Alliance Tech Routes

Three research routes for three alliance roles — War-Competitive, Rally Spearhead, Economy & Rebuild — with the donation economy priced out.

The Codex

Pick the route that matches your role, not your ambitions

[P] Paper model

The live tree runs three branches — Development, Territory, and War — each a chain of passive techs gating capstone Alliance Skills (actives an R4/R5 fires on cooldown). Every route below obeys the same laws: depth beats breadth (never strand a 3/5 node), the empty-category rule (fill the lane your roster lacks), and the season clock (a buff that arrives after the fights it was for is a buff wasted).

Where alliance buffs land in your stack

Alliance troop bonuses are additive inside your category sums — so an alliance +5% attack is worth +5% real damage to a fresh member (T = 0) but only +2% to a spender at T = 150. A support alliance’s mid-game roster converts War-tree donations into MORE real combat power than the whale alliance gets from the same tech: the empty-category rule at roster scale, and the reason the Main route goes War-first.

Magnitudes are [C] — read the tooltip

Per-level percentages for War/Territory stat nodes are not reliably published: treat “I” nodes as ~1%/level and “II” tiers as the larger cumulative tier, and verify the live tooltip before committing credits. Known quirk: Cavalry/Siege Attack I are not actually enforced as prerequisites for Assembly Charge I.

Spending the 20 donations

[M] Confirmed

Every member gets 20 donation attempts, refreshing one per 30 minutes. Resource donations cost trivial personal RSS and pay ~100 Individual Credits each, with a chance of a 2–3× recharge on STARRED techs. Treat the 20-cap as a fixed daily budget: every attempt spent on a low-value node is one taken off the war chain.

  • Keep exactly ONE tech starred — stars concentrate the whole roster’s attempts and pay bonus credits.
  • Resources, not gems, for routine research: gem donation costs DOUBLE with every consecutive donation to the same tech (2, 4, 6, 8…).
  • Reserve gem-dumping for a genuine race — e.g. finishing Assembly Charge the week rallies start.
  • Alliance Help is the only zero-cost speedup in the game: it caps at 10,000 credits/day but keeps cutting timers past the cap — mandate help-pressing in alliance rules.
KvK 1 — Lost Kingdom

The season clock: when each tech pays

[C] Community

KvK1 runs Alliance Forts → Crusader Camps → kill/burn goals → Ancient Ruins → passes → Altars. Each chapter rewards a different lane of the tree — a buff that finishes after the fights it was for is a buff wasted:

KvK chapterTechs that pay here
Forts & crusader flags (early season)Building Durability I/II, Conqueror, Rapid March, Skillful Craftsman, Artisan’s Spirit
Ruins, passes & city fights (mid–late)Assembly Charge I/II, Unite As One, Fast Rally, the Attack/Defense tiers
Continuously, all seasonTroops Healing — quietly one of the season’s highest-value techs
Route A’s ordering is this clock read top to bottom; adjust the entry point to your ledger, never the ordering logic.
[C] Community
Fortress economics

Fortress 1 ≈ 0.9M alliance credits, Fortress 2 ≈ 4.5M, Fortress 3 ≈ 9M (before Architecture discounts) — and construction pays members up to 20,000 credits/day. Research Architecture before the fort-building chapter, and slow-build structures so more members bank construction credits.

The tree, surveyed live

Tech / SkillBranchEffect
Together We Rise5 levels
development
Raises the time each Alliance Help removes; at max, the per-help floor rises from 1 to 3 minutes.
Great Alliance I/III: 5 levels · II: 10 levels
development
Raises the member cap (flags also add 1 slot per 10 built).
Troops Healinglevels
development
Members' troop healing speed — the attrition-war tech.Quietly one of the season's highest-value techs.
Fully Loaded / Nature's Gift
Alliance Skill
capstones
development
Active gathering boost (8 h) / active resource-point summon.Nature's Gift is disabled inside the Lost Kingdom (1.0.39) — skip for KvK.
Rapid March I/II · Territory Guardian I/III: 5 · II: 10
territory
March speed / troop attack inside alliance territory.
Building Durability I/II · ConquerorI: 5 · II: 10
territory
Allied structures resist burning longer / enemy structures burn faster.Pays at the KvK fort-and-flag chapters.
Flag Quantity · Architecture · Artisan's Spirit · Storehouse Expansionlevels
territory
Flag cap / cheaper alliance builds / faster flag construction / bigger alliance storage.
Unbridled Progress / Skillful Craftsman
Alliance Skill
capstones
territory
Active: +damage to neutrals & march speed / active: greatly accelerated flag construction.
Inf/Arch/Cav/Siege Attack & Defense I, III: 5 · II: 10
war
Troop attack / defense by type; II tiers sit behind Books & Battles.Magnitudes ~1%/level for I tiers [C]; verify live tooltip.
Assembly Charge I/II · Fast Rally · Unite As Onelevels
war
Rallied-troop march speed / shorter rally prep / larger rally capacity vs. cities.
Books & Battles / Counteroffensive
Alliance Skill
capstones
war
Commander EXP + troop attack (gates Tier-2 attack techs) / active alliance-wide shield + defense.

The three routes

Route A

War-Competitive

MAIN
[P] Paper model
For
Top-3 support alliance entering KvK; the paper's default recommendation.
Prioritises
War stats + rally speed/capacity, structure durability, healing.
Trades away
Gathering & flag-count economy until post-season.
Growth
1

A0 — Finish what is in flight (pre-war week)

Fully Loaded → 5/5; City Construction II, Technology Research II, Regular Army II, Talented Commander II → 10/10. Bank the compounding economy base while the season is still in prep — never strand a 3/5 node (Theorem 9).

KvK 1 — Lost Kingdom
KvK 2–3
Season of Conquest
2

A1 — War tree, the empty category

Inf/Arch/Cav Attack I → 5/5 (Siege only as the nominal gate) → Assembly Charge I → all four Defense I → Books & Battles → Inf/Arch/Cav Attack II → Assembly Charge II → Inf/Arch/Cav Defense II → Fast Rally + Unite As One → Counteroffensive.

KvK 1 — Lost Kingdom
3

A2 — Territory, parallel minor stream

Building Durability I/II + Conqueror (fort/flag wars) → Rapid March I/II + Territory Guardian I/II → Flag Quantity only to actual crusader-flag need → Skillful Craftsman / Artisan's Spirit for the fort-building chapters. Durability/Conqueror/Rapid March pay at the fort-and-flag chapters; Assembly Charge, Unite As One and Fast Rally pay once ruins, passes, and city fights dominate.

KvK 1 — Lost Kingdom
KvK 2–3
Season of Conquest
4

A3 — Development remainder

Great Alliance II (standing passive star), Troops Healing to max (quietly one of the season's highest-value techs), gathering nodes last; skip Nature's Gift for KvK — it is disabled inside the Lost Kingdom.

Route B

Rally Spearhead

[P] Paper model
For
The coalition's #1 main alliance, whose rallies must land first and hit hardest.
Prioritises
Assembly Charge, Attack tiers, Unite As One, Conqueror — offense-first.
Trades away
Defense tiers and Durability arrive later; riskier garrisons.
1

A0 as Route A, then the offense chain

Assembly Charge I → Attack I set → Books & Battles → Attack II set → Unite As One + Fast Rally → Assembly Charge II before any Defense tier.

2

Territory: race gear

Conqueror before Durability, and Skillful Craftsman early for the flag race.

3

The explicit trade

Garrisons and reinforcement anchors run thinner for the first half of the season — acceptable only because the support alliances (on Route A) carry the defensive lane. A coalition where every alliance runs Route B has no one holding the line; complementary routes across the coalition are the empty-category rule at coalition scale.

Route C

Economy & Rebuild

[P] Paper model
For
Off-season, post-KvK reset, or a farming/feeder alliance.
Prioritises
Development tree, gathering, member cap, help economy.
Trades away
War readiness — do not enter a season on this route.
1

Development first and deep

Together We Rise and Great Alliance II maxed — member capacity and the help economy compound longest.

2

Gathering & healing

Gathering II set, then Troops Healing.

3

Territory economy

Architecture, Storehouse Expansion, Artisan's Spirit — leaving War for the next pre-season window. This is the correct route exactly when the season clock says fighting is not imminent, and the wrong one the moment it is.

The alliance economy’s price list

Tech donation attempts
[M] Confirmed

20 per member, refreshing 1 per 30 min; resource donations cost trivial personal RSS; each donation pays ~100 Individual Credits with a chance of 2-3x recharge on starred techs.

Play it: Treat the 20-cap as a fixed daily budget: every attempt on a low-value node is one off the war chain. Starred techs pay more — keep exactly one star.

Gem donations
[M] Confirmed

Cost doubles with every consecutive donation to the same tech (2, 4, 6, 8… pattern per item).

Play it: Resources, not gems, for routine research; reserve gem-dumping for a genuine race (e.g. finishing Assembly Charge the week rallies start).

Alliance Help
[M] Confirmed

Free; caps at 10,000 individual credits/day, but keeps cutting timers past the cap; with Together We Rise maxed each press removes up to 3 minutes.

Play it: Mandate help-pressing in alliance rules — it is the only zero-cost speedup in the game.

Alliance Fortresses
[C] Community

Fortress 1 ≈ 0.9M alliance credits; Fortress 2 ≈ 4.5M; Fortress 3 ≈ 9M (before Architecture discounts). Construction pays members up to 20,000 credits/day.

Play it: Research Architecture before the KvK fort-building chapter; slow-build structures so more members bank construction credits.

Alliance Shop (individual credits)
[M] Confirmed

Stocked by officers from alliance credits; members buy with individual credits.

Play it: Pre-KvK stock order: Territorial/Targeted Teleports → healing speedups → universal speedups → Peace Shields.

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