This AI-assisted content was systematically checked against the current game source code and corrected to match the implementation. It has not necessarily received an independent human editorial review, and it may become outdated as the game changes.
Alliances & Diplomacy
Alliances coordinate defense, chat, reports, shared bonuses, diplomacy, Watchfires, and the endgame. An Embassy at level 3 permits an alliance with a base capacity of 6 members. Banner’s Reach can buy one slot per level, up to the implementation maximum of 9.
Alliance bonuses
Members donate Lumber, Stone, Metal, or Food; all four count at full value. Bonuses do not reset after activation.
| Bonus | Effect per level | Maximum |
|---|---|---|
| War Discipline | 2% faster troop training | 10% |
| Civic Legacy | 2% more passive Culture Points | 10% |
| Arms Mastery | 2% more troop attack and defense | 10% |
| Trade Network | 30% more merchant capacity | 150% |
| Banner’s Reach | 1 additional member | 3 members |
Donation requirements for levels 1–5 are 120,000; 560,000; 1,710,000; 5,120,000; and 15,360,000. Unlock time is 24 / 48 / 72 / 96 / 120 hours divided by server speed. Daily donation limits scale with server speed and the highest active bonus level. New members receive bonus level 1 immediately; levels 2–5 become effective after speed-scaled delays of 24 / 48 / 72 / 96 hours.
Roles and membership
Alliance roles can separately grant rights to invite or kick members, edit identity or description, manage roles, map markers, chats, and diplomacy, and view member activity, alliance reports, or incoming hostile missions.
After leaving or being removed, a player cannot rejoin that alliance for 24 hours. The former alliance and player cannot attack each other for 6 hours, and stationed reinforcements are recalled. Recent attacks or raids can also block joining.
Alliance diplomacy
- War: declares open hostility and blocks trade access. War is not required to attack an otherwise legal target.
- Trade agreement: grants access to alliance-only Marketplace offers and trade routes.
- Treaty: combines non-aggression, trade access, and shared diplomacy chats.
- Defensive pact: combines trade access and shared chats; mutual reinforcement becomes available 24 hours after acceptance. Every active pact reduces production for all members by 10%, stacking down to a minimum multiplier of zero.
Treaties and Defensive Pacts cannot be ended during their first 24 hours. After either ends, hostile action is blocked for 6 hours. Recreating the same Treaty or Defensive Pact is blocked for 24 hours. A Defensive Pact also cannot be created if either alliance attacked or raided the other during the previous 24 hours.
Personal pacts
A personal pact prevents hostile missions between two players and permits mutual reinforcement. The base account limit is 3, increased to 4 / 5 / 6 by Pact Charters research. Personal pacts cannot be made with an alliance member or after recent mutual combat. Trusted Envoys reduces the Food upkeep of pact reinforcements sent from the researched village after the pact has existed for 24 hours.
Reports and rewards
Members with the appropriate right can view alliance-wide attack and scout reports in which a member was the attacker or main defender, as well as members’ incoming attacks. Reports can also be shared manually.
When an alliance completes the Ancient Monument, its active Defensive Pact partners are eligible for the configured endgame pact reward.