Diplomacy & war
One unauthorized hit can cost fifty people a weekend.
Diplomacy is not avoiding the war game. It is choosing which wars create value and which ones merely burn troops, time and friendships.
Before attacking another player
- Check alliance mail, markers and state rules.
- Confirm the target is not protected by an agreement.
- Check whether Kill Day or another PvP window is active.
- Ask an R4/R5 if anything is unclear.
- Save the report and coordinates if an incident occurs.
Good diplomacy
- Use one or two named contacts per alliance.
- Write agreements clearly: target, territory, start, end and exceptions.
- Use UTC plus local time.
- Keep screenshots of the final agreement.
- Correct member mistakes quickly and calmly.
- Do not promise what the membership cannot realistically enforce.
Prepare for real war
| Before | During | After |
|---|---|---|
| Heal troops, make Hospital room, set marches, save teleports and read the plan | Follow the caller, report enemy movement, stop when ordered and protect limited attempts | Heal efficiently, share reports, count losses and record what worked |
“We can beat them” is not a complete war planAsk what victory means, what it costs, how long the alliance can sustain it and what happens after the first battle.
Peaceful or aggressive strategy?
Both can work. Peace preserves troops and enables planned growth; aggression can secure territory or deter attacks. The bad strategy is drifting between them because individual members make private decisions.