The advantages and disadvantages of alliances

Alliances aren't particularly hard to get, it seems. If you've got diplo victories on then there are clear advantages to getting as many as you can, but if not I'm wondering whether they're always beneficial. Since allies don't ever seem to turn on you they make research and influence victories much easier. An ally will stand idly by while you research a win or flip all of their worlds. The real question here is with respect to military victories. So here's my question, to those more veteran in these matters than I:

Do the disadvantages of breaking an alliance outweigh the benefit of temporarily neutralizing a potential adversary in a strictly military game?
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Reply #1 Top
Since allies don't ever seem to turn on you they make research and influence victories much easier.


I thought so too, until my last game. I had two alliances, one with the Arceans, and one with the Altarins. I was playing a neutral custom race, and I decided to go to war with a nearby empire. This empire wasa custom race i built (my first try), and is a religous empire called the "Holy Rollers", ruled by Ned Flanders, from the planet Leftorium. As such, thier personality was set all the way good as it could go.

So, I declare war on them. Suddenly, I get a message that the Altarins were declaring war on me since they had the same ethical allignment as the Rollers. Boom, alliance gone, war was on.

The Rollers Super ability is the one where people come to thier aid when they are attacked, so that may have tipped the scale. What ever the case, it was the first time I have seen the AI break an alliance outside of an event.

But, back to the question on hand.

I would personally say no. If I am going for a military victory, then I will normally save my allies for last. Just as I am finishing up a war I will break my alliance with one, so that I don't accidently get a diplo victory. While it does give you a negative penalty, by that point I'm allied with most of teh other major races, and so it doesn't really matter much.

In addition, since you can park your entire battle fleet in an allies space without them getting too upset, it is especially effective to use an alliance to launch a sneak attack.

I would personally say that the only time an alliance isn't worth it is either:

1) Early game, when you don't have many other alliances, and don't want the penalty fo breaking one.

2) When you feel bad about ambushing a loyal friend, and so you decide not to go for it.
Reply #2 Top
THanks for the response Feud, that's kind of what I thought. It's unfortunate that the alliance system is so easy to abuse. I've been trying to find an in-game reason not to do it, but I'm gradually coming around to the idea that to make the game interesting I'm better off just limiting myself to one alliance at a time. Ah well, the nice thing about SP-only games is that you can freely apply house rules.