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Diplomacy

Understanding faction relationships - alliances, enemies, and neutral relations.

Diplomacy

The diplomacy system defines how factions interact with each other. Relationships affect combat rules, territory access, and how factions appear on maps and in chat.

Relationship Types

Every pair of factions has a relationship status that determines how they can interact.

Neutral (Default)

All factions start as neutral to each other. This is the baseline relationship.

AspectBehavior
CombatPvP allowed with standard rules
TerritoryNo access to each other's claims
Map ColorYellow

Allied

Alliances represent mutual cooperation between factions. Both factions must agree to form an alliance.

AspectBehavior
CombatFriendly fire disabled by default
TerritoryShared access (configurable)
CommunicationAlliance chat available
Map ColorGreen

Enemy

Enemy status marks a faction for open conflict. Unlike alliances, enemy declarations are one-sided - you can declare any faction as your enemy without their agreement.

AspectBehavior
CombatFull PvP enabled
TerritoryOverclaiming available if they're weak
Map ColorRed

How Alliances Work

Alliance formation requires mutual agreement:

  1. Faction A sends an alliance request to Faction B
  2. Faction B sends an alliance request to Faction A
  3. Both requests exist = alliance formed

One-sided requests don't create alliances. Either faction can break the alliance at any time by setting the relationship to neutral.

Info

Servers can limit the maximum number of allies per faction (default: 10). Check your server's configuration.

How Enemy Status Works

Enemy declarations are unilateral - you decide who your enemies are. This affects:

  • How you see them (marked in red)
  • Whether you can overclaim their territory

One-Sided vs Mutual

ScenarioEffect
You declare them enemyThey appear red to you; overclaiming enabled
They declare you enemyYou appear red to them; they can try to overclaim you
Mutual enemiesFull warfare mode; both sides marked hostile

Being someone's enemy doesn't automatically make them your enemy. You must also declare them.

Combat Rules

Relationships affect what combat is allowed:

RelationshipCan Attack?Notes
Same FactionNo*Configurable via combat.factionDamage
AlliedNo*Configurable via combat.allyDamage
NeutralYesStandard combat rules
EnemyYesFull warfare

*Server configuration can enable friendly fire for factions or allies.

Territory Access

By default, only faction members can interact with claimed territory. Alliances can optionally share access:

  • Ally building - Allow allies to place/break blocks
  • Ally interaction - Allow allies to use doors, containers, etc.

These are configured per-faction through the settings GUI.

Strategic Considerations

Benefits of Alliances

  • Combined military strength
  • Shared territory defense
  • Coordination through alliance chat
  • Accident prevention (no friendly fire)

Risks of Alliances

  • Involvement in allies' conflicts
  • Obligation to defend allied territory
  • Potential for betrayal

Enemy Tactics

  • Weaken through sustained combat to drain their power
  • Coordinate with their other enemies
  • Overclaim when their power drops below claim capacity
  • Control strategic chokepoints

Visual Indicators

Relationship status is color-coded throughout the interface:

RelationColorWhere Shown
Your FactionCyanClaims, members, chat tags
AlliedGreenClaims, members, chat tags
NeutralYellowClaims, members
EnemyRedClaims, members, chat tags

Who Can Manage Relations?

By faction role hierarchy:

  • Leaders can manage all diplomatic relations
  • Officers can manage relations (by default)
  • Members cannot change relations

Server permissions also apply. See Permissions Reference for the relation permission nodes.

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