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    Constitution of the Sovereign Order

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    Ceres
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    Constitution of the Sovereign Order

    Post by Ceres on Sat Feb 07, 2015 5:24 pm


    The Constitution of The Sovereign Order
    "Loyalty, and to promote unity and prosperity for all."

    Article I: Acceptance and Denial
    The Sovereign Order will be set as an application alliance, every applicant must submit an application statement to the Premier. The  Premier will either accept the applicant, and reserves the right to deny them as well. Applicants must have no active wars during their application process, nor be sending aid or in aid of that who is against the alliance.

    Article II: The Executives

    The Premier
    The Premier is the acting power and face of the Sovereign Order alliance.  All applicants and bills must lastly go through the Premier who holds the utmost authority to either accept or deny, with ample reasoning.  A bill passed by the Premier is declared constitutional law and amended into the constitution. The Greater Council can override a veto with a, "full house", vote. The ability to declare war directly rests within the Earl of Defense and the Premier, see further reading. The Premier may also appoint a Commissioner, equivalent to a Deputy. The Commissioner holds no political power and cannot speak on behalf of the Premier without allowance.

    The Prime Minister
    The Prime Minister is the second-in-command of the alliance, whose decisions carry the same magnitude as those of the Premier. If the case arises in where the Premier is unable to fulfill their duties, the Prime Minister shall take command as acting Premier until the original Premier is able to serve once more.


    Article III: The Greater Council
    The Council is a group of six individuals, who each retain power over their certain aspect of the alliance. Councilmen openly draft and discuss bills, later deciding whether to pass them  on to the Premier; treaties are also proposed here. Councilmen are also in charge of making relevance to alliance activity.
    Councilmen:

    The Earl of Defense
    The Earl of Defense is responsible for coordinating member nations during wartime and also leads the elite, Lord Viscounts.  During peacetime, the Earl is required to keep lookout for possible threats, ensure the details/points of treaties are being carried out,  and provide regular reports upon various statues for the alliance.  During a time of threat, the Earl can issue a Declaration. Only the Premier can turn this into a Declaration of War after reviewing all treaties and possible courses of action. The Earl also manages the elite group Lord Viscounts and can appoint and demote members at will provided proper reasoning.


    The Duke of Labor
    The Director of Labor is responsible for forging alliance trade circles complementary to nation color spheres. The nature of the benefits to such trade circles, are up to the Duke to decide. It is required that trade circles differ by economic and military statuses. Trade circles are not mandatory and every member does not have to be in one.  A member nation may remain in a different color sphere, provided that  specific trade circle is present.


    The Technology Baron
    The Baron is in charge of ensuring that Tech Deals are readily available for members, ensuring that they have good credit. Alliance Tech Deals remain a priority over non-alliance dealing. The Baron also can set up Tech Circles such as 5x5s or 3x3s, which differ in process. Tech deals are offered to every member but are not mandatory.


    The Duke of Prosperity
    The Prosperity Duke is responsible for ensuring that members are active and consistently growing their own nations. The Duke directly works with players and other Councilmen. The use of Nation-Building Guides is encouraged for new members.


    The Foreign Marquis
    The Foreign Marquis is responsible for the foreign affairs of the alliance, a separate entity from the Duke of the Sovereign Order. The Marquis handles all diplomats from the alliance and any ambassadors from other groups. In the effort to grow business, the Marquis may also create business pacts to encourage mutual growth.


    The Recruitment Baronet
    The Baronet is the main recruiter of the alliance. Able to use means of mass messaging, alliance annexations and proposing mergers. The Baronet also manages all alliance recruiters.


    Article IV: Title Positions
    Elder Senator
    The Elder Senator is the candidate up for elections in the color sphere senate race. The Senator must always have the alliance in mind and works directly with the Premier in order to achieve this.

    Lord Chief
    Or Alliance Judge, the Lord Chief holds cases that result in the internal affairs of the alliance. Cases among the lines or impeachment, rogue declarations, and also maintaining that elections run smoothly.

    Jurors
    Jurors are appointed by the Lord Chief, they overall hold no governmental authority. During alliance cases, the Jurors provide their own opinions to help guide the Lord Chief in deciding upon a case. The secondary duty of a Juror is to maintain that alliance members remain active.

    Viscounts
    A Viscount is an alliance member who is noted for taking up arms or defense during a conflict. The entity of, “Alliance before self”.

    Lord Viscounts
    The Lord Viscounts are the military elitist within the alliance. Their primary goal is to preserve the name and ideals of the Sovereign Order.  If a government member is attacked, the Viscounts retaliate on the aggressor without the need for approval, on the contrary to regular confrontation. A Viscount's actions are swift and just. The Earl of Defense has the ability to approve and remove Lord Viscounts. If a Viscount fails in their duty or brings dishonor upon the alliance, they are removed and branded as, Viscount Dissenters. The Lord Viscounts are one of the most elitist, serious military forms.

    Barons
    The title of Baron is reserved for those who take serious involvement into the alliance and awarded by the Premier.

    Article V: Alliance Policies
    Treaty Policy:
    Treaties can be enacted by a majority approval in the council and the passing of Le Premier.

    War Policy:
    To officially declare war against a foreign power, the Earl of Defense must Declare and the Premier must approve to announce it as a Declaration of War. Members are able to admit what is Nation Strength Absence, meaning a member cannot participate in battle due to NS rating, however, they are asked to send foreign aid to help on the front. A member who does not wish to participate in battle, may do so. However, this is frowned upon and it must be understood that during war, that nation will be considered a liability and may not receive aid. When the war is over, aid may be resumed.
    Offensive Warring:
    Members of the alliance have the right of War Practice (War Practice: The Act of Young Nations Pursuing War in an Effort of Experience on a non-aligned AA player). Open War Practice only strictly allows one-on-one wars, and does not require a member to inform Government about who they are going to war with, but information is highly appreciated. War Practice participants have the right to aid if they need it but it is not free aid. War Practice participants are also encouraged to evaluate their target carefully and also to message their opponent to possibly join the alliance, given that they were a respectable opponent and have no AA.
    Members of alliance have no right to pursue an offensive war against another alliance unless war is officially declared on an alliance. See War Policy.
    Defense Policy:
    I. Defense from a Single Aggressor:
    Under this bill, all nations of the alliance must follow specific steps if attacked. When attacked, the defending nation has the full right to retaliate and request immediate aid from all economic nations. Firstly, report this act before the Earl of Defense. In turn, they will inform any treaty held alliance, however, due to a single aggressor, the alliance will have control over the situation unless a protectorate or any other treaty alliance objects. A nation of the alliance whom is attacked is ordered to not declare peace, due to the reason of raiding, we will not allow an act such as raiding, go by unnoticed and without consequence for the aggressor. As soon as the incident is reported, the Earl of Defense is in charge of all negotiations, do not attempt to communicate with the aggressor without the Earl's approval. Even during negotiations, the member has the upright power to defend themselves freely and retaliate, unless otherwise stated by the Premier or Earl of Defense. Peace will only be declared by loss of aggressor. Other alliance members have the power to declare war on the aggressor at the Premier's discretion, before peace is made.
    II. Defense from an AA Aggressor:
    Firstly, the attacked nation is to contact the Earl of Defense, then, immediately afterwards, the friendly alliances will be informed. Alliance members are then subjected under the Premier ruling when it is directly linked to the war. Members are able to admit what is Nation Strength Absence, meaning a member cannot participate in battle due to NS rating, however, they are asked to send foreign aid to help on the front. A member who does not wish to participate in battle, may do so. However, this is frowned upon and it must be understood that during war, that nation will be considered a liability and may not receive aid. When the war is over, aid may be resumed.

    Rogue Policy:
    We are given the ability to ensure our safety if we attack members who go rogue. In the case a member is classified as rogue, that rogue will be optionally pillaged and used as war practice by the alliance. Any group that harbors a rogue will suffer diplomatic constraint, a hiatus over a duration period or perhaps a permanent cease of interaction. Rogues will only be classified under strict terms and this system is not abused. Members of the alliance can resign at a given time, but if on bad terms, they still might be branded as rogues. Rogues are most likely branded if they were to attack another alliance member, without permission- consistently war with other nations, the constant disruption of orders from Government members, multiple warnings about profanity or threats, etc. around those lines. Any alliance member who receives rogue classification must be reported to the Earl of Defense. Then afterwards, that rogue is exiled. An exiled member may only re-receive membership to the alliance after a 7 month period of good behavior, reparations, and a 75% or over vote from the Council.. The Premier holds the right to prevent alliance members from attacking the branded rogue or raid them. Any rogue will be susceptible to repay for any damages if caused.

    We do not accept any rogue nations of other alliances unless the attempted nation is forgiven by the alliance they caused disruptions towards. Branded rogues coined by other alliances who attempt to join the alliance will be outright denied, we have that power. If the Premier sees fit, diplomatic action will be assured. Diplomatic action will be used to access the problem and perhaps resolve the situation. If diplomatic action is pursued, that member who attempted to join is gained access, who is then accepted, must live with the rogue name. Alliance members will not treat them as a rogue on the forums or in-game but this may influence future courses of actions due to being labelled a rogue. If the previous rogue decides to cause a disturbance in the alliance and is re-branded a rogue, this time that player is exiled permanently.

    Ghosting Policy:
    "A ghost is any nation that shows the alliance affiliation of an alliance without being a proper member of that alliance. Most alliances require members to apply on their forums. If a nation chooses to identify as a member of a specific alliance without applying and waiting for acceptance, they risk being identified as a ghost."
    With Open Membership and Approval Membership: Any player who joins the alliance must respond within three days to submit an application message to the Premier. When the three days is reached, the player will be kicked. If the player attempts to rejoin, and they do not submit an application message, they will be banned. Any military action performed by a non-approved member will immediately be declared as rogue, see Rogue Policy for further proceeding.

    Bill Policy:
    All bills are proposed in the Council. When ample decision is made, the bill will move on to the Premier, who will decided whether to pass or veto the bill. The Council can override a veto with a, "full house", vote. The ability to declare war directly rests within the Earl of Defense and the Premier.

    Impeachment Policy:
    A valid reason for an impeachment bill must be approved by at least three members of government to progress. Example: Corruption, Spying. Dates/Times are required as evidence of reasoning.
    To remove any government member, including the Premier, two-thirds+1 signatures of active alliance members must be attained along with a signatures of three government members.
    Signatures must be validated by way of device picture screenshot.

    Elections Policy:
    The election cycle occurs on a quarterly base per year for only positions that are “challenged”. Every candidate must provide speeches one week in advance before the general elections, which are hosted by the Lord Chief.

      Current date/time is Wed Jul 26, 2017 4:31 pm