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Alliance: Difference between revisions

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Created page with "{{Stub}} '''Alliances''' are a mechanic where players and Nations may mutually decide to disallow attacks between each other. Breaking an alliance results in becoming a Traitor"
 
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Explanation of alliances
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{{Stub}}
'''Alliances''' are a mechanic where players may mutually agree not to [[Combat|attack]] one another. Alliances last for five minutes by default.


'''Alliances''' are a mechanic where players and [[Nations]] may mutually decide to disallow [[Combat|attacks]] between each other.
== Formation ==
To send an alliance request, open the radial menu for the recipient select the 🤝 option. If another player sends an alliance request to you, an envelope icon (✉️) will appear next to that player's name on the map, and the request will appear in the notification panel with three buttons: '''Focus''', '''Accept''', or '''Reject'''. You can also accept an alliance request by selecting 🤝 from that nation's radial menu. If no response to the alliance request is received within 20 seconds, the request automatically expires. If an alliance request is not accepted, you will not be able to offer another to the same party for 30 seconds.


Breaking an alliance results in becoming a [[Traitor]]
== During an Alliance ==
While the alliance exists, the two parties to an alliance may not attack one another. The radial menu will change to remove options to attack your alliance partner, and instead provide options to donate [[gold]] or [[troops]]. You may request that your allies attack someone else by opening the target's info panel and selecting the '''🎯Target''' button.
 
== Ending an Alliance ==
Alliances last for five minutes. When the alliance is 30 seconds away from expiration, an option to renew the alliance will appear in the notification panel. You can accept or reject the renewal opportunity the same way you accept an offer of an alliance. If both parties accept the renewal, the alliance is extended by another five minutes. Otherwise, the alliance is dissolved.
 
An alliance will also be broken through betrayal; doing so will mark you as a [[traitor]]. You can betray an ally by explicitly breaking the alliance via an option in their radial menu, or by destroying any of their structures or irradiating enough of their territory with a nuke.
 
== Tribe Behavior ==
Tribes never offer alliances and always accept alliances they are offered. They will break an alliance in order to attack someone.
 
== Nation Behavior ==
Nations follow a procedure to determine whether to accept or reject a request to form or extend an alliance:
 
# Reject alliances during the spawn phase
# Random chance of getting "confused" and randomly accepting or rejecting: 10% chance on Easy [[difficulty]], 5% on Medium, 2.5% on hard, and 0% on Impossible
# Almost always reject alliances with traitors
# On Hard or Impossible difficulties, reject alliances with parties that already have too many alliances with humans or nations: >50% of them on Hard, >25% on Impossible)
# Accept if the other party is a large enough threat
# Reject if it's a team game
# Reject if the relationship with the other party is worse than neutral
# Chance to accept if the relationship with the other party is better than neutral: 100% on Easy or Medium difficulty, 83% on Hard, and 67% on Impossible
# Reject if the nation decides it already has enough alliances
# Chance to accept if it's early in the game: 90% in the first five minutes on Easy difficulty, 70% in the first three minutes on Medium, 50% in the first three minutes on Hard, and 30% in the first minute on Impossible)
# If a decision isn't already made, accept the alliance if the other party's troop count or land control exceeds or is close enough to the nation's own (more leeway on easier difficulties).
 
Nations will betray their alliance partners under any of the following circumstances:
 
* If the partner is (based solely on number of troops at home on Easy and Normal difficulties, considering troops involved in attacks as well on higher difficulties)
* If the partner is a traitor and isn't significantly stronger
* If the partner is the nation's only neighbor and has less than a third as many troops (only on Normal difficulty or harder)

Revision as of 16:36, 23 March 2026

Alliances are a mechanic where players may mutually agree not to attack one another. Alliances last for five minutes by default.

Formation

To send an alliance request, open the radial menu for the recipient select the 🤝 option. If another player sends an alliance request to you, an envelope icon (✉️) will appear next to that player's name on the map, and the request will appear in the notification panel with three buttons: Focus, Accept, or Reject. You can also accept an alliance request by selecting 🤝 from that nation's radial menu. If no response to the alliance request is received within 20 seconds, the request automatically expires. If an alliance request is not accepted, you will not be able to offer another to the same party for 30 seconds.

During an Alliance

While the alliance exists, the two parties to an alliance may not attack one another. The radial menu will change to remove options to attack your alliance partner, and instead provide options to donate gold or troops. You may request that your allies attack someone else by opening the target's info panel and selecting the 🎯Target button.

Ending an Alliance

Alliances last for five minutes. When the alliance is 30 seconds away from expiration, an option to renew the alliance will appear in the notification panel. You can accept or reject the renewal opportunity the same way you accept an offer of an alliance. If both parties accept the renewal, the alliance is extended by another five minutes. Otherwise, the alliance is dissolved.

An alliance will also be broken through betrayal; doing so will mark you as a traitor. You can betray an ally by explicitly breaking the alliance via an option in their radial menu, or by destroying any of their structures or irradiating enough of their territory with a nuke.

Tribe Behavior

Tribes never offer alliances and always accept alliances they are offered. They will break an alliance in order to attack someone.

Nation Behavior

Nations follow a procedure to determine whether to accept or reject a request to form or extend an alliance:

  1. Reject alliances during the spawn phase
  2. Random chance of getting "confused" and randomly accepting or rejecting: 10% chance on Easy difficulty, 5% on Medium, 2.5% on hard, and 0% on Impossible
  3. Almost always reject alliances with traitors
  4. On Hard or Impossible difficulties, reject alliances with parties that already have too many alliances with humans or nations: >50% of them on Hard, >25% on Impossible)
  5. Accept if the other party is a large enough threat
  6. Reject if it's a team game
  7. Reject if the relationship with the other party is worse than neutral
  8. Chance to accept if the relationship with the other party is better than neutral: 100% on Easy or Medium difficulty, 83% on Hard, and 67% on Impossible
  9. Reject if the nation decides it already has enough alliances
  10. Chance to accept if it's early in the game: 90% in the first five minutes on Easy difficulty, 70% in the first three minutes on Medium, 50% in the first three minutes on Hard, and 30% in the first minute on Impossible)
  11. If a decision isn't already made, accept the alliance if the other party's troop count or land control exceeds or is close enough to the nation's own (more leeway on easier difficulties).

Nations will betray their alliance partners under any of the following circumstances:

  • If the partner is (based solely on number of troops at home on Easy and Normal difficulties, considering troops involved in attacks as well on higher difficulties)
  • If the partner is a traitor and isn't significantly stronger
  • If the partner is the nation's only neighbor and has less than a third as many troops (only on Normal difficulty or harder)