DEUTERIA

Alliances, wars and diplomacy

An alliance on this server is more than a chat and a tag: it has a shared class that buffs every member, a common treasury, real member voting on the big decisions, and formal wars with a live scoreboard. Everything below is managed from the Alliance page.

Basics still apply: you can be in one alliance at a time, joining is by application or invitation, and after leaving there is a short cooldown (a few days) before you can create or join another — choose your banner with some care.

Alliance classes — one buff for everyone

An alliance can activate one alliance class. While it is active, every member gets its bonuses on top of their personal class, Academy, officers and lifeform techs:

ClassMember bonusesFor alliances that…
Warriors+10% weapons, shields and armor on all ships and defenseraid and fight wars
Traders+5% mine production, +5% energy, +10% storage capacitymine and grow
Researchers+10% expedition find value, +5% larger new colonieslive in deep space

Activating or changing the class costs 400,000 Dark Matter — paid from the alliance treasury, never from anyone's personal wallet. Deactivating is free. On this server the change itself must also pass a member vote (see below) — the leadership can't flip the class on a whim.

The treasury

The alliance treasury is a Dark-Matter-only pool on the Classes tab:

  • Any member can donate DM from their own account, any amount, any time.
  • There is no withdrawal — by design. Donated DM can only ever be spent on alliance features (today: activating/changing the class), so the treasury can't be siphoned by whoever holds the keys.
  • Every donation and expense is listed in the treasury ledger, with names.

Practical minimum: keep ~400k banked so the alliance can re-class when strategy changes — e.g. switch to Warriors for a war, back to Traders for peace.

Voting — how big decisions are made

Class changes, founder recalls and war declarations are decided by member proposals, not decrees. Any qualifying member opens a proposal; everyone then has 48 hours to vote yes or no on the Classes tab.

  • Your vote has weight — roughly the square root of your highscore points (divided by 10), with a minimum of 1. A whale outweighs a minnow, but never infinitely: a 100M-point titan counts as ~1,000, a 1M-point member as 100, a brand-new member as 1.
  • Quorum: at least 50% of members must cast a vote, or the proposal fails regardless of the result.
  • Passing: 60% of the cast vote weight must be "yes".
  • One open proposal per topic at a time, and a 6-hour cooldown between proposals of the same type — spam is not a strategy.
  • When a class proposal passes, it executes automatically and the treasury is charged at that moment (it fails gracefully if the treasury has gone short — refill and re-vote).

Leadership, succession & the coup

Founders lead, but they are not kings:

  • Voluntary handover — the founder can transfer ownership to any member from the Leadership block on the Classes tab.
  • Founder recallany member can propose replacing the founder with a named successor. While the founder is active this is deliberately hard: 60% quorum and a 66% supermajority. But once the founder has been inactive for 7+ days, the recall drops to the ordinary 50% / 60% thresholds — a dead alliance can always rescue itself from an absent crown.

Alliance wars

Wars are formal, in-game and tracked by the engine — no forum bookkeeping:

  • Declaring: a member with the alliance-management right proposes the war; the members vote (same 48h / quorum / 60% rules). If it passes, the war starts immediately and both alliances see it on their Wars tab.
  • Scoring is automatic. Every battle between members of the two alliances feeds the war scoreboard the moment it resolves: your side scores the value of enemy units destroyed plus resources plundered. Defenders score too — shooting down an attacking fleet over your own planet is worth exactly what the fleet was worth.
  • Per-member stats — the Wars tab breaks each war down by member (damage dealt, loot taken, battles fought), so carry and passenger are both visible.
  • Ending a war: either side may offer peace (a draw if the other side accepts) or surrender (the opponent takes the victory). And once a war is at least 24 hours old, a side that leads the score by 3× or more (with at least 1 billion war score on the board) wins automatically — hopeless wars end themselves.
  • Finished wars stay in the alliance's war history: outcome, final score, dates.
  • No punching down: an alliance holding more than the target's points cannot declare war on it (war doubles the bashing cap, so a giant declaring on a farm alliance would be farming-by-paperwork). The weak may always declare on the strong.

War is currently about the scoreboard, honor and plunder — the loot you take in war raids is yours as normal. Fight wars you can feed: every battle counts for both sides, so a war against an active defender is never free.

Non-aggression pacts

  • A NAP is a bilateral treaty: one alliance passes a Propose NAP vote (that creates a standing offer, valid 7 days), and the pact goes active the moment the other alliance passes the same vote back.
  • An active NAP blocks war declarations both ways. Ordinary raiding between the members stays possible — the server-wide bashing rule is what limits that.
  • Leaving a pact is unilateral but slow: a Withdraw NAP vote starts a 48-hour notice period during which the pact still binds. The notice is the price of breaking your word — no surprise declarations off the back of a fresh withdrawal.
  • Offers and pacts live on the Wars tab next to the war history.

Shared battle & espionage reports

Any member can share an espionage or combat report to the whole alliance from the report's own view (the share button next to attack/simulate). Shared reports arrive for every member under Messages → Communication → Shared Espionage / Shared Combat, rendered in full — coordinated raids stop happening over screenshots.

The depot network — every member builds the alliance

The Alliance Depot (Facilities) is your personal contribution to the alliance: every depot level any member builds adds to the alliance's network level (capped per member so no single whale carries it). The network unlocks shared perks, all visible on the alliance Network tab:

  • Early-warning radar — when a hostile fleet enters its final approach to a member planet that has a depot, the rest of the alliance gets a warning message with attacker, target and impact time. The higher the target planet's depot, the earlier the alert — but the lead is hard-capped at minutes, alerts never include the attacking fleet's composition, planets without a depot are not covered, and probes never trigger it. It buys a scramble window for an ACS Defend, not safety.
  • Faster travel between members — missions to another member's planet (defends, transports) fly faster as the network grows.
  • Bigger ACS unions — a leveled network raises the fleet and player caps on attack unions its members create.
  • The depot still services supply rockets: friendly fleets holding on ACS Defend over the planet can have their hold time extended.

The depot draws real energy per level, so a radar planet is a grid commitment — and its depot level is visible to any spy probe, so attackers can price the risk before they fly.

Tips

  • Donate to the treasury early — an alliance without 400k banked has no class and no flexibility.
  • Match the class to the moment: Warriors before a war vote, Traders for long growth phases, Researchers for expedition-heavy crews.
  • Vote weight rewards growth, but the floor of 1 means every member matters for quorum — a sleeping half of the alliance can sink any proposal.
  • Before declaring war, check the enemy's active player count, not just their points: the scoreboard counts battles, and a big-but-idle alliance bleeds score to any raider who shows up.

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