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A coalition is a team of planets. Members can send troops to defend each other, and plan strikes where their fleets land together.

Founding a coalition

On the Coalition deck, tap Start one.
  • You need production level 5: your Dust Reactor at level 5.
  • Pick a coalition name of up to 32 characters. Names are first come, first served.
  • You become the coalition’s Leader.
Starting one is free. A planet already in a coalition can’t start another.

Joining

On the Coalition deck, choose Or ask to join one and pick a coalition. Your request shows as Request sent until the Leader approves it. You can withdraw it before then.
  • There’s no level requirement to join.
  • A coalition holds up to 500 members.
  • A planet can be in one coalition at a time.
  • Joining always starts with a request from the Commander who wants in. The Leader can’t invite you.

The Leader

The Commander who starts a coalition is its Leader. Only the Leader can:
  • approve requests to join;
  • remove a member (but not themselves).
The Leader’s seat can’t be handed over. If the Leader leaves, the seat doesn’t pass to anyone: the coalition still names the old Leader’s world. Leaders, think before you leave.

Leaving

Any member can leave at any time, for free.

Reinforcements

You can send troops to defend a coalition-mate’s world. On the Galaxy chart, tap their world and choose Reinforce. It’s free.
  • While they fly, they’re on your upkeep.
  • When they land, the host’s RHEA takes them in, and the host pays their upkeep from then on.
  • A world can host up to 16 groups of reinforcements.
  • They defend alongside the host’s own troops, each group with its own species’ bonus.
  • When RHEA defends the host, their numbers are declared with the host’s garrison, and they take the same share of losses.
Reinforcements can’t be brought home. Once they land, they stay with the host.

Coalition-mates can still attack you

A coalition doesn’t stop its own members from attacking each other by hand. Only the campaign planner refuses to target a coalition-mate.

The campaign planner

The campaign planner is a premium tool for coalition strikes: several fleets that land on one target at the same moment and fight as one battle. See combined attacks.

Plan a strike

Tap Plan a strike, then choose a target, a landing time, and Raid or Assault. Your plan becomes an operation with a codename, such as Operation Ember.
  • Any Commander with premium can plan one, in a coalition or alone. As the app says: “No coalition yet: you can still plan a strike alone.”
  • The target can’t be a coalition-mate.
  • The earliest landing time is your fleet’s travel time plus a few minutes for RHEA to send the order. There’s no latest.

Join with my fleet

Coalition-mates with premium can tap Join with my fleet.
  • An operation takes up to 13 fleets, one per Commander. The screen shows how many of the 13 have joined.
  • Ordinary attacks landing on the same target at the same moment, in the same mode, use up places from the 13 too.
  • An operation planned by a Commander with no coalition can’t be joined.

How it fires

Each fleet leaves on its own clock, timed so that every fleet lands together.
  • Your troops stay home, defending, until RHEA sends your order. She sends it a few minutes before your fleet has to leave: about 5 minutes 40 seconds.
  • RHEA checks your troops when you plan and when you join, but nothing is set aside. Keep enough at home until your fleet goes.
  • If a battle is landing on your own planet when it’s time to go, RHEA holds your fleet.
  • You see your own fleet in an operation, never an ally’s: “Their fleet is theirs to know.”

Changing plans

  • Stand my fleet down takes your fleet out, as long as it hasn’t left.
  • The Commander who planned the operation can Call it off. Fleets still at home stand down, but a fleet already away keeps going.
  • If your premium ends, your fleets that haven’t left drop out.