How Alliances Capture Planets and Preserve Fleets: Rules of Multi-Account Warfare

How Alliances Capture Planets and Preserve Fleets: Rules of Multi-Account Warfare

How Alliances Capture Planets and Preserve Fleets: Rules of Multi-Account Warfare

In War for Galaxy, an Alliance is not just a chat, a shared tag, or a place where players agree on assistance. According to the game rules, an Alliance creates a common Alliance Multi-Account: a collective military and territorial structure through which the team captures and holds planets, fights other Alliances, and controls galaxy sectors. If a regular account is a player's personal empire, the Alliance is a shared strategic organism.

This is why planetary warfare in War for Galaxy is organized differently than a standard raid for resources. Alone, one can win battles, destroy ships and defenses, and take some resources. But changing the ownership of an Alliance planet is only possible by an Alliance Multi-Account attacking a planet of another Alliance Multi-Account. This key distinction makes territorial warfare closer to serious browser strategy games, online strategy games, and space MMO games, rather than random space skirmishes.

The cost of mistakes here is high. An Alliance controls a planetary system if its multi-account holds at least one planet in it. If multiple Alliances secure planets in the same system, ownership goes to whoever has more captured planets. In case of a tie, the system belongs to no one. One successful operation can grant control over a sector, while losing one planet can erase the advantage.

Ranking is also linked to territory. The total rating of the Alliance depends on the value of all buildings, ships, and defenses of its multi-account. Capturing a planet grants the Alliance rating equivalent to the captured asset's value; losing it results in corresponding point loss. Therefore, successful space battles in War for Galaxy start not with the 'Attack' button, but with understanding the rules: who has the right to capture, from where the fleet launches, what happens to the starting planet, and who will hold the trophy.

What the Alliance Multi-Account Can and Cannot Do

A common mistake among many teams is treating the multi-account as "just another regular account shared by all." In practice, it is a specialized tool for warfare and map control. It has no main planet, and planets cannot be removed from the multi-account. It’s not designed for standard personal development: Missions, Shop, Profile, and Reward Calendar are unavailable; there are no free Hermes tokens, and reports cannot be deleted.

A separate set of restrictions applies to Pirates and Marauders. Marauders do not appear in the multi-account, it does not influence pirate appearances in the system, and it cannot attack pirates. Attempting such an attack results in an error: "Alliance Codex prohibits attacking Pirates". However, the Navigation technology in a multi-account has an important military advantage: a fleet slot bonus of +2 instead of +1. This is critical for active warfare because additional slots allow conducting more operations simultaneously.

Logistics favors the Alliance. A regular player can send fleets to Alliance planets with the task "Transport" to deliver resources, or "Relocation" to transfer ships into the Alliance’s ownership. But the reverse is not possible: the multi-account can only receive ships, and relocation from the multi-account to regular planets is unavailable. Transferring fleets into the Alliance is not renting but a contribution to the collective military resource.

A regular player can send a standard attack to a planet of another Alliance, but even on victory, such attacks do not change planet ownership. They might allow looting and destroying ships or defenses but not capturing. Only Alliance Multi-Accounts can capture planets, and only from other Alliances. On the map, Alliance planets are marked distinctively and differ from regular planets, so always verify the target type before launching.

Preparing a Foothold: Creating an Alliance and Selecting Systems

Territorial war begins before the first shot. First, you must create an Alliance and prepare a network of planets convenient for supplying the front and expanding control. Under new rules, creating an Alliance requires 1 Pioneer. In the "Alliance" window, click "Create", specify the name and coordinates of an empty planet. After pressing the button, a Pioneer ship will fly from the active planet; once it reaches the target, the Alliance is established.

Further expansion occurs through the multi-account. To capture an empty planet for the Alliance, from the Alliance Multi-Account send a Pioneer on a "Colonization" mission. Upon arrival, the planet becomes the property of the Alliance Multi-Account.

The Pioneer is the basic ship for territorial expansion. It travels at 2500 speed, equipped with an Annihilation Engine, has cargo hold volume of 7500, and fuel consumption of 1000. Building one requires Dock 4, Annihilation Engine 3, and Planet Mastery 2. Planet parameters (fields/sectors and temperature) remain unknown before colonization. Do not plan strategies based on purportedly "ideal" planets—colonize first, then assess.

A strong Alliance thinks not in isolated points but in connected systems. Systems are neighbors if they border each other on the map. The synergy bonus applies locally only to multi-account planets within connected networks. Isolated systems do not receive bonuses. Controlling 3 neighboring systems grants the Alliance +1.5% to titanium, silicon, and antimatter mining; each additional system adds +0.5%, up to a 50% maximum base growth. For space games and any serious galaxy game, this is classic: the map becomes as much a weapon as the fleet.

Don’t forget the "Alliance Expansion" technology. The base limit is 10 members; the maximum technology level is 1, providing +5 participants. Research time is always 3 days. This is not an emergency tool before attacks but part of long-term team composition planning.

How to Capture a Planet from Another Alliance

Real planet capture happens only via the multi-account versus multi-account scheme. The algorithm is simple but must be strictly followed.

  1. Switch to the Alliance Multi-Account. Open the shared account via its button. Capture attempts made from your personal account will not change ownership.
  2. Select a planet owned by another Alliance Multi-Account. The target must be an alliance planet, not a regular player’s planet.
  3. Send a standard attack mission. Capture uses a standard attack, but the attacker must be your Alliance Multi-Account.

If the attacker wins, the planet changes ownership to the attacking Alliance. All buildings, defenses, and infrastructure become property of the new owner. Along with the planet, the Alliance gains its contents per capture rules, including resources and restored defenses. Alliance rating grows by the captured planet’s value.

An important detail concerns fleets. The attacking fleet commander’s forces remain on the captured planet. All other joined fleets return to their start planets. Therefore, the entire strike group does not automatically stay as a garrison after victory. Holding the new trophy starts with the fleet that conducted the attack.

If the defender wins, the attacker’s fleet is destroyed, and ownership does not change. Battles last until one side is destroyed or 10 minutes; if neither side is defeated in 10 minutes, it’s a draw. Capture requires victory, not just significant damage in the report.

Regular attacks from personal accounts against Alliance planets function differently. Victory allows destruction of ships and defenses and pillaging half the resources but does not enable total planet destruction or changing ownership. Destroyed ships can be restored only by the victorious side according to ship-specific recovery chance; defensive structures can recover on either side. This makes attacks on Alliance planets resemble space combat games: success depends not only on penetrating the target but understanding the mission’s outcome.

How to Preserve the Fleet: Joint Attacks and One-Way Flights

Fleet losses in Alliance wars more often arise from poor synchronization than from an unbeatable enemy. Joint attacks allow Alliance members to merge fleets into a unified strike. The organizer sets the "Joint Attack" task, indicates target coordinates and arrival time by adjusting speed. After launching, a star icon appears next to active fleets of Alliance members—a signal to gather.

Key rule: the organizer must be the slowest participant. Participants join only if their fleet can arrive on time or earlier and if the joint attack has free slots. If an ally travels longer than the organizer, they cannot synchronize for simultaneous arrival.

Fleet slot limits depend on the organizer’s Navigation level: max fleets = floor(Navigation level / 5) + 1. For example, Navigation 6 allows 2 participants, Navigation 15 allows 4. Thus, the organizer isn’t necessarily the one who clicked first but the player with suitable speed, appropriate Navigation level, and a secure starting planet.

Upon arrival, all ships of the same type from participants merge into one super-unit. Tech levels are calculated as a weighted average proportional to each player’s ship quantity. One well-upgraded ship cannot enhance a large mass of weaker ships; the contribution must be real, not symbolic.

The most dangerous scenario in multi-account warfare is losing the starting planet during flight. If a fleet flies on a multi-account → multi-account attack and its start planet is captured, the fleet cannot return and flies one way. Victory means capturing the planet and staying there; defeat means destruction. This is not a small inconvenience but a trap that can wipe out an Alliance’s reserve. Before large launches, check not only the target but your own foothold.

If a fleet flew on a mission expecting to return but the start planet was captured, it will return to the starting coordinates and start the battle there anyway. The coordinate does not become a safe void—the fleet returns to a place where enemies may await.

To gauge risk, use conditional combat power: it roughly compares fleets. With a fivefold advantage, the winner usually suffers minimal losses. Do not use this as an excuse for homogeneous armadas. A strong fleet is combined. Bombardiers are useful against defenses, Galaxions are crucial against fleets with skills, and the Colossus is very powerful but expensive, slow, and vulnerable without support. In good strategy games, real-time strategy games, and space ship games, victory goes to the correctly assembled combat force, not the most expensive unit set.

After the Capture: Holding, Supplying, and Continuing the War

Capturing a planet is the start of holding it, not the end of the operation. The new owner gets the planet, buildings, resources, and restored defenses; their rating increases by the planet’s value. The losing Alliance loses the respective points. Thus, after victory, you cannot just fly home: the trophy must quickly integrate into logistics.

Regular players supply alliance planets via "Transport", delivering resources for construction, fuel, and recovery of pace. To strengthen the general fleet, ships are transferred through "Relocation" into Alliance ownership. But the decision must be conscious: the multi-account cannot return ships to ordinary players.

Defense tasks "Protect" exist between members of the same Alliance. The receiving planet must have a Refueling Base; its level equals the number of allied fleet slots. Fleets in "Protect" mode stay on orbit up to 3 days (72 hours). Holding requires no fuel; antimatter is consumed only for travel. This is useful when enemies pressure players supplying the front with resources and ships, not the multi-account itself.

Don’t forget leadership management. If the Alliance leader becomes a "seven-day inactive" (not online for seven or more days), a random active player becomes leader. If all members become inactive, leadership doesn’t change. For a warring Alliance, this is key to combat readiness: who gives orders, coordinates launches, decides to hold planets or prepare counterattacks.

The main conclusion is simple: Alliance war in War for Galaxy is won not just by fleet size but by discipline—understanding multi-account mechanics, the organizer’s role, starting planet security, joint attack rules, and post-capture logistics. If you love browser strategies, space games, online strategy games, and space games where the galaxy map matters as much as fleet salvo, gather an Alliance and put these rules into practice: visit the official War for Galaxy website, start the browser version, download the game from the download page, or install from Google Play or App Store — and turn isolated victories into galaxy-wide control.