A member's rights depend on their rank and permissions. The leader has the main rights. Certain ranks may be granted specific permissions.
These permissions may allow members to:
- view activity;
- modify the alliance;
- manage members;
- send a mass message;
- negotiate;
- declare war;
- manage or launch alliance technologies.
The server checks permissions for important actions.
In Alliance > Diplomacy, the leader or an officer authorized to negotiate can propose a trade or total pact to another alliance, accept or decline a proposal, cancel a sent request, and break an active pact. Authorized administrators of the main alliance can act on behalf of its active secondary alliance. Members can see active pacts in their alliance's Relations section; pending requests are only visible to negotiators.
Both types of pact allow transport and deployment between current members of the signatory alliances. A trade pact leaves hostile actions possible. A total pact blocks new attacks, espionage, and hostile hacking launches, but missions already launched resolve normally. Personal pacts and automatic family protection remain independent: an alliance trade pact does not remove any existing total protection.
Breaking a pact is refused while trade remains open between current members of both alliances. The message identifies the player pairs concerned. After a pact is broken, a reciprocal truce of 6 hours prevents new hostile launches and new pact requests between the two alliances. It does not by itself allow transport or deployment. A player who leaves an alliance retains only the existing exit rules, with no additional protection toward their former alliance partners.

