An alliance whose leader has quit is the most common way a good server position falls apart, and the fix is built into the game — it is just buried. The rules below are Century Games' own, and the timers are shorter than most players assume.
Six ranks, and who can act on whom
The Alliance Members are classified into 6 Ranks: R0, R1, R2, R3, R4, and R5. Different Ranks have different privileges. You can go to Alliance - Members, and then tap the “!” button in the upper right corner to check more details.
*R3 or above members can promote or demote other members who are at least 1 rank lower than them.
*R4 or above members can kick out other members who are at least 1 rank lower than them.
— Alliance ranks FAQ
The phrase doing the work is “at least 1 rank lower”. An R4 cannot remove another R4, and no one can act on the R5. That is why a dead leadership layer stays stuck: the people who would normally fix it are the same rank as the problem.
Replacing an absent leader
If the Alliance leader is absent for 3 days, R4 members can request to replace. If the Alliance Leader is absent for 5 days, all members can request to replace. Replacing an Alliance Leader costs 200 gems.
— Leader replacement FAQ
| Leader absent for | Who can request a replacement |
|---|---|
| 3 days | R4 members |
| 5 days | Any member |
Three days is short. If your R5 has gone quiet over a long weekend, the clock is already running, and 200 Gems is a trivial price for keeping alliance tech, banners and territory under someone who logs in. Note that this is a request — the point is that it exists and that R4s do not have to wait for the full five days.
Alliance level is contributions plus dailies
The Alliance starts at level 1 with 0 Alliance XP. Alliance XP can be obtained in the following two ways:
1. Make Alliance Tech Contributions.
2. Complete Daily Missions.
— Alliance XP FAQ
There is no third source. An alliance that is not levelling has members who are not contributing to tech and not clearing dailies, and no amount of recruiting fixes that on its own.
Banners are the part that is hard to undo
As the location is of paramount importance, you need to plan well before placing Banners. If you place the Banners in the wrong places, Alliance resources will not be generated. You may destroy a Banner and rebuild it. The first 10 Banners are free.
— Banner placement FAQ
75%+ of an Alliance resource mine must be within the territory for it to produce Alliance resources.
— Resource mine FAQ
That 75% threshold is the number to plan around — a mine that is merely touching your border produces nothing. Two more constraints matter before you start expanding. The cap is 285 Banners— Banner limit FAQ, and the cost is not flat:
The creation cost of a Banner is subject to changes. The more Banners placed, the higher the creation cost.
— Banner cost FAQ
So sloppy early placement is paid for twice — once when you build it, again when the rebuild lands at a higher price. And a banner that gets cut off stops working entirely:
Alliance Banners do not expire, but will become invalid once destroyed or disconnected from the Alliance HQ. When an Alliance Banner is invalid, the area surrounding will not produce anymore resources. Alliance bonuses won’t be available for members in the covered area either.
— Banner validity FAQ
That is the failure mode nobody notices until production has already stopped: a chain of banners broken in the middle leaves everyone past the break with no resources and no alliance bonuses, and the game does not announce it.
Building your first Alliance HQ is free, and stays free even if you rebuild it — so there is no reason to accept a bad first placement.