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Coalitions

From Irontide Fantasy Roleplay
Revision as of 10:01, 24 December 2025 by Admin (talk | contribs) (Related Guides)

Coalitions exist to solve a specific problem in persistent sandbox roleplay: permanent mega-alliances that form to crush a rival and then refuse to break apart. When that happens, the server stops being a living political story and becomes a static power bloc where smaller groups cannot survive and meaningful conflict disappears.

This guide defines what a Coalition is, when it is appropriate, and when it must end. Coalitions are meant to be temporary tools, not permanent factions.

Definition

A Coalition is a temporary agreement between two or more Principalities to cooperate toward a specific political or military objective.

A Coalition is not:

  • A new faction system
  • A permanent alliance
  • A server-wide non-aggression pact
  • A mechanism to keep the map under a single power bloc

Why Coalitions Exist

Coalitions are allowed because they can create healthy story outcomes when used properly.

Appropriate reasons to form a Coalition include:

  • Emergency defense against aggressive expansion
  • Responding to repeated raids or a sustained campaign
  • A limited territorial campaign with a clear objective
  • A temporary balance-of-power response to prevent snowballing
  • A story-driven threat (event war, crisis, major narrative escalation)

Coalitions should create a temporary surge of cooperation followed by new political tension, realignment, and fresh conflicts.

Coalition Rules

1. Coalitions must be temporary

Coalitions exist to handle a situation, not to become a permanent structure. Once the situation is handled, the Coalition must end.

2. Coalitions must have a real objective

Coalitions should form for a specific purpose. Examples:

  • Stopping aggressive expansion
  • Defending a border region
  • Retaking contested land
  • Forcing a peace settlement
  • Responding to a server event threat

Coalitions formed without a meaningful purpose may be treated as unhealthy mega-alliances.

3. Coalitions must disband after relative victory

Coalitions are required to disband when they achieve their relative victory.

Relative victory means the Coalition achieved its purpose, even if the enemy still exists.

Examples of relative victory:

  • Expansion was stopped
  • A border was secured
  • A region was defended successfully
  • A target region was taken
  • A stated war goal was fulfilled

Once relative victory is achieved, Coalition cooperation should begin winding down immediately.

4. Coalitions cannot persist as permanent mega-alliances

A Coalition that continues operating after its purpose is achieved becomes a permanent power bloc. This is not allowed.

Signs of an unhealthy mega-alliance:

  • The Coalition stays active with no clear ongoing crisis
  • Members maintain a permanent mutual defense pact for unrelated conflicts
  • Members coordinate claims and wars as if they are one empire
  • Coalition cooperation becomes the default state rather than a temporary response

If a Coalition behaves like a permanent bloc, staff may require it to disband.

Sister-Clanning and Repeated Coalitions

If a Coalition becomes a permanent alliance, or if the same set of Principalities repeatedly reforms Coalitions with the same membership to maintain continuous cooperation, it may be treated as sister-clanning.

Sister-clanning is against the rules. It includes any pattern of behavior where multiple Principalities function as a single entity to bypass intended limits or to create a permanent mega-bloc.

Examples that may be treated as sister-clanning:

  • A Coalition disbands in name only, but members continue operating as a unified bloc indefinitely
  • The same members re-form Coalitions repeatedly with minimal downtime to preserve a permanent alliance structure
  • Members coordinate territory claims and wars as if they are one Principality
  • A standing mutual defense pact exists at all times, regardless of objective or context

To avoid sister-clanning:

  • Coalitions should end when objectives are met
  • Members should return to independent diplomacy after victory
  • Future Coalitions should not be automatic, permanent, or formed by default with the same partners

Disbanding and Proof

Coalitions do not need to be declared or registered in a ticket by default.

However:

  • Staff may require a Coalition to disband if it is harming server health, acting as a permanent alliance, or resembles sister-clanning.
  • If staff requests disbanding, the Coalition members must comply.
  • Staff may also request proof that the Coalition has remained disbanded afterwards.

Proof requirements may vary depending on the situation. Examples of proof can include:

  • Public statements of disbanding
  • Screenshots of diplomatic messages or agreements ending
  • Clear separation of military coordination and war planning
  • Any other evidence requested by staff relevant to the case

After Victory: What Happens Next

The end of a Coalition is where the sandbox becomes interesting. After the objective is achieved, it is expected that:

  • Members return to independent diplomacy
  • Borders and rivalries shift
  • Old promises are renegotiated
  • New conflicts emerge naturally

Political instability is healthy for a sandbox. Coalitions are supposed to create consequences, not permanent unity.

Betrayal and Realignment

In-character betrayal, defections, and realignments are encouraged as part of political roleplay. Coalitions are pragmatic and temporary by design, and they are not guaranteed to last.

Examples of acceptable intrigue:

  • Leaving a Coalition after a disagreement
  • Negotiating a separate peace
  • Switching sides due to ideology, fear, or profit
  • Withholding support to pursue your own agenda

Limits:

  • Betrayal must remain in-character
  • No out-of-character harassment or personal targeting
  • No exploiting rules or mechanics to grief
  • Follow all war, raid, and PvP rules when conflict occurs

The goal is story, consequences, and a living political world, not out-of-character hostility.

Staff Oversight

The Irontide Crew may intervene if:

  • A Coalition refuses to disband after achieving its purpose
  • A Coalition operates as a permanent mega-alliance
  • A Coalition repeatedly reforms with the same members in a way that resembles sister-clanning
  • Coalition behavior harms server health or violates rules

Intervention may include requiring disbanding, limiting coalition scope, or applying administrative solutions according to the rules page.