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Oaths

Diplomacy and alliances

Alliances organize permissions, diplomatic relations, shared objectives and exchanges.

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.

Reference

Values and definitions

Alliances

An alliance gathers several players, shares some information and opens common objectives. The world directory presents every alliance, its description and its recruitment policy: open, application-based or closed.

An open alliance can be joined directly; an application must be accepted or declined by an authorized member. A pinned announcement and deliberately approximate activity help coordination without exposing precise presence.

An alliance recruiting by application may combine a minimum power, maximum infamy, and minimum seniority in the world. Applicants must meet every active criterion when applying. Invitations bypass them, and an existing application remains valid if the criteria change later.

A member’s unread alliance activity begins when they join. Earlier history remains available to read, but it does not retroactively fill their notification badge.

The Journal groups events by date, filters people, diplomacy, economy, research, and operations, and paginates the history. Every entry keeps its exact time and a relative indication for quick scanning.

The Operations Center separates military coordination from day-to-day alliance management. Its overview counts threatened allied bastions, deployed garrisons, reinforcements in transit and active support calls. It gathers alliance emergencies, garrisons and known movements with direct access to every position on the map, without command forms. Ash Fronts and shared Intelligence have their own sections. The owner of a spy report may share it when their role has the corresponding permission. All current members can then read its content, author and date; the owner or a member manager may remove it. Intelligence older than seven days remains available but is visually subdued.

Relations

Diplomatic relations indicate whether a faction is neutral, allied, hostile or bound by a pact.

Temporary protection

A protected player’s structures show a dome on the map with an "Under protection" tooltip. Hostile actions are blocked server-side until expiry or break.

Vacation mode

Vacation mode is managed from a dedicated Account tab. Activation requires no recent hostile action, incoming threat, trade convoy or allied reinforcement, active movement or territorial queue.

The player’s own troops may remain in their bastions, towers and outposts, but not at a foreign position; one button recalls them all and a report confirms their return. The account becomes read-only, with no production or progression.

After the minimum duration, the player requests a visible remobilization before exact remaining queue times resume and cooldown begins. Positions stay visible and protected but project no influence. Stationed allied contingents keep their owner and remain recallable.

Premium and Obols

Premium status and its expiration are visible from the Account page. While the store is disabled, the team manually grants free 30-day access. When enabled, one-off purchases credit account-wide Obols, with no subscription or automatic renewal.

In Reports, active access unlocks favorites, up to five personal tags per report, and up to ten saved filters. On the map, it allows up to ten saved views per world with their framing, zoom, filter and layers, without additional information. In Missions, it unlocks up to ten unit compositions and ten convoy presets that fill compatible values without storing a target or launching an action; normal availability and validation still apply.

It also allows a purely visual heraldic crest, independently displayed on the public profile, with the bastion or in rankings, plus optional public Premium status.

The manual combat simulator remains free for everyone in Missions; Premium additionally allows up to ten saved scenarios, duplication, importing the player’s own reports or presets, and comparing two results. An import never reconstructs data absent from an older report, so terrain and research levels must still be checked. Basic filters remain free and these tools add neither exclusive information nor extra retention.

Paid Premium is unlocked through stackable offers of 7 days for 140 Obols, 14 days for 275 Obols, or 21 days for 400 Obols, up to a 365-day future horizon. Planned packs are 600 Obols for €4.99, 1,260 for €9.99, and 3,300 for €24.99, with a €50 limit over 30 days. Obols never expire and cannot be transferred or converted into cash or game resources; credits, spends, and administrative operations are logged. Revocation or expiration disables rights without deleting preferences, and this foundation grants no power or progression advantage.

The purchase flow records the immediate-supply request before redirecting, then collects acceptance of the Terms of Sale in Stripe Checkout. The durable email confirmation contains the summary, applicable terms and withdrawal form; order history offers the online request for 14 days.

Pacts

On profiles and in alliance diplomacy, each term and pact-breaking confirmation can be selected by clicking its card. A gold border and check mark indicate selection, as with Sovereign choices. These choices remain accessible with a keyboard and by touch. Pact-breaking confirmation shows an empty box with “Check to confirm”, then “Confirmation checked” once selected.

On profiles, an active war and a hostile threat appear in red. Actions follow the effective relationship: an existing war cannot be declared again from the panel, an existing pact offers to edit its terms, and returning to neutrality specifies whether it ends a pact, a war or a pending declaration. When alliances determine the relationship, personal controls are replaced with an explanation and a management link for authorized members.

Pacts frame hostile actions and may require a delay or confirmation before breaking. Right of passage is read on routes: crossing foreign influence without the clause raises a diplomatic warning, while an authorized route identifies the partner opening their territory.

For a direct convoy or garrison movement, you choose between the fast route and “Avoid forbidden territories”: the server compares travel time and extra cost, computes the actual detour, and rejects that mode when no fully authorized route exists.

Military support authorizes reinforcements inside a partner’s bastions and at their towers and outposts. Both clauses are automatic within the same alliance and are checked again by the server at departure and, for reinforcement, on arrival.

Alliance objectives

Alliance objectives and voluntary member contributions feed a shared treasury that funds alliance researches. Resources are taken from the active bastion after its production is updated. Each resource’s Max button fills the deposit with the lower value between the available stock and the remaining daily allowance. By default, each player may deposit at most 12,000 Food, 12,000 Dark Wood, 10,000 Iron and 1,500 Essence per UTC day in one world. This allowance is shared by all their bastions, does not carry over and excludes alliance objective and operation rewards.

The treasury shows the remaining time before the next daily reset, which is always scheduled for 00:00 UTC.

Every deposit and expense is kept in an immutable ledger paginated in groups of 10 entries, while contribution summaries remain informational and create no individual rank.

The nine researches form three branches with five levels per research. Prosperity improves production, storage and building construction. Logistics accelerates convoys, increases Cart capacity and shortens reinforcement or recall journeys. Frontiers extends shared vision, accelerates towers and outposts, then strengthens garrisons sent to another member.

The second tier of a branch requires level 2 in the first, then the third requires level 3 in the second. Costs rise sharply with each level and advanced tiers cost more. Existing levels in Shared stewardship, Convoy charters and Watch beacons are preserved.

An alliance runs only one research project at a time. Resources are spent when it starts and the effect activates only when it completes. By default, levels 1 through 5 take 15 minutes, 1 hour, 4 hours, 12 hours and 24 hours before the tier multiplier of 1, 1.25 or 1.60 and the world research speed are applied. A started project cannot be cancelled.

Commerce

The Trade page lets a player propose an “I provide X for Y” contract to an authorized diplomatic partner. A contract may expire or be cancelled before acceptance. The form only asks for resources: both sides exclusively use Carts and automatically mobilize the minimum number required for the load.

One Cart carries 120 resources with the active definition. The sender must already own their Carts; the recipient’s Carts are checked only when they accept. The live summary displays each convoy’s load, maximum transportable amount, remaining capacity, and required Carts; a game synchronization does not clear a form being edited.

On acceptance, the server checks both bastions’ stocks, Carts, permissions, and routes together: both linked convoys depart, or neither does. Each convoy carries exactly the accepted basket, without a diplomatic delivery modifier or delivery bonus.

Between members of the same alliance, Convoy charters only reduces travel time according to its level and never changes either basket. Carts remain their player’s property and become available again after delivery. Commercial reports remind players of both baskets and open the corresponding contract in history. History links to a convoy while it is travelling and hides that shortcut once it is complete; it remains readable and can recreate an old offer.

Messages

Alliance messages remain collective. Player-to-player messaging uses separate private conversations isolated within the current world. The compact list opens each conversation without displaying or revealing the latest message content.

The alliance Messages, Recruitment and Journal tabs continue to flag new items before the alliance page marks them as seen.

A thread initially loads its fifty most recent messages and can retrieve earlier history. Each player may mark it unread, pin it, archive it, or mute it; a new incoming message restores an archived conversation, while muting only removes floating alerts.

The composer keeps one draft per conversation and inserts Unicode emojis through a picker with search, categories, recents, and skin-tone variants. The same emojis can be added or removed as reactions below a message.

On mobile, the inbox, new message, and thread each have their own screen. The reply stays above the virtual keyboard and the game bars hide while it is open. Emojis are entered using the phone keyboard, without an extra button in the reply. Reactions remain available below messages. Reading history preserves its position, and text typed while sending stays in the draft.

Blocking a player prevents new exchanges in both directions without erasing shared history. A received message can be reported with a reason and details; moderators receive only the reported message and limited context. The first version provides no files, GIFs, stickers, custom emojis, editing, or global deletion.

Messaging exposes no exact presence, typing state, or detailed read receipt. Epilogue and archived worlds, as well as vacation mode, remain readable without allowing new messages.

Notification preferences

The Missions page keeps a paginated list of incoming threats targeting your bastions and territories, even after dismissing the floating alert or disabling notifications. Intelligence remains limited by the Watchtower: an estimated window by default, with exact arrival and origin revealed at the configured levels. Undetected spies remain hidden. Recalled movements and those that have arrived no longer appear in this list.

Administration announcements appear in the centre of the screen on your next game page, in French or English according to your language. They can provide information or signal an alert. Closing the message or choosing “I have read this” saves acknowledgement to your account across all worlds: it does not return after reloading. Pending announcements appear one at a time. A new announcement is a new message to read.

Every notification category is enabled by default for a new account. In account settings, a category can be disabled entirely or replaced with a selection of specific signals.

For an active participation in an open world outside the internal sandbox, one reminder email is sent after 3 days without game activity and one more after 7 days. New activity starts a new cycle. Restricted accounts, vacation mode, and archived worlds receive no reminders.

Before delivery, the account, original world and inactivity cycle are checked again. Renewed activity, switching worlds or losing eligibility discards the pending reminder. A reminder aged 24 hours or more is no longer sent; an older message whose context cannot be verified is also skipped.

Claimable objectives appear as a badge on the Bastion entry and on the Completed / claimed tab, where they are listed before rewards already claimed. After a reward is claimed, that tab remains selected. Unread reports appear on the Reports entry.

Server values

Active diplomatic rules

These values describe costs, delays, permissions and relations available to alliances.

Admin setting diplomacy.alliance_daily_contribution_limits

Alliance - plafonds quotidiens de contribution

Quantité maximale de chaque ressource qu’un joueur peut verser au coffre d’alliance chaque jour UTC dans un monde.

Food
Food
12 000
Dark wood
Dark wood
12 000
Iron
Iron
10 000
Essence
Essence
1 500
Admin setting diplomacy.alliance_permissions

Diplomatie - permissions d’alliance

Permissions par défaut des rôles d’alliance.

Leader

  • Invite members : Yes
  • Manage members : Yes
  • Manage diplomacy : Yes
  • Manage permissions : Yes
  • Post messages : Yes
  • Send trade : Yes
  • Manage researches : Yes
  • Disband alliance : Yes
  • Share intelligence : Yes

Officer

  • Invite members : Yes
  • Manage members : Yes
  • Manage diplomacy : Yes
  • Manage permissions : No
  • Post messages : Yes
  • Send trade : Yes
  • Manage researches : Yes
  • Disband alliance : No
  • Share intelligence : Yes

Member

  • Invite members : No
  • Manage members : No
  • Manage diplomacy : No
  • Manage permissions : No
  • Post messages : Yes
  • Send trade : Yes
  • Manage researches : No
  • Disband alliance : No
  • Share intelligence : Yes
Admin setting diplomacy.alliance_research_base_costs

Alliance - coûts de base des recherches

Coûts de référence par niveau avant la pondération propre à chaque branche et recherche d’alliance.

1

  • Food : 2 000
  • Dark wood : 2 000
  • Iron : 1 500
  • Essence : 250

2

  • Food : 5 000
  • Dark wood : 5 000
  • Iron : 4 000
  • Essence : 600

3

  • Food : 12 000
  • Dark wood : 12 000
  • Iron : 10 000
  • Essence : 1 500

4

  • Food : 25 000
  • Dark wood : 25 000
  • Iron : 21 000
  • Essence : 3 200

5

  • Food : 50 000
  • Dark wood : 50 000
  • Iron : 42 000
  • Essence : 6 500
Admin setting diplomacy.alliance_research_durations

Alliance - durées des recherches

Durées de base en secondes par niveau et multiplicateurs par palier, avant application de la vitesse de recherche du monde.

Levels

  • 1 : 900
  • 2 : 3 600
  • 3 : 14 400
  • 4 : 43 200
  • 5 : 86 400

Tier Multipliers

  • 1 : 1
  • 2 : ×1,25
  • 3 : ×1,60
Admin setting diplomacy.alliance_research_effects

Alliance - effets des recherches

Valeur du bonus accordé par niveau pour chacune des recherches d’alliance.

  • Shared Granaries : 2
  • Federated Reserves : 5
  • Concerted Works : 2
  • Convoy Charters : 1
  • Reinforced Carts : 5
  • March Relays : 2
  • Watch Beacons : 1
  • Frontier Markers : 5
  • Garrison Oaths : 3
Admin setting diplomacy.pact_break_costs

Diplomatie - coût de rupture de pacte

Coût payé depuis le bastion actif quand un pacte de non-agression est rompu.

Food
Food
200
Dark wood
Dark wood
150
Iron
Iron
120
Essence
Essence
20
Admin setting diplomacy.pact_break_delay_seconds

Diplomatie - délai de rupture de pacte

Délai avant qu’une guerre soit active après rupture d’un pacte de non-agression.

01:00:00
Admin setting diplomacy.pact_break_infamy

Diplomatie - infamie de rupture de pacte

Infamie ajoutée au joueur qui rompt un pacte de non-agression.

8
Admin setting diplomacy.support_request_duration_hours

Diplomatie - durée d’un appel à renfort

Durée en heures pendant laquelle un appel à renfort territorial reste visible.

24
Admin setting protection.block_spy

Protection - bloquer espionnage

Si actif, les missions d espionnage sont bloquees contre un joueur sous protection.

Yes
Admin setting protection.ends_on_hostile_action

Protection - rupture par action hostile

Si actif, la protection saute quand le joueur protege lance une action hostile contre un autre joueur.

Yes
Admin setting protection.new_player_seconds

Protection - duree nouveaux joueurs

Duree en secondes pendant laquelle un nouveau joueur est protege apres son entree dans le monde.

7 d 00:00:00
Admin setting protection.power_gap_infamy_multiplier

Protection - multiplicateur infamie

Multiplicateur applique au gain d infamie contre une cible beaucoup plus faible en mode infamy.

2,00
Admin setting protection.power_gap_mode

Protection - mode ecart de puissance

Mode applique contre les joueurs beaucoup plus faibles : off, warn, block ou infamy.

Warn
Admin setting protection.power_gap_ratio

Protection - ratio ecart de puissance

Ratio a partir duquel une cible est consideree comme beaucoup plus faible.

3,00
Admin setting protection.show_badges

Protection - badges visibles

Affiche les marqueurs et badges de protection dans les interfaces joueur.

Yes
Admin setting vacation.cooldown_days

Vacances - délai de réactivation

Délai en jours après la fin de la remobilisation avant une nouvelle activation.

30
Admin setting vacation.hostile_cooldown_hours

Vacances - délai après hostilité

Délai en heures après une action hostile avant de pouvoir activer le mode vacances.

48
Admin setting vacation.minimum_days

Vacances - durée minimale

Durée minimale en jours avant de pouvoir demander la remobilisation.

7
Admin setting vacation.remobilization_hours

Vacances - remobilisation

Durée visible en heures entre la demande de retour et la reprise du compte.

24