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Alliances

“A seam sewn between two Sanctuaries — watch shared, work shared, patterns traded openly — held better than both stitches held alone.” — The Seamkeeper’s Codex, Age IV

Join: open the Alliance screen (via the Embassy or bottom navigation), search by name or tag, and send a join request. An officer approves or declines it — you’ll be notified either way.

Found: creating an alliance costs 5,000 Gold Coins — a real early-game sum (start your Alchemist’s Lab early if founding is your plan). You choose the name and tag; you start as Leader.

Alliances use five ranks, R1 up to R5 (default names: Initiate, Member, Veteran, Officer, Leader — leaders can rename them). Management is rank-gated:

  • Approve/decline join requests — officers (R4+)
  • Promote/demote members — leadership, up to below their own rank
  • Kick — leadership; removals are immediate
  • Start alliance research — R4+ (see below)

The members list shows every member with their rank; tap a member for their contact card.

The alliance’s shared research lives in three trees of 15 nodes each — Develop (economy), Combat (war), and Reign (reach and politics). Nodes level up to 10 and their bonuses apply to every member.

The loop has two halves, and both matter:

  1. Donate — any member, any time: open a node and tap Donate to fill its contribution bar (+100 per tap). This is the participation half; a full bar is the alliance’s collective “yes.”
  2. Study — once the bar is full, an R4+ member starts the research, paying its Gold Coin cost. The node then studies on a timer (an hour and up) and its bonus lands alliance-wide.

Costs and thresholds climb deeper into each tree, so early nodes finish daily while deep ones are genuine alliance projects.

  • Coordinates the world boss — the single biggest payout in the game is a scheduled boss window.
  • Keeps donation bars moving — ten members tapping daily out-research one whale, every time.
  • Talks — which is what alliance chat is for.

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