Game Ideas Wiki
Game Ideas Wiki
To Boldly Go, Where No Army Has Ever Fought Before...
~ The voice when Federation is selected in the Conquest mode.

The Star Federation are one of the fifty DLC factions added in Gaiaterra: Elysea's Conflict through From The Sea of Stars DLC expansion. The faction will have a major role in Sins of Universal Despair.

Description[]

The third iteration of the Federation. The Star Federation was the only way the survivors of Old Earth could build a new world. But before there could be the Federation, there had to be a fall. Union historians place the early days of the event, known ans “The Crash”, around 6,000 years prior to the Federations foundation; beyond that date, specific records are few, and often contradictory. What they do know is that Cradle (née “Earth”) was dying well before that date. An accumulation of fatal blows – a thousand cuts made on the world by the people who lived upon it – had rendered humanity’s only home all but inhospitable. A combination of pollution, politics, war, and environmental destruction eventually catching up up with earth causing further panic and breakdown as the ecology collapsed around them.

The Crash was not one single, cataclysmic blow. There was time for acts of desperate hope. The creation of the Ten was one such endeavor.

As the long dark age crept towards and then across Cradle, its governments crafted and populated ten massive colony ships – “the Ten” – and launched them toward distant, previously identified terrestrial worlds in one last desperate attempt to survive. These ships were slow, their titanic enclosed cylinder hulls pushed along by conventional sublight drives, each holding millions of people with enough support and supplies to last generations, but they marked Old Humanity’s crowning achievement: a second chance.

The Ten were humanity’s last hope. They would travel for thousands of years, slowly accelerating to a significant fraction of lightspeed before slowing as they approached their destinations. Generations of passengers would live, die, and procreate, sustaining themselves and their ships until they arrived at worlds able to sustain human life.

This was humanity’s second chance: a handful of stones cast out into the night. The billions left behind watched the Ten burn away into the night, looking out through choking clouds of smog, dust, and the smoke of raging, unstoppable wildfires. Then, they fought for what remained. In the wake of the Ten’s departure, the world erupted into pandemonium – a violent crescendo that would end Old Humanity, as Earth was reduced to a broken wasteland and billions died. The ruined climate choked the atmosphere, famine and fire tore apart the countryside, and disease scoured the cities. War ravaged the world. Lonely outposts and stations throughout the solar system – established when Earth was waning, but not yet terminal – watched their homeworld go dark. Most withered or fell to internal strife; a rare few managed to hang on. Thousands of years passed in realtime. Aboard the Ten, time crept at a slower pace and the clocks fell behind those of Cradle. After the passing of the first generations, the new captains of the Ten made a mutual decision: to avoid the danger of nostalgic return and ensure the success of their mission, the Ten would isolate themselves, ceasing communication with the world they left behind.

While dying colonies cried desperately for help, Cradle continued to spin, silent and unresponsive. The poles thawed and dead cities sank under rising, lifeless oceans. Fire and stinking fog swept the equator while titanic storms thrashed the tropics. Ash fell over the whole of the world. Satellites and stations decayed in their orbits. Great shipyards fell quiet. Glittering habitats on Mars and the Moon – once beacons of human achievement – cascaded into failure.

The first Anthropocene – the age of Old Humanity – faded, buried under ash, and water, illness, and desperate violence. Silence fell. Even still, Earth was not empty, nor lost. Billions had died, but humanity is resilient – hundreds of thousands survived, persevering through the endless dark of the Fall. After an unknown amount of time – estimated now to be four or five thousand years – Cradle’s population began to stabilize, then grow as the climate found a new balance as the survivors were thrown back into the Stone Age yet surrounded by remnants of tech that led to an age of “techno-barbarians”. Long-dead variants of food-staple crops returned. Gnarled shrubs grew into new trees. The oceans receded, cooled, and filled themselves with the life that survived. The fires dimmed, then died. The greasy black and orange smear that was the sky gave way to light and deep blue. The air became safe to breathe. Civilization, too, grew again, and in so doing provided the germ of another downfall. First, local tyrants laid claim to the ruins of the past, organizing their domains around altars of scavenge and scrap. Wandering machines were tamed or hunted, followed and worshiped. Small plots grew into farms. As before, lines and borders were drawn; land claimed, loyalties pledged. Scraps of cloth and paint and feathers and flags were given meaning and used to divide people into tribes, cities, kingdoms, then nations, and – fatally, finally – empires that les to an era of blood and terror as warlords fought to be earth sole ruler.

Then, the healing world was humbled by the first of three great revelations – some historians paint them as three great traumas –– the discovery of the Massif vaults, great stores of information and artifacts from before the Fall, the first out of the many countless vaults to contain and protect all of their technology and history as either an ark for survivors to hopefully not repeat their mistakes or as a message to other beings to keep their history alive, filled vast amount of lost and rediscovered technology. So far removed from Old Humanity, the survivors had come to think that they were the first to walk under the Sun. The vaults showed them otherwise, bearing all the information and data about old earth, their technology, their triumphs, their mistake, their hatred, their regret, leaving all of it into an ark in the hope that anyone who survived The Crash could learn and avert the mistakes their ancestors made. They were not the first – they were the last. Reeling from this knowledge as the riches of Old Humanity were unleashed upon an injured world, the fledgling powers of Earth retreated to their corners.

The second trauma was a reckoning: global war, the Little Wars, or the “war for knowledge”, a bitter fight between the warlords to reclaim, control, and consume the scraps of the long-dead past. And in the aftermath, after another unknown amount of fighting, the survivors and revolutionaries gathered together at the conclusion of the Little Wars to pledge peace and work together to create a better world instead of killing earth and themselves again. The tools of war and capital were thrown aside, that they might never kill the Earth again. Crowns and borders cast down, left to decay amidst the ruins of empire. New Humanity, finally united in trust, contrition, and solidarity, raised one banner, and committed themselves to one purpose.

And so birth the Federation.

Foundation Day reset all clocks, replacing countless calendars and dating systems with one coherent timeline. Year 0 marked the beginning of a new age and the redemption of a people. The bruised stewards of an old and aching world had one more chance at peace. Everything found in the vaults was given freely to the people, who organized in democratic groups and whose representatives met in a single shared campus. The tools of safe flight and clean power spread across Cradle. Reliable, networked communications bound Union across continents. All of New Humanity benefited from incredible advances in medicine, computing, and all other sciences – the bounties of the past, given to the people, with no kings or emperors or bosses to jealously guard them. The people of Earth, who renamed their planet to Cradle, would enter its golden age as the contents of any vault they found would be shared to all, old past and history would be rediscovered, the vast colonies within their Solar System, from the moon to Pluto (the honorary planet), would be reclaimed, even the extinction of plants and animals would be undone by technology.

Over time, researchers revealed much of the story of the Crash – of Old Humanity’s desperate rush to preserve what it could so that future generations could begin anew with all the knowledge of those who came before. Federation archeologists and anthropologists unearthed technologies that could have saved the world but were discovered too late or kept from humanity by their owners, who only tried to save – or worse, enrich – themselves.

Unlike its predecessors, the Federation had no such restrictions on time or license. As planners and administrators nurtured a New Humanity to live in gentle coexistence with the world upon which it lived, some began to look out, toward the depths of space. Newly discovered records spoke of inhabited worlds and distant stations – of ancestors who escaped to the stars.

Never a priority to the Federation before, the stars took on a new meaning: their ancestors might still be out there, and humanity might not be alone. With approval from the united communities of Cradle, whose representatives formed Union’s Central Committee – the First Committee, FirstComm – Union began the great work of reaching those stars. Dormant satellites were found strung in Earth’s orbit; ancient shipyards hanging in space. On Luna, explorers found dusty colonies, empty but for mummified remains of the people who once lived there.

On Cradle itself, investigators found charts, logs, trajectories. They found old telescopes, radio towers, and laser communication complexes preserved in deep ice on mountaintops and high places all over the world. They pointed them to the stars, turned them on, and waited.

The first messages arrived almost immediately, and with them came the third great trauma: the voices of Old Humanity, thousands of years ancient and dead, carried on signals garbled by radiation, time, and distance, crying out to their home for help; lost souls that begged for aid, guidance, and their loved ones. Millions, if not billions, of messages, recorded over a millennia and playing on endless, decaying loops for the survivors to hear, each thousands of years ancient and dead. This was the voice of Old Humanity as Union had never expected it: a desperate cry for help, a lonely gasp as the air ran out. A plea, unanswered, as the lights grew dim. A desire to hear the voice and reassurance from their home planet, one last time, before death claimed them.

Shaken and sobered, FirstComm eventually returned to those messages, resolved to answer those calls and to ensure that whatever had caused them would never happen again.

Old orbital stations were retaken. Vast machine minds – the first artificial intelligences – were reactivated and set to puzzle out solutions that humans could not. New ships, proud and able, were launched toward those old signals, along ancient charted paths, and out toward new worlds. Union could not bring their dead back home, but they would choke the stars with the living.

That is the creed of the Prime Directive, as the Star Federation and First Committee rise.

Tragically the First Committee would collapse after a war against the Nova Baronies, one of the ark ships descendants, leading to political hardliners, later known as Anthrochauvists, would take over as the First Committee collapsed, leading to the Second Committee, known as the Second Crushing.

The Second Committee, also known as Seccomm and later on as the Anthrochauvists Party, would begin a campaign of brutal conquest and assimilation of old colonies, under the assumption that be surviving the worst the world gave humanity has passed the “test” and are now entitled to the galaxy and its bounties, leading to old colonies joining the Federation, whether by choice or by force, and a mass purge on non-Federation cultures and a rabid expansion campaign where they would tear up planets for its resources, not caring if the planet and its ecosystem dies, and in humanity first ever contact with another sapient, alien, life (the Na’vi) became a bloody war that would have ended in genocide had the Hierarchy not beaten Seccomm to the punch. But such a regime would breed resentment and resistance, leading Seccomm to slowly be torn from within by rebels and revolutionaries that worsen every year. Until they made second contact with the second (out of many to come) non-human sapients on a planet that would be known as Hercynia.

Calling themselves the Egregorians. A peace was formed between one of their nations and the Federation colonists. Until an accident when one of the Egregorians contracted malaria, leading to a civil war which the colonists were dragged into, and not knowing (and ignoring) the Egregorian political situation Seccomm would reveal and deploy their TBK (Total Biome Kill) weapons to wipe out the species. The story of which needs its own page.

In horror of what had happened, even more so once the truth was found out, would be the final tipping point as the Federation would revolt and plunge into a massive civil war, leading to a revolution as the Anthrochauvists were overthrown and the Third Committee would form, which would work undo all of the atrocities committed by the Second Committee and rebuild the Prime Directive.

The new and current third committee, or Thirdcomm, era is now one filled with hope and optimism. For Cradle, and its solar system, that utopia their ancestors dreamt off has been achieved, where people can live free to do whatever they wanted without fear of debt or security under the three pillars. Followed by Thirdcomms new far field expeditions leading them to make their first friendly contact with a sapient alien, the wolf-like Fenrirs, leading to a new alliance and representative in the committee, a council that would further expand as they made contact with other aliens with an olive branch, like the Vulcans, until the Federation grew into a massive galactic superpower.

Though Thirdcomm, and the Federation as a whole, would face hiccups and wars, whether from old scars left by Seccomm or new foes in unexplored horizons. Such as their first hostile contact with the Covenant, an alien superpower with the military and political might to challenge them and a desire for conquest no different from Seccomm, their war with the Hierarchy (and learning the truth of Pandora), their disastrous first contact with the Citadel (leading to initially icy hostilities even when both sides brokered peace), the return of Seccomm descendants who wanted to “reclaim” Cradle from the “usurpers”, to the arrival of the Conclave and their reapers, who achieved something no one thought possible and conquered Cradle. And yet the Federation simply pick themselves up, undeterred and spirits unbroken, and fought back no matter the odds. And no matter how hard they lose the battle, they always won the war, bloody and bruised but triumphant, as Cradle still spins in utopia, and the Federation and Citadel an alliance sharing the same dream of peace and prosperity.

And soon Federation Far Field teams would find six new galaxies in relatively close distances (as in it’ll take a few centuries via sublight travel). And to see new horizons and find potentially other diasporan worlds, the Federation and the Citadel, in a collaboration to showcase their unity, would spend 10 years to create six “Argosy” class supercarriers, moon-sized starships not only fitted with space to hold an armada of battleships, billions of people in cryopods, and enough 3D replicators to make the ship self-sustainable, but also an entire Blinkgate that would reduce the centuries long travel to the system to a few months at most. And when all six were ready its crew, many of whom were veterans in the revolution, and volunteer members of the Citadel would say their last goodbyes to their loved ones left behind, as sublight time dilation meant that most of them would be long gone by the time their ship reach its destination (with a few exception of long-lived members such as the Vulcan and Asari), and the six would leave the solar system and go beyond the Milky Way.

500 years (or 50 for the crew within) would pass until one of the Argosy, the San Marco, would reach its destination of Gaiaterra. And once the NHP Legion, and the crew who were defrosted for the ship yearly maintenance, confirmed it the billion of cryopods deactivated, as its crew, barely aged due to being frozen, woke up to view the new world.

Lore Articles[]

  • The Crash
  • The First Committee
  • The Second Committee
  • The Argosy
  • The ARKS
  • The Vaulters
  • Mechs, The Machines Of Humanity
  • Cloning
  • Kirk's Captain's Log
  • The Starrail
  • The Federation Civil War
  • The Third Committee
  • Third Committee Bureaus
  • The Deimos Incident
  • NHPs
  • The Five Manufacturers
  • The Civil War against descendants
  • The Third Contact/Federation-Citadel War
  • The Fourth Contact/Federation-Sidious War
  • The Wars against the Scrin, Hierarchy, Conclave, and the Swarm
  • Blink Technology
  • Near-Light Travel
  • The Hercynia Crisis
  • The Federation Planets
  • The Mass Effect
  • The Spice
  • Federation Characters

Tactics[]

Veterancy Levels[]

The ranks of the Federation are the bases of these veterancy ranks.

Veterancy rank Army rank Navy rank Air Force rank
Regular
Veteran
Hardened
Elite
Heroic

Relations[]

  • Scrin: At War
  • Silent Hierarchy: At War
  • Great Swarm: At War
  • Sundered Alliance: Unknown

Notable Characters[]

  • VOLKNET: Federation Communications Officer (EVA)
  • Spock
  • Kira Yamato
  • Lacus Clyne Yamato
  • Raymond Lawrence
  • Sergeant Avery Johnson
  • Jane Shephard
  • Garrus
  • Liara T'Soni
  • Elena
  • Jean-Luc Picard
  • Beverly Crusher
  • Alicia Keyes
  • Raymond Lawrence
  • Emerson T. Kenny
  • Leto Atreides I
  • Xiera
  • Noah
  • March 7th
  • Dan Heng
  • Rex
  • Fiora
  • Welch Vineyard
  • Data
  • Mio
  • Lunamaria Hawke
  • Ellen Ripley
  • Dwayne Hicks
  • Bishop
  • William T. Riker
  • Hikaru Sulu
  • Paul Atreides
  • Irina Akulov
  • Tony Cross
  • Benjamin Sisko
  • Amuro Ray
  • Philip J Fry
  • Turanga Leela
  • Bender
  • Zapp Brannigan
  • Hermes Conrad
  • Amy Wong

Legendary Generals[]

  • James T. Kirk: General of the Wings of the Federation
  • Captain Cutter: General of the UNSC Bastion Guard
  • Shulk: General of the Vaulter Expeditionary Force
  • Achillus: General of the ARKS Drop Command
  • Jean-Luc Picard: Sub-General of the Starfleet
  • Cagalli Yula Attha: Sub-General of the Lancers
  • John Forge: Sub-General of the N7

Commandos[]

  • EVE: Wings of the Federation Commando
  • Pyra/Mythra: Vaulter Expeditionary Force Commando
  • John 117: UNSC Bastion Guard Commando
  • Duncan Idaho: ARKS Drop Command Commando
  • William Riker: Starfleet Sub-Commando
  • Athrun Zala-Attha: Lancers Sub-Commando
  • Jane Shephard: N7 Sub-Commando

Sub-factions[]

  • Wings of the Federation
  • Vaulter Expeditionary Force
  • UNSC Bastion Guard
  • ARKS Drop Command

Arsenal[]

Main Article: Gaiaterra: Elysea's Conflict/Federation Arsenal

Mechanics[]

Nanofiber Sync[]

A unique mechanic and a Federation general power available through their Nanofiber Loom. It can be deployed anywhere on the battlefield and infuses Federation infantry within its area-of-effect with a solid dose of active nanofibers that quickly adapts to their nanite-based gear, radically transforming their current equipment, weapons and armor.

Generally, Federation infantry infused with Nanofiber Sync will gain better capabilities that changes their combat role in most cases, at the expense of some of their abilities. For instance, Knightframes will be transformed into Kingsframes, who replace their standard Laser HMG to a power cannon which cannot attack air targets, but are more effective for besieging bases and wiping out tougher targets, as well as possessing more durable armor, becoming uncrushable, and are now unaffected by EMP. This comes at the cost of being unable to garrison structures due to the increased size and mass of their exoskeletons.

Company Doctrines[]

The Federation pride themselves on their specialized companies that focus on certain elements of warfare. To reach Technology Tier III and IV you must choose between one of three different Company doctrines, each with a number of special units, commander upgrades, and their very own sub general and commando. Although their available Sub-faction units change, all paths allow you to recruit their respective commandoes and epic units.

Fury of the Starfleet[]

The Colony defense fleet are known as the Starfleet and are lead by captain Picard. The Starfleet deploy most of their forces on bikes and atmospheric starships, giving them blinding speed and the ability to choose their own battles. Choosing this doctrine will give access to specialized bike squads, some Starfleet ships and the mighty Sovereign.

Might of the Lancers[]

The Federation DOJ/HR (department of justice/human rights) are known as the Lancers (the name for ace Mobile Suits) and are lead by Cagalli Yula Attha. The Lancers are the most elite of the Federation infantry and are filled with the ranks of space marines (not to be confused with the Astartes) and mechs, giving them great durability to stand firm in the field of battle. Choosing this doctrine will upgrade all Commandos to wear power armor and give access to space marine squads and a series of upgraded mechs.

Power of the N7[]

The 3rd through 5th Companies are Federations more “conventional” elite task force, known as N7, and are lead by John Forge. These companies focus on more standard Federation infantry and vehicle deployments allowing them a great deal of versatility. Choosing this doctrine will give you access to more types of squads including mechas and heavy vehicles. You will also be able to call upon more specialized and advance gundams.

Structures[]

Basic Structures

Name Cost Power Built By Requires Voice actor(s) Quote(s)/sound effect(s)
Federation Orbital Construction Yard $0 OCV
Federation Ground Base $0 Construction Yard
Solar Satellite $600 +24 Federation Construction Yard
Windtrap $300 +12 Federation Construction Yard Ground Base
Planetary Assembly Federation Construction Yard Ground Base
Space Elevator Federation Construction Yard Ground Base
Orbital Shipyard
Starship Beacon
Naval Elevator
Starfleet Database
Cyberkennel
Cloud Piercer
Nanofiber Loom
Teleport Hub

Defense and Support structures

Name Cost Power Built By Requires Armaments Voice actor(s) Quote(s)/sound effect(s)
Bastion Walls $50 N/A Federation Construction Yard N/A N/A N/A N/A
Bastion Gate $100 N/A Federation Construction Yard N/A N/A N/A N/A
Pavement $10 N/A Federation Construction Yard N/A N/A N/A N/A
Light Post $100 -0.5 Federation Construction Yard N/A N/A N/A N/A
Sonic Emitter
Shrike Nest
Stun Grid
Turmoil Grid
Railgun Tower
Nanocoat Regulator
Neutralizer
Signal Inhibitor
MAC Turret UNSC Bastion Guards Only
Plasmerizer UNSC Bastion Guards Only
Orbital Bombardment Relay

Upgrades[]

General Powers[]

Name Cost Restrictions
Rank 1
Nanofiber Sync
Nanocharge
Rank 3
Rank 5
Nuclear Missile Strike

Trivia[]

  • The faction itself will have a major role in the side game Sins Of Universal Despair.

Template:The Factions of the Warzone