Outer Directive is in active development

Alliance Guide

From joining your first alliance to managing a multi-system sovereignty campaign, this guide covers the social and political systems that define Outer Directive's endgame.

Creating an Alliance

To found an alliance, you need a one-time payment of 500 Structural Alloys and 100 Circuit Boards. This is intentionally expensive for a new player. Founding an alliance is a mid-game commitment, not a day-one action.

When creating an alliance, you set:

  • Name and Tag: The alliance name (max 32 characters) and a 3-5 character tag displayed next to member names.
  • Description: Public text visible on the alliance profile. Recruitment pitch, rules, or whatever you want.
  • Recruitment Policy: Open (anyone joins), Application (you approve), or Invite Only.

Joining an Alliance

New players should join an alliance rather than create one. The Alliance Browser lets you search by region, size, activity level, and recruitment policy. Look for alliances active in your part of the galaxy.

When you join, you start at the Recruit rank. Recruits can access shared facilities in alliance-controlled systems and participate in fleet operations, but they cannot access the treasury or vote on sovereignty decisions. Promotion to Member and beyond is at the leader's discretion.

Ranks & Permissions

Leader

Full control. Sets diplomacy, manages sovereignty, controls treasury, promotes and demotes all members. One per alliance.

Officer

Can manage recruitment, issue fleet commands, spend from the treasury (with limits), and manage sovereignty structures.

Member

Full access to alliance facilities and fleet operations. Can view treasury balance but not spend. Can vote on proposals.

Recruit

Basic access. Can use alliance facilities and join fleets. Cannot view treasury details or vote. Probationary period.

Sovereignty Mechanics

Claiming sovereignty over a star system is the primary alliance endgame objective. The process works in three stages:

  1. Deploy a Sovereignty Hub: Transport and anchor the structure in the target system. Requires an Officer or Leader.
  2. Defend the Onlining Window: The hub takes 48 hours to come online. During this window, anyone can attack it. You must defend it continuously.
  3. Maintain Upkeep: Once online, the system requires ongoing resource payments. Upkeep follows 100 * n^1.5 where n is your total claimed systems.

Sovereignty benefits include: +25% extraction yield, -50% marketplace fees for alliance members, access to Jump Bridges for fast travel between claimed systems, and the ability to build Capital Shipyards.

Diplomacy

Diplomatic relationships are managed through the Alliance Diplomacy panel. Only Leaders can propose treaties; Officers can vote to ratify them. All treaties are system-enforced and publicly visible.

The four treaty types:

  • Non-Aggression Pact (NAP): Prevents combat between alliance members. Can be revoked with a 24-hour notice period.
  • Trade Agreement: Reduces inter-alliance market fees by 50%. Encourages economic cooperation.
  • Mutual Defense: If one ally's sovereignty is attacked, the other receives automatic alerts and fleet-sharing access. The strongest bond.
  • Declaration of War: Formally opens hostilities. Enables sovereignty attacks. Cannot be revoked for 7 days minimum.

The transparency of diplomacy means politics is played on an open board. Alliances build reputations over time: who honors agreements, who breaks them at the first opportunity, who can be trusted in a coalition.

Practical Tips

  • Join an established alliance before trying to lead one. Understanding the mechanics from inside is invaluable.
  • Do not claim more systems than you can defend and afford. Three well-defended systems beat ten abandoned ones.
  • Use NAPs strategically. They protect your flanks while you focus expansion in one direction.
  • Keep a war chest. Sovereignty wars are expensive, and the alliance that runs out of resources first loses.
  • Recruit specialists: you need diplomats, fleet commanders, logistics coordinators, and scouts, not just more warm bodies.

Related

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