Diplomacy frames permissions
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.
Oaths
Alliances organize permissions, diplomatic relations, shared objectives and exchanges.
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.
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.
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.
Vacation mode can therefore neither interrupt an active attack, generate offline production, nor lock strategic territory for free.
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 heraldic customization, shown first in that tab while access is active, offers three purely visual crests. Players separately choose whether to show one on their public profile, with their bastion and in rankings, and whether their Premium status is public.
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.
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.
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
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.
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 owner of a spy report may share it in the Intelligence tab 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.
Diplomatic relations indicate whether a faction is neutral, allied, hostile or bound by a pact.
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 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 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 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 at a partner’s 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 and voluntary member contributions feed a shared treasury that funds alliance researches. Resources are taken from the active bastion after its production is updated.
Every deposit and expense is kept in an immutable ledger, while contribution summaries remain informational and create no individual rank.
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 remains readable and can recreate an old offer.
Alliance messages remain collective. Player-to-player messaging covers private exchanges. The Messages, Recruitment and Journal tabs flag new items before the alliance page marks them as seen.
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.
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
These values describe costs, delays, permissions and relations available to alliances.
Permissions par défaut des rôles d’alliance.
Coût payé depuis le bastion actif quand un pacte de non-agression est rompu.
Délai avant qu’une guerre soit active après rupture d’un pacte de non-agression.
Infamie ajoutée au joueur qui rompt un pacte de non-agression.
Durée en heures pendant laquelle un appel à renfort territorial reste visible.
Si actif, les missions d espionnage sont bloquees contre un joueur sous protection.
Si actif, la protection saute quand le joueur protege lance une action hostile contre un autre joueur.
Duree en secondes pendant laquelle un nouveau joueur est protege apres son entree dans le monde.
Multiplicateur applique au gain d infamie contre une cible beaucoup plus faible en mode infamy.
Mode applique contre les joueurs beaucoup plus faibles : off, warn, block ou infamy.
Ratio a partir duquel une cible est consideree comme beaucoup plus faible.
Affiche les marqueurs et badges de protection dans les interfaces joueur.
Délai en jours après la fin de la remobilisation avant une nouvelle activation.
Délai en heures après une action hostile avant de pouvoir activer le mode vacances.
Durée minimale en jours avant de pouvoir demander la remobilisation.
Durée visible en heures entre la demande de retour et la reprise du compte.