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This is the Ultimate Alliance Guide. You will learn everything you need to know about alliances!

How to Create an Alliance

Creating an alliance is very easy!

Go on the menu, Alliances –> Create.

Then you have to put the alliance name, alliance tag, alliance description, etc.

Tips & advice: your tag has to have something like the name. For example, if the name is Knights of Liberty, the tag could be KoL or #KoL.

How to Recruit Members

Recruiting members can be very easy or very difficult. If the kingdom is young, more people will be without alliances than in an old kingdom.

You can put some messages in the Kingdom Chat or the official Rise of Kingdoms Recruitment Forum. If your alliance is Open then it is very probable that you'll have full members overnight.

Allies, NAPs & Family

There are three kinds of friendly relations in the game. Here they are:

a) Allies

Allies are trust-worthy alliances, that will help you during wars and that you will help and that you will do the same. Some of your allies can come into your alliance, you can chat and laugh together, and have members of other alliances assist.

b) NAPs

NAPs are Non-Aggression Pacts. You won't help each other but won't attack each other nor steal holy sites and passes.

c) Family

You can always trust your family. They'll help you in any war, defeat barbarians at holy sites, and passes. Like your allies, you can talk and have a good time together and support each other. When an alliance is full, applicants can join a family alliance.

Tips & advice: you should coordinate a lot between family alliances.

Holy Sites and Passes

Holy sites and passes are goals for your alliance to build towards. Holy sites provide powerful buffs to your alliance economically and militarily, and passes allow your alliance to control where troops can go between zones on the map. For more, see Holy Sites, Map.

War

See War. However, combat is not generally good for anyone, as it will set back everyone involved in resources for healing massive numbers of troops and dead troops that are irrecoverable.

Alliance Technology and Territory

See Alliance TechnologyContribution, and Territory.

Governance

There are 5 ranks within an alliance, each with a differing level of privileges.

  • The leader (informally referred to as Rank 5)
  • Rank 4 (Officers, maximum 8, maximum 4 titled officers)
  • Rank 3
  • Rank 2
  • Rank 1

Ranks 1-3 should be used to organize between new and old, trusted members.

Officers have a lot of privileges and should be chosen carefully. Main privileges to focus on are commencing alliance technology research, repairing burning structures, building alliance structures, and more importantly, the privileges to accept and deny applications, change the ranks of members, and remove members from the alliance. An informal, crucial role is to assist you, the leader, in diplomacy and decision-making. Think of officers like a cabinet in a parliamentary democracy, or like advisors.

Titled Officers have one more privilege above this: the ability to see who is currently online along with you, the leader. The 4 titles are as follows, along with their manifestos:

  • Warlord - receives a 1% buff to troop attack and defense. "War is an art form, and I'm a virtuoso".
  • Counsellor - receives a 1% buff to research and building speeds. "Territory management, resource allocation, event planning - it's all under control".
  • Envoy - receives a 1% buff to troop health. "Diplomacy is a crucial part of civilization development and alliance stability".
  • Saint - receives a 10% gathering speed buff. "You take over the world, I'll just stay beautiful."

These manifestos are a simple framework, and you can delegate tasks to them, as alliance management is quite a bit of work.

How exactly you want to define these roles is up to you, however, it should be noted that you can't do everything nor be online all of the time, so having officers help you with managing the alliance is crucial.

Lost Temple and the Lost Kingdom

See Holy Sites and the Lost Kingdom.

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