---
description: >-
  Alliances allow gangs to form strategic partnerships, enabling joint
  operations, shared turf, and mutual defense. They also prevent loyalty gain
  when selling on allied turf, supporting cooperation.
---

# Alliances

{% hint style="info" %}
## Configuration Hint

Server Administrators can disable Alliances completely by configuring the `Config.Alliances` array located in the `config.lua` file.
{% endhint %}

<figure><img src="https://1079655815-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9pD4pjXIamXZx2AdsPoN%2Fuploads%2FPMdYVe3FQfCdhP2HikZb%2Fimage%20(3).png?alt=media&#x26;token=65e58997-3912-46e7-af8d-20a8b766a65c" alt=""><figcaption><p>Alliances Page</p></figcaption></figure>

## What are Alliances?

Alliances are formal agreements or mutual understandings established between two or more gangs or organizations within the system. These relationships are formed with the intention of fostering cooperation, reducing conflict, and enhancing roleplay depth by creating diplomatic dynamics. When two gangs form an alliance, they agree to work together in a spirit of camaraderie, support, and strategic collaboration. This opens the door to new roleplay opportunities such as joint operations, shared territories, and mutual defense agreements.

Alliances are not merely symbolic—they serve as a functional part of the in-game ecosystem, influencing how certain systems operate, particularly around turf control and drug sales. By aligning with other factions, players can create a web of connections that influence both narrative and gameplay mechanics in meaningful ways.

## Alliance Benefits

The primary functional benefit of forming an alliance is related to turf loyalty. In typical situations, when a gang sells drugs on a turf that is not under their control, they begin to earn loyalty in that area, gradually challenging the current owner's influence. However, when a gang is selling on turf controlled by one of their allies, the system recognizes the alliance and disables the loyalty gain mechanism for that activity—provided this setting is enabled.

This means that gangs can sell within allied territories without unintentionally undermining their allies’ control. It encourages cooperation over competition and supports strategic partnerships, where allied gangs can coexist and profit without triggering territorial disputes. This mechanic is configurable through the server settings:

```lua
Config.Alliances = {
    enabled = true,
    earnLoyaltyAlliedTurf = false, -- If false (default), gangs will NOT gain loyalty on their allies' turfs while selling drugs
}
```

When `enabled` is set to `true`, alliances are active and enforced across the system. The `earnLoyaltyAlliedTurf` flag controls whether loyalty can be earned on allied turf during sales. When it's set to `false`, loyalty is suppressed in allied zones, promoting peaceful collaboration and maintaining alliance integrity.

This system lays the foundation for more advanced roleplay, diplomatic decision-making, and coordinated gameplay between player-led factions.
