The flow
- Anyone on a squad can build a suggested trade.
- Your squad votes internally. If it clears your squad's voting threshold, the offer is sent to the other squad.
- The receiving squad votes with their threshold.
- Both pass → trade executes.
The three types of trades
- Suggested — trades our squad is voting on as a group before they go anywhere. Pass the threshold and they're sent.
- Sent — trades that passed our vote and are now with the other squad, waiting on their decision.
- Received — trades another squad sent us, which our squad votes to accept or deny.
Our squad leader can cancel a trade at any time after it's been sent to another squad.
Voting threshold
- Set by your leaders and co-leaders. Default: 50% of the squad must vote yes.
- Configurable anywhere from 10% to 100%.
- Rounding always goes up — a 10-person squad at 50% needs 5 yes votes; an 11-person squad needs 6.
Leader powers
- Leaders and co-leaders vote like everyone else — having admin powers doesn't skip their regular vote.
- They can veto a trade before it passes the squad vote — killing it while voting is still open. Once a trade passes the vote, it can't be vetoed.
- They can accept a trade directly in admin mode, skipping the vote — the app will ask for confirmation a few times, since selecting a trade doesn't auto-accept it. But we encourage letting the squad vote. That's the point.
- After a trade is sent, the squad leader can cancel it anytime before the other squad acts.
- All of this applies to received trades too — leaders can veto an incoming offer while your squad's vote is open, or accept it directly in admin mode with the same confirmations.