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Primary and Secondary Alliances

The answers cover alliances, their relationship with a secondary alliance, how it is administered, member transfers, and the channels specific to each branch.

What is an alliance for?

An alliance brings players together around a common organization.

It enables members to:

  • bring members together;
  • manage ranks and permissions;
  • use an alliance channel;
  • develop territories and their Alliance depot;
  • advance alliance technologies;
  • organize diplomacy and pacts.

The rules for the shared stock, donations, and upgrades are detailed in Territories and Alliance depot.

How does a secondary alliance work?

A main alliance can create only one secondary alliance, permanently linked to it. This secondary alliance can host up to 10 members.

The secondary alliance operates as a separate alliance for its members, points, territories and their stockpiles, 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.

Truce after leaving or being expelled from an alliance

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.

Who administers the secondary alliance?

The secondary alliance is administered from the main alliance.

The leader of the main alliance and its officers with the required permissions can:

  • manage the members of the secondary alliance;
  • directly invite a player with no alliance to join either the main or secondary alliance;
  • process applications to join the secondary alliance;
  • modify its configuration;
  • administer its ranks;
  • transfer members between the two branches.

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.

How is a member transferred between the two alliances?

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.

Upon arrival, the player receives the member rank in the destination alliance. Their alliance contributions are reset to zero, but their personal tokens and token-production cycle are preserved.

The transfer ends their participation in grouped attacks before those attacks are committed, in accordance with the cancellation and recall rules for Errant attacks. An attack that has already been committed continues through combat and its return journeys.

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 expulsion described above.

What happens when the secondary alliance is made dormant?

The main alliance can put its secondary alliance into dormancy 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, admit members, receive donations into its Alliance depot, or start new territory projects until it is reactivated. Any project already underway keeps its deadline.

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.

Access to alliance channels and the Federation channel

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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