New players should read the beginner guide first; this page goes into how alliances actually work. For the whole series, see the Rise of Kingdoms hub.
How to pick an alliance

Look at what the alliance does, not just its power number:
- Territory near the centre or at least a solid, connected block. No territory means no gathering bonus and no safe spot for your city.
- Active chat and help. Ask a question in alliance chat and see how fast someone answers. Help requests should be cleared constantly.
- Rallies and events. An alliance that runs barbarian fort rallies and joins Ark of Osiris pays you in items, sculptures and gems.
- Clear rules. Good alliances say what they expect: activity, KvK participation, help, donations.
Creating your own alliance costs 500 gems. Unless you have friends ready to join and plan to lead for months, join an existing one.
If you change your mind later, leaving is easy, but your individual credits and your spot in territory do not move with you. Pick carefully once, then commit.
Alliances also differ in timezone and language. An alliance whose leaders sleep while you play cannot call rallies when you are online. Built-in chat translation helps with language, but nothing fixes a timezone mismatch, so ask when the alliance is most active before you join.
Alliance technology

| Tab | What it boosts | Where it applies |
|---|---|---|
| Development | Economy: building, research, gathering and similar | Everywhere |
| Territory | Bonuses tied to alliance land | Only inside your alliance territory |
| War | Troop attack, defense and rally capacity | Everywhere |
Members donate resources to research alliance tech and earn individual credits for it. Credits buy items in the alliance store, including teleports, shields and speedups. Officers usually mark the technology to focus; donate to the marked one, because it fills first.
Alliance tech takes a long time to max because every level costs the whole alliance resources. That is a reason to stay in one strong alliance instead of switching: the tech belongs to the alliance, and a new alliance may be far behind on the War tab you care about most.
Alliance help and the Alliance Center

Every build, research and heal you start can request help. Each tap from an alliance member cuts the timer. The number of helps you can receive is set by your Alliance Center: level plus 4 up to level 24, and 30 at level 25. The Alliance Center also sets how many reinforcement troops your city can hold, from 15,000 at level 1 to 1,000,000 at level 25. That is why it appears in the City Hall 20 requirements; see the City Hall 25 guide.
Help others too. Helping is free, earns credits and is the first thing leaders notice about a new member.
Upgrading your own Alliance Center is easy to postpone because it gives no power. Do not postpone it. More received helps per timer is one of the cheapest speed boosts in the game, and higher reinforcement capacity is what lets allies actually save your city during a war.
Territory, flags and resource points

- A Center Fortress founds the territory.
- Flags extend it, and each new flag must touch existing territory.
- Alliance resource points inside the territory let members gather into alliance storage.
- Gathering inside territory is faster, which guides measure at 25 percent, and the land is safer for gathering marches.
- Territory buildings can burn. Only R4 and above can repair burning structures, so keep officers online during wars.
Territory is also a shield for the alliance's cities. Cities packed inside connected territory can reinforce each other quickly, while a city alone in the wild is easy pickings. When leaders ask you to move closer, it is for that reason.
Holy sites and the Lost Temple

Holy sites give buffs to the alliance that holds them. Guides count 70 Sanctums, 37 Altars and 9 Shrines on the home kingdom map, plus the Lost Temple in the centre, whose holder becomes the kingdom ruler and can hand out titles. Identical buffs do not stack, so holding two of the same site is less useful than holding two different ones. To capture a site, your territory must border it and you must defeat its guardians, then hold it against everyone else.
Holding holy sites is a team job. Garrisons have to be kept full, burning structures repaired and attackers answered quickly, which is why alliances that hold many sites are usually the ones with the most active officers.
Rallies: how alliance fights are won

A Look Back at the 8-Day Kingsland, Tides of War (official channel)A rally gathers troops from several members under one rally leader and sends them together at a city, fort or structure. The leader's commanders, talents and Castle level matter most: rally capacity comes from the Castle level, tech and skills. Castle upgrades are expensive (more than 20,000 Books of Covenant from level 1 to 25 according to Pocketgamer), which is why rally leads are usually the alliance's most invested accounts. Good rally commanders are on the tier list.
As a joiner, send your best troops of the type the leader asks for, arrive before the timer ends and do not send a second march to the same rally. As a defender, garrison troops go into an ally's city or a structure, and the strongest garrison commander leads them.
Rallies against barbarian forts are where most members learn. They are low risk, pay items and alliance gifts, and teach the timing every war rally needs. Join them whenever they are called.
When you lead a rally yourself, set a timer that gives members enough time to join, call the target in chat and say which troop type you want. A half filled rally is worse than none.
Ranks, gifts and what is new

- Ranks R1 to R5. R5 is the leader, R4 are officers who can kick members and repair burning structures. Lower ranks have fewer permissions.
- Alliance gifts come from members' purchases, barbarian fort rallies and events. Gift points also fill an alliance treasure chest.
- Alliance Stadium (2026). A new alliance building tested in pioneer kingdoms from update 1.1.10.
- Attack route markers (1.1.11). Alliance routes are now shown in City and Strategy view, which makes coordinated attacks easier.
Alliances matter most in KvK and in Ark of Osiris. Read the KvK guide and the events calendar to see what your alliance will ask of you.
Being a member leaders want to keep
- Help constantly. Every tap is free and earns credits.
- Donate to the marked technology, not to whatever is cheapest.
- Show up for rallies and Ark of Osiris when the alliance calls.
- Move with the alliance. When leaders ask everyone to teleport, do it fast.
- Keep your city safe. A burned city drags down the whole alliance in KvK rankings.
- Read the alliance mail. Most rules and war plans go out there.
If you want more responsibility later, officers are usually picked from members who did all of the above for months. Ranks are earned with activity, not with power.
What to buy in the alliance store
Alliance credits come from helping and donating, so even small accounts earn plenty. The useful buys are the things that save you from losing troops or resources: teleports for moving with the alliance, peace shields for wars and long offline stretches, and speedups when you have nothing urgent. Buy teleports and shields before KvK, not during it, when you will need them right away. Our KvK guide lists what else to stock up on.
Leaders also keep an eye on who spends credits on decorations while the alliance is preparing for war, so buy the boring things first.
FAQ
How much does it cost to create an alliance in Rise of Kingdoms?
Creating an alliance costs 500 gems. Most players are better off joining an active alliance with territory.
What does alliance tech do?
Development tech boosts the economy everywhere, Territory tech applies inside alliance land, and War tech boosts troop attack, defense and rally capacity.
How many alliance helps can I get?
Your Alliance Center level plus 4, up to level 24. At Alliance Center 25 you can receive 30 helps per timer.
Why gather in alliance territory?
Gathering inside alliance territory is faster, guides measure about 25 percent, and it is safer for your marches.
What decides rally capacity?
The rally leader's Castle level, alliance tech and commander skills. The Castle needs Books of Covenant to upgrade.
What does R4 mean in Rise of Kingdoms?
R4 is an officer rank below the leader (R5). R4 members can kick members and repair burning alliance structures.
