Alliance, in Civilization VI, is the next step in Diplomacy when you are ready to take your friendly relationship with another civilization to the next level. Alliances become possible after developing the Civil Service civic. You can only enter an Alliance with a nation you are Declared Friends with.
Allies automatically share Open Borders. This means you can see everything their cities and units see. Besides, you can make Research Agreements and Defensive Pacts. You cannot take hostile action against an Ally.
An Alliance helps improve the relationship between two nations, and it makes proposed deals and other forms of trade go smoothly.
Rise and Fall onward
In Rise and Fall, Alliances have been greatly expanded into five different types and present much greater possibilities. Research Agreement and Defensive Pact are removed and incorporated into the new Alliance mechanics.
There are now five different types of Alliances: Research, Military, Economic, Cultural, and Religious, each of which has its own specific benefits. As the alliance continues over time, its benefits will increase! Maintaining an Alliance with a player (it doesn't matter which one exactly) accrues Alliance points over time, and when enough points have been gathered, your Alliance level with this players increases. There are three levels, each one offering more powerful benefits which stack with the earlier ones. You can speed up Alliance point accumulation by sending or receiving Trade Routes from your ally, or by using specific policies.
Each Alliance type is unique; that means that each nation may maintain a particular type of Alliance with only one other nation at a time. For example, if you intend to enter into a Cultural Alliance with civilization A, you cannot do so if either you or they already have a Cultural Alliance with a third party. You will either have to wait until the Alliances expire, or choose a different Alliance type.
Another difference with vanilla Civilization VI is that allies do not automatically gain Shared Visibility. You still gain visibility on units, but territorial visibility will only be available in other circumstances (for example when reaching level 2 of a Military Alliance, or whenever participating in an Emergency). Also, allies now automatically sign a Defensive Pact to come to each other's aid in case a third nation opens hostilities against either one (and Defensive Pacts cannot be signed outside Alliances anymore).
This system encourages entering into Alliances and maintaining them for as long as possible - this way you will be able to build up trust with your partner nation and level up the Alliance to reap its greatest benefits! What's more, in Gathering Storm each active Alliance gives you +1 Diplomatic Favor per turn per level, which could turn into a major boost of a nation's diplomatic power, especially in earlier ages.
Of course, in order to maintain Alliances you will have to avoid offending your partner. Remember that Alliances are only possible for renewal if you are on the friendliest of terms with a particular leader! The prerequisite for Alliance is that you have to be the Declared Friends of one another still holds true.
|Type of Alliance||Level 1||Level 2||Level 3|
In order to reach level 2 and 3 Alliance, you need to accrue enough Alliance points (80 points to reach level 2 and 240 more points to reach level 3). Two nations that are allies of one another always get 1 Alliance point per turn passively, but there are ways to help speed up this process:
- 0.25 points per turn from sending at least one Trade Route to them (this gets increased to 0.5 per turn under Cleopatra).
- 0.25 points per turn from receiving at least one Trade Route from them (this also gets increased to 0.5 per turn under Cleopatra).
- 0.25 points per turn if you have the Wisselbanken or Arsenal of Democracy policy cards.
- 0.25 points per turn if they have the Wisselbanken or Arsenal of Democracy policy cards.
- 0.5 points per turn if you are an ally of Gilgamesh and you are both at war with the same enemy. (Does not have to be a Joint War).
- Note: In Gathering Storm, the Arsenal of Democracy policy card was removed and its effects got transferred to the Democracy government. Therefore, Alliance points will grow by 0.25 extra if one party has adopted Democracy and by 0.5 extra if both have adopted Democracy.
As outlined above, all of these actions have symmetric effects on both parties of the Alliance, so they will always both accrue Alliance points at the same rate, and reach higher levels of Alliance at the same time.
An Alliance expires after 30 turns on Standard speed, which then needs to be proposed and signed again (Friendship also needs to be declared again as well). If historical allies (nations that had at least level 2 Alliance or above in the past) denounce or declare war on one another, a Betrayal Emergency will be triggered.
As Poundmaker, have an active Alliance of every type.
Achieve the maximum Alliance level with Gilgamesh