
For Order of Kings alliance leaders and serious spenders who want to know exactly how the alliance system works, how to run a siege from declaration to victory, and how to build the coordination infrastructure that turns individual investment into server-level dominance.
Solo play in Order of Kings has a ceiling. You can develop your city, level your commanders, and unlock Tier 3 troops entirely alone — but none of it compounds into territory control, resource advantage, or server dominance without an alliance behind it. The alliance system is the structure that turns individual investment into collective power, and siege warfare is how that collective power is exercised.
For players investing at $1,000+/month, the alliance question isn't whether to join one — it's whether you're in the right one, whether it's organized correctly, and whether the people leading it understand the systems well enough to convert member spending into server results. A strong account in a weak alliance is an account that loses. A strong account in a well-run alliance is an account that dictates the terms of every conflict on the server.
This guide covers the complete alliance and siege system: what unlocks at Chapter 5, every alliance feature and its function, how the three-phase siege works from declaration to city capture, the additional siege mechanics most players discover too late, and the operational framework for running competitive alliance warfare at the top level.
The alliance system becomes available after completing Chapter 5 of the main questline. This is not a soft gate — siege warfare, strategic mine access, shared research, and coordinated city capture all require alliance membership. Players who stall on main quest progression before Chapter 5 are locked out of the primary endgame content regardless of how developed their account is individually.
Once unlocked, joining or creating an alliance is the single highest-leverage action available. The benefits activate immediately: access to alliance research, protection from unilateral attack (most hostile players won’t engage a defended alliance member), and eligibility to participate in siege operations.
The earlier a player reaches Chapter 5 and joins a strong alliance, the more siege experience, mine control, and alliance resource accumulation they build before the server’s competitive hierarchy solidifies.
Research. Alliances consume shared resources to unlock and upgrade alliance-exclusive buildings and siege equipment. Officers with the appropriate permission level deploy these buildings and equipment in designated areas.
This is where the Battering Ram and Trebuchet upgrades live — alliance research directly determines the quality of siege tools available for city assault. Prioritize siege equipment research early; the upgrade gap between a researched and unresearched alliance is visible in every gate assault phase.
Cities. A centralized view of every city your alliance controls, including surrounding facilities. Alliance food reserves can be transported to occupied cities from this panel — a logistics function that matters in extended campaigns where city holding requires sustained supply.
Strategic Mines. Unlike personal resource gathering tiles, strategic mines produce resources distributed to all alliance members simultaneously. Mine capture is intentionally difficult — most require coordinated multi-member assault to take. Once captured, mines provide a compound resource advantage: every member benefits from every mine your alliance controls, every day.
Mines deplete over time and re-enter a neutral contested state after exhaustion, creating recurring conflict over the same high-value locations. The alliance that consistently controls the server’s mines builds a resource lead that becomes increasingly difficult for competitors to close.
Siege Equipment (Siege Ladder). The Siege Ladder is an alliance-exclusive siege tool that allows troops to scale city walls directly rather than waiting for the gate to be destroyed. In a standard gate assault, the entire attacking force must funnel through whatever breach the Battering Rams create — a bottleneck that gives defenders time to concentrate.
The Siege Ladder bypasses this by opening a second assault vector simultaneously, splitting defender attention and accelerating the transition to street combat. Deploying Siege Ladders alongside standard siege weapons is standard practice for competitive alliances; relying on gate assault alone costs time and troops.
Campaign Log. Records all siege and defense operations initiated by the alliance, accessible to all members at any time. Use this as an operational debrief tool — reviewing past campaigns identifies which phases cost the most troops, which members contributed siege equipment versus combat troops, and where coordination broke down.
Named Commanders from Cities. System cities at levels 8–10 on the map are defended by specific named commanders. When your alliance successfully captures one of these cities for the first time, that named commander is awarded to your alliance. Captured named commanders can be deployed in offensive siege operations by constructing a War Tent outside the target city before the assault begins. This mechanic means high-level city captures are doubly valuable: territory control plus commander acquisition.
Military Expeditions. An alliance achievement system — completing specified objectives awards rewards to all members. Functions as a shared progression track that provides passive benefits for normal alliance activity. Keep active members aware of current expedition objectives so routine operations contribute to shared rewards without requiring additional coordination overhead.
Alliance Mail and Laws. Mail handles member communication with delivery records. Laws are permanent standing orders issued by officers with permission — up to five active at any time, distinguished from mail by their permanence. Laws are the correct tool for standing operational rules (Decree conservation protocols, troop type assignments, pre-siege preparation requirements) that need to be visible to members indefinitely rather than buried in mail history.
Member Management. Displays each member’s military merit, power rating, and main city location. The Alliance Leader can appoint and remove officers, adjust officer permission levels, and create member groups. Member grouping is operationally significant — it allows targeted mail to specific subsets (your top ten spenders, your Archer specialists, your siege equipment operators) without broadcasting every instruction to the full membership.
Group your members by troop type, spending tier, or operational role early, before you need to use the grouping in an emergency.
Warehouse. Alliance resource reserves. Members donate resources to earn military merit; donations and expenditures are logged with full attribution. The resource pool funds alliance research and siege equipment upgrades. Military merit earned through donation is the internal currency of alliance standing — members who contribute consistently to the warehouse accumulate standing that tracks across every decision about officer appointments and resource distribution.
Officers and Permissions. Displays the current officer roster and their specific permission sets. The Alliance Leader adjusts permissions, makes appointments, and removes officers. Permissions are granular — research authorization, siege declaration rights, diplomatic action rights, and warehouse access are all separately configurable. Match permissions to operational trust, not social standing. Officers who can declare war on behalf of the alliance should be a short list of people whose judgment you trust completely.
Diplomacy. Shows your alliance’s relationship status with every other alliance on the server, plus the full server alliance list. Officers with diplomatic permissions can execute alliance (formal ally status), declare war, and ceasefire actions. Diplomacy is the strategic layer above individual siege operations — who you’re allied with determines which fronts you fight on simultaneously and which resources you can concentrate on priority targets.
Siege warfare is the primary competitive event in Order of Kings. City control determines resource access, map positioning, and server hierarchy. Every member’s individual investment — Tier 3 troops, commander pairings, Decree-funded field structures — culminates in whether your alliance can take and hold cities against organized opposition.
The siege system runs in three sequential phases. Each phase has a distinct objective, distinct roles, and distinct failure modes. Understanding all three before initiating a siege is the difference between a coordinated capture and an expensive failed assault.
Only the Alliance Leader can initiate a siege. The leader selects the target city and formally declares war, establishing the engagement window. For system cities that your alliance has not attacked before, this is straightforward. For player-held cities, the target must either already be in a hostile relationship with your alliance or you must declare war through the diplomacy panel first — unprovoked attacks on neutral cities require a formal war declaration before siege mechanics activate.
Declaration is also the communication trigger. The moment war is declared, every member needs to know: the target, the timeline, their role (siege weapon operator, melee escort, Archer fire support, field structure builder), and how many Decrees to have reserved. Alliances that declare and then scramble to coordinate in real time lose phase two before it starts.
Pre-declaration checklist for Alliance Leaders: confirm Decree reserves across key members (field structure builders need at minimum 10–15 available), confirm siege weapon equipment levels, assign Archer players to their pre-positioning coordinates, identify which opposing commander is running sustain and assign Qi Jiguang deployment priority, confirm Siege Ladder availability if applicable.
The gate assault phase begins after declaration. All participating members deploy siege weapons and combat troops against the city’s defensive perimeter. The objective is destroying the city gate and breaching the walls.
Battering Rams are the close-range gate specialists. They deal significant bonus damage to gates and city wall structures, but they must reach the gate to function — and every melee unit type can counter them. Battering Rams need a protective escort of Swordsmen or Spearmen to absorb defender harassment troops while the Rams work. An unescorted Battering Ram is dead before it reaches the gate.
Trebuchets provide long-range structural suppression with splash damage across multiple buildings and defensive positions simultaneously. They can operate from outside the defender’s melee engagement range, making them harder to counter — but they are slower to destroy the gate than Battering Rams and still require protection against Cavalry flanking from defenders who bypass your frontline.
Trebuchets are the correct primary weapon when the defender has a strong anti-melee gate position; Battering Rams are the correct primary when you have the escort depth to protect them all the way to contact.
Siege Ladders open a simultaneous second assault vector by allowing troops to scale walls directly. Deploy Siege Ladders in coordination with your primary siege weapon push, not as a backup — the value is splitting the defender’s attention while their troops are already committed to countering your Battering Rams or Trebuchets. An alliance that times the Siege Ladder deployment with the peak of the gate assault forces the defender to choose which breach to prioritize.
Archer fire support during phase two is the force multiplier most alliances underutilize. Powerbow Archers positioned on elevated terrain outside the city — before the gate assault begins — can suppress defender harassment troops, damage siege equipment coming out to counter your weapons, and deal sustained damage to the gate defenses from outside melee range. The members running Hua Rong or Yang Youji with Powerbow Archers should be positioned and firing before the first Battering Ram reaches the gate.
The phase ends when the gate is destroyed. At that point, the entire assault shifts into phase three.
Once the gate falls, combat moves inside the city walls. The objective is finding and destroying the defending city’s core — the main city structure at the heart of the urban layout. Defenders will use the city’s internal geography — buildings, alleys, interior walls — to stage resistance and delay the assault on the core.
Street combat favors the composition that can sustain damage over time rather than burst quickly. Dual Blade Infantry with Lu Xun leading — the sustained-scaling Swordsmen pairing — is the correct choice for street combat. The engagement is prolonged, the terrain is close-quarters, and the damage-scaling mechanics have time to compound. Burst compositions (Fan Kuai primary, Li Guang AOE) are more valuable in the open-field phases; sustained compositions close out the street fight.
Siege equipment continues to matter in phase three. Trebuchets repositioned inside the gate can suppress the core’s defensive structures from a distance while your melee troops engage defender units in the streets. Keep siege equipment operating through phase three — alliances that stop their Trebuchets at the gate and rely entirely on melee for the core attack take significantly more time and troop losses than alliances that maintain continuous siege weapon pressure all the way to core destruction.
When the core falls, the city transfers to your alliance. Surrounding area becomes available for member city relocation — brief your members in advance on who relocates to the captured city, in what priority order, so the positional consolidation happens immediately after capture rather than through a delayed coordination process.
The three-phase framework above applies to both system cities (NPC-held map locations) and player-held cities, but with one key difference in phase one: system cities can be declared against at any time. Player cities require either an existing hostile relationship or a formal war declaration through the diplomacy panel before siege mechanics activate.
System cities at levels 8–10 carry named commander defenders — the capture bonus discussed in the alliance features section. These cities are typically the most heavily contested on any server because their strategic value combines territorial control, named commander acquisition, and the prestige of holding a high-level map position. Expect coordinated opposition when attacking these targets and plan with the assumption that other alliances will attempt to interfere before you complete phase three.
Player city sieges carry a different dynamic: the defending player can actively coordinate their alliance’s response in real time. System cities have fixed AI defense. Player-held cities have a human R5 making decisions. The pre-declaration intelligence phase — understanding which troop types the defending alliance runs, which commanders lead their strongest formations, and whether they have active diplomatic allies who will intervene — is more important for player city sieges than for system city assaults.
Field structures are built using Decrees and require the Engineering Camp as the prerequisite building. In the context of siege warfare, three field structures are operationally significant:
Fortresses are forward deployment bases. A Fortress near the target city allows your members to station troops close to the objective before declaration, dramatically reducing the march time between declaration and gate assault. Alliances that pre-position Fortresses in the 24 hours before a siege begin phase two with their full complement at the gate; alliances that don’t start phase two waiting for their members to march from their main cities.
Barricades disrupt enemy march routes. Deployed on the approaches to your Fortresses or siege positions, Barricades slow defending alliance attempts to reinforce or flank your assault party. During extended sieges, Barricades on the flanks of your assault corridor buy critical time for your Trebuchets and melee escorts to operate without disruption.
Arrow Towers provide fixed ranged suppression. Positioned to cover your siege equipment’s approach route, Arrow Towers deal continuous damage to any defender troops attempting to intercept your Battering Rams or harass your Trebuchet operators. Arrow Towers are most effective when placed at chokepoints the defender must pass through to reach your siege weapons.
The Decree coordination rule for field structures: every member who is expected to build field structures during a siege needs to have Decrees available when the engagement window opens. The pre-siege standing instruction should be explicit: no Decree spending on gathering, drills, or relocation in the 24 hours before a declared engagement. This is a Law-level instruction — post it as a permanent alliance law, not a mail reminder that gets buried.
Run pre-siege intelligence before every declaration. Before declaring on any target, know three things: the defending alliance’s dominant troop type (so you can counter-draft your assault party), the state of their diplomatic relationships (so you know if allied alliances will intervene), and the state of their Decree reserves if you can estimate it (an alliance that just ran a resource operation will have depleted Decrees and weakened field structure response). Declaring without this information is declaring blind.
Issue siege roles as Laws, not mail. Every member in your active siege roster should know their role permanently, not just before each engagement. Siege weapon operators, melee escorts, Archer pre-positioning specialists, Fortress builders, Barricade layers — these assignments should be standing Laws so the role is known before you send a single communication about a specific operation. When a siege is declared, the coordination message is confirmation of target and timeline, not a role assignment scramble.
Control the Siege Ladder timing personally. The Siege Ladder is the highest-leverage single decision in phase two. Its value comes from timing — deploying it simultaneously with peak gate assault pressure. Don’t delegate Siege Ladder deployment to a member who might fire it early or late. The Alliance Leader or a designated trusted officer controls Siege Ladder timing. Brief that officer on the exact trigger condition: deploy when Battering Rams make first contact with the gate, not before.
Pre-position relocation assignments before phase three ends. When the city core falls, the post-capture window is chaotic. Members will ask who relocates, in what order, and where. Have the relocation priority list decided and communicated before the assault begins — your highest-value members (heaviest spenders, most active PvP participants) closest to the captured city, in that order. The alliance that consolidates positionally fastest after a capture turns a one-time siege victory into sustained territorial control.
Use member grouping for siege communications. Your full alliance doesn’t need every siege communication. Siege weapon operators need equipment and timing instructions. Melee escorts need engagement sequencing. Archer players need terrain coordinates. Member groups let you send targeted instructions to each role without creating noise for members who aren’t in the assault party. Set up role-based groups before you need them — creating them during an active siege is a distraction you can’t afford.
The alliance and siege systems in Order of Kings are where every individual investment decision in this cluster pays off or doesn’t. Tier 3 troops win siege phase two. Correct commander pairings win phase three street combat. Decree discipline enables field structure deployment that changes the terms of engagement before declaration. The alliance leader who understands all of it coordinates members into outcomes their individual accounts couldn’t produce alone.
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The siege is where everything pays off — or it’s where you find out what wasn’t built correctly. Every system in this guide exists to make sure it’s the former.
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Read also: Order of Kings Early Game Guide • Troop Composition Guide • Best Commander Pairings
Only the Alliance Leader can formally declare a siege. For system cities, declaration can happen at any time. For player-held cities, the target must either already be in a hostile relationship with your alliance or the Alliance Leader must issue a formal war declaration through the diplomacy panel first. Siege mechanics do not activate against neutral player cities without prior declaration.
Battering Rams are close-range gate specialists — they deal high bonus damage to gates and walls but must physically reach the gate to function and are countered by all melee unit types. Trebuchets operate from long range with splash damage across multiple structures, making them harder to counter but slower at destroying the gate. Use Battering Rams when you have the melee escort depth to protect them all the way to contact. Use Trebuchets when the defender has a strong anti-melee gate position or when your escort depth is limited.
The Siege Ladder allows troops to scale city walls directly rather than waiting for the gate to be destroyed. It opens a second assault vector simultaneously with standard siege weapon operations, splitting the defender’s attention between two breach points. The timing of Siege Ladder deployment is the highest-leverage tactical decision in phase two — deploy it when Battering Rams make first contact with the gate, not before, to maximize the simultaneous pressure effect.
When the defending city’s core is destroyed, the city transfers to the attacking alliance. The surrounding area becomes available for alliance member city relocation. High-level system cities (levels 8–10) also award a named commander to the capturing alliance upon first capture — that commander can then be deployed in future offensive sieges by building a War Tent outside the next target city.