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.
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.
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.