Consider this post as a rumination in what makes Travian the game it is, and what basic relationships are necessary for it to function - and what will damage it if they are broken.
Travian is more than a war game. If that's all it were, there would be no need for alliances and NAPs and confeds being built into the system. We'd all just spawn, fight, and form casual and temporary relationships based on our own private agendas. No, Travian is about a group of people coming together to achieve a common goal through war. And so we have the bond that is the alliance, and the diplomatic options of NAP and confed.
If you are going to bring people together for a sustained effort toward a common goal, you need people to co-ordinate that effort. So, also built into the system is a set of privileges that leaders have and may assign as needed to facilitate these things - communication, co-ordination, planning, negotiating and formalising relationships between individuals (as teammates) and alliances (as NAPs or confeds). And this is the second bond, between leadership and membership.
And finally, Travian is a real-time, and time-intensive, game. So in order to make playing more manageable, we have a final built-in relationship, that of sitter. Perhaps the most intimate bind of all the bonds built into this game.
Each of these bonds is a bond of trust. We trust our confeds, NAPs and especially our alliance mates to, at the very least, refrain from attacking us. We trust our leaders, at the very least, not to abuse the powers and privileges they are given. And we trust our sitters, at the very least, not to betray our accounts.
To my mind, these are the sacred bonds of trust and responsibility that allow this game to function the way it does. Betraying or abusing any of these bonds threatens the game itself. It erodes trust, and without trust, we can play at war, but we will not be playing Travian.