An alliance is made up of one or more players and allows them to pool their resources to gain access to special features such as improved strength to their Units and Obstacles through the access to some Boosts, gaining more resources by participating in some in-game Events and other things. Players in an alliance also socialize and compete as a group against other alliances.
To join an alliance, a player needs to have an Alliance Tower, which, unlike all other towers, costs Gems to build and upgrade.
Alliance Information[]
Public Infomation[]
Each alliance has a name and an emblem. While the leader can redesign the emblem at any time, the name cannot be changed. All alliance members have both the alliance name and emblem displayed next to their names whenever they present to others (in Leaderboards, the list of recent attackers, favorites, etc).
Some information about an alliance can be seen on its info page which is accessible from the alliance leaderboard or a player’s page. Publicly available information includes:
- One or two flags to indicate the language spoken in the alliance or the country where the alliance is located
- Number of members
- Rank on the Alliance Leaderboard
- Membership Policy
- Gold Bonus
- Combined Trophies of all members
- Alliance Level
- Tax Bonus
The members' list can also be accessed from the alliance page.
Private Information[]
In the Alliance Members' list, players can see who is online indicated by a green light next to their name and how much Gold members have donated so far. Donations made with real money are announced by a message in every member's mailbox.
Moreover, it's possible to check how long ago they have been online, with colored text near their online status. The text color changes the longer a member hasn't connected to the game. If a member does not play the game for 7 days, they become inactive.
Online Status | Text Examples |
---|---|
Less than 1 day | 19h 40m |
More than 1 day | 1d 3h 5m |
More than 2 days | 2d 10h 30m |
More than 7 days (Inactive) | 7d 1h 28m |
Boosts[]
The main benefit of joining an alliance is to have access to all types of Boosts available for its level. They increase the strength of your offense and defense.
- Elite and Pro Boosts are strictly related to the alliance level.
- War Boosts change according to the War Season and their level is related only to the war Tier the Alliance joined.
- Conquest Boosts level, like the War Boosts, are instead related to the Conquest Tier.
In the collapsed table below there are listed the Elite and Pro Boosts unlockable per alliance level.
ELITE AND PRO BOOSTS | |
---|---|
Elite and Pro Boosts | Alliance Level |
Blazing Knight | 3 |
Poison Arrow Tower | 5 |
Power Archer | 6 |
Tough Barricade | 10 |
Holy Paladin | 11 |
Iceblast Tower Unholy Paladin |
12 |
Frost Trap | 13 |
Ascension Archer | 14 |
Stunning Ogre | 15 |
Box of Shocks | 16 |
Winter Wraith Tainted Love |
18 |
Range Bomber | 19 |
Mass Hysteria | 20 |
Storm Cannon Firestarter |
21 |
Lava Fountain | 24 |
Raging Wolf | 28 |
Megargoyle | 32 |
Uberblaster | 33 |
Monstrous Mortar | 41 |
Cobra Cauldron | 49 |
Cursed Cenotaph | 51 |
Mad Monk | 56 |
Tempest Tower | 57 |
Deathly Detonator | 66 |
Witch Doctor | 67 |
Tribe Leader | 70 |
Medusa's Gaze | 71 |
Demolisher | 72 |
Cost of Alliance Levels[]
Every Alliance can be upgraded up to level 80 and Gold is the only currency required to level it up. Once an alliance reaches the gold required a button will appear near the usual "donation of gold" for asking you to level it up. If extra gold is donated once the gold bar is full, it won't be wasted but can be used to skip multiple levels if leader and Generals decide to do so.
Gold Bonus[]
The gold in the alliance’s treasury comes from its members. Every member can donate once every 24 hours (unless with an activated Donation Token). The donated amount depends on the level of their alliance tower. Regardless of the tower’s level, larger donations can be made by spending real money. Members can also buy Elite Boosts directly, which often requires a bigger donation that can only be made by spending real money.
Advantages and Mechanisms[]
An advantage of being in an alliance is the permanent gold bonus it provides for its members. A minimum of 5% is always provided, regardless of level, which makes any alliance better than none.
The size of the gold bonus depends on the combined Trophy Count of all members. To increase this number, grow the alliance by recruiting new members.
The number of players that an alliance can have is limited. The limit depends on the alliance’s level and is capped at 65.
To increase the alliance’s level, gold is needed. It is pooled in the alliance’s treasury. When there is enough, the leader can spend it on an immediate upgrade.
With higher alliance levels, new Elite Boosts or additional levels for existing ones are unlocked. When bought, these boosts improve units or defensive structures for a limited time and can be extended with more Gold. Just like upgrades, Elite Boosts can be bought from the gold of the alliance’s treasury.
Tax Bonus[]
Tax Bonus is a bonus given to the whole alliance that allows donating more Gold for any kind of donations you do:
- Daily donations;
- Real Money donations;
- Gems donations;
The max tax bonus is 30% and you can increase the bonus by joining higher War Tiers. Tax Bonus can be increased furthermore by acquiring the Season Pass which adds 1% extra for each player who buys the Pass and lasts for the entire duration of the Season. Tax Bonus can also be increased through some in-game events, for example, the Alliance Party event which increases the tax bonus of a minimum of 40% for all alliance members.
Tax Bonus | War Tier Required |
---|---|
1% | War Tier 1 - Frantic Footsoldiers |
3% | War Tier 2 - Fierce Footsoldiers |
5% | War Tier 3 - Swift Sellswords |
7% | War Tier 4 - Savage Sellswords |
10% | War Tier 5 - Mad Militia |
15% | War Tier 6 - Merciless Militia |
20% | War Tier 7 - Chivalrous Champions |
25% | War Tier 8 - Chosen Champions |
30% | War Tier 9 - Warlords |
Membership Policy[]
Every alliance has one of the following three membership policies:
In any case, there’s no more communication involved and no option to include any kind of message in invitations or applications. The whole process works by tapping a few buttons and without any personal communication.
Founding a new Alliance[]
Every player who has an alliance tower can create an alliance. The player automatically becomes the alliance’s leader after deciding on the alliance’s name and investing 50,000 Gold.
Finding Members for an Alliance[]
When selecting new members for an alliance, there are two things a leader can look for: trophy count and the size of the player’s donations. The latter is indicated on a player’s page where it says “donates 50k”, for example.
The leader of an alliance can invite most players. As long as they have an alliance tower and don’t have invitations blocked they can be invited, even if they’re already in another alliance.
At lower levels, it can be hard to find suitable members for a new alliance since not everyone has an alliance tower. In this case, it can be helpful to look at the people competing in the same league. Most active players have built the tower.
Member Roles[]
There are 4 types of alliance members roles: soldier, sergeant, general and leader. Below here it's listed a quick sum-up of what each role does.
- build and upgrade Conquest Watchtowers
- assign Conquest Troops
- declare Conquest Wars
- issue Conquest Orders to Soldiers
- can only promote and demote players up to the rank "Sergeant"
- can only give Conquest Orders to players up to the rank "Sergeant"
If you don’t log into your game for 7 days, your account’s status will be set to “inactive”. Inactive accounts no longer show up on the leaderboards or for matchmaking purposes.
They will remain a member of the Alliance that they were a part of but will be marked as inactive for the other members. If your account was the leader of your alliance, leadership will be automatically transferred to the general that has been a member of your alliance the longest. Your account will also stay visible for players who favorited them.
You can reactivate your account at any point by simply logging in again.
Alliance Social Interactions[]
As a game, Royal Revolt 2 is designed for every player to be played by him or herself. Before alliances, there was no way to interact with other players in any way but to attack them. With alliances, the game now tentatively offers some features to socialize. Players within an alliance can now use a chat to communicate directly. They also share the common goal to strengthen the alliance to reap its benefits.
The social aspect remains very limited, even within an alliance. The leader and his/her generals are the only ones who can decide anything and everyone else just contributing gold, coordination isn’t needed and the chat itself has little purpose. Communication with new members is also handled impersonally without any real communication between players.
With little need and possibilities to communicate, alliances are often rather impersonal arrangements. This only changes if its members either know each other outside the game as well or make an active effort to socialize.
However, some alliances do have strong social bonds between members, especially the leader and generals.
Alliance Game Theory[]
Since the social aspect is often negligible, it’s possible to focus on every player’s self-interest and analyze alliances from the perspective of game theory.
Incentives[]
Alliances offer two basic benefits to their members: Gold Bonus and Boosts. The Gold Bonus depends on the combined number of members’ trophies. This number depends on the trophies of the individual members, but also on the number of members, which depends on the alliance’s level.
Boosts (Elite and Pro) also depend on the alliance’s level. Both leveling and Boosts depend on the alliance’s ability to raise gold. Members with more trophies are likely to be more active, have better alliance towers, and be more willing to spend real money on donations.
For players, this translates into the goal to be in an alliance with as many trophies as possible. Players have the incentive to always join the best possible alliance.
Alliances, represented by their leader, share the same goal. Their incentive is to maximize the alliance’s trophy count by selecting the best players for the alliance.
Alliance Dynamics[]
In theory, players would have to change alliances whenever there is a chance to trade up. However, most of the higher-up alliances cannot be joined without invitation or application. Before a player can apply to a new alliance, it‘s necessary to leave the old one first. Until the application is accepted or rejected, the player is without an alliance. This makes switching alliances risky and outweighs the benefits of a small improvement like a 1% higher gold bonus or 1-2 more levels for beasts.
In practice, this means that most of the initiative lies with alliance leaders. They can invite new members even if they’ve already joined other alliances, as long as a player hasn’t disabled invitations. They can even invite more players than there is room left, minimizing their own risk. Still, they need to make the room as otherwise, players can’t join.
To make room for new players, leaders can resort to firing weaker players from the alliance. With one or more spots unfilled until new members join, the alliance is a little weaker, but the effect is rather negligible.
A limiting factor for any alliance is its leader. While weaker members can be exchanged for stronger ones, the leader’s spot is taken.
Equilibrium[]
As both players and alliances try to trade up, there is a theoretical point where things are more or less stable. This would be when the top players are all in the first alliance, then the next best players in the second one, and so on. However, this stability would only last until an alliance reaches the next level, making room for another player. It would then invite the top player from the next alliance, who would leave a free spot there – and so on.
Game Theory vs. Practice[]
Several aspects are speaking to the point that this is just theory. Not all alliances operate without any solidarity between members and not every player is invested in seeking the best possible alliance all the time.
Since the player’s trophy counts change constantly, a stable condition cannot be reached. Besides, trophies aren’t everything and a player making big donations is valuable to the alliance as well. Spending real money is also a factor by which an alliance can grow past others.
Still, at the top of the leaderboards, things are rather stable. While little changes in the leaderboards are to be expected, it’s unlikely that big changes in the top 10 alliances happen overnight. As players continue to have the incentive to join the highest alliance possible, the highest alliances can attract the best players and therefore keep their position. Even though it’s not as perfect as in theory, some sort of equilibrium has been reached.
Boosts Costs[]
The costs of all Boosts (Elite, Pro, War, Conquest) are calculated in this way:
[Base Cost + (Cost per Alliance Level * Your Alliance Level)] = Boost Price
Costs for Elite, War, and Pro Boosts have been changed. The values for Base Cost and Cost per Alliance level are currently unknown. |
All items (8)