Welcome to The Players' Guide, written by the most experienced players of Alliances at War to ensure that you will receive expert advice tailored to help you learn and master this wonderful game. This guide intends to explain the basics of the game in such a way that it is easy to grasp. If you want more detailed information, go to the ORKFiA Wiki .
Alliances at War is a fast browser based strategy game, developed and maintained by its players. It is text based and situated in a fantasy world called "Orkfia", a world inspired by Tolkien's Middle Earth. Alongside other players in your alliance you will war other alliances for dominance. The combination of tribe management, strategy and war is the ultimate challenge in Alliances at War.
In 2001, some players grew tired of a browser based game they had played for some time. It was too slow for their taste and was being ruined by advertisements and decision-making that more often worked against them rather than for them. Instead of suffering in silence, they created their own ideal game and called it ORKFiA. It was much faster (some called it a four-hour game), it was free from advertising and everyone was welcome to form alliances with whoever they wanted.
In Alliances at War, time moves on. This means that you cannot improve your tribe indefinitely like you would an rpg character; at some point, your leader will die and your tribe will be shattered. This happens every 6 weeks when your tribe leader reaches the age of 100. This creates a sort of cycle in which alliances continually have to put up a fight to emerge victorious.
Choose a race that fits you from the races and you are ready to go.
If you die of age at the age of 100, you will restart your tribe with heritage - a bonus to land, money and fame - based on the success of your previous tribe. However, if your tribe is destroyed by other players you will not receive anything.
The Code of Conduct was created by players and contains the rules enforced in Alliances at War.
Alliances at War is completely free to play as dedicated players sponsor this game. Sponsoring the game does not yield any bonuses. Neither is it possible to gain an advantage through microtransactions. Alliances at War is free in the classical sense.
Neither is this game sponsored by advertisments. So you do not even pay indirectly with your personal information. Alliances at War offers a thrilling and finished experience, created by the players who can directly affect the content of the game (see the quote below).
Alliances at War has a friendly community eager to help new players. The first place where you will meet other players is in your alliance. (Remember to say "hello" to your friends in there!) Players can also interact with people outside their own alliance through the World Forum (available in game) and the #orkfia IRC-channel (located at the netgamers.org server). We hope to see you soon!
"I started to play this game when I was fourteen years old and never quit. As I grew older I found my way into staff and never stopped helping out there either. This counts for many you find in Staff. We are people who play the game and are dedicated to improving it. If you wish to help us improve the game we would be glad to accept your help. Alliances at War allows you to influence the future of the game regardless of the amount of effort you wish to put into it. If you are really eager to help, you can join the staff and be involved directly in developing the game, its graphics and its story, help new players, enforce the Code of Conduct, or help players with technical difficulties. If you are more into occasionally suggesting improvements, that is possible too, and rest assured that Staff will respond to your ideas. If you do not care about improving the game but only about bugs and errors, no matter how small, you can report those too and Staff will work on it."
When your tribe is protected it is impossible for other players to act aggressively towards your tribe. Neither can you act aggressively towards other players. It is the ideal time to build up your tribe and defenses. You are only in protection when your tribe is very new or when your tribe is paused.
If your tribe is new, you start with a set number of military units based on your race, as well as goods and barren acres that you can build as you choose. Both military training and construction is instantaneous while your tribe is in protection. Note that barracks will not reduce costs while in protection. A good start improves your chances later on, so choose well. When you are happy with your tribe, click one the Start Now buttons found on the "Tribe", "Construction" and "Military Training" pages.
If your tribe has died of age, you do not receive starting military. Instead, you'll receive goods, barren, acres and fame based on your former life.
Your first actions when you start with heritage should be:
Each twelve months (twice a day) your alliance receives points based on their place on the power ranking. At the end of the age, the alliance with most points is declared the winner.
Power is gained in war. Harming the alliance you are at war with yields power. Power gained is lost after 40 years (20 days).
War is declared if you have been harming another alliance a lot, or if they have been harming your alliance a lot, or both. The thievery operation Diplomacy tells you how close to war you are.
You get more points the higher you are ranked on the land and power rankings. Below, you can see exactly how many points you will get for your position on each of these two rankings.
| Position | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Points | 25 | 18 | 15 | 12 | 10 | 8 | 6 | 4 | 2 | 1 |
Example: if you're 1st in land and power you gain 50 points every 12 hours. If you're 1st in power but 5th in land, you gain 35 points every 12 hours.
Constructing different buildings (there are 14) is one of the basic actions in Alliances at War, and one of the first you will perform. Remember: not only can you construct buildings on barren acres, you can also demolish buildings at the Demolition page. Perfecting your build strategy and customizing it for every possible situation may well give you the advantage you need against your many enemies. Every building is vulnerable to aggressive destruction in some way, though a building type like homes tends to be targeted more frequently than other types. To aid you we have compiled a couple of standard builds used by most players and alliances.
This is an ideal build for growing safely if your alliance is not at war.
It is also possible to run academies instead. However, this often requires 25% academies to be really worth it, and that means less mines. Usually, people who go for academies drop the Guard Houses, but this can be really tricky. However, if you are a thief, academies can be better than churches.
A crucial part of Alliances at War is research. Research is most effective when the whole alliance gathers it. The ideal research build maximizes the amount of Labs. Use the same build as for growth, but build Labs instead of Mines/Yards.
* If you run more than 30% labs the extra labs will produce less than 1 research point per tick.
* Maintaining Labs increases the decay rate of science after you have invested your research points. Either demolish all labs or keep running a lot of labs as alliance.
Alliances at War is a war game, and therefore it is natural that some alliances go head-to-head in a war brimming with action and fun. But what should a tribe build in times of war?
There are 3 war builds: Thief, Mage and Attacker. Each has its own uses, and each has its own building strategy.
1 Sometimes, especially for mages, it's worth it to run less homes in order to increase your potential damage output. However, this also makes you a better kill target.
2 Sometimes a tribe runs 0% farms and buys its food from the market. It works, it greatly improves your potential damage output, but it also puts a strain on your alliance's market and adds a weakness to your tribe: the spell poison can destroy huge food stocks in no time.
3 Occasionally running guilds instead of weaponries can be a better choice. This means going for a hybrid mage-attacker build.
Note: If you are being targeted by mages, demolish some guilds and/or weaponries and convert them to churches (or get a higher mage level). The guilds are useful to be self-sustainable. If you're being targetted by thieves, build Guard Houses. Either way, it is recommended to start off offensively to be able to kill other tribes more effectively. After all, offense is the best defense.
Mages need to choose a good balance between ML and guilds: if you're ML 50 but have only 13% guilds you're quite useless. General guideline: if you are dealing with a high mage level enemy, run more Academies and less Guilds. If you are dealing with a low mage level enemy, run less Academies and more Guilds for more fire power. Templars don't have to run any academies if they use Mystics instead (at least 25 mystics per acre you own).
If you are under heavy assault by mages, it is advisable to demolish some Hideouts and build more Churches and/or Academies.
Remember to use Thieves Trap and cast Seal of Deflection. It is optional to build additional Homes, like I did in this example. Think of these extra homes as cannon fodder. You may consider building Walls or Bastions instead of Guard Houses if the alliance attacking you is not using thievery, and vice versa for mages and churches. You only need walls at all if the enemy has dangerous attackers.
Homes are the most important buildings in Alliances at War, as they give your citizens a place to live in. Without citizens you are dead.
A vital building in your tribe, farms provide food for your citizens. If your citizens aren't getting an adequate amount of food they will leave your tribe.
Walls allow your tribe to have additional defence against attackers. Walls increase your defence as the intruders have to scale your walls to conquer your lands.
Weaponries can be used to give your army extra attacking power by forging stronger weapons and tougher armor.
Absolutely necessary for mages. Academies allow your mage's skill to grow; as his skill grows, your advantage over other mages increases. The skill of a mage is shown by the ML (Mage Level) they posses.
Another necessity to mages, guilds allow your mage to store mana. Every spell your tribe attempts to cast costs a certain amount of mana. Mana regenerates slowly. Guilds are vital in keeping self spells running, which may make the difference between your tribe's survival and its doom.
The must-have for thieves. In the same way that guilds generate mana each update, hideouts provide plans.
As your tribe grows bigger, you have more acres to build on. Each building costs money and wood to build. Yards produce wood, which is worth a lot on the market, but unless you can trade it for money you cannot use this advantage to train military or explore.
Bastions are a welcome fortification that help protect your tribe against attacks, magic and thievery, reducing the damage dealt against your tribe.
Laboratories are a place of research. Labs produce research that contributes towards the research of your alliance.
Mines are one of the main sources of income in Alliances at War. Crowns are used as part of the cost for most purchases in the game. Mines give less crowns than citizens living in a home paying taxes, though, so make sure you run your maximum homes!
Barracks train your military, which lowers the expenses of keeping military and helps them survive battles. Your soldiers, grateful of a roof over their heads, will aid your tribe in building, exploring and training more soldiers. The soldiers will also maintain your buildings and their presence makes your citizens feel safe.
Churches naturally give defence against dark spells cast onto your tribe, causing the spells to fail.
In the same way as churches try to block spells cast against your tribe, guard houses make sure black- and intel thievery operations attempted on your tribe do not succeed.
Your military is your first and last line of defence against the brutal onslaught other tribes could unleash upon your lands. Providing a strong defence for your lands and citizens is of vital importance in the violent world of Alliances at War. And for many players, taking the land of others will be the preferred way to grow. You need military to take that land and to prevent your own land from being taken.
Each race has different military units with differing strength and training costs. These two, strength and cost, will probably be the most important factors when you decide which race you want to play. So make sure you understand what military is and does. You can not achieve much in Alliances at War without this knowledge. Each military unit has an offensive strength and a defensive strength. These values are often seperated with a "/". So for example the race called Uruk Hai has an elite unit with an offensive strength of 10 and a defence strength of 4. This unit's strength is usually expressed as (10/4).
There are multiple combinations of units you could use, depending on your goals. As a general rule, higher values are better than lower ones, because you will need less military units to attain the same amount of offense or defense. This means you will have more citizens, and having more citizens means that you get more tax and are harder to kill. It's also often better to train a lot of military at once rather than in small batches.
Remember that it is possible to Release Military. It might be that this is the only way to prevent imminent death!
IMPORTANT: Before training military you should consider that you can reduce the training cost by building barracks or researching Economics. Usually, this will only be worth it if you train a large amount of units at once.
The basic military unit is the soldier. Soldiers are recruited from your civilian population. They will have received basic military training, but will not be highly skilled. For most races they are of little use in combat. Yet they are the raw material from which a more efficient army can be trained. Once a citizen has joined your army and become a soldier, he can continue his training by specializing to a defence specialist, offence specialist, elite or thief. Soldiers can be instantly sold and bought on the alliance market, unless you are a dragon. Training soldiers to sell on the market will be of great help to your alliance.
Offensive specialists are trained in offence, and offence alone. Although for some races the offensive specialists offer a crude and ineffective defence, for most races the offensive specialists can do only one thing: attack.
Defensive specialists are warriors whose main task is to defend your lands. Admittedly, some races like to give their defensive specialists an elementary training in offensive, but their main job is always clear: Defend.
Elites are the most extensively trained warriors in Alliances at War. Whether they are trained mainly in offence or mainly in defence depends on the race, but usually they are quite capable in both aspects of war.
Thieves can wreak havoc in enemy lands by sabotaging production or destroying buildings. And if you are lucky they can do this so stealthily that the enemy doesn't even know where the attacks came from. Thieves can also provide information by conducting covert operations which often determine the outcome of a battle. Some races will not have thieves or will have thieves that cannot just do thievery operations but can also attack or defend.
Mystics can be trained only by the Templar race. Mystics increase your mage level as a group by their mere presence. One mystic per acre of land will increase your mage level by 1. Mystic units may be trained in both offence and defence so they can also be sent on attacks, but be careful: their absence from your tribe means they will not be able to defend against magic. Academies and mystics do not stack.
Growing is one of the most important things in Alliances at War. The more acres you get, the more homes your tribe can have. They provide citizens, which will give you more income, and those citizens can also be trained to become military units. Military is vital to defend your tribe or to attack other tribes!
More acres means more power. And more power means people with less power will be afraid of you. That is the whole point of a war game, right?
There are mainly 2 ways to grow in Alliances at War: attacking and exploring.
Below you will find both ways explained:
This is one of the main ways to grow. It is a lot of fun to grow by attacking others but the downside is that you need to be quite active to be an effective attacker. The main goal as attacker is to get enough military units with offense to invade other tribes. Make sure you can keep the acres you take from them, though! If you cannot hold on to captured acres, you will lose them. That means you have lost military during the battle and gained nothing.
A very useful tool to find a target is the Target Finder. You may also want to use information your alliance has gathered. This information can be found at the Archives.
The other way to grow is by exploring. Thieves and mages are most likely to grow by exploring because they do not want to waste money and citizens on offensive military units. Instead they use their money and citizens for exploring and training defensive military units and thieves.
Explorers do not have to be as active as attackers. After all, they have more citizens than attackers, more defense than attackers, and they can grow all by themselves. Attackers on the other hand will be constantly searching feasible targets to attack.
An explorer wants to grow as quickly as possible, yet does not want to lose acres by getting attacked. Explorers will constantly try to find the right balance between the wish to grow and the fear to lose acres.
There are also some minor ways to grow. These are used in addition to the two main ways. First, some race spells give a small number of acres (1-8) every tick. Second, the thief operation Land Claim gives a considerable amount of acres; the more thieves you send, the more acres you will receive.
Killing enemy tribes is the main point of Alliances at War, and doing it effectively requires preparation, coordination and timing. To kill an enemy tribe you have to kill every one of his citizens. How to do this is explained in detail on this page.
One basic way to kill is by raiding. Every raid kills 20% of the target's citizens, with a minimum of citizens killed = 2 * land. It takes a long time and a large number of raids to kill a tribe with a normal amount of citizens. Ravens are good at this as they can read every tick, and both Dragons and Undead are vulnerable to this type of attack. However, it is a very effective way to finish off a tribe who has already been weakened in other ways (see below). Since the amount of citizens of your victim regenerates every tick, it is vital that you minimize this regeneration by removing his Matawaska River spell and inflicting the spell pestilence and/or venom on him. If the victim has enough credits, however, he can easily buy soldiers off the market and turn them into citizens.
Attackers can also help to kill enemy tribes by razing homes, blasphemy crusading academies and guilds, or simply taking acres.
The most popular way to kill a tribe is to destroy his homes.
The idea is that citizens have no place to live in a tribe without homes. So they will leave the tribe. Of course it is very hard to destroy all the homes. However, since military never leaves the tribe for lack of a place to live in, it is enough to make sure that there is no place left for any citizens in addition to the military already living there. Once the homes are destroyed and a month passes, the citizens will leave the tribe. There will be 200 citizens remaining if you did a good job; get rid of them as fast as you can or else the victim will release some military to keep his tribe alive!
Mages can destroy homes by casting the Dragon Mage spell, thieves by executing the operation Arson, and attackers by doing a Raze attack. Since surprise is vital in war, it is best to begin the assault at the end of any hour. This minimizes the risk of the target logging on, noticing the kill attempt, and reacting by rebuilding homes or through other means save his tribe.
In addition to destroying homes, mages and thieves can also help attackers to kill citizens. Thieves can do this by executing the operation Poison Water, which destroys farms and kills citizens. Mages can cast the Fireball spell, which kills citizens, and the Poison spell, which destroys food. Usually, a combination of Poison Water (operation) and Poison (spell) is used to make the target's citizens leave his tribe for lack of food. 20% of his citizens will leave if he does not have enough food. When enough citizens have left the tribe, you can kill off the remaining ones using Raid, Fireball and Poison Water.
Picking a good target is essential. Targets without proper defenses and a small amount of citizens will be easier to kill than targets with proper defenses and lots of citizens. In order to pick a good target, you should do three things. First, you check how much citizens and military the tribe has; mages and thieves can gather this intelligence for you. Second, you check what his defense against thievery and magic is; that means you check for Academies and Churches (magic) and Guard Houses and thieves at home (thievery). Third, you check for his defense and walls (attackers), to see if your attackers can actually attack the tribe. Targets with low defense are easy to kill: that means no churches, no guard houses, no academies, no thieves, a low amount of citizens yet little defense. Usually, a target has defense against some things but not against all. In that case, you have to make a decision. Do not just look at the target's defenses, but also at the type of damage you deal. If you do not have any thieves who can Arson, there is no reason to be concerned about Guard Houses and thieves.
Before you begin killing, you might want to know how many homes you need to destroy. You can calculate this:
(Homes * 300 + non_homes * 10) * modifiers = total population.Total population - military = total citizens you need to get rid of.Total citizens / modifiers / 300 = amount of homes you need to destroy.Example: A 1,000 acre Dark elf with 5,000 fame, elendian running and 50,000 military. He has 300 homes and 700 non-homes.
Calculate the base population:300 * 300 + 700 * 10 = 97,000 population.
Modify population with 10 from elendian and 5 from fame:97,000 * 1.15 = 111,550.
Calculate the citizen population:111,550 - 50,000 = 61,550.
Finally, calculate the homes to destroy:61,550 / 1.15 / 300 = 178.4 homes.
In Alliances at War, every day is a hard day. However, it sometimes becomes really difficult to stay alive. This part of the guide explains how to stay alive when an enemy alliance tries to kill your tribe.
There are two main possible ways of being killed. The first is when your homes are destroyed, lowering your maximum population so much that all your citizens leave your land. You will be left with 200 citizens in your tribe, a low enough amount to be fireballed or raided to death. The second way is by simply having your citizens killed.
Cast "Seal of deflection" to protect your tribe against magic. However, building a lot of Churches or having a high mage level is the best defence. Each % of churches gives a 3% chance to block the enemy spell, while having a high mage level makes it really hard for enemy mages to successfully cast spells at your tribe.
A high number of thieves (thieves per acre, also known as TPA) will lower the chance of success of enemy operations. If you don't have many thieves, it is a good idea to build guard houses. 1% guard houses causes 3% of the enemy operations to fail.
First, be online, especially when the hour is almost past. Also, if a lot of tribes are online in an enemy alliance, they may be up to something. It is a good idea to check out potential enemies and see if they are preparing for war. An alliance is preparing for war when its tribes are running a high number of guilds, hideouts and weaponries. Second, make sure you have proper defences. Make sure Seal of Deflection is running, have your thieves set traps, run guard houses and churches or a high mage level or a large amount of thieves. Third, make sure you have enough goods. Without goods, you cannot rebuild your acres. If you cannot rebuild your acres, you are as good as dead.
Be online at the end of each hour, because they will destroy your homes just before your tribe is updated (which happens every hour at 00:00), and then kill your tribe right after the update. Their mages will void your selfspells away, cast dragonmage, their thieves will arson you, and their attackers will raze you. If they take enough homes, you will be unable to house your citizens and they will leave your tribe. If they did a thorough job, you will have 200 citizens left which they will easily kill using fireballs or poison water.
You can also die by not having any citizens left in your tribe. This time, the enemy does not care about homes and will go straight for your citizens. It is generally considered to be less effective than destroying homes. The enemy alliance will attack with fireballs, poison water and raid, and try to make you run out of food so that your citizens will leave your tribe. As long as you are active and can buy soldiers from the market, you should be fine.
A Blasphemy Crusade destroys guilds, academies, hideouts and barren. The barren acres can only be built after 2 updates. Blasphemy Crusade effectively reduces your mage level and amount of guilds. Without guilds, you have no mana; without mana, you cannot cast self spells. A lower Mage Level makes it easier for enemy mages to be succesful. A Blasphemy Crusade is often followed two updates later by a huge enemy assault. You should therefore be active. It could well be a good idea to build some homes right after the Blasphemy Crusade. That means the enemy has to destroy more homes in less time.
This is how you can successfully resist a kill attempt. But sometimes the attacks are simply too numerous. In that case, the only thing you can do is to release part of your own offence and defence. This will create space in your homes for your citizens, or the released military become citizens. With some luck you will survive, but your tribe will have suffered severe damage.
After 6 weeks (in Orkfian time this measures 84 years) your tribe leader is 100 years old and dying. If you survive the full period of 6 weeks that your leader has to live, you will start your next tribe with a heritage bonus to land, money and fame, based on the success of your previous tribe.
If you get killed, however, you do not get any heritage bonus. Instead, you will start at the usual 500 acres.
If you reset your tribe or if you have just created a tribe, you start at 500 acres with starting military; that means you start with a default military setup.
Heritage rewards skill, as well as activity, the two things it takes to get to 10,000 acres and staying alive to reap the benefits of it. But more importantly it doesn't put experienced players hungry for acres in the same bracket as the real beginners; giving them a chance to acclimatize, learn the basics and get some friends in the game to play with before they have to deal with the scarred ol' veterans. This helped me immensely when I started playing around 6 months ago; had the competition been anything like what it is in the 2,000 - 5,000 acres bracket, I likely would've given up at once.
As this is an online game it is very important to communicate well with one another. This consists of talking about the game on the world forum, but also of sharing ideas about how the game can be improved. Those ideas can also be used by the staff to improve the game. However, the most important communication of all is communication with your alliance mates. The better the communication within an alliance, the better the alliance will perform.
Alliance Forum This is the place where you can communicate with your alliance mates by writing short messages that can be seen by your alliance mates.. Everyone in Alliances at War has access to the alliance forum of his own alliance. To get to your alliance forum just click the link on the bottom of your screen called "Alliance Forum". The alliance forum link will sometimes have a different color. This means that there is a new post in your forum. IRC (Internet Relay Chat) Alliances at War has an own IRC-channel. You can access this IRC channel using software, or you can click on "show orkfia chat" at the bottom of your screen. The global tab is this channel. You can also go to Society -> Chat. The players in this channel can hopefully answer most of your questions. Orkfian Gods and members of the moderator group are the ones with op status in this channel. The people who have voice status are heads of other resorts. These people can help you with just about everything, or help you get in touch with someone who can. A lot of alliances also have their own IRC-channel. This is because it is much easier to discuss matters with several people at once on IRC. How to join the #Orkfia IRC channel using software? Download an IRC client, the most popular client is mIRC, downloadable at mirc.com/get.html I will use mIRC for the rest of this manual, but for most clients the settings are the same. You may have to search a bit to find out what to fill in where. Install and run mIRC. In the start-up screen press continue. A new window will now pop up, this is the options window. Fill in your name, e-mail, nickname and alternative nickname in case your preferred nickname is already in use. Next, move to servers in the left menu. Scroll down in the first drop down menu until you find Netgamers, select it. If Netgamers is not in the list press add. Fill in the following fields: Description: Netgamers: Random Server IRC Server: irc.netgamers.org Port(s): 6667 Group: Netgamers After you have selected the Netgamers network, press ok. Go to file, then press connect. Now that you are connected to Netgamers, a pop up with favourite channels will appear. Enter #Orkfia in the top field and press join. Now you are in the official Alliances at War channel. Have fun! Orkfia Mail It is also possible to contact someone personally. This person does not have to be in your alliance. To send someone an Orkfia Mail just go to the alliance the person is in and click on his/her tribename. You will now get to a screen called "External Affairs" where you have the option to "Send Orkfia Mail". Click on this option. Next, type a subject and your message and hit the button below it to send it. The person you send the message to can easily see that he/she has received a new message. You can access your own Orkfia Mail inbox by clicking on "Orkfia Mail" at the bottom of your screen. The "Orkfia Mail" link will also have a different color if you have an unread message. Received and sent messages are stored in your inbox for a long time. In-game Forum There are several in-game forums: Announcements - this is where announcements are made by staff. World forum - Discuss anything really Game talk - Discuss things about the game and gameplay here The Dragon Lair - This forum is only available for those donating money to keep the servers running. You are able to read the first three without having an account, but you need to register before you can reply. Contact Staff To report things to staff, go to alliance #1 - #9. Click on one of these tribes. Then press "Submit a report here" if you have something to report. You can also select "Orkfia Mail". This allows you to send a message to that specific staff member. When sending a report, choose the category that best describes what you want to report. This determines which resort receives your report. There are different resorts, each responsible for a part of the game. If you do a "Game Related" report then you do not have to fill in a subject. Now type your message and hit the button to send the message.If you don't understand everything immediately there is a legend at the bottom, with the explanation of some letters.
Total population: Pop = W * H * (1 + E + S + F) + N * O
During a war it is vital to obey your elder. The elder must have the loyalty of the alliance or defeat will be inevitable.