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Alliance Permissions and Technologies

The answers describe responsibilities tied to ranks and permissions, followed by alliance technology bonuses, funding, and activation.

Ranks and permissions

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;
  • upgrade alliance territories;
  • 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 pact or a 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 reserved for 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 launches of attacks, espionage, and hostile hacking, 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.

Territories and Alliance depot

The Alliance > Territories tab brings together the alliance’s shared buildings. The Alliance depot is the first available territory. Each alliance, whether primary or secondary, has its own territories and stock: resources are not shared between the two branches.

Any member can instantly deposit Iron, Crystal, and Aether from one of their planets. They choose the planet and the quantities. Donations have no daily quota: they are limited only by the resources actually present on the planet and the remaining capacity in the Alliance depot. If an amount exceeds either limit, the entire donation is rejected, with no partial transfer.

A donation is permanent. It does not grant any personal balance and is not refunded if the player leaves the alliance or is expelled. The Alliance depot cannot be used to redistribute resources to players. Donations and upgrade expenses remain visible in the territory’s history.

At level 0, the Alliance depot can hold 1 000 000 Iron, 700 000 Crystal, and 300 000 Aether. At each level, each of these capacities is multiplied by 2. There is no gameplay rule limiting the number of levels.

To upgrade from the current level n to level n + 1, the alliance spends from its shared stock:

  • 500 000 × 2^n Iron;
  • 300 000 × 2^n Crystal;
  • 100 000 × 2^n Aether.

The reference duration is 3 hours × 1,4^n, divided by the universe’s construction speed. Personal, planetary, and premium bonuses do not affect it.

The leader can start the upgrade. They can also separately grant an officer rank permission to upgrade territories. The cost is paid when the upgrade starts, the upgrade cannot be canceled, and the previous capacity remains active until completion. An alliance can have only one territory construction project at a time, across all shared buildings: there is no queue or second slot.

A dormant secondary alliance cannot receive donations or start a new construction project. However, a project already underway keeps its scheduled completion time. When an alliance is dissolved, any remaining stock is permanently lost; the movement history is retained for traceability.

Navigation relays

Build the network

In Alliance > Territories, click the Navigation Relay building to view the network. A manager with permission to build territories can choose an empty planet slot. No allied presence nearby is required.

A slot can host only one relay across all alliances, including relays under construction. There is no limit per system or minimum distance between relays; a slot collision is the only reason placement can be rejected.

Cost and duration

The first relay costs 5 000 000 Iron, 3 000 000 Crystal, and 2 000 000 Aether. The price of the next relay is multiplied by 5 for each relay currently owned or under construction: the second costs 25 000 000, 15 000 000, and 10 000 000; the third costs 125 000 000, 75 000 000, and 50 000 000.

The alliance treasury funds construction. Each construction project takes exactly 48 hours in real time, with no bonuses and no influence from universe speed. The limit of one alliance building under construction applies to the treasury and relays combined. There is no queue or cancellation.

Automatic travel

Once 2 relays are complete, all the alliance's relays are connected to one another. Only members of the owning alliance can use them. The system compares the direct route with each possible pair of relay entry and exit points; it automatically chooses a corridor only if the full route is faster and the player can cover the Aether cost. A flight uses at most 1 corridor; there is no manual selection or chaining of corridors.

The fleet reaches the entrance at normal speed, travels through the corridor at speed ×2, then reaches the target at normal speed. The map shows changes in route and speed. Each segment follows the current duration calculation, including the minimum duration and exceptions described in Travel time calculation. This first version covers fixed targets; routes to moving targets remain unchanged. Espionage, exploration, and mining missions never use relays: they retain the direct route and their usual Aether consumption. The “Use relays” option does not appear for these missions.

Personal Aether

The player pays from their departure planet at launch. Normal segments retain the usual consumption calculation. The corridor segment costs 2 × the consumption of a normal trip over that same segment, after the player's Aether consumption reduction bonuses have been applied. This amount replaces normal corridor consumption; it is not added to it.

The preview shows a line for the passage, already included in the total Aether cost. Ships, their propulsion, and the separate reserve for onboard devices retain their usual rules.

Returns and demolition

At launch, the route and passages for an automatic return are guaranteed and paid for. The return follows the route in reverse. A recall sets off from the position actually reached on the current segment and retraces only the path already traveled; any remaining fuel is refunded on return according to the usual rules.

Relays are visible to everyone on the map and cannot be attacked. A manager with permission to build territories can demolish a completed relay after confirmation. Demolition frees the slot, refunds no resources, and removes that relay from the count used to calculate the next price. A relay under construction cannot be demolished. Dissolving an alliance removes its relays. Flights already launched keep their route, speed, and return even after demolition, dissolution, or a change of alliance.

Technologies: Bonuses, Funding, and Activation

Alliance technologies grant members collective bonuses. They can improve production, timings, fleets, combat, espionage, exploration, or certain costs. The bonus applies to alliance members based on the technology in question.

Members contribute tokens to fund a technology, which requires a certain number of tokens.

Once the threshold is reached, an authorized member can launch the upgrade. Its duration depends on the target level; the bonus becomes active for the alliance once the upgrade is complete.

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