The Law of Clans

It is the leader's own decision how he designs his clan, but there are some guidelines, which should be followed. While some guidelines and rules are from the Empire directly, some of them are common clan law.

## The Common Law

### When a Clan is a Clan

1. Your clan must have over 10 members to be considered as one.
2. Your clan can either be based on PvP, War or building.
3. Your clan must be organized.
4. Your clan must have at least one headquarter/palace/representation project.

### Bans of Weapons

1. The Impulse Gun
2. The Shrink Gun

### Hacking and Project Destruction

1. Hacking in Multiplayer-Sessions are commonly prohibited. Hackers must be (if it is sure that it's a hacker) punished hardly and/or purged out.
2. To destroy a project that is not yours and this without the authorization of the project owner, is undesired.

## Imperial Clan Laws

The Imperial Clan Laws must be followed by vassals. The Empire will not accept any future common laws which will conflict with the Imperial Clan Laws.

### PvP/Construction Groups

1. When a PvP Group becomes a vassal of the Empire, it will be considered as a vassal clan if it has more than 5 active members. However, they must increase their numbers to have at least 15 soldiers and if needed, support the Empire.
2. When a Construction Group becomes a imperial vassal, it is still just a mere construction group. It can become a clan if it sends fighters to the service of the Empire.

### Hackers

1. Hacking is commonly forbidden.
2. If someone is suspicious of being a hacker, he will be excluded out of the clan's military. He will be put on trial, being interrogated by the Emperor or the Grand Lord. If innocence proven, the suspicious one will still be excluded for one month from military things as a caution. If guilt proven or innocence not proven, the suspicious one will be either banned out of the vassal clan or the Empire, or permanently excluded from military business.
3. If it is clear that someone hacks in training or battle, he shall be kicked out without trial, his name being condemned and spread around to avoid that he has ever the chance to rejoin the Imperial Co-Prosperity-Sphere.

### Clan Headquarters

1. You can build anything in a headquarter, as long as it does not offend the Empire or the Imperial Law and as long as it does not contain pornographic content.
2. If your clan builds a headquarter, only people of your clan should build it. However, it is allowed to pay imperial constructors for doing so.
3. The headquarter shall not humiliate the clan that built it.
4. The headquarter shall not have anything humiliating about other clans.

### Clan Names

1. You can call your clan anything you want, as long as it does not insult a certain human being or another clan.
2. Your clan cannot be named "IR" (this does not count for the Holy Empire of Revolution)
3. Your clan cannot have a pornographic name.

### Clan Policies

1. Your clan shall not be hostile to the Empire or it's allies.
2. Your clan shall not support enemies of the Imperial Co-Prosperity-Sphere or enemies of the Empire itself.
3. Your clan shall not support any ideologies that are conflicting with the Imperial Ideology.
4. Your clan shall not support hacking or scamming.
5. Your clan shall not act in dirty ways.

### Vassal Clans

1. If a clan is vassalized by the Empire, it must obey imperial commands. However, there are rules both the vassal and the Empire needs to follow.
2. A imperial vassal must adapt to the Imperial Law.
3. A imperial vassal must make it's troops ready if needed.
4. A imperial vassal must train their soldiers to be more disciplined. In trainings or battles, a imperial battle commander (who is sent in the name of the Emperor) can take the command over vassal soldiers.
5. A imperial vassal shall not support the enemy.
6. The Empire must protect it's vassal.
7. If another clan declares war on a imperial vassal, the Empire must step in and end the war.
8. If another vassal clan wants war on a vassal clan, the Empire must solve this conflict.
9. The Empire has the right to interfere in the inner- and foreign policies of the vassal.
10. The foreign policies of the vassal are controlled by the Empire.
11. A vassal can unite with another vassal with the approval of the Emperor.
12. A vassal still have to follow the common law.
13. A vassal can break free anytime as long as over 50% of that clan votes for it.
14. A vassal cannot declare wars.
15. The Empire cannot replace the vassal leader.
16. If a vassal does violate the Imperial Law and if diplomacy does not work, the Empire has the right to contain the vassal.
17. Rebellions are prohibited.

### Allied Clans

1. A allied clan shall not support any ideologies, which are conflicting with the Empire.
2. A allied clan shall be loyal to the alliance.
3. A allied clan shall not break the alliance unless it is rightfully justified.
4. A allied clan can support the Empire during battles, their soldiers not counting as "volunteers".
5. A allied clan should not spy out the Empire.
6. A allied clan cannot interfere in imperial policies.
7. The Empire must respect the independence and equality of the allied clan.
8. The Empire is not allowed to interfere in allied policies as long as they do not get dangerous for the Imperial Co-Prosperity Sphere.
9. The Empire is not allowed to send spies in allied clans.
10. The Empire shall be loyal to the alliance as long as it does not oppose the greater good.
11. The Empire can support allied clans during battles.
12. The Emperor has to pay 28 golds to every vassal leader every Sunday. (The vassal leader has to sell a avatar for this)

### Boycotts

1. When a clan is boycotted by the Empire, all relations are cut off. A boycotted clan will not be recognized as a "clan" anymore.
2. The Empire cannot boycott every clan.
3. Those clans that are to boycott, are guilty of allowing and actively using hackers during battles, are guilty of toxicity (insulting others, sexual harassment, actively claiming wrong victories), and are guilty of destabilizing the peace of the Empire or the Imperial Co-Prosperity-Sphere.
4. The Empire can also contain a clan when it is just suspicious of destabilizing the peace. After a containment, the contained clan will be boycotted.
5. If a boycotted clan proves regret for their crimes or actively supports the Empire and the Imperial Ideology or adapts the Imperial Ideology, willing to join the Imperial Co-Prosperity-Sphere, the boycott will be dissolved.