In a Fall of the Empire scenario game , any player who has Treaty Cards from more than one opponent in-hand when the game ends is called a traitor and does not qualify for the Alliance win. However, since a player must only discard one held Alliance Card whenever they receive a new one from a different player, there appears to be no way to be a traitor temporarily while you weigh your options. If you are holding Treaty Cards from, say, two other players at once, the only way I can see to stop being a traitor is to ask one of those two players to give you a second one of their Treaty Cards to replace the one from the other player. This seems wonky, and it gets worse with more simultaneously held Treaties. This means that no (rational) player would ever be a traitor at any point, which makes things nearly impossible for a player with the "Support of the People" Objective card, since three players have to immediately bet the farm by making a full commitment to their alliance as soon as they get the offer. I think this Objective pretty much requires at least one traitor who is caught off-guard when they end the game suddenly ends.
I think this is probably an error due the wording or something being left out when the alliance mechanic is described.
The simplest remedy would be to simply allow a player to also return another player's own alliance card back to them during the "Give Treaty" step while "Forming Alliances". Of course, doing this is likely to upset the person getting their card back, especially since they've now lost the ability to use one of their Treaty Cards (as one must still be discarded secretly as usual).
Another idea for a fix that I like is that a player could be permitted to activate their own home system for the sole purpose of swapping Alliance Cards around between their held cards and their discard pile in any manner they choose. This would use up their home system and waste a command counter, but allow them to save some face in comparison to the other option.
Other stuff :
It isn't stated, but do you need to control your own home system in order for somebody else to activate it to give you a treaty?
It looks like it is very important that all players are aware of the different Scenerio Objectives that are available at the beginning of the game. Unstoppable Army, Opportunist, and a couple others look unlikely to arouse suspicion when sought otherwise.
When a player with the "Support of the People" Objective gives our their fourth Treaty and finds out that they did not win, does the game continue? Perhaps if this player, after looking at everyone's held Treaty Cards in secret, can continue the game being unable to fulfill their own Objective-- they could still shoot for an Alliance win.
I don't understand what the "Bargaining" step is good for in Alliances. I mean, non-binding agreements are one thing, but when the outcome is also kept secret and there is no way to tell if someone is upholding the most important part of the agreement until the game ends?! If it were just about following the hint text on the card, you could make those sort of agreements any time without Treaty Cards being involved. Does anybody think a player would say "No, I don't want your trade goods because I might not want to accept your Treaty."? It just isn't going to happen! They'll always take whatever you are willing to put in front of them. That being the case, I don't see any reason for the person giving the treaty to offer up any goodies with it UNLESS the recipient is at least permitted to overtly show that they are not discarding the Treaty Card they just received. I might sweeten things a bit if I could just see that I was being taken seriously when the treaty was first made. Sure, they could ditch it later on, but the added trouble for them to do that would be worth something.