How to Create an Alliance in War for Galaxy Under the New Rules: Why You Need a Free Planet, Not Your Own

How to Create an Alliance in War for Galaxy Under the New Rules: Why You Need a Free Planet, Not Your Own

How to Create an Alliance in War for Galaxy Under the New Rules: Why You Need a Free Planet, Not Your Own

One of the most common situations for new players goes like this: a player has gathered strength, decided to form a team, opened the alliance window, entered a name, specified the coordinates of their own planet — and the game demands the coordinates of another target. At first glance, this seems strange: the base is already there, the fleet is ready, so why not create an alliance right on your own colony?

The answer is simple: under the new rules, an alliance is not created on a planet you already own. To start, you need 1 Pioneer ship and the coordinates of an empty free planet. This empty target is where the ship will fly, and it is after its arrival that a separate alliance multi-account is created.

It is important to immediately distinguish two concepts. A normal account is your personal empire: planets, mines, research, fleet, defense, and usual development. An alliance is not renaming your own colony or turning your personal capital into a shared base. In War for Galaxy, an alliance is a group of players creating a shared multi-account to capture and control territories in the galaxy. Simply put, the personal account remains personal, and the alliance becomes a collective military and territorial entity.

Therefore, if you're wondering how to create an alliance in War for Galaxy, keep in mind the main rule: the target must be an empty free planet. Not your colony, not another player's planet, not an occupied object, but a free spot on the map where a Pioneer can be dispatched. This is the key difference from many simplified guild systems: in this browser-based online strategy, an alliance is not just a chat and tag next to a nickname but a separate force on the galaxy map.

Step-by-step guide: how to create an alliance under the new rules

The alliance creation algorithm is simple if you prepare everything in advance and do not make mistakes with coordinates. First, make sure the active planet has 1 Pioneer ship. This ship is related to planet colonization. To build it, you need Dock level 4, Annihilation Engine level 3, and Planet Colonization level 2. The construction cost is 10,000 Titanium, 20,000 Silicon, and 10,000 Antimatter.

Next, prepare the alliance name and coordinates of the empty free planet. Note that parameters of a free planet — such as the number of fields/sectors and temperature — cannot be known in advance. These details become available only after colonization. Therefore, at the target selection stage, you pick coordinates without seeing all the planet's future characteristics.

  1. Log into the game and select the active planet from which the Pioneer will be dispatched.
  2. Open the "Alliance" window.
  3. Click "Create".
  4. In the new window, enter the alliance name.
  5. Enter the coordinates of the empty free planet.
  6. Confirm creation.
  7. After pressing "Create", the Pioneer will launch from the active planet.
  8. When the Pioneer reaches the target, the alliance will be created.

The most important detail: the alliance is created not when you click, but after the ship arrives at the destination. While the Pioneer is in flight, the process is not completed yet. If the game says another target is required, the issue is almost always with the coordinates. Check you didn’t specify your own planet, another player’s planet, or an occupied object. Correct the target to a free empty planet — and creation will proceed smoothly.

What is an alliance multi-account?

An alliance multi-account is a shared account of the alliance that members can use. It is not for solo development but for capturing and holding alliance planets, waging war with other alliances, and territorial control. That is why creating an alliance does not change the status of your personal planet: alongside your personal empire appears a separate collective tool.

From a genre perspective, this mechanic brings War for Galaxy closer to browser strategy games, online strategy games, space MMO games, and team galaxy games: players don’t just develop separately but build a shared influence map, fight for systems, and invest resources in a common front.

The multi-account has important differences from a normal player account:

  • No main planet. It’s not a personal capital but a shared network of alliance holdings.
  • Planets can’t be deleted. The multi-account’s territory is managed according to alliance rules.
  • No Marauders appear. Also, the multi-account does not influence pirate spawn.
  • Cannot attack pirates. Attempting to do so prompts an error: "Alliance Code forbids attacking Pirates."
  • "Missions," "Shop," "Profile," and "Reward Calendar" are unavailable.
  • No free tokens for Hermes.
  • Cannot delete reports.

But there is a strong advantage: the "Navigation" technology in the alliance multi-account gives a bigger fleet slot bonus — +2 instead of +1. For map wars, this is significant: more slots mean more launch options, pressure, transfers, and holding directions. Alliance planets on the map are marked specially and differ from normal player planets, making them easier to identify as collectively controlled objects.

What to do after creating an alliance

When the Pioneer arrives at the chosen empty planet and the alliance is created, the team gains not just a name. A separate alliance multi-account appears through which territory can be expanded and war conducted against other alliances. The first actions are conveniently split into four directions.

1. Capture empty planets for the alliance. In the multi-account, you can send the Pioneer to an empty planet with the mission "Colonization". After the fleet arrives, the planet becomes owned by the alliance multi-account. This is how the alliance extends its presence on the map.

2. Transfer resources to alliance planets. From your normal account, you can send fleets to your alliance’s planets with the mission "Transport". This is a way to deliver resources for developing shared infrastructure, defense, and war preparation.

3. Transfer ships to the alliance. From your normal account, you can send fleets to planets of your alliance with the mission "Relocation". It’s important to understand the consequences: ships become the alliance's property. This is not temporary leasing but a contribution to the multi-account’s common fleet.

4. Attack planets of other alliances. You can send a standard attack on another alliance’s planets. But the result depends on who attacks: a personal account or the alliance multi-account. This distinction is critical for understanding territory capture.

There is a strict limitation on ships: the multi-account can receive ships but cannot transfer them back to personal accounts. Relocation from the multi-account to normal planets is unavailable. So when you transfer fleets to the alliance, consider them part of the collective force, not a store from which ships can be withdrawn later.

Control of systems and alliance rating

The main strategic value of an alliance is territory. An alliance owns a planetary system if its multi-account holds at least one planet in it. If multiple alliances coexist in one system, ownership goes to the one with the most captured planets. If the number of planets is equal, the system belongs to nobody.

The multi-account’s total rating depends on the combined value of all buildings, ships, and defense. When capturing a planet from another alliance, the new owner gains the planet and the corresponding rating points, while the losing alliance loses those points. Thus, every alliance planet is not a decoration on the map but part of the economy, front, and rating race.

This is where War for Galaxy reveals itself as a game about space, spaceships, and team space battles. Solo, you can raid, develop, and build a fleet, but full-scale fights for systems begin where teams operate via a shared multi-account.

Main restriction: a normal account cannot capture alliance planets

The biggest misconception after creating an alliance is thinking you can take any alliance planet by regular attacks from your personal account. Not so. If you attack an alliance planet from a personal account, a standard raid occurs. Even if victorious, the planet’s ownership does not change.

The rule is simple: only alliance multi-accounts can capture planets and only from other alliances. A personal account can raid another alliance’s planet and loot it after victory but can’t claim it. To truly redraw the map, you must act through the alliance multi-account.

The capture scenario is as follows: you switch to the alliance account, select a planet of another alliance multi-account, and launch a fleet on a standard attack mission. If the attacking multi-account wins, the planet transfers to the attacker’s alliance. Buildings, defenses, and infrastructure become property of the new owner, and the alliance’s rating rises by the captured planet’s value.

An important detail about fleets: the attacking fleet commander’s ships remain on the captured planet. All other joined fleets return to their home planets after battle. If the defenders win, attacking fleets are destroyed, and ownership remains unchanged. Always verify who is sending the fleet before launch: personal account – for raids and looting; alliance multi-account – for capturing and map warfare.

Checklist before creating an alliance

Before clicking "Create," follow this short list. It will help avoid wasting time on a target mistake and immediately understand what you are initiating.

  • You have 1 Pioneer ship.
  • You chose a free empty planet, not your colony.
  • You have ready the alliance name and coordinates.
  • You understand the alliance appears after the Pioneer’s arrival, not instantly after clicking.
  • You are creating a separate alliance multi-account, not changing your personal planet’s status.
  • Members are ready to assist with resources via "Transport" and with ships via "Relocation".
  • You remember: normal accounts raid but don’t capture alliance planets after victory.
  • Only alliance multi-accounts capture alliance planets.

The next step is practice. Go to the web version of War for Galaxy, open the galaxy map, find a free empty planet, prepare a Pioneer, and create your team's first foothold. If you’re not ready to be a leader yet, join an existing alliance and learn the mechanics inside: see how resources transfer, how the shared fleet forms, and how alliances fight for systems.

You can start at the official War for Galaxy website, in the browser via play.warforgalaxy.com, or from the download page. The game is also available on Google Play, App Store, and VK Play. Choose your preferred login method, find a free planet, and turn your solo empire into the beginning of a true galactic coalition.