AI-Generated

Alliances & Diplomacy

Alliances are groups of players who share defense, chat, reports, and bonuses, and who coordinate toward the endgame. Alliances are managed from the alliance page (the “handshake” icon in the top bar) and joined via the Embassy.

Alliance basics

  • Member limit: the max alliance size has been kept small — 15 at one point, and 6 without spending resources to expand on the current world (player-reported for the Fourth Awakening). Small alliances make membership spots valuable and were a deliberate design lever.
  • Bonuses (Alliance Bonuses): members donate resources to unlock shared bonuses — troop training speed, Culture Point production, troop strength, and merchant capacity. Bonuses are persistent (never reset once unlocked). The troop-strength bonus applies on top of Smithy upgrades. You can see each member’s total donated. Food contributions are weighted 0.5 (player-reported).
  • Rights: roles carry rights such as Manage diplomacy, View alliance reports, View member incoming attacks, View member activity, Manage map markers, Manage chats. With the right rights you can see whether members are under attack and (with “View member activity”) a colored last-active indicator.
  • Alliance reports: you can view alliance attack/scout reports (from members who were attacker or main defender) if you have the right; reports can also be shared manually. A red dot appears on the alliance icon when any member has an incoming attack.
  • Leaving rules: if you leave an alliance you can’t rejoin it for 24h; after leaving, both parties can’t attack each other for 6h; you can’t join an alliance that attacked you (or that you attacked) in the last 24h. Leaving auto-recalls reinforcements to/from that alliance.
  • You cannot attack or raid members of your own alliance or pact (and such attacks give no loot/score); the friendly-attack toggle is the exception.

Diplomacy states (between alliances)

  • War — a formal hostile state. War blocks trading between the two alliances (update 24/07). It does not gate attacks — you can attack any non-allied, non-pacted player regardless of a declared war.
  • Trade Agreement — a friendly trade relationship (raises market send limits between members).
  • Defensive Pact (renamed from “Alliance Pact” on 24/07) — members can reinforce each other and share chat channels; each member gives up 10% of their resource production per pact to keep it active (this stacks — three pacts = 30%). Creating a Defensive Pact auto-creates a shared General chat channel; a multi-alliance pact chat requires every alliance to have a pact with every other.
  • Treaty (added 19/07) — you can create shared chat channels and cannot attack the other alliance while active. Reports shared with “Alliance” scope are visible to Treaty members (01/08).

Pact rules: you can’t create a pact if either side attacked the other in the last 24h; once created a pact can’t be ended within 24h; after ending, it can’t be recreated for 24h; ending a pact starts a 6h no-attack window.

Personal Pacts (between individuals)

Made in your Embassy with another player:

  • Lets you send reinforcements to each other, and you cannot attack each other.
  • Up to 5 personal pacts; not with your own alliance members; not with someone if either of you attacked the other in the last 24h. Ending one starts a 6h no-attack window.

Rewards for allies

When an alliance wins the world (completes the Ancient Monument to 100), alliances that had an active pact with the winner at that moment also receive rewards (27/05).

See also