is taken from a member's share when they harvest another player's base, and lands in the treasury as that harvested resource. Harvesting your own bases is not taxed.
Spending
- ›Forged moons: forging and tier upgrades are paid from treasury gems (and treasury Gold for upgrades). Only gems deposited into the treasury count.
- ›Distribution: the Leader can split treasury Gold or a treasury resource equally across all current members.
Alliance Chat & Discord
Alliance Chat
- ›Visible only to members of your alliance
- ›Messages up to 500 characters
- ›At least 2 seconds between your messages, and at most 10 messages per minute
- ›The most recent 200 messages are kept; older ones are pruned
Discord Channel
When an alliance is created, the game's Discord bot creates a [TAG] role and a private text channel for it. Members who have linked their Discord account receive the role, and it is removed when they leave. When an alliance disbands, its channel is archived.
Discord Chat Bridge
The Discord bot can also mirror alliance chat in both directions when the bridge is switched on for the server:
- ›Messages sent in game appear in the alliance's Discord channel under the sender's name
- ›Messages typed in that Discord channel appear in game, but only from linked accounts that are current members of the alliance
- ›Text only. Game limits still apply (500 characters, same cooldown and rate limit), and the bot replies if a message was refused
Weekly Outposts
Outposts are found under Battles, Outpost mode. You must be in an alliance to attack them.
Tiers
| Tier | Count | Shield HP | Garrisons | Aliens per Garrison | Command Node HP | Command Defenders |
|---|---|---|---|---|---|---|
| Bronze | 8 | 400 | 2 | 8 | 400 | 10 |
| Silver | 6 | 1,200 | 4 | 18 | 1,200 | 20 |
| Gold | 4 | 3,500 | 5 | 35 | 3,500 | 35 |
| Platinum | 2 | 10,000 | 8 | 60 | 10,000 | 60 |
The Three Layers
Every attack is launched with a docked Cruiser as flagship. Troops may come from any of your docked Cruisers.
- 1.Shield: bombard with at least 3 troops against orbital drones (5 / 10 / 18 / 30 by tier, up to 8 rounds). A win removes shield HP equal to 1.2x your total damage. The first bombardment claims the outpost for your alliance: nobody else can attack it until the weekly reset.
- 2.Garrisons: once the shield is down, assault each garrison with at least 5 troops (up to 10 rounds). Garrison aliens keep their damage between attempts but recover 5% HP per hour, up to 10 hours.
- 3.Command Node: once every garrison is cleared, assault with at least 8 troops (up to 15 rounds). Destroying it captures the outpost.
Limits
- ›Only a Leader or Officer can start a campaign on an unclaimed outpost. After that, any member can join the fight.
- ›Max 3 active campaigns at once, and max 3 captures per week per alliance. A Leader or Officer can abandon a campaign to free the slot: the outpost resets to full strength and any alliance can claim it.
Archetypes
Each outpost rolls an archetype at the weekly reset. It shifts the garrison mix and which troop class hits hardest:
| Archetype | Weak To | Resists |
|---|---|---|
| Standard | - | - |
| Bulwark | Heavy (Colossus) | Light (Sentinel, Legionnaire) |
| Swarm | Medium (Vanguard, Centurion) | Heavy |
| Berserker Den | Light | - (defenders deal +15% damage) |
| Citadel | Heavy (extra breach bonus) | Light |
Counter damage is 1.3x for the favored class and 0.78x for the resisted class, weighted by each troop's share of your damage.
Losses
- ›Failed attack: each fallen troop has a 60% chance to survive at 10% HP instead of being destroyed.
- ›Gold and Platinum outposts: a failed attack has a 25% chance to destroy the flagship Cruiser and every troop aboard.
Capture Rewards
| Tier | Treasury Gold | Gold per Contributor | Shards per Contributor | War Rating |
|---|---|---|---|---|
| Bronze | 300 | 100 | 10 | +3 |
| Silver | 800 | 250 | 25 | +5 |
| Gold | 3,000 | 500 | 100 | +10 |
| Platinum | 9,000 | 2,000 | 320 | +20 |
Gold captures also pay 20 gems and Platinum captures 50 gems, split among the contributors.
A member counts as a contributor once one of their attacks damaged the shield, a garrison or the command node of that outpost. Rewards are paid the moment the outpost is captured.
Weekly Reset
Every Monday at 00:00 UTC all outposts respawn at full strength with fresh garrisons and a new archetype, claims and captures clear, and the weekly outpost leaderboard (Bronze 1, Silver 2, Gold 3, Platinum 5 points per capture) is saved to the alliance Hall of Fame.
War Rating & Seasons
War Rating Tiers
| Tier | Rating | Harvest Bonus | Combat Bonus | Exhaustion Recovery |
|---|---|---|---|---|
| Unranked | 0-999 | 0% | 0% | 0% |
| Bronze | 1,000-1,499 | +2% | 0% | 0% |
| Silver | 1,500-1,999 | +4% | +2% | 0% |
| Gold | 2,000-2,999 | +6% | +4% | +5% |
| Platinum | 3,000-4,499 | +8% | +6% | +10% |
| Diamond | 4,500+ | +10% | +8% | +15% |
Tier bonuses need at least 3 alliance members.
Gaining and Losing Rating
- ›Outpost captures: +3 / +5 / +10 / +20 (Bronze / Silver / Gold / Platinum)
- ›Inactivity decay: alliances without a skirmish in the last 7 days lose 10 rating per day, down to a floor of 500. Skirmishes are currently paused, so this applies to every alliance above 500. Outpost captures are how you hold your rating.
Seasons
Seasons follow the calendar month (UTC). The Season tab on the Rankings page ranks alliances with at least 5 members by war rating and shows a countdown and the listed prize pool for the top 3:
| Rank | Treasury Gold | Gold per Member | Shards per Member |
|---|---|---|---|
| 1st | 15,000 | 500 | 75 |
| 2nd | 10,000 | 250 | 40 |
| 3rd | 5,000 | 100 | 18 |
At a season reset every rating is pulled halfway back toward 1,000 (a 3,000 alliance drops to 2,000, a 500 alliance rises to 750).
Forged Moons
Requirements
- ›Alliance with at least 5 members
- ›Only the Leader can forge, upgrade or change settings
- ›One forged moon per alliance
- ›Paid from the alliance treasury (members deposit gems first)
Tiers
| Tier | Total Gems | Upgrade Cost | Base Slots | Harvest Bonus | Combat Bonus | Exhaustion Recovery |
|---|---|---|---|---|---|---|
| Beacon | 2,000 | Forge: 2,000 gems | 500 | +1% | +1% | 0% |
| Colony | 6,000 | 4,000 gems + 5,000 treasury Gold | 1,000 | +2% | +2% | 0% |
| Fortress | 15,000 | 9,000 gems + 12,000 treasury Gold | 2,000 | +3% | +3% | +5% |
Every forged moon starts at Beacon. Upgrades pay only the gem difference to the next tier plus that tier's Gold cost.
Access
- ›Only members of the owning alliance can claim bases on a forged moon. No Transport visa is needed.
- ›Members who leave or are kicked lose their bases on that moon.
- ›Colonies cannot be founded on forged moons.
Customization
The Leader can set the moon's logo, description (up to 500 characters) and color theme. An alliance with a forged moon can also apply to register a partner NFT collection (ERC-721 or ERC-1155); approved collections appear in the alliance Bridge tab.
Territory Control
Territory Points (per moon)
| Source | Points |
|---|---|
| Each base you own (Colony sites excluded) | 1 |
| Each enemy base you conquered | 2 |
| Each active occupation you hold | 2 |
| Each victorious attack on that moon in the last 7 days | 1 |
Control is recalculated every 6 hours. Ties go to a stable tie-breaker, not to whoever held control first.
Controller Benefits
- ›+10% harvest yield on bases on that moon
- ›5% moon tax: taken from other players' harvests on that moon and paid to you in the harvested resource
- ›25 reputation each time control is confirmed (every 6 hours)
When an alliance liberates a Selenite moon, its Leader is set as Moon Controller. From the next recalculation on, the moon follows the normal points rules.
Skirmishes & Wars (Paused)
While alliance PvP is paused, your alliance competes through weekly outposts (war rating, treasury Gold and shards) and Selenite campaigns (liberations). Solo raids remain available in the Battles hub.
This section will be updated when alliance PvP returns.
Selenite Shards
Earning
| Activity | Shards |
|---|---|
| Raid victory | 25 (12 on a pyrrhic win) |
| Defending your base successfully | 30 |
| Outpost capture (per contributor) | 10 Bronze, 25 Silver, 100 Gold, 320 Platinum |
| Selenite garrison cleared (to the clearer) | 20-40 Normal, 40-80 Hard |
| Selenite nexus killing blow | 400-600 Normal, 800-1,200 Hard |
| Alliance liberation | 50 to each of the top 25 contributors |
| Salvaging debris fields | Varies by field |
Shards also come from colony raid defenses, weekly colony contracts and the Season Pass (see those guides).
Spending: Requisitions
The Requisitions panel in the Xenotech Lab (the former Quartermaster):
| Item | Cost | Effect |
|---|---|---|
| Mercenary Sentinel | 25 | Instantly adds a READY troop at one of your military bases |
| Mercenary Legionnaire | 50 | Same |
| Mercenary Vanguard | 90 | Same |
| Mercenary Centurion | 140 | Same |
| Mercenary Colossus | 250 | Same |
| Intel Package | 30 | Intel report on a target base |
Mercenaries need a military base with free troop capacity. The rest of the Xenotech Lab catalog (augments, boosters, utility, cosmetics) is covered in the PvE & Aliens guide.