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In Warfront Nations, an alliance is a mutual relationship between two states — not a separate group, clan, or organization you join. There is no alliance roster, no alliance leader, and no alliance chat. Two states simply mark each other as allies, and that relationship is reflected on both sides. If you want a player-organized group, that’s what parties are (see Parliament & Elections). If you want shared chat or coordination, that’s what group chats are.

How Alliances Work

  • Alliances are stored as mutual state relationships. When state A allies with state B, both states list each other as allies automatically.
  • If the two states were previously enemies, the enemy relationship is removed when an alliance is formed.
  • Alliances are between states, not individual players. Joining or leaving a state changes which alliances apply to you.

Who Can Set Alliances

There is no application, invitation, or recruitment flow. One side proposes the change through the correct governance path; the other side does the same to make the relationship reciprocal in their records.

What Being Allied Actually Does

Alliances affect a few concrete game systems:
  • Diplomatic status — both states see each other as allies in state and region views.
  • Enemy clearing — declaring an alliance removes any standing enemy declaration between the two states.
  • Coordination signal — other players can see the relationship and treat it as a public commitment.
Alliances do not automatically share resources, treasury, troops, or chat. Any cooperation beyond the relationship flag is up to players to organize manually (group chats, manual market trades, coordinated war participation).

Ending an Alliance

Either side can end the alliance through the same governance path used to create it:
  • In a republic, parliament passes a bill to remove the ally.
  • In a dictatorship, the leader removes the ally directly.
Once removed on one side, the relationship is no longer mutual. The other state can then choose to drop the ally on their side as well, or leave the asymmetric record in place.

Joining a State (Not an Alliance)

If you want to be part of an allied community, what you actually join is a state, not an alliance. Travel to a region in that state and meet any residency requirements set by the state. Once you’re in the state, every alliance and enemy declaration that state holds applies to you while you remain a member. See States & Regions for how states are structured and Travel for moving between them.
Player-led groups like parties (covered in Parliament & Elections) are the closest thing in Warfront Nations to a “guild” or “clan.” Parties have members, a leader, and join requests. State alliances are a separate, state-level diplomatic relationship.