Clash of Kings Alliance Setup and Management

Clash of Kings Alliance

Clash of Kings Alliance Setup and Management Details

Managing an Alliance

In Clash of Kings, managing a successful Alliance requires a lot of time and effort. Likewise, dedication from the leader and the Alliance team members is a must. Your Alliance needs to be effective at all times: through planned decisions, constant recruiting and building Alliance buildings. In order to ensure one can meet these requisites, the King/Queen should set-up a leadership group (R5/R4 members).

King/Queen and Leadership

A successful leadership group needs a combination of experiences from ‘real life’ expertise and gaming expertise. A setup for an successful team is the appointment of key positions:

  • Internal Ministry: In charge of internal matters ranging from ensuring members collect and manage resources to ensure donations are delivered.
  • External Ministry: In charge of external matters ranging from diplomacy, tracking other Alliance movements and providing advice in diplomatic avenues.
  • Warfare Ministry: In charge of ensuring members are efficient in building, Troop priorities, troop formation advice and Dark Knight event planning.
  • Recruitment Officer: In charge of Alliance setup and identifies potential recruits. Creates an Alliance selling point to effectively convince others your alliance has the correct leadership and ambition.

Beginning Stages

During the beginning stages of building an successful Alliance, it is important the leader offer and communicate the protection guidelines to all members. Not every Alliance has strong players to start. Building and managing an Alliance involves key planning and awareness and needs to be communicated to all members daily via chat and email. The leader needs to also communicate their awareness of their surroundings and capabilities within the kingdom.

Alliance Buildings

Agree on an Alliance strategy from the start, commit to it and execute it. Strategies come in all forms but its important to have a strategy for buildings.  In the beginning, focus on farmers, farm, mills and depot. This stage is the most difficult, it is important to dedicate time and focus on ensuring  farm, mills, and Troops are evolving and growing. Once executed, ensure the next order of business is moved to the priority; be it power building strategies or further building development strategies.

Alliance Protection

Be aware of members Depot levels and the level of resources protected. Communicate the Alliance Depot can hold excess resources with a daily transfer level of about 250k to begin with, for a growing Alliance this is substantial. Ensure the upkeep for resources are within the Castle’s depot limit and if not, ensure members are constantly using resources to build, train, research, forge equipment, build traps. For resources over the Depot limit, share among Alliance members. Hoarding resources feed enemies. Build the strongest defense setup as possible: walls, traps and defense Troops.

Troops

Arguably the most important setup, Troops are always needed.  For protection, use peace shields, send them to the Dark Knight ruins or set an 8 hour rally. Point the rally at an alternate account (farm account) to prevent hostilities with another Alliance. If one can not afford peace shields and will be offline for an unknown period of time, send Troops to another Alliance member with a shield as reinforcement. This protects Troops, as well as, ensures Troops are assisting the Alliance cause.

Alliance Attacks

Communication is key. Ensure all members are aware of attack and defend protocols. Use the “mail all” feature and clearly outline attacks taking place. If external communications (LINE), post in chat. If active members can reinforce, they need to. Best case scenario, they will be wounded if Hospitals can manage capacity. If powerful enough and other strong members are online for back up,  one could choose to attack the attacker, preferably as a rally. Most attackers will come solo or in small groups. Solo members are easier to attack, as they may be far away from their alliance hive. If this is the case, their alliance may not be able to reinforce them in time.

Counter Attacks

Ensure a counter attack system is setup early, one where leadership stay aware or manage attacks or raids by members. Communicate which member attacks which target. Leadership can click on Lord details, click Alliance and check Allies. If confident Alliance can win if attacked from raids, then attack. Note: awareness and planning, choose enemies wisely, the game has a habit of changing rapidly.

Commission Alliance Rules

Every Alliance needs rules and every member needs to be aware of what is expected, the code of conduct, and what is expected when representing the Alliance. Ranging from expected behaviors to expected outcomes for building and donations. A successful Alliance is one built around sound Alliance rules and members who abide by them.

Eight Alliance rules every Alliance needs:

  1. Buildings
  2. Troops
  3. Research and Alliance Research
  4. Building Defense
  5. Resource Collection
  6. Quests
  7. Dark Knight Event Participation
  8. Alliance Help

Clash of Kings Hall of King Skills

Clash of Kings Hall of the King Skills

Clash of Kings Hall of King Skills Details

Clash of Kings Hall of the King offers a set of skills, available gradually. It should be noted that these skills effect are subject to change prior to the final released version.

Hall of King Skills

  • Donate – Available to ALL Players: Donate Silver to your kingdom
  • Steal – Available to ALL Players: Steal Kingdom Silver, you will get a random number of silvers if you succeed.
  • Curse – Available to ALL Players: After activating it successfully, the king and officials cannot enjoy the Officials Buff. (Can only be activated when lots of players donated)
  • Monitor – Available to ALL Players: After activating successfully, the king and officials cannot divert kingdom silver to trade in Black Market. (Can only be activated when lots of players donated)
  • DisturbAvailable to ALL Players: the king and officials cannot use Kingdom Conquest Skills during a period.(Can only be activated when lots of players donated)
  • Recovery – Available to the PRIME MINISTER: Resource Income in this kingdom increased 10%.
  • War Mobilization – Available to the PRIME MINISTER: Training speed in this kingdom increased 10%.
  • Mega Constructions – Available to the PRIME MINISTER: The Kingdom Building Speed has increased 5%.
  • Elaborative Research – Available to the PRIME MINISTER: The Kingdom Researching Speed has increased 5%
  • Emergency Treatment – Available to the KING: After activating it, the Healing Speed in this Kingdom will increase 1000%, but the troops who are healing won’t enjoy the buff.
  • Queen’s Asylum – Available to the QUEEN: After activating it, the Healing Speed in this Kingdom will increase 1000%, but the troops who are healing won’t enjoy the buff.
  • Bumper Harvest – Available to the PRIME MINISTER: Make a resource plot turn to level 8, and the gathering speed will be increased.
  • Black Market Trading – Available to the FINANCIAL OFFICER: Divert some Kingdom Silver to obtain some gold in Black Market, you can divert it 3 times a day. More times diverted, less gold you will get.
  • Kingdom Red Envelop – Available to the KING & FINANCIAL OFFICER: Hand out a Red Envelop in Kingdom Chat.
  • Kingdom Peace Shield – Available to the KING & QUEEN: All the Lords in this kingdom will be activated an 4-Hour Peace Shield.
  • Destroy Order – Available to the KING & JUDGE: Destroy the castle in the appointed coordinates, and then it will be moved to other place randomly.
  • Rapid Reinforcement – Available to the KING & KNIGHT: After activating it, the next reinforcement will reach the target castle in 3 seconds, only available for the one who use this skill.
  • Troops Prohibition OrderAvailable to the KING & GUARD: Make a Lord unable to attack other castles during a period.
  • Position – Available to the KING & SCHOLAR: Rapidly find the coordinates of a castle.
  • Rapid fixing – Available to the KING & BLACKSMITH: Put out the fire for all castles and fix them

Alliance Hive Placement and Setup

Placement

Clash of Kings Alliance Hive Placement

Having a better Alliance hive placement will help those within you Alliance better protect the Alliance as a whole against multiple incursions from enemies. Each of the below setups are designed with improving the overall Alliance hive’s security, main accounts and farm accounts included. Please choose wisely, and cooperate within your Alliance. Placement will need to be exact.

Decide what requires the most protection. It is comment knowledge by now that farm accounts are vital for the growth of Alliance members. If the Alliance is very strong, but having problems with smaller enemies porting in and attacking farm accounts, consider one of these layouts to better protect your Alliance.

It should be noted that Alliance turrets are not within every plan. Utilize them in order to fill gaps when Alliance members port out of hive. This process is very effective and does not allow enemies to port in.

Hive Placement One

Placement One

Placement One is most effective against solo enemies who are constantly harass the zone and target farm accounts. Having farm accounts on the inside of the hive will provide more security and time for Alliance members to react. Clash of Kings was not designed to protect farm accounts, so work with what is provided. Placing Farm Alliance Towers inside the hive also increases farming efficiency.

An enemy porting near a main Castle, with purpose of attacking farms, will have to travel. This leaves their own Castle exposed. Leaving a couple of choices, either destroy your invader or deny him. Attack the farm the enemy is attacking, as an Alliance, and take the resources before him.

Hive Placement Two

Placement Two

Placement Two is a little more complicate.  Too ensure all Alliance Castles fit, start Castle placement near the Tower. The last castle will only be half the tower Influence area. In short, fit three Castles in every direction of the Tower.

Only 90 Castles will be within the Influence range of main Alliance Towers and 38 Farms inside; the rest of the farm accounts are placed outside the hive – surrounding the main castles. These act as a shield and will protect anyone from porting in. Farms inside will be the most secure, it is recommended reserving these spots for Alliance Farms.

Hive Placement Three

Placement Three

Note: Tier 5 science (120 members) is need for this placement.

Placement Three is a stronghold designed with no weak spots – Alliance members under attack can quickly receive Reinforcements. Farms act as shields to prevent anyone porting in. There are enough spots for 120 Castles.

Note: Top Ranking Alliances are placing their hives in level 7 plot areas to ensure they are in range of the throne. This could prove to be a huge mistake. Resource plots, once an Alliance has 90+ Castles and 200+ farm accounts, become very scarce. Move your Alliance hive into level 6 plot areas to ensure you profit the most from level 7 plots.

Clash of Kings Ancient Battlefield

Clash of Kings Ancient Battlefield

Clash of Kings Ancient Battlefield

Ancient Battlefield Introduction

Players from different kingdoms will enter a cross-kingdom area. Castles will be randomly assigned a location. Players will earn points by attacking others, which is the basis of the final rankings and rewards. All players in the champion’s kingdom will get abundant rewards, the player who make greatest contributions will also receives huge returns

Entrance Conditions

  • Must have a Level 15 Castle
  • Must have the “Contract of War” item
    • One “Contract of War” is consumed for each entry
    • “Contract of War” can be bought at the Store or be obtained by completing specific goals in the Ancient Battlefield
  • The First Time is Free
  • All Troops must be healed prior to enter the Ancient Battlefield

Battle Rules

  • Battle is the same as if in the original kingdoms
    • Players will not be restricted in using any items
  • No troops will be killed during battle, but will be converted to wounded
    • Healing the wounded will be much faster and they will be healed automatically without costing any resources
  • When Defense fails, the burning speed will increase a lot
    • Please pay attention to extinguishing the fire.
  • Prior to entering you can use Attack Bonus and Defense Bonus
    • Once entered, the effects of these items still exist
    • The same effects exist if the items are use within the Ancient Battlefield

Stage Description

  • The Ancient battlefield will be opened for 24 hours. Every 4 hours is a stage.
  • Ranking will be settled at the end of each stage
    • A new stage will be in preparation at the same time
  • Every stage requires a Contract of War
  • At the beginning of each stage, all Castles’ positions are reset
    • As well as the stage goals

Stage Goals

  • When the Ancient Battlefield opens, players will randomly obtain stage goals
  • The more goals completed, the better the reward

Points Rules

  • Points are gained from killing Troops, Siege Victory or Defense Victory
  • The higher the level of the killed Troops , the more points are awarded.
  • On the contrary, only a few points will be collected by killing Troops that have a lower level than yours.
  • Points from killing Troops are decided by the highest level Troops you can train and the level of the killed Troops
  • A draw means no points for either side

Ranking Rules

  • The system will rank players every 4 hours according to each lord’s points
  • The final results will depend on your highest ranking

Limitations

  • Once entered, Alliance members cannot be kicked out
    • No one can create or join an Alliances either
  • Alliance buildings can not be placed
  • Alliance Forts’ names cannot be modified
  • You can only help Alliance members in the Ancient Battlefield
    • NOT members in the original Kingdom
  • Battles will be invalidated during the preparation stage, but marching is possible
  • Lords who entered cannot reinforce others in the original kingdom
  • The original Castles will switch to cross-kingdom status, which means it cannot be attacked or scouted by other lords
  • After entering, actions like attacking, gathering and attacking monsters will not be processed
  • After entering, you can’t trade with Lords in the original kingdom, but you can trade with allies in the Ancient Battlefield

Clash of Kings Alliance Building Guide

Alliance Territory

Clash of Kings Alliance FortAlliance Fort

The Clash of Kings Alliance Fort building speed depends on the amount and level of Troops. The maximum amount of troops that can defend, repair or build the Fort is the maximum that can be rallied within the Hall of War added to the maximum troops that may be contained in a Legion.

Clash of Kings Alliance Fort

Once the Alliance reaches certain conditions, the Alliance Fort is unlocked. The Alliance leader and R4 members can place and begin building the Alliance Fort. Alliance members can start building the Alliance Fort together. The building speed is related to the amount and level of the Troops.
The maximum amount of Troops who can garrison, build and repair the alliance fort is depending on the first entered ally’s maximum marching troops in Drill, plus the maximum rallied troops in the Hall of War.
The Alliance Fort can be attacked by other players. Once defeated, the fort will be destroyed consecutively. If the fort defense reduces to zero, the fort will be automatically taken back.
Wounded soldiers will enter the hospital for the battle occurring in the Alliance Fort. When the Alliance Fort is destroyed or taken back, Alliance Buildings and Alliance Territory will be taken back as well.

Clash of Kings Alliance Territory

Once the Alliance Fort has been built, the surrounding area is now Alliance Territory.  Castles inside the alliance territory will enjoy the following bonus:
  • Increase the upper limit of protected resources in Depot for 20%
  • Increase resource production for 30%
  • Increase the gathering speed for 15%
Within the Alliance Territory, different kinds of Alliance Buildings can be built. The process for building the Alliance Fort and other alliance buildings are the same. All Alliance buildings are free game and can be attacked. Once the Alliance Fort is destroyed or demolished, the Alliance Territory and all Alliance buildings inside the territory will be demolished as well.

Clash of Kings Alliance Super MineAlliance Super Mine

Type of Mines: Farm | Sawmill | Iron Mine | Mithril Mine

Only one mine can be active at a time. The Alliance leader must choose wisely which type of mine to build. We recommend the Alliance leader discuss with other Alliance members in order to make the best choice for their alliance. The building speed depends on the amount and level of troops.

The Alliance Super Mine which contains huge amount of resources can be built inside the Alliance territory.  Each Alliance can only have one Alliance Super Mine and can only be built after the old one is used up or demolished by the alliance leader or R4 members. Collecting resources from the Alliance Super Mine also employs a gathering speed bonus. Troops inside the Alliance Super Mine are free from any attack.

Clash of Kings Alliance TurretAlliance Turret

The number of turrets an Alliance can build is determined by the number of Alliance Forts built. Example: An Alliance builds 3 Alliance Forts allows for the building of 9 Turrets.

The damage from an Alliance Turrets is determined by the number of troops attacking. More troops = more damage. Less troops = less damage. Do not expect the turret to kill half of the troops.

Clash of Kings Alliance Turrets

The Alliance leader and R4 members can place Alliance Turrets inside the Alliance territory after building one Alliance Fort. The Alliance Turret will automatically launch attacks on enemies who are attacking Alliance members’ castles or Alliance buildings within its shooting range. Alliance members can send troops to build Alliance Turrets together. The building speed depends on the level and quantity of soldiers sent.
The number of Alliance Turrets allowed to be built depends on the number of Alliance Forts the Alliance has. The more Alliance Forts the alliance has, the more Alliance Turrets will be unlocked. Alliance Turrets can only be placed inside the Alliance territory. Keep certain distance between Alliance Turrets. The shooting range for each Alliance Turret cannot overlap with each other.
The Alliance Turret will launch attacks only when the enemy attacks. It will not respond to Troops that are passing by with no intention to attack or that are returning after attack.
Alliance Turrets are free from any attack. They will be demolished automatically once the Alliance Fort is destroyed.

Clash of Kings Alliance DepotAlliance Depot

The Alliance Depot is a strong Depot to store resources! Daily, Alliance members will have the ability to store a certain amount of resources. Resources stored cannot be plundered.

After the alliance fort is built, the alliance leader and R4 members can build an Alliance Depot within the alliance territory. Resources in the Alliance Depot cannot be plundered. Each alliance can only have one Alliance Depot.
Alliance members can store a certain amount of resources in the Alliance Depot daily. When taking out resources, they can take out a certain amount of resources or all resources. Resources in the Alliance Depot cannot be transferred to other members.
There is maximum capacity in the Alliance Depot. The level of your castle determines the daily limit and total storage limit.
The daily limit and total storage limit is calculated by the load. Iron and Mithril are advanced resources so their load is higher than common resources. The load of 1 iron is 6, and the load of 1 Mithril is 24.
When the Alliance Depot is demolished for any reason, all the resources in the Alliance Depot will be sent back to the players immediately.

How to Build an Alliance Territory (Official Tutorial)

Clash of Kings Alliance Science Phases

Alliance Science Phase

Alliance Science Phase 1

Grand Alliance 1

  • Description: Increase Max Alliance Membership
  • Per level: Add 5 slots per level
  • Cost: 3K food or wood
  • Master: Master reached at Lv4 (+20 slots)

Alliance Guild

  • Description: Speed up construction and building upgrades
  • Per level: 0.5% per level
  • Cost: 3K food or wood
  • Master: Unknown

Troops Expansion

  • Description: Add empty slots for team attacks
  • Per level: unknown per level
  • Cost: 3K food or wood
  • Master: Master reached at Lv5 (+120 slots)

Colossal Legion

  • Description: Increase the maximum number of troops that can be rallied in the hall of war
  • Per level: 10K per level
  • Cost: 3K food or wood
  • Master: Unknown

Alliance Science Phase 2

Infantry King

  • Description: Increase the damage dealt by infantry and Pikemen for all Alliance members
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Cavalry King

  • Description: Increase the damage dealt by Cavalry and Mounted Archers for all Alliance members
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Bowman King

  • Description: Increase the damage dealt by Archers and Crossbowmen for all Alliance members
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Chariot King

  • Description: Increase the damage dealt by Catapults and Chariot Soldiers for all Alliance members
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Infantry Killer

  • Description: Reduces the damage dealt by enemy Infantry and Pikemen
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Cavalry Killer

  • Description: Reduces the damage dealt by enemy Cavalry and Mounted Archers
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Bowman Killer

  • Description: Reduces the damage dealt by enemy Archers and Crossbowmen
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Chariot Killer

  • Description: Reduces the damage dealt by Catapults and Chariot Soldiers
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Alliance Institute

  • Description: Speed up Science research
  • Per level: 0.5% per level
  • Cost: 5K food or wood
  • Master: Unknown

Quick Rally

  • Description: Increase marching speed for rallied troops
  • Per level: 2% per level
  • Cost: 5K food or wood
  • Master: Unknown

Alliance Science Phase 3

Grand Alliance 2

  • Description: Increase Max Alliance Membership
  • Per level: 5% per level
  • Cost: 7K food or wood
  • Master: Unknown

Farm Expert

  • Description: Increase Food Income
  • Per level: 0.5% per level
  • Cost: 7K food
  • Master: Unknown

Wood Expert

  • Description: Increase Wood Income
  • Per level: 0.5% per level
  • Cost: 7K wood
  • Master: Unknown

Iron Expert

  • Description: Increase Iron Income
  • Per level: 0.5% per level
  • Cost: 1.1K Iron
  • Master: Unknown

Mithril Expert

  • Description: Increase Mithril Production
  • Per level: 0.5% per level
  • Cost: 280 Mithril
  • Master: Unknown

Alliance Guild

  • Description: Speed up construction and building upgrades
  • Per level: 0.5% per level
  • Cost: 7K wood or wood
  • Master: Unknown

Super-Warehouse

  • Description: Increase Trade Load
  • Per level: 1K per level
  • Cost: 7K wood, food or iron
  • Master: Unknown

Top Speed

  • Description: Increase marching speed for trade caravans
  • Per level: 1% per level
  • Cost: 7K wood or food
  • Master: Unknown

Embassy Expension

  • Description: Increase max reinforcements
  • Per level: 10K per level
  • Cost: 7K food, 1.1k Iron or 5 gold
  • Master: Master reached at unknown

Alliance Science Phase 4

City Defense Construction

  • Description:
  • Per level:
  • Cost:
  • Master:

Alliance Institute

  • Description:
  • Per level:
  • Cost:
  • Master:

Precious Friendship

  • Description:
  • Per level:
  • Cost:
  • Master:

Research Speed

  • Description:
  • Per level:
  • Cost:
  • Master:

Research Mastery

  • Description:
  • Per level:
  • Cost:
  • Master:

Donation Mastery

  • Description:
  • Per level:
  • Cost:
  • Master:

How to Create or Join an Alliance in Clash of Kings

Clash of Kings Alliance Flags

Creating an Alliance in Clash of Kings

Create and Join Alliance

To create an alliance freely you must have your castle at level Six (6), or you must spend gold to reach level 6. Once level 6, and you have a name and slogan (shown to other players), create your Alliance. The language will be set to the same as the leader’s automatically; however, it can be modified after the creation.

Joining an Alliance in Clash of Kings

Click the “Alliance” button at the bottom of the main Clash of Kings interface; this will open a list of recommended alliances. A search function is also available; simply search for the alliance you want to join. Upon joining an alliance, you gain powerful alliance science effects as well as the ability to purchase items from the alliance store. Note: Ensure you are joining an alliance that speaks the same language as you; for easier communication.