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The alliance system allows players to form temporary partnerships for mutual benefit and protection. Alliances are a core strategic element that can determine victory or defeat.

How Alliances Work

1

Send Alliance Request

You can send an alliance request to any player you share a border with. The request is sent to the other player for consideration.
2

Accept or Reject

The recipient can either accept the request (forming an alliance) or reject it. Rejected requests enter a cooldown period before you can request again.
3

Alliance Active

Once accepted, the alliance becomes active for a limited duration. Both players benefit from alliance protections and cooperation.
4

Extension or Expiration

Before expiration, both players can agree to extend the alliance. If not renewed, it expires automatically.

Alliance Benefits

Cannot Attack

Allied players cannot attack each other’s territory. Borders between allies are safe from aggression.

Resource Sharing

Donate gold and troops to allies to help them expand or defend against threats.

Coordinated Strategy

Work together to eliminate common enemies or control key regions of the map.

Trade Benefits

Trade ships can travel safely through allied waters and ports.

Alliance Requests

Sending Requests

To send an alliance request, certain conditions must be met:
You must share a border with the target player. This means at least one of your tiles must be adjacent to one of their tiles.
After a rejected request or broken alliance, there’s a cooldown period before you can send another request to the same player.
You can only have one pending outgoing request to each player. Wait for a response before sending another.

Request Duration

Alliance requests don’t last forever:
  • Requests expire after a set number of turns if not answered
  • Expired requests allow you to send a new request immediately
  • The recipient sees incoming requests in their diplomatic interface
Timing matters! Send alliance requests when it’s strategically beneficial to both parties, such as when facing a common threat.

Alliance Duration

Alliances are temporary by design:
When an alliance is accepted, it lasts for a fixed number of turns (the exact duration is configured per game). Both players can see the remaining time.

Extension Mechanics

  • The extension window opens near the end of the alliance duration
  • Each player independently decides whether to extend
  • Both players can see if the other has agreed to extend
  • Extensions reset the alliance timer to a full duration
  • Multiple extensions are possible, allowing long-term alliances
If only one player agrees to extend, the alliance still expires. Both must consent for the extension to take effect.

Breaking Alliances

Alliances can be broken manually before expiration:

Betrayal System

Breaking an alliance is considered a betrayal:
  • Your betrayal count increases (visible to all players)
  • Other players may be less likely to trust you
  • High betrayal counts mark you as unreliable
  • Betrayals are tracked in your player statistics
Letting an alliance expire naturally is NOT counted as a betrayal. Only manually breaking an active alliance counts.

Traitor Status

Players who break alliances receive a temporary “Traitor” status:
  • The status is visible to all players
  • Duration is limited (expires after a set number of turns)
  • Does not prevent gameplay, but signals untrustworthiness
  • Multiple betrayals can result in permanent reputation damage

Multiple Alliances

You can maintain alliances with multiple players simultaneously:
  • Each alliance has its own duration and extension window
  • All allies benefit from non-aggression pacts with each other
  • Coordinate with multiple allies to dominate the map
  • Be cautious: more allies means more potential betrayers
In team games, alliances with teammates are often less necessary since teams already cannot attack each other.

Relations System

The game tracks your relationship with every other player:

Relation Levels

  1. Hostile: Actively at war or recently attacked
  2. Distrustful: Negative interactions, broken alliances
  3. Neutral: No significant interactions
  4. Friendly: Alliance active or recent cooperation

Relation Effects

  • Relations gradually decay toward neutral over time
  • Alliances set relations to “Friendly”
  • Attacking sets relations to “Hostile”
  • Breaking alliances sharply reduces relations
  • Relations affect AI behavior and diplomacy options

Building Relations

Form alliances, donate resources, and avoid conflict to improve relations.

Damaging Relations

Attack, betray alliances, or refuse aid to worsen relations.

Strategic Considerations

When to Ally

Unite with neighbors to counter a dominant player threatening multiple borders.
Ally with a neighbor to focus military efforts in another direction without worrying about backstabs.
Partner with a gold-rich or troop-rich ally to balance each other’s strengths.

When to Break Alliances

  • Your ally is weakened and vulnerable to conquest
  • The alliance prevents you from achieving victory conditions
  • A better strategic opportunity emerges
  • Your ally betrays another player (may betray you next)
Time betrayals carefully. Breaking an alliance at the wrong moment can unite former allies and other players against you.

Alliance Chat & Communication

While alliances don’t have dedicated chat channels, you can:
  • Send emojis to communicate quickly
  • Use the standard chat system
  • Coordinate attacks through resource donations
  • Signal intentions through troop movements

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