Kingshot Almanach

The Kingshot alliance guide for R4 and R5

An alliance unlocks at Town Center 6 and carries six ranks, from R0 to R5. What follows is the part that matters once you are the one running it: which rights sit at which rank, what the tech and the banners buy you, which events you have to open yourself, and what to write to your members when you do.

Last verified in the game on 12 September 2026

Start here

  • Message templates for every event, with UTC times and a Discord version
  • Ranks and rights including how to replace a leader who stopped playing
  • R4 and R5 duties the week laid out by who has to press what (in progress)
  • Dos and don'ts from leaders who have run alliances through a full server year (in progress)

What an alliance gives you

Three things, and they compound. Alliance help shortens your build and research timers every time another member taps it, which is why a dead alliance feels slow even when your own play is fine. Alliance tech adds permanent bonuses paid for by donations. Territory turns the map around your cities into ground that pays you.

The exact numbers behind alliance help are not documented by Century Games, and the tables circulating in fan wikis give figures without units, so this guide does not quote them. What is documented is the effect it has after a war: when the game shows that 90 percent of your troops will be revived, that number is made up of 30 percent from the system, 10 percent from gems and 50 percent from alliance help. Half of your army after a Kingdom of Power comes back only because your alliance kept tapping.

Alliance tech and donations

Members donate until the contribution bar for a research is full, then an R4 or R5 starts the research itself, which costs alliance resources on top. Donating earns alliance tokens for the shop and alliance experience, and the alliance starts at level one with no experience at all, so early donations are what open the rest of the system. An R4 can mark one research as the priority, and donations to the marked one carry a better reward chance.

Two territory techs are worth naming because members ask about them constantly: placing banners on plains needs Plains Enrichment, and fertile land needs Cultivation Drive. Without those, the good ground on your map is simply not available to you.

Kingshot alliance Tech screen on the Growth tab, showing Alliance Regimentation I and Cooperative Protocols I at MAX and the contribution header
The tech screen splits into Growth, Territory and Battle, and the header reads Your Contribution: 135,000 next to a personal ranking. Every node marked MAX here was paid for by members donating, which is why donation habits decide how fast an alliance grows.

Territory, banners and the HQ

An alliance can place 285 banners. The first ten are free and each one after that costs more than the last. Banners have to stay connected to the HQ: cut one off or let it be destroyed and it stops counting, along with the resources the ground under it was producing. A resource tile only produces if at least 75 percent of it lies inside your territory.

The HQ goes on badland or plains, never on fertile land, and the plains open up after the Banner Raised High milestone. Building the first HQ costs nothing, and rebuilding it later still costs nothing. Demolished alliance buildings are gone for good and have to be built again.

Kingshot Alliance Territory screen with the alliance HQ, surrounding territory buildings and the hourly resource rates
The territory panel confirms the payout with [Territory Bonus] Active and the hourly rates above it, here +154.8K/h bread and +151.2K/h wood. Those rates come from tiles inside the territory, so a banner that gets cut off from this HQ takes its share with it.

Teleporting is worth knowing exactly, because members waste items on it. The alliance teleporter drops you next to the R5, even outside the territory. The territory teleporter drops you at the HQ and prefers a plains HQ. The advanced teleporter is the only one that lets you pick the spot, and without the item it costs 4,000 gems. All four types show up in the alliance shop, rotating with the daily refresh.

Events your officers have to open

Several alliance events do not start on their own. Bear Hunt is opened by R4 and above, by hand or on a timer, and your alliance has two traps. Viking Vengeance is opened by R4 and above as well, and the alliance picks the difficulty. Swordland Showdown and Tri-Alliance Clash are registered by R4 and R5, who also set the battle time: the member vote guides that choice without binding it. Sanctuary Battle sign-up needs R4 and an alliance of at least 20 members. In Alliance Mobilization, R4 and above refresh the shared mission board.

That is the real job description, and it is why an absent R5 hurts so much: without someone pressing these buttons, the alliance simply misses the week. Each of those moments has a ready message in the template builder, including the rules members need repeated to them every single cycle.

Votes and group chats

An alliance vote can only be started by R4 and above, in an alliance of at least level five, on a server older than three days, and you can run three at once. Members can change their answer while a vote is open, and results stay visible for 90 days or 20 entries. Group chats unlock at Town Center 15, hold up to 50 members each, and you can create five of your own while being in up to 50.

There is no alliance mail in Kingshot. Anything that has to reach every member, including the ones who log in twelve hours later, goes through Alliance, then Settings, then Message.

Frequently asked questions

When does the alliance feature unlock in Kingshot?

At Town Center 6, according to the official help centre. Joining one gives you a free teleport so you can move your city next to the alliance leader.

How many ranks does a Kingshot alliance have?

Six, from R0 to R5. R3 and above can promote and demote members who are at least one rank below them, and R4 and above can remove them.

How many banners can an alliance place?

285. The first ten cost nothing and the price climbs with each one after that. A banner does not expire, but it stops working if it is destroyed or cut off from the alliance HQ, and the ground it covered stops paying out.

Where can the alliance HQ be built?

On badland and on plains, never on fertile land. Plains open up once the alliance has reached the Banner Raised High milestone, fertile land after Grand Conquest. The first HQ costs no resources, and that also holds if you rebuild it.

What happens if the alliance leader stops playing?

After three days of absence an R4 can request the leadership, and after five days any member can. The transfer costs 200 gems.

Sources

The mechanics on this page come from the official Kingshot help centre published by Century Games at centurygames.helpshift.com, cross-checked against fan databases where the help centre is silent. Numbers that only one source carries, such as the alliance help timings, are left out on purpose.