The group game.
Conquest Rising is winnable solo, but it's not designed for it. A well-organized alliance with funded members can shape an entire season. Whether you join one or found your own, this is how it works.
Joining an alliance
From the Alliance tab, you can browse all active alliances on the server, filter by tag or name, and request to join. Most alliances accept join requests after a brief review by an officer. Some are invite-only.
You can also redeem a private invite token if a recruiter sent you one. Once accepted, you join as a Recruit and get promoted to Member once leadership knows you're active.
The six roles
- Founder — created the alliance. Holds the keys: assigns and revokes roles, freezes treasury, declares alliance war, dissolves the alliance on exit. Becomes inactive after long absence and delegates automatically.
- Officer — invites members, approves join requests, manages roles below officer. Treasury access alongside the treasurer.
- Diplomat — proposes pacts with other countries and alliances, declares wars, brokers peace, reads diplomatic state.
- Treasurer — disburses aid to members, funds the war chest, unlocks treasury perks. Every disbursement is logged.
- Member — full alliance chat, full treasury read, member roster, ability to deposit to treasury. The default for active players.
- Recruit — probationary tier. Limited visibility until promoted. Don't take it personally; most alliances promote within days.
The treasury
The alliance treasury is a shared pool. Any member can deposit money, food, oil, military units, or spies into it. Treasurers and officers can disburse aid to specific members on demand — the typical use case is funding a member who got attacked and needs to rebuild fast.
The war chest
Separate from regular treasury, the war chest is funded specifically for active wars. When the alliance is at war, treasurers can disburse war-chest cash directly to frontline members to keep them fighting. Strong alliances pre-fund the war chest before declaring; weak ones wait until they're already losing.
Treasury perks
The alliance can unlock six perks at the treasury level: income boost, granary, refinery, forge, defense, and diplomacy. Each perk has tiered upgrades and a renewal cost. The effects apply to every member of the alliance and are visible to everyone. Perks turn a good alliance into a great one.
Alliance pacts
The five country-level pact types (defensive, offensive, intelligence, research, trade) have alliance-level counterparts. An alliance pact applies between every member of both sides. Two alliances with a defensive pact protect every one of each other's members from attack.
Alliance pacts have stricter slot limits than country pacts, so choose carefully. Research pacts share a fraction of generated points with every active partner across both alliances.
Trade pacts give bonus turns
Active trade pacts grant a small number of bonus usable turns per UTC day, per active trade partner. This is one of the highest-EV alliance moves — turn ally counts into permanent extra throughput for everyone on both sides.
Alliance war
Diplomats declare wars on other alliances. The war upkeep splits 50/50 between the declarer country and the declaring alliance's treasury. Combat between any member of either alliance applies the war bonus on both sides. Alliance wars have minimum durations and peace-pending timers, so they can't be turned on and off casually.
This is the highest-stakes mechanic in the game. A 20-versus-20 alliance war reshapes leaderboards. Pick your fights deliberately.
Channels and chat
Your alliance gets dedicated chat channels:
- Alliance channel — the main group chat for every member.
- Leadership channel — officers and above only.
- War rooms — auto-created per active alliance war, accessible to members of both sides.
Chat supports mentions, reactions, replies, edits, and deletes for your own messages. The ChatBanner on every screen previews the most recent messages from your primary channel so you don't miss anything while you play.
Founding your own
You can create an alliance from the Alliance tab once you have an active country. You pick the tag (2 to 8 characters), the name (2 to 80 characters), and the charter (up to 500 characters). You become the founder. From there, invite members, set roles, fund a treasury, and plan your season.