How to Create an Alliance by the New Rules: Step-by-Step Start via the Pathfinder
How to Create an Alliance by the New Rules: Step-by-Step Start via the Pathfinder
In War for Galaxy, an Alliance is not just a clan badge, a friends list, or a separate chat for communication. It is a union of players that creates a combined Alliance multi-account for capturing and controlling territories in the galaxy. If a regular account is your personal empire with your own planets, fleet, resources, and development, then the Alliance is already a joint military and territorial structure. It values not only strong individual players but also the overall strategy: where to expand, which systems to hold, where to gather forces, and how to conduct wars with other Alliances.
That is why the question of how to create a War for Galaxy Alliance has become especially important after the rule changes. Now, the Alliance does not appear instantly just because you entered a name and clicked the button. According to the new rules, creating an Alliance requires 1 Pathfinder. This ship launches from an active planet to a chosen empty planet, and only after its arrival will the Alliance be created.
Essentially, the Alliance start now resembles a real colonial operation in a space online strategy game: first preparation, then selection of a point on the map, then the flight of the Pathfinder and founding the first Alliance structure. For players who enjoy space games, browser strategy games, space MMO games, and galaxy games, this logic well emphasizes the territorial nature of War for Galaxy: the Alliance exists not only in menus but on the galaxy map.
The good news is that the process remains straightforward. You need to check in advance the availability of a Pathfinder, choose the correct active planet, find coordinates of an empty planet, and prepare the Alliance name. Further, everything comes down to the route: "Alliance" → "Create" → name → coordinates → "Create". Below, we will analyze this path step-by-step and explain separately what exactly happens after the final click.
What to Prepare Before Creating an Alliance
Before opening the Alliance menu, check the basic requirements. The main condition of the new rules is the presence of 1 Pathfinder. It is this ship that initiates the creation process: after clicking "Create," the ship will depart from the active planet to the specified empty planet. If you do not have a Pathfinder, you must first build it as a regular ship according to the game's requirements.
It is important not to confuse the building requirements of the Pathfinder with some separate fee for creating an Alliance. The confirmed creation rules specify the ship itself. Additional conditions, such as mandatory resource amounts for registering an Alliance, name timers, or hidden commissions, should not be assumed unless explicitly shown in the interface.
Pathfinder Parameters
The Pathfinder is not the galaxy's main combat giant, but it is crucial for creating an Alliance. Its specifications help understand what exactly is sent on the journey:
| Parameter | Value |
|---|---|
| Conditional Combat Power | 16 |
| Armor | 12,000 |
| Shield | 1,500 |
| Defense Level | 1 |
| Base Speed | 2,500 |
| Engine Type | Annihilation Engine |
| Cargo Capacity | 7,500 units |
| Fuel Consumption | 1,000 antimatter |
Building cost of the Pathfinder: 10,000 titanium, 20,000 silicon, and 10,000 antimatter. Construction requirements: Level 4 Dock, Level 3 Annihilation Engine, and Level 2 Planet Mastery.
Why the Active Planet Matters
The active planet is the currently selected planet in the interface. After clicking "Create," the Pathfinder launches from the active planet. Therefore, before starting, do not rush—switch to the planet from which you want to send the ship. This is especially important for experienced players used to acting quickly in real-time strategy games: one extra click before creation could determine the starting point of the flight.
Before the final click, check four points: you have 1 Pathfinder; the correct active planet is selected; you have found coordinates of an empty planet; the Alliance name is ready. If all this is done, you can proceed to creation.
Step-by-Step Instructions: "Alliance" → "Create" → Name and Coordinates
Now let's break down the actual process without unnecessary theory. It is short, but every step is important because creating an Alliance via the Pathfinder is tied to a specific goal on the map.
Open the "Alliance" window. Creation is done within the "Alliance" window. Do not look for this function in construction, profile, or fleet menus. If you are returning after a pause, consider the new rule: creation is now linked with a ship and coordinates.
Select "Create" action. In the "Alliance" window, click "Create." A form will open where you need to specify the new Alliance's data. At this stage, the flight does not start—you are only preparing parameters.
Enter the Alliance name. Enter the name of your future team. The name is not just a formality: it is how other players, allies, and rivals will see your Alliance. In space battles, reputation quickly associates with the name.
Enter coordinates of the empty planet. In the same form, you must specify the coordinates of an empty planet. This is not just a decorative marker or a note for the map: the Pathfinder will fly to these coordinates. Do not use coordinates of another player's planet or already occupied territory.
Click "Create." After filling in the name and coordinates, confirm the action. The Pathfinder will launch from the active planet. When it reaches the destination, the Alliance will be created.
The main mistake is expecting the Alliance to appear immediately after clicking the button. Under the new rules, the button does not instantly register the Alliance but triggers the ship's flight. Therefore, if after clicking you see a process connected with the Pathfinder's movement, this corresponds to the mechanics: you must wait for its arrival at the destination.
Do not confuse Alliance creation with subsequent capture of planets by the Alliance multi-account. At this stage, you create the Alliance structure itself. Expansion, colonization of new empty planets, and wars over other Alliances' territories will begin after the Alliance appears.
Why Coordinates Must Lead to an Empty Planet
The requirement to select an empty planet is a key part of the new rules. In the form "Alliance" → "Create", the coordinates are not just for show or a future reference. These coordinates are the actual target of the Pathfinder's flight. After clicking "Create," the ship will fly exactly there, and the Alliance will only be formed once that point is reached.
The logic is simple: an Alliance in War for Galaxy is a territorial power. Its history begins not only with a name but with a first point of presence on the map. So, the start coordinates are a strategic decision. You choose a free planet from which your Alliance's future gameplay will begin: development through a shared multi-account, capture and holding of alliance planets, territorial control, and wars with other teams.
Do not attempt to specify a planet owned by another player, an occupied planet, or a territory you plan to attack later. The creation requires exactly an empty target. For future attacks and captures, separate mechanics available after the Alliance multi-account appears will be used.
There is a useful note for players who like to pre-calculate the ideal colony. The parameters of a free planet—including the number of fields/sectors and temperature—cannot be known in advance. These details only become available after colonization. Thus, when creating an Alliance, you pick free coordinates but do not get a full profile of the planet before settlement.
Once the Alliance appears and begins territorial development, alliance planets will be visually distinct on the map from regular ones: they are marked distinctly. This helps quickly see where personal player holdings end and where the alliance multi-account's territory begins.
What Happens After Clicking "Create"
After the final click, a clear sequence starts. First, you press "Create" in the Alliance window. Then the Pathfinder takes off from the active planet. It flies to the specified empty planet. When the Pathfinder reaches its destination, the Alliance is created.
The waiting time corresponds exactly to the ship's flight time. War for Galaxy revolves around coordinates, fleets, and real-time movement, so the exact arrival time is best checked according to game conditions rather than relying on universal promises. The key rule is: the Alliance appears only after the Pathfinder reaches its destination, not at the moment of clicking the button.
After creation, the main tool of the Alliance opens—the Alliance multi-account. This is a shared Alliance account that all members can use. It is intended for capturing and holding alliance planets, fighting other Alliances, and controlling territory. This is not "another personal empire" but a collective entity with military and territorial purposes.
The multi-account has essential differences from a regular player account. It has no main planet and you cannot delete planets. Raiders do not spawn in the multi-account, nor does it affect pirate spawn rates. The multi-account cannot attack pirates; attempts trigger an error: "Alliance Code prohibits attacking Pirates". Missions, Shop, Profile, and Reward Calendar are unavailable; free Hermes tokens and deleting reports are also disabled.
However, the multi-account has a strong advantage important for team play: the "Navigation" technology provides an increased fleet slot bonus—+2 instead of +1. For an Alliance planning expansion, redeployment, and pressure on rivals, the extra fleet slots are a serious advantage.
After Creation: The Alliance's First Actions
When the Alliance appears, the real territorial game begins. The team then develops through the Alliance multi-account: expanding holdings, holding planets, preparing attacks, and establishing control over sections of the galaxy.
To capture an empty planet from the multi-account, you must, while in the Alliance multi-account, send a Pathfinder to the empty planet on a "Colonization" mission. After fleet arrival, that planet becomes the property of the Alliance multi-account. This is a separate stage after Alliance creation: first you establish the Alliance via the Pathfinder, then expand territory via colonization from the multi-account.
Regular players can also assist their alliance planets. From their personal accounts, members can send fleets to their Alliance planets on "Transportation" and "Redeployment" missions. Transportation is used to deliver resources to Alliance planets. Redeployment transfers ships to Alliance ownership.
It is important to remember a limitation: the multi-account cannot transfer ships back to regular players; it can only receive ships. So transferring fleets to the Alliance is a contribution to the collective military force, not a temporary loan with a guaranteed return.
Regarding attacks, the logic is strict. A standard attack can be sent to planets of other Alliances. But if you attack an Alliance planet from a regular account, it results in a standard raid with plunder; ownership does not change. Only Alliance multi-accounts can capture planets of other Alliances. Therefore, real galactic warfare does not start with lone raids but requires coordinated actions via the team's shared account.
Brief Checklist Before Starting
- Build or prepare 1 Pathfinder.
- Check which planet is active: the ship will launch from there after clicking "Create".
- Find coordinates of an empty planet.
- Prepare the Alliance name.
- Open "Alliance" → "Create", fill in the form, and confirm creation.
- Wait for the Pathfinder’s arrival: upon its reaching the destination, the Alliance will be created.
War for Galaxy is one of those online strategy games where the map matters, and team discipline quickly becomes stronger than random decisions. If you're ready to go beyond a personal empire, gather players around a common goal, and start the fight for territory, now is the time to act. Open War for Galaxy in your browser or download the game, prepare your Pathfinder, create an Alliance, and lay the first point of future power in the galaxy.