Social

Alliances: points, tiers, HQ and battles

How alliances work — founding rules, kilometre-based points, tier perks, HQ upgrades, and optional battles.

Alliance headquarters tower with gold emblems and plaza flags at sunrise

Social

How alliances work — founding rules, kilometre-based points, tier perks, HQ upgrades, and optional battles.

Alliances are mid-game social clubs for players who want shared progression: fly kilometres for the group, unlock tier perks, fund a treasury HQ, and optionally fight seasonal battles. They never gate the solo career — you can ignore them forever and still unlock the full fleet.

In-game, open Alliances to browse the directory, create a group (level 5+, founding fee), or manage your HQ once you are a member. This page is the rules reference behind that UI.

Create, join, roles

Creating an alliance requires airline level 5 and a 250 000 cash founding fee. Names are 3–32 characters; tags are 2–5 characters. Join policy is either open or invite-only (invites expire after 72 hours).

Roles are leader, officer, and member. Leaders handle settings, treasury spends, and roster upgrades; officers help with invites and moderation.

Contribution points

Claimed flights feed the alliance board. Distance dominates: roughly 1 point per 100 km plus passenger contribution, with a +25% bonus on long-haul legs. The alliance ladder is, at heart, a kilometre race — keep members flying, not sitting.

Tiers and perks

Total points unlock tiers from Codeshare (level 1) up to Sky dominion (level 8). Higher tiers add member slots and stack revenue, XP, materials, and fuel-discount perks for every member. Leaders can also buy extra roster seats with cash (up to 10 purchased seats beyond the tier cap).

Treasury HQ upgrades

Treasury cash funds three HQ tracks: Fuel pooling (Jet-A discount), Training wing (extra XP on claims), and Contract office (bigger weekly contract payouts). Each track has a level cap and escalating cost — spend only when the roster is already flying enough to use the perk.

Contracts, pacts, battles

Weekly alliance contracts give directed group goals with cash rewards. Pacts are diplomatic links with other alliances. Battles are optional seasonal contests — winners receive a short war bonus (extra revenue, XP, materials, and fuel discount for a few days).

Roster social: officers post announcements, members use alliance chat, and both surfaces support a fixed emoji reaction set with a who-reacted list. For the product fantasy and SEO angle, see airline alliance game.

Mid-game commit

Level 5 + founding fee keeps alliances from being day-one noise.

Fly for points

Kilometres and long-haul bonus matter more than idle prestige.

Perks stack

Tier bonuses + HQ upgrades + war buffs all help members on every claim.

Next steps

Pair alliances with friends visits, or jump back to the core loop.

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