Diplomacy frames permissions
In Official diplomacy, the Alliance field is checked on blur just like correspondence: a loading indicator, then a green border and check mark or a red border and cross. Lookup ignores letter case and only accepts another alliance in the same world. This check uses diplomacy management permission independently of correspondence access.
Relations do more than display a status. They determine which hostile actions are allowed, which cooperation options exist, what information can be shared and which exchanges are available between players.
War declaration reports
A war declaration creates a report for both players. When two alliances are involved, every member present at that moment receives a report in their account language, even if they are viewing another world.
The report preserves the parties, author, effective date, and any pact-breaking costs and infamy. The declaration, penalties and reports are saved together; repeating the same declaration creates no duplicate.
Diplomats and Treasurers
The Leader can assign Officer, Diplomat, Treasurer and Member roles. Diplomats manage relations and diplomatic correspondence by default. Treasurers can start research funded by the treasury, without a personal withdrawal right.
Custom permissions are preserved when roles change. Diplomatic correspondence has a separate permission, enabled by default for Leaders and Diplomats; it can be delegated or revoked. The new roles do not automatically grant member management, permission management or disbanding rights.
Correspondence between alliances
Loading a conversation displays a translucent overlay with an animated indicator in the center of the dialog, without shifting its content. The dialog can still be closed while loading.
Looking up names and tags ignores letter case: “atp” matches “ATP”, both when checking the recipient and when sending a message.
While the recipient is being checked, a small animated indicator replaces the icon on the right of the field. It is then replaced by the check mark or cross.
The Diplomatic correspondence button appears only in the alliance Diplomacy tab. It opens a dialog for reading threads, browsing pages and sending messages without leaving the alliance. Drafts are kept while viewing this page, even after closing the dialog. Deliberately opening a thread marks its displayed messages as read.
Each alliance pair has one official conversation per world. Authorized representatives share its history; each message preserves its author and the alliance name at sending time. Leaving or losing permission revokes access to subsequent reads and sends.
Conversations are paginated in groups of 15 and messages in groups of 50. Unread counts are individual and concern messages from the other alliance. Background refreshes do not mark them as read.
The recipient alliance name or tag is checked when leaving the field. A green border and check mark confirm another alliance in the same world; a red border and cross indicate an invalid recipient. Editing the value clears this indication until the next check.
Messages are text only, up to 5,000 characters. Limits are 12 actions per minute, 120 per hour and 60 per hour to the same destination. Sending respects closed worlds and vacations. Reporting sends moderation the message and up to three preceding messages, without exposing the entire conversation.
Temporary protection
New players receive 7 days of protection by default, with an admin-managed duration. While it is active, their bastions, outposts, towers and foundation camps are not valid hostile targets.
This protection is visible to other players when badges are enabled: a dome appears above structures on the map and the tooltip says "Under protection". Profiles also show the protected state, and the protected player sees a reminder below the resource bar.
- The block covers raids and structure attacks.
- Spying can be blocked through an admin setting.
- A hostile action launched by the protected player ends their protection.
- Natural expiry or broken protection creates a player report.
Preparing for a long absence
Players activate vacation mode from its dedicated account tab. Activation is rejected after a recent hostile action, during an incoming hostile mission, trade convoy or allied reinforcement, or while a mission, convoy, territorial queue or any of their own units remains stationed at a foreign position.
Once active, the account remains available in read-only mode. Production, construction, research and training are frozen without accumulation; positions stay visible and explicitly protected, but project no influence, block no routes and contribute nothing to fronts or territorial objectives.
- The minimum active duration is 7 days by default.
- A player-requested return then starts 24 hours of visible remobilization, still frozen and protected.
- Queues resume with exactly their remaining time when remobilization ends.
- A 30-day cooldown then starts before vacation can be activated again.
- The player’s troops may remain in their bastions, towers and outposts, all frozen with the account. A quick action recalls those stationed at foreign positions and a report signals when every required return is complete.
- Allied contingents already stationed at the player’s own positions keep their owner and remain recallable.
Vacation mode can therefore neither interrupt an active attack, generate offline production, nor lock strategic territory for free.
Premium, Obols and beta
Premium is backed by a time-limited entitlement checked by the server. Its status and end date are visible in a dedicated Account tab, which every Premium emblem shown in the game links to directly.
While the store is disabled, no purchase is available and the team may continue to grant 30 free days to selected testers. Once legal and technical readiness is approved, one-off purchases will credit account-bound Obols.
In Reports, active Premium access allows favorites, up to five personal tags per report, and up to ten saved filter combinations.
On the map, active Premium access allows up to ten saved views per world with their framing, zoom, player filter, and Ash or Territory layers, without revealing additional data.
In Missions, it allows up to ten saved unit compositions and ten convoy presets. A preset fills compatible units, resources and route choice without storing the target, launching the action, or bypassing current availability and validation.
Premium profile customization, shown first in that tab while access is active, offers nine purely visual crests. Player names can use a freely selected colour from a colour picker, one of eight available fonts, and combine outline, shadow, and glow effects. Players separately choose whether to show the crest on their public profile, with their bastion and in rankings, and whether their Premium status is public. The selected style applies to their name in profiles, rankings, alliances, and messages without changing permissions.
The basic manual simulator is available to everyone in Missions. It estimates a battle from the entered armies, context, and doctrine research levels entered separately for the attacker and defender under the active public rules, without changing the world or revealing hidden data. Premium allows up to ten saved scenarios, duplication, importing the player’s own combat reports or unit presets, and comparing two scenarios. Importing an older report only restores its known forces and defenses; terrain and research levels must be checked by the player.
- A beta grant lasts 30 days and never renews automatically.
- The team may extend it by 30 days or revoke it; every operation is logged.
- At expiration, Premium rights automatically become inactive without deleting previously saved preferences.
- Basic type and read-status filters remain available to everyone; Premium adds neither exclusive information nor extra retention.
- Favorites, tags, saved filters, saved map views, presets and cosmetic choices become available again when new Premium access is activated.
- This foundation grants no power or progression advantage.
- The three planned packs contain 600 Obols for €4.99, 1,260 for €9.99, and 3,300 for €24.99. The last two include their bonus, and the initial limit is €50 over 30 days.
- Before payment, the player expressly requests immediate credit of the Obols. Stripe Checkout then collects mandatory acceptance of the Terms of Sale. After payment confirmation, an email summarizes the order and attaches the accepted terms and withdrawal form; an online request remains available from order history for 14 days.
- Paid Premium has three stackable durations: 7 days for 140 Obols, 14 days for 275 Obols, and 21 days for 400 Obols. The total horizon remains capped at 365 days, with no subscription or automatic renewal.
- Obols never expire, cannot be transferred, and cannot be exchanged for cash or game resources. Every credit and spend is recorded.
- A full refund prevents the order from being credited later, even if its confirmation is delayed. If Obols were already credited, only those from that order that remain available are removed; Premium access already acquired is not revoked by this removal.
The activation flag is closed by default: the store remains hidden and no Checkout can start until configuration, webhooks, and the legal framework are ready.
Coordinating without revealing everything
Alliances and pacts provide coordination tools, but shared vision remains intentionally limited. The game preserves uncertainty so scouting, visible movements and timing stay valuable.