Sango Fleet has been formed to provide the following:
· A friendly and productive environment where Star Trek fans can roleplay,
· A place where Star Trek fans can go to share ideas and common interests; and
· A place where simmers can explore and expand the Star Trek universe
The Rules apply to everyone, by continuing through this website, forum or other media outlet or by joining Sango Fleet or any of its Simms; you agree to abide by them and all copyright laws. If you do not, please close your browser and kindly move along, this is a community group of friends. If you cannot adopt this constitution and abide by it, you cannot participate, sorry!
i. Every simulation within the Fleet is different. They may have different age ratings, styles, mediums, rules and regulations. Please respect the individuality of these different games as they are each designed by the Commanding Officer of each Sim to cater to a different audience. You will only ever be expected to abide by any requirements outlined in this constitution you adopt, or by those you accept as a member of any of our individual Simms.
ii. Sango Fleet takes place in the Star Trek Universe, please make sure the technology you use is appropriate for the genre (no Lightsabers or Cylon Drones) that it is consistent with the level of technology for the Fleet (if the maximum phaser technology is type XVI do not use XX), if in doubt, defer to questioning the Fleet Advisory Committee.
iii. Do not, relate yourself or associate yourself 'closely' with any character in cannon (no sons, nieces, cousins or related to the cat of Picard, Sisko, Janeway etc).
In order to comply with COPPA ( The Children's Online Privacy Protection Act ) - Members and Applicants of Sango Fleet and it's Simms must be Aged 13 or above; without any exceptions.
Sango Fleet will not accept or tolerate any discrimination - of any sort be it racial, religious, sexual preference, disability, age or any other. Everyone should be treated with respect. Nor will it permit any unfair treatment and any complaints will be reviewed case by case. However, if you have been removed from a simulation for anything other than unfair treatment or discrimination, you have no right of appeal unless otherwise stated in your Simms rules, this is because every Simm CO has the right to manage their simm at their general discretion and may simply find your placement aboard their Simm is no longer convenient or appropriate, this does not mean you are not welcome in the Fleet or on other simulations (unless you have been banned from the Fleet!).
The Fleet has an appointed Judge Advocate General (JAG), responsible for the co-ordination of actions deemed to be disciplinary or corrective in nature, the JAG also must exercise disciplinary action against players of non-compliance with this constitution, any Bylaws or Executive Orders within the Fleet, or as instructed by the CinC. Their is a process outlined in our Fleet Uniformed Code of Military Justice (UCMJ) which by accepting this Constitution, you in turn accept by default as the policy and process that shall be used in all cases investigated by the Judge Advocate General Corps.
Whilst we are a community group, there is an organizational structure implemented often referred to as the 'Chain of Command', with each level or individual listed in the hierarchy. Whilst it is not always crucial, it is preferred and suggested that players respect this chain (it is shown in a hierarchy order). Some simulations may wish to further develop this chain and many do so with the use of the Second Executive Officer (2XO), this however will be outlined to you on joining the Simm:
1. Commander-in-Chief (CinC)
2. Deputy Commander-in-Chief (DCinC)
3. Chief of Staff (CoS)
4. Fleet Staff By Rank
5. Fleet Command Council (OOC only)
6. Task Force Commanding Officer (TFCO);
7. Task Force Executive Officer (TFXO)
8. Commanding Officer (CO)
9. Executive Officer (XO)
Each of these levels contain individuals with different roles and responsibilities, you may contact your Commanding Officer to find out more about what any of these roles entail. They are also defined in the Staff Bylaws for the Fleet. Article Six
To outsiders that do not adopt this constitution, or players that have. Be aware, we do not tolerate the poaching, harassment,solicitation, or otherwise unauthorized recruitment of members of our Fleet to anywhere, other than this Fleet. If you want people to join your group or simm, join one of ours, get to know the people and they might want to be your friend, anything less will earn you a permanent ban.
i. Never post your resignation in a public access area. If you want to stop doing something, get in contact with your CO out of respect to them, they provide the simulations and deserve to read it and accept it before, the CO, then passes the information onto their crew should they feel the need. This is really just common courtesy. Similarly if you have an issue with another player or any aspect of your Simm, it should be escalated privately within your chain of command, it's very distressing for a CO to have a riot on their hands because a player is misinformed or doesn't know the full story behind a situation, trust your Commanding Officer – they are there to help you.
ii. Players rapidly removing themselves from Sims in strings of resignations are too, considered to be in violation of acceptable Fleet activity and may therefore be permanently banned from the Fleet or select Sims by the JAG Corps or Selected Task Forces and it's Sims by the Task Force Commanding Officer (see Article Nine).
iii. When you resign from a simulation, or it is taken over by a new Commanding Officer, it is your responsibility to state your intentions to remain or to leave (in by which the CO should remove your account membership from any appropriate sim sites)
A Commanding Officer is appointed a Simulation at the discretion of the Commander in Chief (via the Chief of Staff and or Personnel & Training Director) and they are permitted to make many alterations to their Simm as they see fit. However there are some changes that must be approved and include but are not limited to, Simm rules (Must be approved by Fleet JAG CO), vessel/station class, Simming Medium, Command character change, or any 'major' alterations to any in character faction, empire, allegiance or other major group or established cannon fact or Fleet approved 'cannon' elements that would affect the universe our other Simm's share. Commanding Officers may Command only, one, simulation within the Fleet (unless otherwise stipulated by the Commander in Chief), and should they chose to resign, they will be forced to take a 60 day cooling period before they may apply for another Command, further resignations or forced closures after this will result in either a 90 day Command suspension or permanent bar from Command within the Fleet, as recommended by the Task Force Commanding Officer, or his or her superior.
A Commanding Officer may promote any of their crew members up to the rank of Commander/Lieutenant Colonel (provided they do not exceed their own held rank), or in enlisted terms the maximum of Master Chief Petty Officer or Master Sergeant. Promotions after this must be reviewed and approved by the Chief of Staff or Deputy Commander in Chief in consultation with the Task Force Commanding Officer. Promotions of or too Flag Officer rank or in enlisted terms the Master Chief Petty Officer of 'X'/Fleet and Sergeant Major/Sergeant Major of 'X' ranks may only be authorised by the Commander in Chief.
They may also utilise any of the authorised Fleet or Simm awards at their discretion, that are appropriate to their level of current authority and within the given timescales or parameters for those awards. Any actioned deemed to be disciplinary or corrective on their Simulation must be reported to the Task Force Commanding Officer and Judge Advocate General.
A Task Force Commanding Officer is responsible for coordinating their Commanding Officer team and simulations within their Task Force. They may implement different methods of management for their Task Force provided it does not conflict with any article of the Constitution, Bylaw or Executive Order (however is subject to the overall jurisdiction of the Chief of Staff and his/her superior(s)). Task Forces may only be created by the Commander in Chief, and have to them assigned their name and Task Force ID number. Task Force Commanding Officers may make nominations for a Task Force Executive Officer, who is to be confirmed by the Chief of Staff, this Task Force Executive Officer will share the day-to-day duties of the Task Force CO and any other roles outlined by the Task Force CO. Task Forces may contain at maximum:
· 5 Specialty Simulations including the TFCO's and TFXO's Flagships and any Senior Staff Member's Simulation's
· 3 Task Groups with a maximum of x5 Simulation's each (Task Grouping will only occur when authorised by the Commander in Chief)
· No more than 20 Simulation's in total
The Task Force Commanding Officer, will have, 'reasonable' levels of authority and control within their own Task Force, which is not limited to but includes; barring players from Task Force Sims for unacceptable activity levels, management of sim class change requests (no more than 1 every nine months), removal of under-performing Commanding Officers.
The Commander in Chief of the Fleet, is the only individual not confined by any article or policy within the Fleet or this document, and this is to enable the CinC to carry out their role with full functionality, to manage the day to day operations of the Fleet and ensure its longevity and continuity as he/she she's fit. If you are at all concerned or have sleepless nights worrying about tyranny, you are of an undesirable mind frame and are requested to take your patronage elsewhere, the system is as it is when you enter, this element will not change! The Simms's come first in Sango Fleet, politics are left at the door.
The Commander in Chief has special dispensation to create Executive Orders, which have immediate and lasting effect, they will be considered law within the Fleet. The DCinC must approve of these Executive orders. If the DCinC does not approve than it goes to the command council within a week of taking affect
Article Eleven: Command Council
The Command Council, comprised of the Fleet CinC, Command Council Members and TFCO's will encourage and guide the development of fleet resources that will be made available to all simms and players.
· The Command Council has the right to reject any new technology released in the fleet. This Technology will go though the R&D Department and then be posted to be used in the fleet. After it is posted if 2 or more people object to the technology the COmmand Council may Vote.
· Regardless of IC position, all Command Council members have the right to vote in Command Council conferences. One player, one equal vote. A simple majority of 50% + 1 is needed to pass any resolution in both conferences.
· The Sango Fleet Command Council is the only convening authority who has the right to promote the Commander-in-Chief and/or Deputy Commander-in-Chief.
· A member of the Command Council isn't required to have a command or senior fleet position in order to become a member of the group. Incidentally, a player may possess an IC senior fleet position but may not be a part of the Command Council.
· The Command Council is also the only authority who can promote enlisted personnel to the highest rank possible: Master Chief Petty Officer of the Fleet, Sergeant Major of the Marine Corps, etc. This must be passed by a unanimous vote.
· There can only be one person (in the Fleet) holding these ranks at one time: i.e. one Master Chief Petty Officer of Starfleet, one Sergeant Major of the Marine Corps, one Fleet Admiral.
· The Command Council is answerable only to the Fleet Commander in Chief, who may over-ride decisions by issuing an Executive Orders if he/she feels the Fleet is at risk.
· The command Council must approve:
Making of new TF
Major changes to the Fleet Plot
A Major change of Fleet Site
Promotion anyone to Vice Admiral or Higher
· The CinC has the power to appoint any member of the fleet holding the rank of Capt. or higher to the Command Council . Any one below that ranks needs to be approved by the Council .
· All Command Council Votes are only open for one Week. With exceptions to importing and highly countervail votes.
· When Polls end in Command Council votes, the percent is not found out by # of council members but by # of members that voted.
· If the Command Council comes to the conclusions that the CinC is abusing his/her power, is not doing his/her job or can not handle his/her job. The command Council may remove him/her from Command with a 3/4 agreement. (ALL Member MUST VOTE before Poll Closed)
· The Council Has the power,with a 3/4 agreement, to make any Executive Orders an amendment to the Fleet Constitution.
· Only the Command Council had the power remove members from the Command Council.
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