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Alliances

An alliance is a promise with a flag on it. It gives isolated Governors a shared channel, a public reputation, mutual contacts, rank authority, and a common reserve for the harbours that cannot afford to wait.

Choose the banner before the quarrel

A lone Governor can browse existing alliances, request entry, or found a new banner. Joining is quieter: a request waits for someone with join authority, and an invitation waits for the invited Governor. Founding is louder. The charter sets the name and description, creates the first ranks, opens the alliance channel, and puts the new banner into public standing.

Entry matters beyond the roster. When a Governor joins, the new member and the existing members discover one another as contacts. That turns an alliance into a diplomatic map, not just a chat room.

Ranks are the real constitution

Alliances use ranks, not a single fixed officer ladder. Admiral, Officer, and Ensign are the core ranks, with Ensign as the first rank new members receive. The Admiral can create custom ranks, decide which permissions each rank holds, and assign those ranks to non-owner members. The order ranks appear in can be rearranged from the Manage Ranks screen: the Admiral stays fixed at the top and the default rank at the bottom, while every rank between them is free to move.

This is where trust becomes operational. Invitation, removal, join request control, depot deposits, depot withdrawals, flag changes, and rank management are separate levers. A rank can be allowed to stock the reserve without being allowed to empty it.

Envoy Vale
Envoy Vale: Diplomatic read
Set rank permissions before the first emergency. A rule written during a raid is usually a confession, not a policy.

The Market Depot is your alliance war chest

The Market Depot is one shared storehouse kept at the Admiral's capital. One banner, one reserve: any member holding the right key can stock it or draw from it, and every move is signed and dated so the whole alliance can see where the stores went. It opens once the Admiral's capital has a Marketplace at level 10. Let that Marketplace slip below 10 and the depot locks at once. Nothing already inside is lost, but no new shipment confirms until the level is restored. The reserve is only ever as steady as the Admiral's own harbour.

StoreCap
GoldGold10,000
LumberLumber10,000
StoneStone10,000

Each store has its own ceiling. A deposit that would push any one resource over its cap is refused whole, never trimmed to fit, so check the headroom before you send a full hold. Gold, lumber, and stone are the only goods the reserve keeps; everything else stays in private warehouses.

Two ways to move the stores

A shipment from one of your outer islands sails like any convoy. It needs merchant ships to cover the cargo and real travel time to cross the water, with the same again on the voyage home. A transfer that starts or ends at the Admiral's capital itself, the depot island, crosses the quay instantly. No fleet leaves harbour, no merchants are spent, and the stores settle the moment you confirm. A capital that sits on the depot is the fastest reserve in the world. Depot runs pay no marketplace fee and no tax: what you send is what arrives.

Two keys, not one

Stocking the reserve and emptying it are separate permissions. A rank can be trusted to deposit without ever being handed the withdraw key, which is how a careful Admiral lets the whole banner feed the war chest while only officers draw it down. Set those keys before the first emergency, not during it.

Treasurer Mora
Treasurer Mora: Read the ledger
Every deposit and withdrawal is written into the depot ledger with the member's name, the amount, and the hour. A reserve nobody audits is a reserve someone will quietly drain. When the stores run short, read the ledger before you blame the cap.

The reserve earns standing too

Real logistics counts toward the banner. A member who moves a meaningful load through the depot adds a small trickle of alliance XP, once a day, pooled with the daily muster under one weekly ceiling. It will never out-earn quests or raids, and it is not meant to. It is the world's quiet reward for a banner that actually keeps its supply lines running. The Alliance XP guide lists the exact figures.

Use the reserve for alliance problems, not private tidying. A depot that only rescues careless builds will empty quickly. A depot that feeds frontier shipyards, emergency walls, and liberation runs becomes part of the alliance's war plan.

A banner has a public record

The Alliance tab shows member count, alliance XP, rank, roster, join requests, and war record. Alliance XP is what your banner has accomplished together over time: completed quests, winning raids, won events, and the small daily trickle from muster and depot runs. The Alliance XP guide lays out every route. It only ever climbs: it never falls when members come and go, so a long-standing banner's standing endures even as its roster turns over. The alliance leaderboard ranks by XP, not by raw size. War record tracks wars, wins, losses, draws, and surrenders, so a banner's reputation is more than its strength.

The correspondence channel carries the private side of that record: roster changes, activity notices, reactions, and the Operations feed for raids, defences, campaigns, liberations, and shared spy intel involving the alliance. Operations also appears as its own tab in the Alliance panel, so the same intelligence is reachable without opening chat.

Operations also lets any member mark an island as a target by its coordinates, with an optional note. Marked targets are listed for the whole alliance and announced in the correspondence channel, so the banner can set its fleets on the same shore. Any member can remove a target, handy for clearing a stale mark once the island has been liberated or its marker has gone quiet.

The Watch gathers every member's harbour watchtowers in one place. Any banner-mate with fleets bearing down on them rises to the top, so the alliance can send aid before the tide turns. Each member's incoming fleets are shown only to the depth their own watchtower reveals. You never see more than the defender does.

The Council is where the banner puts a question to itself. Any member can raise a motion, a plain question set before the alliance, and choose how long the vote stands. Every member is told by dispatch the moment it opens and can cast a vote for or against. A running tally names who has spoken and who is still awaited, and the motion closes with its result on the record. For now these are advisory polls: the count is kept and shown, but nothing is enforced by it.

Leave with the ships accounted for

A member can leave at any time, but an Admiral with company must pass leadership first. If the Admiral is the last member and leaves, the alliance dissolves. Existing garrisons are not recalled for you, so check stationed forces before you walk out.

Reference

What are the alliance limits?membership, invites, creation
LimitCurrent value
Members per alliance20
Invitations per alliance per day5
Alliance creation cooldown24 hours
Membership ruleOne alliance per world
Which ranks and permissions exist?core ranks and custom ranks

Admiral is the owner rank and holds every permission. Ownership transfer is a separate action; assigning ranks cannot make a member the Admiral.

Officer begins with invitation, removal, join request, deposit, and withdraw permissions. It cannot edit identity, edit the flag, promote members, or manage ranks unless the permission model is changed through a custom rank path.

Ensign is the default rank for new arrivals. It starts with depot deposit and withdraw permissions, and it can be renamed or adjusted by the Admiral.

Custom ranks can be created with a name and any mix of member, alliance, and depot permissions. A custom rank with members assigned to it cannot be deleted until those members move elsewhere.

How do invitations and join requests resolve?entry paths

A permitted rank may invite a Governor by exact username. The invited Governor can accept or decline from the Alliance panel.

A Governor without an alliance can browse banners and send a join request. Current requests are sent without a message. Council members with join request permission can accept or decline them.

An alliance may advertise itself as Recruiting — it carries a badge and rises to the top of the browse list — and may allowinstant joins, where a Governor joins in one tap with no request or approval. A newly founded alliance opens with both on; its leaders can change either from the alliance's Settings.

If acceptance would exceed the member cap, it fails until a seat opens. When a new member enters, existing members and the new arrival discover each other as contacts, and the alliance chat gains the new member.

How does a depot transfer actually resolve?unlock, caps, travel, XP

The depot is tied to the Admiral's capital and unlocks at Marketplace level 10. The check is live: if that capital's Marketplace drops below 10, deposits and withdrawals stop confirming until it is rebuilt. Stored resources are held, not purged, while it is locked.

A deposit names one of your islands as the source; a withdrawal names one of your islands as the destination. You cannot route a transfer through an alliance-mate's island. Merchant capacity must cover the whole cargo, unless the chosen island is the depot island itself, where the move is instant and spends no ships.

Caps are enforced per resource. A deposit that would carry any store past its cap is rejected in full, and a withdrawal larger than the current stock is rejected the same way. Nothing is clamped to fit.

The ledger keeps the last 40 moves with each member's name, the direction, the amounts, and the time. Moving a load of 500 or more counts once per day toward alliance XP, worth 2 XP, pooled with the daily-login trickle under the 150-per-week activity ceiling.

What happens when someone leaves or is removed?departure rules

Removed members lose alliance chat access and roster standing immediately. Departure and removal post activity notices for the remaining members.

The Admiral cannot be removed. If the Admiral wants to leave while other members remain, leadership must first pass to another member. If the Admiral is alone, leaving dissolves the alliance.

Existing garrisons are not recalled by departure. Manage stationed forces from the Fleet ledger before leaving a banner behind.

Common questions

Can I belong to two alliances at once?

No. A Governor may belong to one alliance per world. Accepting a new invitation while already allied requires leaving the current alliance first.

Can Ensigns use the Market Depot?

By default, yes. The Ensign rank starts with deposit and withdraw permissions, but the Admiral can change rank permissions later.

Why did my depot transfer use no merchants?

The selected island was the depot island. When the shipment starts and ends at the Admiral's capital, the stores move instantly and no fleet leaves harbour.

Can someone drain the depot without anyone knowing?

No. Every deposit and withdrawal is recorded in the depot ledger with the member's name, the amount, and the time. If you suspect a quiet drain, the ledger names it. The cleaner control is the withdraw permission: hand that key only to ranks you trust to empty the reserve.