|
Using
the Request Alliance Action
Select
the Request Alliance action by pressing the "Alliance"
button under the game map. When the Request Alliance action is selected,
clicking the mouse on the game map in a land area possessed by another
nation will send an invitation to that nation, requesting that they
join your nation in an alliance. They may then either accept or
reject the invitation, or you may withdraw it before they respond.

The
Request Alliance action button.
The
Allies Panel
The
Allies panel is used to accept or reject alliance invitations you've
received, withdraw alliance invitations you've sent, and break existing
alliances. You can get to the Allies panel by pressing the "Allies"
button above the panel area on the right side of the game screen.
At
the top of the Allies panel is a list of your nation's current allies.
Beside the name of each ally nation is a button, "Break Alliance".
Press this button to end your alliance with the corresponding nation.

The
list of allies. There is one ally, Byhead.
Below
the list of current allies a list of nations that your nation has
sent alliance invitations to. Beside the name of each potential
ally nation is a button, "Withdraw Invitation". Press
this button to withdraw your invitation for an alliance with that
nation.

The
list of nations that you've invited as allies.
Below
these is a list of nations that have invited your nation to join
them in an alliance. Beside the name of each of these nations are
two buttons, "Accept" and "Reject". Press one
of these buttons to either accept the invitation and join the nation
in an alliance, or reject their invitation.

The
list of nations inviting you to ally with them.
The
Use of Alliances
It
is important to choose your allies carefully, because forming an
alliance can have a significant impact on the effectiveness of your
nation. When two nations are allied, they share technology with
one another. This means that for each attribute (such as Personal
Combat or Innovation; see the section on the Summary
panel for more information about attributes) in which your ally
has a greater value that your nation has, your nation's value for
that attribute will increase to equal your ally's value for that
attribute. Likewise for any attribute in which your nation exceeds
your ally's, your ally's value for that attribute will increase
to match yours.
However,
there is a drawback to forming alliances. To reflect the overhead
caused by having to coordinate one nation's efforts with another
in an alliance, both your nation and your ally will lose some effectiveness.
For each alliance that a nation is party to, that nation loses some
percentage of the value of each of their attributes. This is called
a decrease in leadership efficiency. Your nation's Leadership
Efficiency is displayed in the Technology
Summary panel. Normally a nation's leadership efficiency is
100%, but as they form more alliances this number decreases. The
decrease in leadership efficiency caused by a given alliance is
determined by the difference between your nation's level and the
level of your ally. If your ally's level is higher than or close
to the same as your nation's level, then your nation will lose only
5% leadership efficiency. But the lower your ally's level, the greater
the loss to your leadership efficiency.
For example, If your nation has one alliance, but it is with a nation
40 levels lower than your own nation, then your nation's leadership
efficiency will be reduced to 60%, and each of your attributes will
equal 60% of the highest value for that attribute possessed by your
nation and its allies.

Leadership
Efficiency is displayed in the Technology Summary panel. This nation
has one ally.
This
means that a nation with several poorly chosen allies can end up
being far less effective than they were without the allies. However,
choosing very few allies, each specifically for the way that their
technologies and attributes will complement your own nation's, can
result in a situation that is very beneficial to both you and your
allies, increasing the effectiveness of all nations involved.
For
instance, a nation that has specialized in Psionics could ally with
a nation that has specialized in Personal Combat. Their strengths
would complement each other enough to easily outweigh their decreased
leadership efficiency, and make both nations much more effective.
There
is another way that a nation's leadership efficiency can be reduced.
Leadership efficiency is reduced by 5% for every one of a nation's
members beyond the sixth. This is to prevent overwhelmingly powerful
nations with dozens of players from forming, and dominating the
game world.
For
more information about how to determine whether and how an alliance
is helping your nation, see the section on the Technology
Summary panel.
Uniting
with Another Nation
At
the bottom of the Allies panel is a list of nations that have invited
your nation to unite with them. A nation can issue an invitation
to another nation to unite via the Nation
Info panel. Only a nation's Sovereign can accept or reject an
invitation to unite.

The
list of nations inviting you to unite with them.
If
you accept a nation's invitation to unite with them, then you and
all of your nation's other member players, along with all of your
nation's land, points, fortification points, credits and prize winnings
will become part of the nation you have united with. The sovereign
of the resulting nation will be the sovereign of the nation that
offered the invitation.
When a nation unites into your nation, your nation will not receive
that nation's points immediately. Instead, your nation will receive
up to 100,000 points per hour until it has received all of the points
of the uniting nation.
Uniting is an excellent way to bring together several players under
one nation, because the effort that those players put into building
their own nations isn't lost. All of the results of that effort
are brought with these players as they unite with another nation.
When two nations are united, 250 credits are removed from the combined
nation. This is because a new nation receives 250 credits for free,
and if the same number of credits were not taken away when nations
united then a nation could generate limitless free credits by creating
new nations and uniting them with the existing nation. If the uniting
nation has received 250 additional free credits due to having purchased
credits, than the unite will cost 500 credits to compensate for
this.
Republics
On
the Nation Panel is displayed the number of republics that
make up the nation, as well as the current maximum number of republics
that it can support. The number of republics that a nation incorporates
is the number of original nations that have united with this nation,
either directly or by first uniting into another nation that later
united into this nation. A new nation starts out as a single republic,
and can support up to 3 republics. As a nation's level and age increase,
the number of republics that can be supported by that nation also
increases.
What
this means is that careful decisions need to be made about which
nations will be allowed to unite into your nation. When your nation
starts out it can have at most two other original nations unite
with it. Over time and as your nation gains levels this limitation
will increase, but a nation's strategy of determining which unites
to accept will often go a long way toward determining its ultimate
success.
The
Nation Info Panel dispays the number of republics that make up a
given nation. That nation can unite with your nation if the sum
of the number of republics of the two nations does not exceed your
nation's number of supportable republics.
To
learn more about the game map, click here.
To
learn more about attributes, click here.
|