An alliance brings players together around a common organization.
It also allows members to:
- bring members together;
- manage ranks and permissions;
- use an alliance channel;
- advance alliance technologies;
- organize diplomacy and pacts.
Find rules, procedures, and tips for your empire.
The answers cover alliances, their relationship with a secondary alliance, how it is administered, member transfers, and the channels specific to each branch.
An alliance brings players together around a common organization.
It also allows members to:
A main alliance can create only one secondary alliance, permanently linked to it. The secondary alliance can host up to 10 members.
The secondary alliance operates as a separate alliance for its members, points, technologies, diplomacy, and grouped attacks.
The link between the two alliances is immutable: they cannot be separated. They belong to the same alliance family, and no attack, espionage mission, or other hostile action can be launched between their members. Automatic protection against attacks and espionage does not require a displayed individual pact; hostile hacking is also rejected.
The secondary alliance has no local leader. The leader of the main alliance is considered the leader of both branches.
Leaving an alliance or being expelled from one triggers a separate, reciprocal truce lasting 6 hours between the former member and the members of their alliance family. It blocks only new ATTACK, ESPIONAGE, and HACKING actions; pact requests and the creation of pacts, TRANSPORT, and DEPLOY remain possible, and any mission already accepted resolves normally. For the truce after a pact is broken, see the section on pacts.
The secondary alliance is administered from the main alliance.
The leader of the main alliance and its officers with the required permissions can:
The secondary alliance may have its own officers, but they do not replace the leader of the main alliance and do not automatically have administration rights over the alliance family.
Other members of the main alliance can access only their alliance's sections. Members of the secondary alliance can access only the secondary alliance's sections.
The leader or an authorized officer of the main alliance can immediately transfer a member to the other branch.
The transfer does not require confirmation from the transferred player.
On arrival, the player receives the member rank in the destination alliance. Their alliance contributions are reset to zero, while their personal tokens and token-production cycle are preserved.
Their participation in ongoing grouped attacks is cleared before the transfer.
The leader of the main alliance can never be transferred. A transfer to the secondary alliance is also refused when it is dormant or has already reached its limit of 10 members. A transfer between the main and secondary alliances does not trigger the truce after leaving or being expelled described above.
The main alliance can make its secondary alliance dormant only when it has no members.
A dormant secondary alliance disappears from rankings and public-facing surfaces, as if it had not yet been created. It can no longer receive applications or admit members until it is reactivated.
Putting it into dormancy does not delete either the alliance or its link to the main alliance. An authorized administrator of the main alliance can reactivate it later.
Each branch has its own alliance channel: the main alliance's channel is reserved for its members, and the secondary alliance's channel is reserved for members of that branch.
The Federation channel automatically brings together all members of both branches. A transfer updates access to the relevant alliance channel, while access to Federation is preserved.
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