Inselnova Wiki

Alliances

Alliances are pacts between Governors for mutual protection, resource sharing, and coordinated campaigns. Choosing an alliance is among the most consequential decisions in the archipelago.

Why Form an Alliance?

  • Protection — Allied Governors can garrison troops on each other's islands, dramatically strengthening defence.
  • Resource sharing — Dispatch resources to allies using fleet convoys.
  • Coordinated assaults — Time attacks from multiple Governors to overwhelm a defender's fortifications.
  • Intelligence — Share reconnaissance reports and incoming threat warnings across the alliance.
  • Deterrence — Rival Governors are less likely to attack members of a large, active alliance.

Founding an Alliance

Any Governor without an alliance may found one by choosing a name, a short tag (shown beside member names on the chart), and optionally a description and banner colour. The founder becomes Leader with full authority. An alliance chat is created automatically.

Alliance Ranks

Each member holds one of three ranks. Higher ranks may manage those below them:

  • Leader — Full authority over the alliance: invite Governors, remove any member, promote or demote, transfer leadership, edit alliance details, revise the alliance banner, and review petitions.
  • Officer — Invite Governors, remove regular members, accept or decline petitions, and edit alliance details.
  • Member — Access the alliance chat, view the roster, send and receive garrison support, and view alliance standing.

Promotion & Demotion

Only the Leader may alter member ranks:

  • Member → Officer — Grants management authority.
  • Officer → Member — Revokes management authority.
  • Transfer Leadership — Promoting a member to Leader automatically demotes the current Leader to Officer. There is always exactly one Leader.
Envoy Vale
Envoy Vale notes
Transferring leadership cannot be reversed alone. The new Leader would need to restore the former. Choose with care.

Joining an Alliance

There are two paths to membership:

1. Invitation

An alliance Leader or Officer may extend an invitation. Pending invitations appear in the Alliance ledger. Each may be accepted or declined.

  • Alliances are limited to 5 invitations per day.
  • Only one pending invitation per Governor per alliance at a time.
  • A Governor already belonging to an alliance must depart before accepting a new invitation.

2. Petition

Governors may browse the alliance roster and submit a petition to any alliance. A short message (up to 200 characters) may accompany the request. The alliance leadership will review and accept or decline the petition.

  • Only one pending petition per Governor per alliance at a time.
  • Petitions cannot be submitted while already belonging to an alliance.
One Alliance at a Time
A Governor may belong to only one alliance per world. To join a different alliance, departure from the current one is required first.

Member Management

Removing Members

Leaders and Officers may remove members from the alliance:

  • Officers may remove regular Members.
  • Leaders may remove both Officers and Members.
  • The Leader cannot be removed — leadership must be transferred first.

Removed members lose access to the alliance chat and are struck from the roster immediately. An activity notice is posted to the chat.

Member Limit

Each alliance may hold a maximum of 20 members. When the alliance is at capacity, new invitations and petitions cannot be accepted until a seat opens.

Alliance Correspondence

Every alliance maintains a shared chat, established when the alliance is founded. All members are added upon joining, and activity notices — arrivals, departures, removals, and transfers of command — are posted automatically.

Joining an alliance also grants mutual discovery: every existing member appears in the new Governor's contacts, and the new arrival appears in theirs. This keeps the contact ledger orderly when a banner grows quickly.

Alliance correspondence stands beside World Chat in the message ledger. Realm-wide milestones now belong to the Chronicle in the Governor's Desk, while alliance business remains in its own chamber.

Envoy Vale
Envoy Vale notes
Alliances reveal contacts both ways. A Governor who joins will be known to every existing member at once.

Alliance Standing

Alliances are ranked by their total score, the sum of all members' individual scores. The alliance's rank and combined score are displayed on the alliance ledger.

A Governor's score reflects total investment in structures, units, and research, plus achievement honours. A strong alliance recruits active Governors who build, research, and train — every contribution raises the alliance's standing.

Departing an Alliance

A Governor may leave an alliance at any time from the Alliance ledger. Consequences of departure:

  • Access to the alliance chat is revoked.
  • An activity notice is posted informing remaining members.
  • Membership and rank are removed immediately.
Marshal Voss
Marshal Voss notes
Departing an alliance does not recall existing garrisons. Manage stationed forces from the Fleet ledger before leaving.
Leadership Transfer Required
If the Leader departs while other members remain, leadership must first be transferred to another member. If the Leader is the last member, departure dissolves the alliance entirely.

Alliance Strategy

  • Garrison defenceStation troops on allied islands. These forces fight alongside the local garrison if attacked.
  • Coordinated assaults — Time attacks from multiple members to arrive simultaneously. Send catapults in follow-up waves once defences break.
  • Territory controlColonise islands in proximity to form a defensive cluster. Use espionage to monitor borders.
  • Resource coordination — Move resources between members via the Fleet ledger. Supply new recruits, fund campaigns, or specialise island economies.