For R5s planning a window

Alliance move calculator

Sixty-four names in a spreadsheet, three days before Phase I, and one question: can we all go? Paste the roster, type the destination kingdom, read the answer — who lands, who is left behind, how many Special Invites you are short, and whether you need a second kingdom.

The number that decides everything: one Ordinary kingdom takes 55 transfers a window — 35 Ordinary Invites the King sends, plus 20 open slots when Transfer Opens. A Leading kingdom takes 30 — 20 invites plus 10 open slots. An alliance of 60 cannot land intact in one kingdom in one window, and only an Ordinary kingdom has the 3 Special Invites that let anyone over the Power Cap in at all.

Your move

Used to check you are in the same transfer group as the destination.
Group is read from the window table below.
Leading kingdoms are shown as such in the in-game kingdom list.
Reference figures are read from a community history site and are not the publisher's. Declared, not confirmed
Commas, semicolons, tabs or just a trailing number all work. 240M, 240m and 240,000,000 are the same. Lines starting with # are ignored. Nothing leaves your device.
No spreadsheet handy? Enter counts per power band instead

Band counts use each band's floor power, so a member sitting near the Power Cap can land on the wrong side of it. Paste real names and powers when the cap is close.

Optional: who moved recently, and what passes you hold
One name per line, optionally name, days ago. Names must match the roster. The transfer cooldown is 25 days.
Totals across every member in that band. Leave blank to skip the shortfall line.
Saved on this device only.

What the publisher actually says

Every figure this calculator uses comes from Century Games' Kingshot help centre. Nothing here is inferred:

  • Intake per kingdom, per window. Ordinary kingdoms have a transfer cap of 55, of which 35 are Ordinary Invites and 20 are available during Transfer Opens. Leading kingdoms have a transfer cap of 30, of which 20 are Ordinary Invites and 10 are available during Transfer Opens. faq/8559
  • Special Invites. Only issued to Governors who exceed a kingdom's Power Cap. A kingdom initially has 3, with 1 spent invite restored on the 1st of each month (UTC 00:00), and the maximum that can be issued is 3. Leading kingdoms cannot issue them at all. faq/8547, faq/8559
  • Special Invites come with a mail notification. Ordinary Invites do not — an Ordinary Invite can only be confirmed in the transfer screen. faq/8550
  • Invites cannot be withdrawn once issued. A promised slot is a real slot. faq/8551
  • The invited player pays their own Transfer Passes. Extending an invite does not cover them. faq/8564
  • Passes run from 1 to 50 per player, by Power. faq/8552
  • The transfer cooldown is 25 days. faq/8560
  • Up to 4 characters can be in one kingdom. faq/8563
  • Same generation of heroes and Truegold level as your kingdom, and your character must not be older than the destination by more than a threshold that varies between 90 and 180 days with how developed the destination is. The exact figure is not published. faq/8561
  • Open slots are first come, first served. The publisher's own advice is to prepare in advance, or to ask the King of the target kingdom for an early invite in Phase II. faq/8566
The one number that is not the publisher's: the pass estimate. The exact formula is not published, so the pass bands are community-observed ranges, capped at the publisher's stated maximum of 50. Your own confirm screen is the only exact answer.

The transfer window and its groups

A kingdom can only receive transfers from kingdoms in its own transfer group, and the groups are redrawn every window.

How to read the two scenarios

The King of the destination decides where 35 of the 55 slots go. That single decision is the difference between the whole alliance landing and a third of it landing, so the calculator answers twice:

  1. If the King invites you — every Ordinary Invite spent on your roster, plus the open slots. This is the ceiling, and it only happens if a King has agreed to it in advance.
  2. If the King invites nobody — you race everyone else for the open slots when Transfer Opens, first come, first served. This is the floor, and it is what happens if you show up without a deal.
What to do with the gap: the gap between those two numbers is exactly what a conversation with the destination's King is worth. Get the invites promised in Phase I, because once Phase II starts the Power Cap can no longer change, and an invite cannot be withdrawn once sent.