You may use open diplomacy in the game. Players can make agreements at any time, like the following:
- Vote for a certain event.
- Relocate an army from a specific hex.
- To build or not to build a city in a certain province.
- To spread or not to spread a religion to a certain province.
- Sustain from attacking cities / armies / peasants this round.
- Attack another player this round.
- Borrow 5
to return 10
the next round, etc.
Anyway, you can exchange only
coins with each other, not resources, products, technologies or anything else. Any promises of non-allied players are not binding and there are no penalties for breaking them.
During the four-player game, two players can form an alliance at any time, even if it's not their turn. To sign this, both sides place their affiliation cubes on the property of their ally's nation card with the symbol
.
This alliance lasts until the end of the current age and cannot be broken during it. At the end of the age the alliance is ended, and affiliation cubes are discarded from the technology cards. However, former allies can create a new alliance for the next age.
Special rules apply to allies:
- They can use the borrowed nation property of their ally with
symbol.
- They can move their units through hexes with allied objects, but cannot stop on these hexes.
- Allies can win the game only together:
- To achieve an early victory, they need to complete achievements with a total complexity of ≥ 7
. The distribution of these achievements between the two allies can be any combination, such as 3
:4
or 6
:1
, etc.
- At the end of the 7th round, the alliance of players that has accumulated the most Glory after the final scoring wins. If an alliance of players is competing against opponents who have not formed an alliance, the alliance will win if their average Glory value is higher than the Glory value of each individual opponent.