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OF Intel

MECHANICS · 07

Alliances & Betrayal

Alliances are mid-game's most important lever. Understanding the 5-minute clock, renewal window, and betrayal costs is key to reading opponent intentions.

Alliance Core Data

同盟与背叛
同盟时长
3000 ticks ≈ 5 分钟
延期提示
到期前 300 ticks (30s) 提示双方
续约规则
双方同意自动续期;仅一方同意进入延期窗口
背叛立即效果
触发自动禁运;防御减益 0.5,速度减益 0.8,持续 300 ticks

Alliance Lifecycle

  1. Request: Either player clicks opponent's portrait → Request Alliance.
  2. Accept: Opponent accepts = alliance established, countdown 3000 ticks (5 minutes).
  3. Renewal prompt: 300 ticks (30 seconds) before expiry, both receive "Extend" prompt.
  4. Both agree: Renewed for another 5 minutes.
  5. Only one agrees: Enters "extension window", other party still has time to respond; if neither responds by expiry, alliance naturally ends (not betrayal).

Cost of Betrayal

Breaking alliance = entering traitor state
  • Defense ×0.5 (take double damage)
  • Advance speed ×0.8
  • Lasts 300 ticks (30 seconds)
  • Auto-embargo from former ally + some other players
  • UI shows red "Betrayed" banner, v24 adds red border warning (devalnor)

Embargo

Hidden Alliance Benefits

Three Principles for Choosing Allies
  1. Find players with common enemies: if you both want to attack the same person, the relationship is most stable.
  2. Find geographically close but non-adjacent players: enables trade ships and trains without border friction.
  3. Avoid obviously weaker players: they may break alliance to save themselves when attacked, worsening your position.

When Betrayal Makes Sense

Few scenarios justify breaking alliance:

In all other cases, letting alliance expire naturally is better than betrayal: no debuffs, no auto-embargo, just non-renewal.