Relations and Pacts Between Players

This article describes the tabs on the Relations page, the available pacts, how to manage them, and the truce that applies after one is broken.

Relations Page Features

The Relations page brings together pacts, trade, and commercial value simulation.

It contains three tabs:

  • Pacts, for sending, accepting, refusing, canceling, or breaking pacts;
  • Trade, for viewing exchanges validated by the server;
  • Simulator, for estimating a commercial value before an exchange.

Commercial and Total Pacts

There are two types of pacts: commercial and total.

The commercial pact allows exchanges between players, but does not prevent attacks or espionage.

The total pact also allows exchanges, but prevents the two players from attacking or spying on each other for as long as the pact exists. For automatic protection between members of an alliance family, see that family's rules.

Pacts made between two alliances are managed separately under Alliance > Diplomacy; see alliance pact permissions and rules.

Sending a Pact Request

You must enter the targeted player's username and choose the type of pact.

The server rejects, among other things:

  • a pact with yourself;
  • a pact already active with this player;
  • a request already pending in either direction;
  • a request during the truce after a pact is broken.

The targeted player can then accept or refuse the request.

Canceling a Pending Request

A sent request can be canceled from the Pacts tab while it is still pending. The server verifies that the request belongs to the player who cancels it.

Breaking a Pact

The pact is broken, then a truce of 6 hours takes effect.

During this truce, the two former partners cannot:

  • attack each other;
  • spy on each other;
  • form a new pact;
  • send each other a new pact request.

The pact cannot be broken while a trade between the two players is still open.

Leaving or being expelled from an alliance triggers a separate truce; see the effects of leaving an alliance.

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