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.
CorrespondenceChoose 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.
The banner flies from every ship a member keeps round an island, so a captain can read the water at a glance. A garrison's ships fly the banners of the alliances that sent them, which is how an ally's help shows on a friend's shore. A Governor with no alliance sails under a bare mast, and a blockade flies no banner at all: it does not announce who laid it. The same flags fly in a battle's replay.
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.
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.
| Store | Cap |
|---|---|
| 10,000 | |
| 10,000 | |
| 10,000 | |
| Coins | 30,000 per ocean your rank may hold |
Each store has its own ceiling. A deposit that would push any one store over its cap is refused whole, never trimmed to fit, so check the headroom before you send a full hold. Gold, lumber, stone and coins are the only things the reserve keeps; everything else stays in private warehouses.
Coins are the alliance's war chest for taking oceans: each claim costs 30,000 coins from the depot. Coins go in one way. No member can withdraw them; they leave only to pay for a claim. They take cargo room like any load, so a big payment needs a big merchant fleet, or it can be paid in at once from the Admiral's capital.
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.
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
Every alliance has the same page, whether it is yours or a rival's in the rankings. Its header carries the fleet rank, the leaderboard rank, and how long ago the alliance was founded. The Quarterdeck opens on where it stands by territory against every other alliance in the world, then its charter, the wars it has won and lost, and how much of the alliance quest ladder it has completed. The Members tab puts three members in the spotlight each week, judged on the week before and drawn from a rotating set of reasons, above the full roster. The Territories tab counts its islands, oceans and rocks.
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, so a banner's reputation is more than its strength.
The correspondence channel carries the private side of that record: roster changes and the alliance's news cards, with reactions, and the Operations feed: the same cards for raids, defences, liberations and shared spy intel involving the alliance, with their engravings. Operations also appears as its own tab in the Alliance panel, so the same intelligence is reachable without opening chat.
Any member may mark an island as a target, with a note and a type: Attack (the banner means to strike it), Raid (a marked hunting ground for plunder runs), Defend (hold it and watch for incoming sails), Watch (scout it and report), or Hands Off (a standing order NOT to touch it — a truce, a future ally, someone else's quarrel). Marked targets are listed for the whole alliance and announced in the correspondence channel — and the announcement carries you to that shore on the chart when you tap it, 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.
Mark from either end: Operations takes an island by its coordinates, and an island's Intelligence marks whichever shore you are already looking at on the chart. A mark rings the island on the chart in the order's colour and shows on the island itself, note and all, so the reason travels with the order. A Hands Off mark warns anyone opening the attack orders against that shore — but it never bars the fleet. Every member can mark, so a standing order is counsel to your banner-mates, not a lock on their harbours.
An Attack target can host a coordinated attack: any member commits a fleet that holds in harbour, and the target's marker — or any rank holding the coordinated attacks permission — gives the order that sends every fleet to land as one. The strike has its own page, reached from the target's view or from the Targets board, where it stays visible through its whole life: forming (with the combined attack strength front and centre), at sea with a landfall countdown, and — for a day after landing — its outcome and the battle report, which any member of the banner may read whether they sailed or not. The landed strike is announced in the alliance feed and the world chronicle under the alliance's own name, never a single member's. The full rules live on the Combat page under Allied operations.
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 — barring any who have switched alliance business off in their channel notice settings — 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.
Name an heir before you need one
An Admiral who falls silent does not take the alliance with them, but left to itself the rank passes by seniority, and seniority is not always who the crew would choose. Open a member's card from the roster and name them heir. They are told by dispatch, the alliance channel hears of it, and the roster marks them so every member knows the line of command.
There is one heir at a time; naming another replaces the first. The mark lifts if the heir leaves, is removed, falls silent, or is handed the leadership outright. Passing leadership to anyone clears it too, so a new Admiral always chooses their own.
Reference
What are the alliance limits?membership, invites, creation
| Limit | Current value |
|---|---|
| Members per alliance | 20 |
| Invitations per alliance per day | 5 |
| Alliance creation cooldown | 24 hours |
| Membership rule | One 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. The pinned notice permission matters only once the leaders keep the channel's standing note for ranks; until then any member may set it.
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.
The browse list shows only banners you can actually enter. An alliance with no members left, or with nobody holding the Admiral or Officer rank, is kept off the list — there would be no one there to answer a request or open the gate.
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.
An Admiral can also vanish without ever leaving. The banner does not fall with them. If they named an heir who is still in the alliance, the heir takes the Admiral rank with every permission it holds.
Without an heir, an Admiral silent for 14 days without shuttering hands the rank to an officer, longest-serving first, or to the longest-serving member when there are no officers. An Admiral whose account is taken by the Black Tide leaves the officers in charge; only when none remain does the rank pass to the member seen most recently. Only when no one is left does the alliance dissolve.
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.


