Political power is the price of diplomacy. Every country produces +0.25 per day by default. Technology can raise that. Production stops at 500, or up to 10,000 if a private server raises the cap. Nothing in the notes publishes your starting stock, so plan from the daily rate rather than from an assumed opener.
Price list
| Action | Cost |
|---|---|
| Daily production | +0.25 |
| Cap | 500, or up to 10,000 in a private server |
| Justify war, world map | 17 |
| Justify war, Europe map | 50 |
| Declare war | 10, on top of the justification |
| Create an alliance | 50, plus a name and colour that pass Roblox moderation |
| Join an alliance | 30 |
| Leave an alliance | 30 |
At +0.25 per day, a 50-power Europe justification is 200 in-game days of production. A world-map justification is 68 days. Declaring adds another 40 days if you pay the 10 from the same trickle. The 2x Political Power gamepass costs 400 Robux and is priced against that Europe-map 50. It is not required.
A second justification against the same target is documented as taking 40 days.
Confirm which map you loaded before you spend the 50. The maps pages are the place to check.
Alliances
Alliances replaced one-to-one pacts on 12 October 2025. Creating one costs 50 political power. The leader sets the name and colour. Every current member has to approve a new member. The leader can remove members. You can belong to only one alliance; joining another drops the previous one. You cannot form one while at war. An AI country will not accept unless a private-server option allows it.
Members get:
- Movement through allied land with no attrition damage.
- A shared bank. Anyone can deposit or withdraw money and manpower, with no published limit.
- A shared view of total money, manpower, population, and tiles, plus each member's contribution.
- A private chat channel.
- Alliance logs, added in October 2025, and a search box on the invite menu.
You cannot see another alliance's statistics or who founded it. The main downside is being pulled into wars you did not start. If you declare on an allied country, that country's allies join against you when they are not also allied to you, and you can call your own allies in.
The four-month break
Leaving or breaking an alliance gives the other side a four-month preparation window. It is not an instant surprise. Build the army first, then break ties, and prefer a unit type they have not researched. An ally massing troops on your border is using the same window.
War without wasting power
- Justify the neighbour you can take. One claim, at the price of the map you are on.
- Declare when the bar finishes. The declare button replaces Justify War on that territory. The 10 power cost is the cheap part.
- Occupy with infantry or tanks. Only ground units take cities. Planes, battleships, and missiles damage troops but do not occupy by themselves. Two ground stacks from different directions deal severe damage and raise siege speed.
- Ask for peace from the diplomacy menu. Demands that are documented: take the occupied land, take a percentage of their money, and war reparations. If you have taken every territory, the other side submits to the demands. AI countries accept a treaty once they have been fully beaten; player countries can refuse.
- Annex at peace. Until then the occupied cities cannot spawn units and pay reduced tax.
Support is separate from the alliance bank. You can send money or manpower, including fractional amounts, and then wait out a 25-day cooldown. October 2025 added a Max button on that menu.
A workable spend order for a default-rate country: one real justification, the declaration, annex at peace, then an alliance only if the bank, the safe movement, or a shared enemy is worth 30 or 50 power.
