π Alliances
Elect leaders, commit values, and let politics shape structure
Any player can create an alliance from the Alliances menu. Founding a new alliance makes you President and adds your nation as the first member. Member values set structure (Federation, Republic, or Empire), which caps how many offices one nation may hold.
To join an existing alliance, send a Request to Join with up to three values you endorse. You can withdraw a pending request. You cannot found a new alliance while you have a pending request or already belong to one.
Applicants share up to three values they endorse as part of their request. The Justice reviews those endorsements before approving or denying. While an alliance has fewer than five members, the President can also admit. With five or more members, only the Justice admits (or the President if the Justice seat is vacant). Applicants can withdraw a pending request. Approved values are locked until the next presidential election.
Who you admit matters: their committed values shift the Structure meter and can change Federation, Republic, or Empire over time.
While your request is pending, you can withdraw it from the alliance page. You cannot found a new alliance until that request is withdrawn, approved, or denied.
ποΈ Structure
Member value endorsements (max three each) summarize into a Structure meter. High Freedom lean becomes ποΈ Federation. Near 50 becomes π Republic. Low Freedom lean becomes π¦ Empire. Small swings do not flip the type.
Values set structure; structure sets office caps (President counts): Federation 1, Republic 2, Empire unlimited. Caps apply when an election seats a winner. Seats already held stay filled if structure tightens; you just cannot take another different office while over the new cap.
High Freedom lean
Max 1 office per nation
Balanced near 50
Max 2 offices per nation
Low Freedom lean
No office cap
Officer seats show role emoji beside the nation name. Vacant elected roles display until filled by election. Under Federation or Republic, a nation already at the office cap cannot take another seat when an election completes.
Endorsed: π βοΈ β»οΈ
The Justice admits members. While under five members, the President can also admit. With five or more, only the Justice admits unless that seat is vacant. The General removes members. Disbanding requires a 2/3 leadership vote.
Members can leave from the alliance home page. A President with other members must schedule a President election and transfer leadership before leaving. A solo President leaving dissolves the alliance.
Members endorse up to three shared values from the Values page. Votes pull toward Freedom or Order and lock until the next presidential election, unless the Treasurer opens a 24-hour values referendum (once per presidential term). The Structure meter becomes Federation, Republic, or Empire. Individual votes stay private.
Saving your votes commits them for the presidential term. You cannot change them again until a presidential election completes, or until the Treasurer opens a 24-hour values referendum (once per term).
Active Elections
The Secretary schedules elections for alliance roles. If the Secretary seat is vacant, the President can schedule instead. Eligible members join the ballot and can declare up to three values they are running on (visible to voters). Voters pick from that short list during a 24-hour window. Ties are broken by the Justice when possible; otherwise the incumbent stays.
Members must play at least once every 30 days (sign in, take a turn, trade, vote, or war action). Inactive members are removed. If the President goes inactive, a succession election is scheduled when at least one active member remains; otherwise the alliance disbands.
Voting opens at midnight UTC and closes at midnight UTC the next day. Completing a presidential election unlocks all membersβ value votes for a new commitment.
- Founder. Manages alliance name, tag, and color
- Schedules elections when the Secretary seat is vacant
- Admits join requests while under 5 members, or when the Justice seat is vacant
- Can propose a disband vote
- Schedules elections for alliance roles
- Can propose a disband vote
- Admits or denies join requests (sole admitter at 5+ members)
- Breaks election ties when not a top candidate
- Can propose a disband vote
- Removes members from the alliance
- Can propose a disband vote
- Opens a values referendum
- Can propose a disband vote
- Votes in elections
- Votes on alliance values
- Can leave at any time
Disbanding is never a single-click action. Any unique leader can propose a disband vote. If three or more unique leaders hold office, ceil(2/3) of those leaders must vote yes within 24 hours. With fewer than three unique leaders, ceil(2/3) of all members must approve instead. Inactive alliances with no active members can still be cleaned up automatically.
Propose or vote from Alliance Settings. A solo President leaving an empty alliance still dissolves it without a vote.
π Legislation
The original game planned alliance legislation: regulations, bans, limits, and repeals voted on by members. That system was never finished and is not available in Classic.
Legislation was planned for the original game but never finished. You cannot introduce or vote on laws in Classic.