Guide: How to Create an Alliance in War for Galaxy Under the New Rules and Avoid Mistakes at the First Step
How to Create an Alliance in War for Galaxy Under the New Rules and Avoid Mistakes at the First Step
In War for Galaxy, a single empire sooner or later reaches the limits of personal development. You build mines, raise a fleet, expand colonies, learn to calculate flight time and manage the economy, but the real fight for the map begins where the interests of several players collide in one system. This is not just a galaxy game about planet development but a space online strategy where influence is measured not only by resources but also by territory.
An Alliance in War for Galaxy is a union of players creating a shared Alliance multi-account to capture and control territories in the galaxy. If an ordinary account is your personal empire, then the Alliance is a joint military and territorial structure. It is needed not for a fancy tag next to your nickname or a separate chat, but for controlling planetary systems, joint attacks, capturing planets of other Alliances, and ranked battles.
It is at this level that War for Galaxy shows itself as a browser strategy game and online strategy game: you fight not only for loot after raids but for positions, footholds, and the right to claim the system as your own. But under the new rules, an Alliance is no longer created instantly with one click. To found one, you need 1 Pioneer ship which, after clicking "Create," flies to the specified empty planet. The Alliance will appear only when the ship reaches its destination.
Therefore, the first mistake often happens even before starting: the player does not check the active planet, selects an unsuitable target, or expects the Alliance to appear immediately after clicking. Below is a practical guide on how to create an Alliance in War for Galaxy under the new mechanics and understand the limitations of the Alliance multi-account in advance.
What You Are Actually Creating: Alliance and Alliance Multi-Account
Before the instructions, it is important to distinguish two concepts: the player's personal account and the Alliance multi-account. These are not the same. A personal account manages your economy, your planets, your ships, your decisions. An Alliance multi-account is the Alliance's shared account that participants can use and which serves a separate purpose: capturing and holding alliance planets, warring with other Alliances, and controlling territory.
Simply put, by creating an Alliance, you are not starting "another empire for peaceful leveling" but a collective team tool. Through it, the Alliance enters the map as a military force: colonizing empty planets for the Alliance, holding systems, receiving resources and ships from participants, and attacking planets of other Alliance multi-accounts.
The multi-account has important distinctions from an ordinary account. It does not have a main planet, and planets cannot be deleted. This means alliance holdings should be viewed as a common team asset, not personal colonies you can easily abandon if the choice is unfortunate.
Also, Marauders do not appear in the multi-account, it does not affect pirate spawns and cannot attack pirates. Attempting such an attack results in the error: "Alliance Code prohibits attacks on Pirates". So do not plan the Alliance multi-account as a tool for pirate farming or PvE development; its role is different.
There are interface limitations too. Missions, Store, Profile, and Reward Calendar are unavailable in the Alliance multi-account; there are no free Hermes tokens; reports cannot be deleted. This is not a personal commander's dashboard but a common combat outline of the Alliance. However, the "Navigation" technology bonus to fleet slots in the multi-account is higher: +2 instead of +1. For a structure that lives by supply, flights, attacks, and holding points on the map, extra fleet slots have direct practical value.
Remember this visual cue: Alliance planets are marked on the map in a special way and differ from ordinary planets. This helps to understand where players' personal holdings are, where Alliance objects are, and where potential targets or disputed territories lie.
Step-by-Step Instructions: How to Create an Alliance Under the New Rules
The new Alliance creation mechanic is tied to a ship's flight. To create a War for Galaxy Alliance, you need 1 Pioneer, an active planet from which it will be launched, and coordinates of an empty planet chosen as the founding target.
Step 1. Prepare the Pioneer
First, ensure you have a Pioneer on the required planet. This ship is used to create the Alliance and colonize. Without it, the new founding mechanic won't work.
Reference for the Pioneer:
- Base speed: 2,500;
- Engine type: Annihilation Engine;
- Cargo capacity: 7,500;
- Fuel consumption: 1,000;
- Construction cost: 10,000 Titanium, 20,000 Silicon, 10,000 Antimatter;
- Requirements: Dock level 4, Annihilation Engine level 3, Planet Mastery level 2.
If the Pioneer is already built, don't rush to click "Create." Not only the ship itself matters but also where it is located.
Step 2. Choose the Correct Active Planet
This is a key point. After clicking "Create," the Pioneer flies from the active planet. Not from the closest planet to the target automatically, nor the most developed, or the one you thought a moment ago, but exactly the planet chosen in the interface at the creation moment.
If you have multiple colonies, double-check the active planet. The Pioneer must be there, and you should be ready to send the ship to the specified coordinates from it. In online strategy and real-time strategy games, the cost of an error often lies not in a complex interface but in inattentive preparation before the start.
Step 3. Open the "Alliance" → "Create" Window
Next, the path is simple: open the "Alliance" window and click "Create". In the window, you need to specify two parameters:
- Alliance name — the name under which your team will be visible in the galaxy;
- Coordinates of the empty planet — the point where the Pioneer will fly.
The target must be an empty planet. Not a player’s planet, not another Alliance’s planet, not a visually similar point on the map, but a free planet with specific coordinates.
Step 4. Click "Create" and Wait for Arrival
Once the name and coordinates are entered, click "Create". Then, the Pioneer departs from the active planet. But the Alliance is not created immediately after the click. First, the ship must reach the destination. Only when the Pioneer arrives at the specified empty planet will the Alliance be created.
The process logic is as follows:
- Prepare 1 Pioneer;
- Choose the correct active planet;
- Open "Alliance" → "Create";
- Enter the Alliance name;
- Specify the empty planet coordinates;
- Click "Create";
- Wait for the Pioneer to arrive at the destination.
One more important detail: you cannot know the parameters of the free planet in advance. The number of fields/sectors, temperature, and other characteristics become available only after colonization. Therefore, do not expect to pre-select the "ideal" empty planet based on hidden parameters; this information will be unavailable until the goal is secured.
You can play right in the browser via the official War for Galaxy launch, and client and mobile versions are available on the War for Galaxy download page.
Checklist Before Clicking "Create"
Before creating an Alliance, pause for ten seconds and check the basics. This simple habit saves time and reduces the risk of a startup error.
- Check the active planet. The Pioneer will launch exactly from it. If you switched between colonies, ensure the correct one is selected.
- Make sure the Pioneer is on the active planet. Simply having the ship somewhere in your empire does not mean it will launch where you want.
- Check target coordinates. An empty planet is needed for Alliance creation. Do not confuse it with a player’s planet or already marked Alliance planet.
- Do not expect an instant result. After clicking "Create," the process only starts. The Alliance appears after the Pioneer’s arrival.
- Do not expect to learn the free planet’s characteristics beforehand. Fields/sectors and temperature unlock only after colonization.
- Do not confuse the Alliance with a personal colony. The ordinary account develops your empire; the Alliance multi-account is created for territorial war and team map control.
- Watch the map carefully. Alliance planets are marked specially and differ from the ordinary ones.
The main formula is simple: correct active planet, empty target, ready Pioneer, and understanding that creation finishes only after the ship arrives.
What to Do After Creation: First Actions with the Alliance Multi-Account
When the Pioneer reaches the target and the Alliance is created, the game does not end with a "done" button. On the contrary, a new management layer opens. Your team now has an Alliance multi-account — a shared tool for planets, resources, fleets, and system control.
Expand Holdings Through Colonization
While in the multi-account, you can send the Pioneer to an empty planet with the "Colonize" mission. After the fleet arrives, this planet becomes property of the Alliance multi-account. Thus is formed the alliance network of planets: not as a personal empire of one player but as a common team territory.
Do not mix roles. Your personal account continues to develop economy and fleet. The multi-account grows the Alliance’s territory: securing systems, receiving supplies, and preparing for wars with other Alliances.
Transfer Resources and Ships Intentionally
Regular players can assist their Alliance directly. From their personal account, a participant can send fleets to their Alliance's planets with tasks:
- "Transportation" — delivering resources to alliance planets;
- "Relocation" — transferring ships into the Alliance’s ownership.
Remember an important restriction: relocation from the multi-account to ordinary planets is not available. The multi-account can receive ships but cannot transfer them back to regular players. If you transfer a fleet to the Alliance, it becomes part of the collective military resource, not a temporarily parked personal asset.
You can send standard attacks to other Alliances’ planets. But if the attack comes from a regular account, it does not mean control changes; ownership of the planet does not change after such an attack.
Understand System Control Rules
The territorial meaning of the Alliance is revealed through planetary systems. An Alliance owns a system if the Alliance multi-account holds at least one planet in it. If several Alliance multi-accounts settle in the same system, the owner is the one with more captured planets. If the number is equal, the system belongs to no one.
Thus, one planet in a system is a foothold. Several planets signal a claim for control. A disputed system with an equal number of alliance planets becomes a tension point where the next successful move may decide ownership.
Also monitor the overall Alliance rating. It depends on the value of all buildings, ships, and defenses the multi-account owns. When capturing a planet, the Alliance gains its rating points; upon loss, it loses them. The map war directly affects the team’s standing.
Next Steps — Territory, Ratings, and Alliance Wars
Creating an Alliance opens not just a new tag but a full layer of space MMO strategy: system control, joint sorties, supply of joint planets, fight for rankings, and space battles between Alliances. But remember the key rule for capturing: only Alliance multi-accounts can capture planets and only from other Alliances.
If a regular account attacks an Alliance planet, a standard raid with looting occurs. Even if the attacker wins, the planet’s ownership does not change. Capture works only in multi-account confrontations. A successful capture transfers the planet from one Alliance multi-account to another, along with buildings, defenses, and infrastructure becoming the new owner’s property.
After a successful capture, the attacking organizer’s fleet stays on the planet. All other fleets return to starting planets. Thus, organizing an attack is not formal but a key role in operation planning.
There’s an organizational risk: if the Alliance leader is a "seven-day inactive" (offline seven or more days), leadership passes to a random active player. If all members are "sevens," leadership does not change. The Alliance lives not only by fleets and coordinates but also by its members' activity.
Ready to put your team on the map? Prepare your Pioneer, choose an empty planet, check your active planet, and create the Alliance without a false start. Enter War for Galaxy via browser at play.warforgalaxy.com or download the game on the official War for Galaxy download page. Mobile versions are available on Google Play and App Store, and you can also play via VK Play. Gather allies, found your multi-account, and decide which systems your Alliance will fight for first.