The guide

Clan Diplomacy

Clans that own regions charge outsiders to hunt there. Diplomacy lets two clans sign a treaty that trades discounted access for OIL — a deal that, once signed, cannot be broken.

Why it exists

A clan that controls a region taxes everyone else who wants to !hunt there: an entry toll to set foot in it and a hunt tax (up to 20%) on what you earn. Clan Diplomacy is the negotiating table on top of that — a clan can sell or gift access to its region: a reduction, or a full waiver, of that toll and tax, for an agreed number of days, in exchange for OIL from the other clan's treasury.

Open it with !diplomacy; see every standing treaty with !diplomacy_board. Only a clan's leaders and sub-leaders can propose or sign.

Three kinds of treaty

DirectionWho gets access
GrantYou open your region to them — you are selling access to what you hold.
RequestYou ask for access to their region — you are buying your way in.
MutualBoth clans open their regions to each other on the same terms.

The terms

Every treaty sets three things, and the discounts are stored as percentages, not frozen prices — if the region owner later raises their tax, your discount still applies to the new rate.

TermRange
Entry-toll discount0–100% (100% = free entry)
Hunt-tax discount0–100% (100% = tax-free hunting)
Duration1–90 days
PricePaid up front in OIL from the buyer's treasury

The other clan's treasury is private. You never see how much they hold, and if a signer cannot actually afford the deal, only they are told — you just see it fail.

Negotiating

A proposal is an opening offer, not a final one. The other side can counter, and you can counter back — up to 3 rounds of haggling before a deal has to be taken or left. An offer nobody answers expires on its own after 48 hours, and every active treaty warns both clans 24 hours before it lapses.

The one rule that changes everything

A signed treaty cannot be broken. It runs to term, full stop. There is no notice period, no buy-out, no betrayal — the duration is the commitment. That is what makes a treaty worth the OIL: the other clan cannot take your money and slam the gate a day later.

The flip side is that signing ties you down. A clan that has granted access to its region cannot relocate to a different one while the treaty is live — you sold entry to that land, so you have to keep holding it. And a clan can carry at most 5 active treaties at once, so you cannot simply ally with everyone.

How to use it

If you own a rich hunting region, your access is a product. Sell short, expensive waivers to clans grinding materials and turn your territory into treasury income.

If your clan is farming a region you do not hold, do the math: a 30-day tax waiver often costs less than the tax you would pay hunting it raw.

Sign for a term you are sure of. You cannot undo it — a 90-day grant is 90 days you have committed that region, treaty and all.

A second kind of pact

The same !diplomacy panel signs one other deal type: a Defense Alliance. It trades no regional access — it is a mutual-defense pact, and it only matters when another clan comes to sabotage your territory. When that happens your ally is summoned to the defense and can fight it at your side. See Clan Sabotage.

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