You are a leader preparing for a war that will decide the future. No one knows what that future holds, but you want to side with the victor to ensure that your principles shape the new world. Providence will decide which faction is victorious, but you can decide if that faction is friend or foe.
Follow these steps in order:
(You may have less than eight players for your game. If so, remove factions from the available list like so:
Most of the time, not all of these Alliances will have members. An alliance can have any number of players on it, but at the end of the game you can only win if your alliance has exactly 3 (or it includes Mason, Humanist, or Cousin, whose faction abilities could let them win with 4, 4, or 2 respectively)
Each player can join one alliance, or choose to remain alone. [Except Mitsubishi, which can join two alliances.] If for any reason Mitsubishi ends up in more alliances than they're allowed, they pick which alliances to stay in and which ones to leave at that moment. A player may only join an alliance with the consent of all the players currently in that alliance.
Every five minutes, all players [except Romanova] must verbally declare which Alliance(s) they're part of, or declare “Nonaligned”.
If no Alliances have changed for 3 of these calls, the negotiation phase ends with alliances as they currently are.
If all seven players at the table unanimously agree that no one's position is likely to change, they may send a petition to Romanova to end negotiations early. [If Romanova accepts, the negotiation phase ends instantly.]
If 8 of these calls occur (meaning 40 minutes have passed), the negotiation phase ends and any players who aren't able to say which alliance they're in within one minute of the last call are automatically determined to be alone.