Kampfinsel

Kampfinsel Handbook — How to Play & Wiki

Alliances

An alliance with a sleeping founder is a sinking ship with a dead helmsman.

TL;DR: Alliances are at the heart of the social experience.

- Found or join an alliance and cooperate with others

- Ranks and permissions control who can do what

- Treasury and buff systems reward collective investment


Joining an Alliance #

Alliances consist of up to thirty players by default, united under the leadership of an admiral. The member cap can be raised through collective treasury investments. You can:

You can browse all active alliances in the Alliance Directory -- accessible via the "Community" section of the navigation. Each alliance shows its member count and a brief profile, so you can find a group that matches your playstyle before you apply.

Each alliance can declare a preferred language -- German, English, or the globe symbol for general (open to all languages). When creating or editing an alliance you choose one of these three options. In the directory you can filter by language to find alliances that match your preferred play language.

As a member you gain access to the alliance chat, see the message of the day (MOTD) and can participate in collective projects like the treasury.

Among yourselves you are safe: members of the same alliance can neither attack nor colonize one another -- the same protection a treaty grants towards an allied alliance. Only rudderless and abandoned islands stay free -- they are open to the whole world, your own alliance included. Scouting, trade and dispatching reinforcements between members remain fully possible. Fleets already sent are no longer stopped by the rule, and whoever truly means to turn on a member must first leave the alliance or be thrown out of it.

Sleeping comrades. There is one exception: whoever has taken no action for longer than a week and no longer stands under newbie protection is as open to their own comrades as to outsiders -- attacks are possible, secondary islands can be taken over. The main island cannot be taken over; it can very well be plundered, though. So that this never happens by accident, the fleet form demands an explicit confirmation before every such departure, naming the comrade, their days without action and the kind of island. Active comrades stay protected, and so does anyone on holiday. And what has been taken stays taken: there is no return -- whoever comes back only learns from their welcome message who took which island.

Ranks and Permissions #

Every alliance has a rank hierarchy with different permissions:

Permissions govern who may invite members, who can edit the MOTD, who may access the treasury, and much more. The admiral can rename ranks and adjust their rights.

Whoever may invite members also hears about new applications: when someone applies to the alliance, the admiral and every rank with the invite right get a notice in the Harbour Messengers bell. If you would rather not, switch off the "Application to my alliance" row in the Dispatch Office of your settings.

The Captains' Council #

When the admiral falls silent, the council raises its voice.

The Captains' Council is a voting system that lets the alliance decide diplomatic relations and -- in an emergency -- remove its admiral. Every member who is active -- neither banned nor scheduled for deletion -- may vote. Each eligible member has one vote.

Diplomacy Votes #

The council can decide diplomatic relations with another alliance: forge or lift an alliance, enter a non-aggression pact, or declare war.

The council is an additional path, mainly for members without the diplomacy permission. The admiral -- and any rank he grants the diplomacy permission -- can also act without a vote, cancel an open vote, and dissolve an existing relation. Whether a treaty comes about at once, however, is not for one alliance to decide alone: where treaties are confirmed by both sides, a decision on an alliance or a non-aggression pact first becomes nothing more than a treaty proposal to the other alliance -- it only holds once they accept. How to tell: if the diplomacy page lists incoming and outgoing proposals and treaties carry the "Confirmed" mark, the mutual-consent rule applies. A declaration of war, by contrast, never needs the other side's consent.

Mutiny #

A mutiny removes the admiral and names a successor. It is the only council vote that any member may start -- regardless of rank.

While a vote on the admiralty is open, kicking members, disbanding the alliance, and transferring the admiralty are locked.

Helmsman Election #

If an alliance loses its admiral, the highest-ranked active member is installed at once as caretaker admiral, and an automatic successor election runs for 3 days. The candidate with the most votes wins; ties are broken by the higher score. If only one eligible member remains, that member is simply installed.

When a Pact Breaks #

An alliance or a non-aggression pact can be dissolved at any time -- openly, honourably and without a stain on your name. Where treaties are confirmed by both sides, however, a cancellation is followed by a short mutual attack ban: both sides have to cool off before they may fall upon each other. Fleets already dispatched are no longer stopped by it. Whoever instead breaks an existing peace and declares war on their own treaty partner leaves a lasting, public trace.

Every alliance profile keeps a Diplomacy Chronicle: who was allied with whom, which pacts ended, and how a war began. Whoever breaks a peace of their own accord also wears the Oathbreaker Seal there for a while -- plainly visible to anyone who opens the profile. The seal fades again; the chronicle stays.

A war of retaliation against someone who struck first does not count as a breach -- only the side that broke the peace itself is marked. So if you mean to part ways with a partner, cancel the treaty before you draw your swords.

War, Armistice and War Chronicle #

If your diplomacy page lists ongoing wars, a declaration of war is more than a line in a profile: it draws a War Arc. From the declaration on, the battles between the two alliances are scored and condensed into war points. What counts are victories against equal or stronger opponents -- rolling over far weaker ones gathers almost nothing.

While the war runs, only the two alliances involved see the standing. From the outside it cannot be viewed, and whoever does not fight in it does not follow its course.

A war ends in four ways: by a clear lead held long enough; by exhaustion when the war deadline expires -- then whoever is ahead wins, otherwise it ends in a draw; by an armistice both sides want; or when one of the alliances disbands. Either side may offer an armistice, but the war only ends once the other accepts. Afterwards an attack ban binds the members of both sides for a while, so the peace does not break again within the hour.

Once a war is over it receives a War Chronicle: a public closing record naming both alliances, the outcome and the best fighters of each side. Anyone may read it and it stays -- the running war belonged to those who fought it, its ending belongs to the world.

Chat and Message of the Day #

The alliance hall is the central meeting place. Here you find:

The Pinboard #

Unlike the message of the day, which carries a single line, the pinboard holds up to ten lasting notes — agreements, rules, target lists: everything that would otherwise scroll out of sight in the chat after a few days. Every note has a title and a body; simple emphasis and links are allowed inside.

Every member may read it. Pinning, editing, reordering and removing notes belongs to whoever holds the "Write alliance MOTD" permission — the same right that sets the message of the day, not an extra one. When the pinboard is full, an old note has to give way before a new one fits.

The alliance hall shows a short version with the topmost titles and a link to the full pinboard. So that nobody misses a fresh announcement, every newly pinned note also leaves a system line in the alliance chat; later edits to a note stay silent.

The Alliance Alarm Board #

Ten pairs of eyes see more than one — when they look at the same board.

The Alliance Alarm Board gathers every incoming attack and colonization fleet against your members' islands onto one shared board — the soonest arrival first. That way a single person can keep an eye on the situation and assess it, instead of ten members going through the same warnings one by one. You reach the board via the alliance.

The leadership — the admiral and ranks with permission — can mark each incoming fleet with a note: "Suspected fake" for a presumed feint, or "Real attack" for a serious threat. These notes are the leadership's assessment and change nothing about a member's own attack warning — they only help the alliance prioritize together.

The board shows only what is current: incoming attacks, no history and no other fleet movements. When nothing is inbound, it stays empty.

If you would rather not share your incoming attacks with the alliance, you quietly opt out of the board in your settings — by default you share them. You can opt out at any time, and it is visible to no one.

The Treasury #

The alliance treasury is a shared resource pool:

All transactions are transparent and visible to all members in the audit log.

Care Packages #

What the detour through the treasury cannot do goes straight from quay to quay: you pack a care package from the warehouse of one of your islands and send it to a member of your alliance. The package travels as a real trade run — it binds your trade ships and takes its time — and both sides need a harbor for it. It waits on the recipient's quay until they open it; only then do they see what is inside, and on opening a little extra is added, so more arrives than you packed. If a package sits unopened for too long, its contents return to you — the extra is forfeited. How much fits into one package is bounded above and below. You will find the packages in the alliance.

Support. After a heavy defeat at sea you may allow your alliance to learn of it with a single click: the battle report then carries a short question, and only if you say yes does your name appear in the alliance under "Support wanted". Say no, or say nothing, and nobody learns anything; you are asked only once per report, and an entry stays up for 72 hours. Comrades see there where a package can go — a package sent to such an entry is marked as a support package. What is weighed are the ships sunk: a purely land defeat does not trigger support.

Alliance Buff #

Every alliance can activate a buff that grants all members a bonus. There are three categories:

The buff strength depends on the collective statue levels across member islands. The higher the statues, the stronger the bonus for everyone. The category can only be changed after a cooldown period.

How to awaken the first blessing: Once five members of your alliance have each raised a statue (level 1 or higher) on their main island, the first buff level unlocks. Important: this means five members each with their own statue -- not five statues on a single island. The buff does not apply instantly but with the next recalculation; usually you will feel it within a day, in large alliances it can take a few days until every island carries the new level. And: an alliance with fewer than five members stays unblessed -- no matter how high the individual statues reach.

What lies beyond that, no archive has ever recorded. Five raised statues are enough for the Ancients to send a first sign; which deeper favor of the star-reader awakens the levels that follow remains a riddle of the sea. Some pacts claim to have fathomed it. Build, observe, exchange word with other alliances -- and find out for yourselves what else the Watchers of the Ocean reward.

Strategy #

Loyalty Timer and Reinforcements #

Players who join an alliance cannot immediately exchange reinforcements with the new members -- a loyalty timer applies (default: 24h). When a player leaves or is kicked, their stationed reinforcements are automatically recalled. Details on the Dispatch mission: chapter "Fleet Dispatch".

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