Xterium Alliances
An alliance is a union of commanders who achieve more together: shared skills for everyone, a resource bank, diplomacy and faction choice. Together — the path to dominance in the galaxy.
with permissions
and wars
skills
to choose from
An alliance is a union of players bound by a common goal. Together you level up 29 shared skills (they apply to all members), accumulate resources in a common bank, conduct diplomacy and wars, and at creation you choose one of 3 factions with their own bonuses. A strong alliance shifts the balance of power in the Xterium universe.
What an alliance gives
By joining forces, members gain access to shared mechanics, bonuses and strategic advantages.
Ranks
The founder (Head) has all rights. The other ranks and their rights are CONFIGURED by the leader: ranks can be created and renamed, and each right toggled with checkboxes. Below is the default set.
Diplomacy and wars
Alliances build relations with each other. There are three kinds of treaty — each gives its own effects:
- Rules apply instantly; the pact is open-ended but can be broken at any time.
- You can see which allies are online.
- The “Hold” mission is available on an ally planet.
- You can transfer resources to an ally.
- Everything a normal union gives.
- Hidden — it is not shown in the alliance’s public info.
- Declared on another alliance and cannot be called off early. Schedule: a day of prep → 21 days of war → a 7-day truce after.
- During the war a single planet can be attacked up to 6 times per day (the normal limit is lifted).
- War points: 25% of the value of the enemy’s destroyed defense + 200% of the value of destroyed fleet (outside a declared war, defense gives half as much).
- Declaring costs 100 dark matter, doubling for each war already in progress. You cannot war an alliance 3× or more stronger or weaker.
Note: the “War” treaty is a diplomatic pact between two alliances. Don’t confuse it with the alliance-war tournament — a separate, constant competition among all alliances.
Alliance storage
The shared resource store of the alliance. It pays for level-ups, skills and the fraction, and gives newcomers a starting hand-out.
- Members deposit — once every 4 hours (metal, crystal, deuterium, dark matter, stellar ore).
- The deposit cooldown can be reset for 5 antimatter.
Resources only — no items are kept in storage.
- Pays for alliance level-ups, skills and the fraction.
- “Aid” — a newcomer is given metal, crystal and deuterium straight to their home planet. It is not one-time: aid can be given again, availability refreshes several times a day. The higher the newcomer’s level, the larger the aid; the amount is limited by the bank balance.
Who may use the storage is set by the “Alliance storage” right of a rank (by default — Head, Deputy and Treasurer).
Factions
On creation the alliance picks one of three fractions — it cannot be changed later. Each has its own focus; shared bonuses grow with the fraction level and are upgraded with stellar ore from storage.



Alliance skills
29 shared upgrades — they apply to every member at once. Skills are grouped into branches: each new branch unlocks as the alliance levels up (1–8). They are levelled with shared resources from the bank.
- Branches by level. A skill branch unlocks when the alliance reaches the matching level. There are 8 branches — from alliance level 1 to 8.
- One skill in a branch first. Until the chosen skill is maxed, you cannot pick a second skill in the same branch.
- Maxing unlocks the next bonus. Once a skill is maxed, another bonus in the branch opens up — but its per-level price rises sharply: ×100 metal for the 2nd bonus (×200 dark matter), ×200 (×400) for the 3rd, ×400 (×800) for the 4th.
- Where resources come from. Skills are paid from the shared alliance bank, filled by members' deposits: metal, crystal, deuterium, dark matter, star ore and science.
How to spend wisely: keep one skill per branch — then levels cost the base price (×1). As soon as a second skill in a branch is active, the levels of all skills in that branch get pricier — metal and crystal ×100, dark matter ×200, and steeper beyond. So it pays to go wide (one skill across different branches) rather than deep into a single branch.
Alliance growth
Up to 8 levels. Each holds more members, strengthens shared skills and opens a new branch. A member with the storage right can level the alliance up — if the storage holds enough resources and the team-experience requirement is met.
| Lvl | Members | Requirement | Skills | ||||
|---|---|---|---|---|---|---|---|
| 1 | 10 | — | — | — | — | — | +2 |
| 2 | 11 | 250k | — | — | — | Σ 80 | +3 |
| 3 | 13 | 1 m | 2.5k | — | — | Σ 210 | +4 |
| 4 | 15 | 4 m | 5k | 500 | — | Σ 400 | +4 |
| 5 | 17 | 16 m | 10k | 1k | 5 | Σ 650 | +4 |
| 6 | 19 | 64 m | 20k | 2k | 25 | Σ 960 | +4 |
| 7 | 21 | 260 m | 40k | 4k | 100 | Σ 1 330 | +4 |
| 8 | 23 | 1 bn | 100k | 10k | 500 | Σ 1 760 | +4 |
The requirement is the sum of all members’ player levels, not their count: e.g. for alliance level 8 the members must reach 1760 levels in total. M/C/D — metal, crystal and deuterium (each equally). All resources come from the shared storage.
More alliance features
What else an alliance can do, beyond skills, storage and the fraction.
Alliance in tournaments
The alliance takes part in team tournaments — points are gathered from all members. The "war of alliances" stands apart as a special team format.

