Travian: Legends is built on cooperation and diplomacy. Joining or leading an alliance allows players to coordinate attacks, defenses, and resource sharing — all crucial to victory in the endgame.
What Is an Alliance?
An alliance is a group of up to 60 players working together.
Alliances can share intelligence, reinforce one another, trade resources, and compete for artefacts that grant powerful bonuses.
Action | Requirement |
---|---|
Create an Alliance | Embassy level 3 |
Join an Alliance | Embassy level 1 |
If the Embassy is destroyed, the alliance remains intact — no members are removed.
Alliances can form larger partnerships known as confederacies, or choose non-aggression pacts (NAPs) to establish peace with others.
Confederacies
A confederacy is a formal cooperation agreement between up to three alliances.
Members of a confederacy can:
Send resources and reinforcements to one another.
Plan joint attacks and shared defenses.
Coordinate against common enemies.
Confederacies must be interconnected, meaning all alliances are directly linked — not just indirectly through others.
Only alliances in the same confederacy can exchange resources and reinforcements.
NAPs are not affected by these restrictions.
How to Create a Confederacy
Alliance A sends a confederacy offer to another alliance (e.g., Alliance B).
If Alliance B accepts, the confederacy is formed.
To add a third alliance (Alliance C):
One existing alliance sends the offer to Alliance C.
The other alliance(s) in the confederacy must approve it.
Alliance C then accepts to finalize the addition.
Any alliance can leave a confederacy at any time.
An alliance can also be removed, but only if all remaining confederacy members agree.
Example: Alliance Diplomacy Screen
This menu allows leaders to:
Offer a confederacy or NAP,
Declare war,
Manage existing relationships (listed below).
Tip:
In your alliance description, you can automatically display connections by using tags like[diplomatic]
,[ally]
,[nap]
, or[war]
.
Sending Reinforcements and Resources
You can only send resources or reinforcements to:
Your own villages
Members of your alliance
Members of your confederacy
The Marketplace remains open to all players, but you can restrict offers to alliance members using the “own alliance only” checkbox.
Example:
Leaving an Alliance or Confederacy
When a connection that allows reinforcement or resource exchange is broken (for example, a player leaves an alliance, or an alliance leaves a confederacy):
New resources cannot be sent to villages outside the alliance or confederacy.
Merchants already en route will still deliver their cargo.
New reinforcements cannot be sent.
A 1-hour timer starts.
After one hour:
The system checks all active memberships.
Any reinforcements from players no longer in the same alliance or confederacy are automatically returned.
Reinforcements still traveling when the timer ends will return immediately upon arrival.
If a player rejoins or leaves again, a new 1-hour timer starts.
Non-Aggression Pacts (NAPs)
A Non-Aggression Pact (NAP) is a diplomatic agreement where two alliances agree not to attack each other.
However, unlike confederacies, NAPs do not allow resource or troop sharing.
They are often used by strong alliances to avoid mutual damage while focusing on other fronts.
Each alliance may hold up to three NAPs at a time.
War
A war is a declared state of hostility between alliances.
Confederacy members typically support each other during wars by reinforcing and sharing strategy.
Summary
Diplomatic Type | Maximum Members | Allows Resources/Reinforcements | Typical Purpose |
---|---|---|---|
Alliance | 60 players | Yes (within alliance) | Cooperative play |
Confederacy | 3 alliances | Yes | Joint defense & coordination |
NAP | 3 per alliance | No | Peace & neutrality |
War | Unlimited | No | Active hostility |
Tips
Form confederacies with trusted alliances to share defense and resources effectively.
Use NAPs for short-term peace, but be prepared — they don’t guarantee long-term cooperation.
Monitor alliance changes: when confederacy links break, reinforcement recalls begin automatically.