Write how your clan runs
A clan's policy is how it runs, written down by its leader and co-leaders. Nothing in Elixir Clan judges anyone until there is one, and every save is a new version.
Every clan runs differently, so Elixir Clan has no rules of its own. The clan's policy says what it counts, how Elder works, how long a quiet member has, and which actions to raise. Until a leader saves one, nothing is judged: no standing, no actions, no awards.
Who writes it
The leader and co-leaders, under Manage ▸ Policy, once their player is verified. A clan needs at least 10 members to save one; a policy saved before the clan fell below 10 is kept and picks up again at 10. Every member reads how the clan runs on Standing, under How it works here.
Starting points
The About tab starts from what the clan is for. Pick one and every tab is filled from it, yours to change before you save:
| Starting point | Counts | How strict |
|---|---|---|
| A war clan | Clan Wars and donations | strict |
| A climbing clan | ranked play and trophy road | standard |
| A donation clan | donations | standard |
| A social clan | nothing; Elders by hand | relaxed |
| A bit of everything | all four | standard |
How strict (relaxed, standard or strict) sets where the minimums and clocks start. Playing together can be said but is never measured: the game does not say who plays with whom. On a saved policy, a starting point replaces the whole draft.
The tabs
| Tab | What it decides |
|---|---|
| About | what the clan is for, and how strict |
| Clan Wars, Ranked play, Donations, Trophy road | whether each is counted, its window (trophy road has none) and its minimum |
| Elder | by hand or by participation, each category's weight, days in the clan before a promotion, the window and rule for the minimums, the band, how many reviews a promotion or demotion needs and how long a declined one waits, what members see, and the window for checking a completed action |
| Inactivity | Suggest removals: the getting quiet, at risk and removal days, grace for meeting the minimums, whether Elders can get removal actions, how long members may mark themselves away, and whether to ask quiet members |
| Arrivals and departures | Ask about departures and Suggest welcoming newcomers |
| Announcements | Announce each season's awards and Tell the clan when the rules change |
A tab that is off shows only its switch; turning it on fills it from the clan's How strict. Every setting carries a line saying what it does. Standing explains what the categories, minimums and band mean.
Preview before you save
Preview the last reviews reads the clan's record and shows what the last four reviews would have said under the draft, beside the current policy: the Elder band before and after, and each member who would read differently. Nothing is saved or raised by a preview.
Saving
Saving makes a new version; the first is version 1. Add a line on why, if you like; the versions list keeps who saved each and when. A setting out of range is refused, with the tab that holds it opened and the field marked. The clan is read afresh under the new version, which can raise or withdraw actions.
When Tell the clan when the rules change is on, a save raises Tell the clan how it runs for the leaders: a Clan Leader Message saying how the clan runs the first time, and what changed after.
The leaders pages
Under Manage, beside the policy:
- Board: every member as the policy reads them today, grouped as actionable, building, held or clear. Open a member for their evidence, a note, and a hold, which pauses the inactivity clock for a member who said they will be away, until a date or until cleared.
- History: the joins, leaves and role changes the record saw, with how each leave was answered; every action the clan has had, with its outcome and who decided it; and the holds.
- Awards: the clan's awards, the season in progress, and leaders' picks (Awards and trophies). Elders see it too.
- Scout: paste an applicant's tag and see their numbers; with a policy, also whether they would meet its minimums today. Elders see it too, and it works before a policy.
Clan settings
Manage ▸ Settings holds what belongs to the whole clan, with or without a policy:
- What Elixir Clan records in Elixir: the kinds of facts shared with Elixir, when each is shared and who sees it there. Kicks and leaves, promotions and demotions, awards, messages to the clan and where the award races stand go to everyone verified in the clan; kicks, leaves and the award races also to the clan's agent; a member's away only to the leaders.
- Social: the clan map, where members add a city or region and see each other's local time. Only the clan's signed-in members see it, and nothing of it goes to Elixir.
- The clan's own model: an Anthropic key of the clan's own, which lets a model draft words for the clan (today, the recruiting pitch in Recruit). It is never told a member's name or numbers, and everything it writes is a draft a leader edits.