Beyond your own guild, the main tool of inter-guild cooperation is the alliance. The nation-versus-nation war itself is fixed — there's no player-declared peace between nations — so "diplomacy" in Gloria Victis is really about who you band with inside your nation.
Alliances
- An alliance links up to 3 guilds of the same nation, managed from the guild panel's Alliances tab.
- It opens the /a alliance chat and grants door and defensive-structure permissions at allied guild provinces.
- Members can fast-travel to allied provinces by clicking the flag on the map — provided the province is properly linked to the capital.
- An alliance has a leader (initially the founding guild's leader) who invites and removes guilds.
Adding or removing a guild starts a 48-hour cooldown on fast-travelling to alliance-owned castles — so don't reshuffle an alliance right before a fight. Allied fast travel also costs a fee: roughly half the owning guild's own discount, with the other half flowing into that guild's treasury.
Permissions & trust
A guild can set its castle to let allied members of chosen ranks use doors and defensive mechanisms (oils, ballistas). That's powerful in a defence and dangerous if misplaced — manage it deliberately, because an ally with door access is an ally who can let people in.
What "diplomacy" covers
The wiki's dedicated diplomacy page is essentially empty, because most of what players mean by diplomacy is handled elsewhere: the three-way nation war is permanent, the guild panel's Diplomacy tab is where you actually buy a guild province, and alliances are the real instrument for cooperating with other guilds. There is no documented player-run war/peace/treaty system between nations.
Because the formal systems are thin, the diplomacy that decides wars happens out of game — in Discord, between guild leaders. That's the layer Holy Grail invests in; see about the guild.