Rulers and envoys gather around a council table to agree on an alliance.
Concept illustration — not a gameplay screenshot.
World & diplomacyGuide

Alliances & neighbors

Alliances affect who is friendly and which player targets are valid.

On this page
  1. Friendly players
  2. Membership and permissions
  3. Rank and production
  4. Default permission thresholds
  5. Related pages

Friendly players #

An alliance member cannot be attacked or scouted as an enemy. If an expedition's target becomes friendly before arrival, the attack is canceled and its troops return.

Membership and permissions #

An account joins one alliance, with up to 50 members. Alliance ranks are Rookie, Member, Veteran, Officer, and Leader; newcomers join as Rookies. Leaders assign ranks and set minimum ranks for inviting, reviewing applications, and removing members. Defaults require Officer for invitations/reviews and Leader for removals. A permitted member can remove only someone of lower rank. Only the leader changes ranks/permissions, transfers leadership, or disbands; leadership must be transferred or the alliance disbanded before its leader leaves.

Rank and production #

Public individual and alliance standings use completed-building power, not army power. Alliance totals combine the building points of their counted members across all cities. Equal totals share a rank, with stable IDs ordering the tied entries. Alliance membership itself gives no production multiplier; support buildings, island monuments, and active VIP are separate systems.

Default permission thresholds #

Leaders can change these defaults; authority comes from the current minimum-rank setting, not only an Officer label.

Default permission thresholds
PermissionDefault minimum rank
InviteOfficer
ReviewOfficer
KickLeader
Rules reference. Values come from the game rules at revision 999310651f (snapshot e5f090b681, checked 5 October 2026). Base values exclude conditional bonuses such as VIP and active monuments. Numbers can change between playtest updates.