Survival Guide - Dust Settles: Alliances
The purpose of an alliance is to provide you with an ability to join forces
with other players of the game to provide each other support, information, and
advice. Both useful and fun, you can share masteries
as well. You can join an existing alliance or create your own.
In order to join or create an alliance you must meet two requirements. First
your account must be validated. Second,
you must have a communications facility
constructed. Once you have met these requirements you can begin joining or creating
you have a comm facility you can submit
a request to join the alliance of your choice. You can find out what alliances
exist by clicking "Join" in the middle section of your bottom
bar. This will take you to a list of the current alliances in the game.
You can see the names, the leader, the number of members in the alliance, and
whether the alliance is accepting new members. You can click on the alliance
name to view their profile for more information. Many alliances will also post
in the forums to give any possible join
requirements, join incentives, and leader qualifications.
If you decide that the alliance you have joined is just not right for you for
some reason, you can leave. Just click the "Our Alliance" link in
the Alliance link section on your bottom
bar. On this page you will find a link that will allow you to leave the
alliance. You should then receive a message saying that you left. You can also
ask an owner or trusted member to remove you if you would like. At this point
you can join another alliance or branch out on your own for awhile. Just remember,
if you are getting the benefits of a mastery
because of the alliance, you will lose it once you leave.
Once you have a communications facility
constructed, you can create an alliance of your own if one doesn't exist, yet
or if you aren't interested in the ones that do. All you will need to do is
click "Create" at the bottom of the screen instead of "Join".
Here, you can begin filling out the information about your alliance. At the
very least your alliance needs a name, though a motto, description, and flag
are useful too. Once all of the fields are filled in the way you want them,
obviously motto, description, and flag can remain blank/unselected, you will
click "Create!" at the bottom of the screen.
There are only a few limitations to an alliance. You cannot have more than
10 members in an alliance at any time. Once you hit 10, you will no longer be
able to accept new members. Typically a message in the forums,
especially if you posted your alliance there in the first place, will be appreciated
for those members unable to join.
Once you have an active communications facility, you can see information about
other alliances. If you have not yet joined an alliance you will be able to
see what alliances exist by clicking "Join" on the bottom bar. This
will take you to a color coded list of alliances similar to what you see when
you visit the statistics page, though the alliances are not listed by rank.
Instead you will see the alliances' names, leader, number of members, and whether
they are accepting new members or not. By clicking on one of the alliances'
names you will be taken to that alliance's profile where you can find out more
information about them.
The alliance profile is just the alliance version of the player profile.
This is where you can find out some basic information about the alliance, such
as its name, motto, a description, their flag (if set), any allied or enemy
alliances, and the members of that alliance and their status. If you are not
a member or only a Standard member of an alliance, all you will see are these
features. If you are Trusted or Owner, you will have multiple options below
this information for adjusting things about your alliance. Trusted members can
adjust the motto, description, flag, and member acceptance status. They can
also add or remove members and add or remove alliances as either foes or allies.
Owners can do all of this as well as promoting a member to Trusted or demoting
them if necessary.
There are numerous benefits to being in an alliance. Beyond the fact that you
can share information and strategies among your members, you can also share
a few other things.
Alliance aid allows you to send aid between
camps in your alliance without having to pay a hefty tax to the Neutral
Exchange Camp. Of course, this does have its own problems. For one, you
cannot send alliance aid to a camp unless you have been in the alliance for
at least 24 real-time hours. After this, you will have to worry about the safety
of your caravan when they are sent out. The post-apocalyptic world is a dangerous
place, full of rogue, marauding camps and possible enemies of your alliance.
These camps will pose a threat to any aid caravan you send out. Your alliance
will need to keep a pool of army units and
weapons together ready to be sent as an
escort whenever you want to send aid to an ally. You will also need buses
and gas to move the resources between
camps. Use the "Escort Army" link on the bottom bar to get to the
page where you can donate troops, weapons, and vehicles to the alliance pool
to protect your caravans. This will be especially useful since alliances cannot
use the NEC's trade market to move goods
between one another. You can, of course, still buy and sell to non-allied camps
or use the merchant system to sell to
Because your camp can be frequently attacked
during the game, alliances can provide you a bit of protection. For one thing
they can provide you with aid to help your
camp recover after an attack. Also, any alliance members near your attacker's
score can pitch in their own power to
help exact a bit of revenge on the camp. Any of these things can often help ease the sting
of attack and can help stave off more, if your alliance is close-knit enough.
of the best things about being in an alliance is the shared benefits from masteries.
Each mastery achieved by a member of your alliance will be shared (to some extent
at least) with the other members of your alliance, so you can gain the benefits
provided by a mastery without getting it yourself. This means that by planning
and working together, your alliance can achieve and reap the benefits of every
mastery possible in the game, giving each of your camps a huge advantage towards
the middle and end of the round. Of course, if a person with a mastery leaves
the alliance, that mastery will no longer be shared among the other camps in
the alliance unless someone else happens to have mastered it as well. The same
goes for any benefits you might have been gaining if you leave an alliance.
If you have a shared mastery in your alliance (whether the mastery is yours
or not) the icon pictured above will be displayed just above the mid-section
of your screen. You will not receive the 100 extra turns from the Time Management
mastery if you do not achieve it yourself, nor will you gain any associated
production increase or construction abilities (like high level weapons or defensive
structures) if you don't do the research yourself. Check your Mastery page to
see which masteries are yours and which ones are gained through your alliance.
Alliance Messages and the alliance forums give you and your alliance
the ability to send messages and announcements to all members of your alliance
at once. This is very useful when trying to work out strategies and who will
be going for what mastery. You will find the alliance message link at the bottom
of the page, and you can reach the forums using the notification link on the right bar. Use the link inside the Alliance Message page to add your own
message if needed. The links for adding new threads and replies to the forums can be found inside the appropriate room or thread at the top or bottom of the main table. You will receive announcements of new alliance messages and forum posts on
the right-hand side of your screen.