> ## Documentation Index
> Fetch the complete documentation index at: https://wiki.warfront-nations.com/llms.txt
> Use this file to discover all available pages before exploring further.

# State Alliances in Warfront Nations

> How state-to-state alliances work in Warfront Nations — mutual ally relationships set by state leaders or parliament bills.

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](/guide/parliament-and-elections)). If you want shared chat or coordination, that's what [group chats](/guide/news-and-community) 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

| Government type  | How alliances are changed                                                                                           |
| ---------------- | ------------------------------------------------------------------------------------------------------------------- |
| **Republic**     | Adding or removing an ally goes through a [parliament bill](/guide/parliament-and-elections). Requires MP approval. |
| **Dictatorship** | The state leader can add or remove allies directly.                                                                 |

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](/guide/states-and-regions) for how states are structured and [Travel](/guide/travel) for moving between them.

<Note>
  Player-led groups like **parties** (covered in [Parliament & Elections](/guide/parliament-and-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.
</Note>
