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Alliances and communication

Open Alliance HQ for invitations, applications, the roster, and leadership actions. The terminal covers creation, joining, leaving, and chat. HQ supplies the full membership workflow.

Create or join

/alliance lists alliances with IDs and scores. /alliance create TAG Name description creates one and makes you its leader. The terminal treats the first word after the tag as the name. Use the web form for names with spaces.

A tag contains 3–6 ASCII letters or digits and is stored uppercase. Tags are unique. Names contain 3–32 bytes. Descriptions have at most 1,024 bytes. Unicode text can consume several bytes per character. Invitation and application notes are trimmed to 200 Unicode characters. Terminal control characters are refused.

You can belong to one alliance. Joining requires agreement from both sides:

  1. A leader or officer sends an invitation. The recipient accepts it in HQ.
  2. Alternatively, the player applies from the alliance page. A leader or officer accepts the application.

/alliance join ID accepts an existing invitation from that alliance. Without one, it submits an application. An application is not immediate membership. HQ shows its state. Admission clears other pending invitations and applications for the new member.

An invitation lasts seven days. One alliance can have 25 open invitations. Declining an invitation or rejecting an application blocks another attempt for 24 hours. Revocation and withdrawal remove a pending request. A player already in an alliance must leave before joining another.

Roles and permissions

Action Leader Officer Member
Read roster and current alliance chat Yes Yes Yes
Send alliance chat Yes Yes Yes
Invite, revoke invitations, accept or reject applications Yes Yes No
Promote or demote officers Yes No No
Remove a member Yes No No
Transfer leadership Yes No No
Claim leadership after 30 days of leader absence No need Yes No
Leave Transfer first if others remain Yes Yes

Leadership transfer requires a current member. It changes roles without removing either player. An officer can claim leadership only after the leader has been absent for more than 30 days. The roster explains who currently holds authority. Being offline for one evening does not transfer it.

/alliance leave ID leaves the named alliance. A leader with other members must transfer leadership first. The last leader's departure disbands the alliance. These changes remove access to its private channel and member functions.

An open alliance-only trade blocks the seller's departure or removal. Such offers also block disbanding. Cancel them first. See trades for what acceptance commits.

Chat and privacy

/ally opens your alliance channel and clears its unread count. /ally message text sends to current members. Membership is required for reading and writing. New members cannot read messages from before they joined. Leaving removes access. Rejoining does not restore the old membership window.

Alliance messages allow 2,000 Unicode characters and up to 30 messages per hour. Moderation mutes prevent sending. Commander alliance_chat reads without clearing the terminal's unread badge. send_alliance_message sends immediately and belongs to the commit tier.

Direct messages use /msg username text. /messages username opens the conversation in chronological order. You cannot message yourself. Direct messages currently enforce a 2,000-byte limit, so non-ASCII text can reach it sooner. The direct-message flood limit is 30 per hour. This hourly budget is shared with alliance chat.

/messages lists conversations and the server inbox. /messages #server opens system, announcement, and staff notices and marks them read. Raw API inbox lists are capped at 200 entries. Opening a player conversation is separate from opening server notices.

What alliance membership changes

Alliances rank by the combined player scores of current members. Joining or leaving changes that total. Member names and tags do not disclose private stockpiles or research.

Membership enables allied defense, private chat, and alliance trade offers. Attacking an ally requires explicit ally confirmation. That flag does not waive other protection rules. ACS invitations can include commanders outside your alliance.

The Alliance Depot exists in the building catalog. It does not resupply or extend allied holds in this release. There is no separate alliance war declaration, war score, or automatic suspension of player protection.

Membership changes during an operation

A defense mission checks shared membership on dispatch and again on arrival. If the relationship is no longer valid at arrival, it returns. Leaving does not recall every flight automatically. Check /fleet and recall your own support where allowed. An already holding fleet remains governed by its hold and battle state.

ACS is an invitation-based operation, so leaving an alliance does not cancel an ACS attack. Accepted trade flights cannot be canceled by leaving. Their cargo continues through delivery and return. Open alliance offers must be canceled before the seller leaves.