Twiceborn Federation

In this Setting document, we explore the Twiceborn Federation: its geography, culture, political institutions, military bodies and history.

Twiceborn Federation: Summary

Official Name: The Twiceborn Federation
Capital: Baghdad, Earth
Population: 14.2 Billion (as of 2048)
Currency: Federation Crest (decimal: cent)
Head of State: Chancellor of the Twiceborn Federation, incumbent is Zhang Yanmei
Legislative Body: Federation Council, a bicameral chamber made up of the Federal Assembly (lower house) and the Senate (upper house), based in Baghdad
Supreme Court: Federation Supreme Court, based in The Hague

Geography

The Twiceborn Federation is an interstellar state. As of 2048, the Federation claims 96 star systems as its own, all within 160 light-years (ly). Of these systems, nine contain ‘settled planets’: inhabited planets with permanent residential centres (as opposed to military or mining outposts), for a total of 19 inhabited planets.
The Federation is currently organised into two geographical super regions: the Home Systems and the Outer Sphere. The Home Systems consist of the most densely populated worlds, which were colonised first. The Outer Sphere contains all systems colonised within the last 10 years. Furthermore, the Outer Sphere is divided into four sectors: Sector Coreward, Sector Spinward, Sector Rimward and Sector Antispinward. If you created a circle based on Earth, where 0° is toward the Galactic Core, then each sector occupies 90°: Coreward occupies the 90° between 45° and 315°; Spinward occupies the quarter between 45° and 135°; Rimward occupies the quarter between 135° and 225°; and Antispinward occupies the final quarter between 225° and 315°. Of these, Coreward has the most systems, mainly because the Celestial Way-line that Sol sits on thrusts toward the Core, and so these systems are the easiest to reach.
The nine inhabited systems are:

  • Sol, the ‘capital’ system, our sun. Possesses three settled planets.
    • Earth, homeworld and capital planet. Population 6.2 billion. Naturally Habitable.
    • Mars, second world, scientific and tech hub. Population 1.1 billion. Terraformed World (Blanc, Ikari).
    • Titan, third world, Immortal Homeworld (Platypus Clan), satellite of Saturn. Population 850,000. Semi-Terraformed World (Wu).
  • Alpha Centauri, the closest system to Sol (4.3 ly), and a binary system. Possesses one settled planet.
    • Avalon, fourth world. Population 1.6 billion. First extrasolar colony, well-industrialised. Geographical naming conventions are based on Western European legend and mythology. Terraformed World (Blanc, Ikari)
  • Luyten’s Star, 12 ly from Sol. Possesses one settled planet.
    • Zoroaster, fifth world. Population 900 million. Noted for its agriculture, which has attracted a sizeable Defector population. Geographical naming conventions are based on places and people from Iranian, Caucasian and Kurdish legend and history. Found Semi-Habitable, was thus Semi-Terraformed (Lajani).
  • Trappist, 39 ly from Sol. Possesses three settled planets. Last of the inhabited Home Systems.
    • Gagarin, sixth world. Population 240 million. Noted for its founders being predominantly scientists and academics. Geographical naming conventions are based on scientists and inventors. Terraformed World (Blanc).
    • Xin Zhongguo, seventh world. Population 116 million. Originally started as a military outpost, but heavy influxes of migrants from China, Somalia and Iberia saw it turn into a full colony. Geographical naming conventions are drawn from Chinese literature. Found Semi-Habitable, was thus Semi-Terraformed (Ikari).
    • Arachne, eighth world, Immortal Homeworld (Iron Spider Clan). Population 1.1 million. Leading producer of Ironsilk, which is used in the production of damaskite and advanced Construct armour. Geographical naming conventions are drawn from references to spiders in mythology. Semi-Terraformed World (Oyono).
  • Seven Sisters, 51 ly from Sol. Headquarters of Sector Coreward. Possesses seven settled planets. Sitting on the transition between four Celestial Way-lines makes it a Junction System.
    • Maurya, ninth world. Population 465 million. Noted for its industry, as the leading refiner/producer of plasma fuel and plasma drives. Geographical naming conventions are based on Indian geography and history. Terraformed World (Oyono).
    • Republica, tenth world. Population 411 million. Noted for its rivalry with Maurya, and its rich natural beauty and brilliant xenofauna. Geographical naming conventions are based on historical revolutionaries, republicans and resisters to occupation/oppression. Naturally habitable.
    • Rukh, eleventh world, Immortal Homeworld (Great Eagle Clan). Population 715,000. World is highly volcanic, yet also possesses extreme natural xenofauna. Geographical naming conventions are based on avians, both natural and legendary. Semi-Terraformed World (Ayanami).
    • Osiris, twelfth world. Population 305 million. Noted for its agriculture, universities and ancient ruins buried deep into the crust of the planet, leading to a disproportionately large population of academics. Geographical naming conventions are based on Classical Egyptian deities and leaders, and modern Egyptian heroes and statesmen. Found Semi-Habitable, was thus Semi-Terraformed (Ballerina-of-the-Solar-Winds).
    • Arda, thirteenth world. Population 365 million. Noted for its importance to the Starfleet military, as it possesses the largest fleet yards in the Outer Sphere. Recruitment is high amongst the population as well. Aggressive natural fauna has resulted in an unusually competent Sphere Defense Force. Geographical naming conventions are drawn from the works of fantasy/sci-fi authors, predominantly Tolkien. Found Semi-Habitable, was thus Semi-Terraformed (Blanc).
    • Asgard, fourteenth world. Population 265 million. Noted for its low temperature and its extremely durable and beautiful stone, which is the leading export. Geographical naming conventions are drawn from the mythology of Northern Europe. Found Semi-Habitable, was thus Semi-Terraformed (Wu).
    • Assyria, fifteenth world. Population 400 million. Noted for its unusually rapid economic growth and its role as a common launching point for colonial missions in Sector Coreward. Extremely diverse. Geographical naming conventions are drawn from the history and legends of the Near East. Found Semi-Habitable, was thus Semi-Terraformed (Oyono).
  • Halcyon, 61 ly from Sol, and a binary system. Headquarters of Sector Rimward. Not on the Celestial Way, and only reachable by Dirac Jump/Gate. Possesses one settled planet.
    • Chimera, sixteenth world, Immortal Homeworld (Echidna). Population 600,000. Planet experiences high gravity and deadly native xenofauna. Landmass is predominantly jungle, with mild temperate areas towards the poles. Geographical naming conventions are drawn from horrific monsters. Semi-Terraformed (Lysimachos).
  • Katsuragi, 63 ly from Sol. Headquarters of Sector Spinward. Celestial Way is unreliable, sometimes experiencing delayed speeds of 20-95%. Possesses one settled planet.
    • Enterprise, seventeenth world. Population 900 million. Recently had sustained, massive migration to the point where migration controls were temporarily enacted. Naturally beautiful, and known for flowers that produce a mild stimulating effect in humans. Geographical naming conventions are chosen at random. Naturally habitable.
  • Oranien’s Star, 130 ly from Sol. Headquarters of Sector Antispinward. Possesses one settled planet.
    • New Astana, eighteenth world. Population 800 million. Extreme wealth in natural resources, especially metal, has fuelled a sustained population migration boom. Known for its intense rainstorms. Geographical naming conventions are based on geographical places in Central Asia. Found Semi-Habitable, was thus Semi-Terraformed (Blanc, Ikari).
  • Zeruel, 133 ly from Sol. Located in Sector Coreward, and is the farthest inhabited system. Possesses one settled planet. Strangely, recent phenomena have been observed in the system, including the sudden discovery of four new Celestial Way-lines that were not on Defector charts, giving Zeruel the distinction of a Junction System with a total of six Lines.
    • Sisu, nineteenth world. Population 110 million. Newest colony, sparsely populated and settlements are spread out. Rich natural beauty, including immense clear lakes. Geographical naming conventions are placed on ideals and noble virtues. Terraformed World (Ayanami).

Culture

Culturally, the Federation is a diverse place. Not only is it home to the great multitudes of humanity, who hail from various distinct cultural backgrounds, it is also home to two entirely non-human species: the Defectors and the Warfriends. It has also changed drastically in the past 30 years as a new generation has been raised, knowing nothing except the Federation- an entire generation for whom war is an abstract instead of a reality.

Furthermore, it is difficult to really summarise the Federation culturally, because like all places, there are differences of opinion and debates about things: there are very few concepts that are universally held without question. Perhaps that is Federation culture: an open-minded place that works despite, or perhaps because of that disagreement.

Yet it is also a society irrevocably shaped by the Gestalt, the great merging of humanity in 2018, which resulted in all extant humans speaking with one another in a realm that both did away with boundaries, yet innately conformed to them. This, along with humanity’s shift into an uplifted form with an AT Field, has strongly shaped human culture…

Those who returned to the physical world had experienced a moment of purest empathy that reverberated with them evermore. No longer could those humans who felt Gestalt- the Primogens- look at another Primogen without experiencing a faint understanding of some secret conversation, an understanding that sometimes manifested as a sudden, sharp bond. This life-changing experience changed many natures, and encouraged many to behave with greater kindness and sincerity.

For obvious reasons, some religions considered the Gestalt a powerful sign, perhaps a promised judgment day where human sin was redeemed.

For many, the connections they experienced, and the safety of their Fields and their new bodies, brought them out of the long shadows of fear. The idea of a unified humanity rather than nations- already rising, if unevenly during the Impact era- finally pushed the needle towards a unified government, where all would participate and have rights.

But the mix of this impulse and the Gestalt, plus the memories of the abuses of the pre-Gestalt world, also engendered a strong, sharp push for equality and the protection of the weak- not a universal one, but enough that the Federation was able to capitalise on it. With such an origin, the broad culture of the Federation is thus largely thrust toward an egalitarian, democratic ideal, where society reflects the priorities of the weak and works to safeguard their participation. Although the degree to which it is pursued is debated- with some believing it is too far and others not enough- the Federation’s culture ultimately could be described as socialist, with a strong welfare system and strict laws and regulations preventing an excessive accumulation of wealth- and thus the creation of an aristocratic-oligarchic class.

Many of these ideals have been embraced by the Neogen generation: for them, it is as much tradition as anything else, the only world they’ve ever known.

The other realities of modern existence also shape Federation culture. Humans now only need to consume a single full meal a week to meet their dietary requirements; between that, a wealth of land in the colonies and the dominance of cheap, reliable clean power, basic living expenses have never been so low. With automation widespread, many industries use little human labour; however, every citizen is paid a regular, unconditional basic income from the government. To a degree, this has encouraged a ‘slower’ culture, one where individuals are not driven into careers purely out of financial desire or fear of being too old. It has also led to a mass proliferation of artists of all stripes: many are free to pursue their ‘hobbies’ as their full-time occupation. Ultimately, it is much more viable to be an artist and a scientist in this new world than it used to be- as a result, the proportion of the population dedicated to the arts and sciences has risen sharply. It has also given rise to what some call the ‘perfect experience economy’.

Consider this: food is now so plentiful that in most cases, unless the ingredients are rarefied, it costs nothing or next-to-nothing. A person running a restaurant pays little to buy ingredients, then, pays little or nothing for electricity and may pay rent, which is lower than ever. The restaurant owner thus doesn’t need to make much money to break even, which is good because humans eat far less than they used to. Thus when humans go out to eat, their primary concern is having a good experience. Whilst restaurants have always needed quality, the low costs means the owner isn’t forced to cut corners or compromise on ingredients. So, the restaurant owner’s primary concern is delivering the best experience, and furthermore, those who seek to work at a restaurant are usually those who now treat food preparation as an art. Food is cheap: people are paying solely for the value added to the food by the staff. Thus, the economy now encourages the proliferation of an artisan mentality, which is viable mainly because those who don’t succeed immediately are free to hone their craft rather than scramble to stay afloat.

Similar principles can be applied to many different industries. When most of the value stems from the human touch, and tactics like pricing others out of the industry are less effective, it means that artistry contains a genuine economic weight, the result of which is a culture that spends much of its energy developing itself culturally- something which many in the Federation hold to as an intrinsic good, as the things that make life worth living.

The unlocking of humanity’s AT Field has also heavily impacted society. Humans manifest their AT Field on a noticeable level by the time they’re three years old, with the AT Field’s strength rising greatly each year until it begins to level out in the mid-teens. The AT Field provides humans with an innate defence against harm and some disease, one that other humans and most weapons fail to penetrate. This has had curious effects on Federation society: generally, people have less to fear when it comes to direct physical harm, especially if that harm is coming from an angry human or a human toting a weapon. Whilst there are weapons capable of breaching an AT Field, such as positron weaponry, they are exclusively military, and even the military can’t produce as many as they would like. The result is that the AT Field essentially disarmed much of the population.

Despite the sheer potential of the AT Field, its defensive qualities are usually all that most humans use their Fields for. This is because advanced techniques exist, but are heavily regulated by the government for obvious reasons- furthermore, it is a constitutional right that Federation citizens may not have their AT Fields’ Deflection neutralised without due cause, and only a minority of police personnel possess the training to neutralise. Those wishing to study such techniques are required to obtain licenses, which require periodic renewal. That said, the breadth and power of the techniques offered are stunning: advanced psychologists can use psychic abilities to aid in their therapy, miners use Dirac powers to detect minerals and create mining shafts that don’t break the surface; artists and performers manipulate light and the elements in stunning displays; ‘bodyshapers’ can dramatically alter a person’s appearance, heal crippling injuries and modify an individual’s sexual characteristics to suit their identities. The training for each of these abilities is intensive, but their effects are remarkable.
The Military typically use AT Fields more freely, being equipped with advanced educational methods, although even then it is rare for common soldiers to possess anything past what the Federation considers ‘basic’ ability.

Political Institutions

The Federation is a democratic society, with its principles and framework laid out in the Federation Constitution; a separate document, the Declaration of Rights, outlines the rights of Federation citizens and residents as well as sentient being in general. Both are entrenched documents, requiring a referendum to amend.
As per the democratic structures of the Old World, the Federation is a semi-presidential republic, with political power divided into three broad branches: the executive, the legislative and the judicial.

Chancellor of the Federation

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The Chancellor of the Federation is the executive head of state of the Federation, and as such exercises the authority and responsibility of the state. The Chancellor is also commander-in-chief of the armed forces. Its current incumbent is also the inaugural holder of the position, Zhang Yanmei.

The Chancellor enforces the law, as written by the legislature and interpreted by the judiciary. It is also, by law, in charge of foreign and military policy as well as national security. However, in practice, the Chancellor is often involved in enacting domestic policy as well.

The Chancellor is also empowered to select the Prime Minister, as well as the national cabinet, known formally as the College of Ministers. However, the Prime Minister must be separately approved by the Federal Assembly within one month of appointment. The Chancellor may also veto a law by refusing to sign it; however, if the law passes with a two-thirds majority in both the Assembly and the Senate, then the Chancellor may only insist on a rereading of the law in the Council, and only once.

The Chancellor serves a term of five years, and is elected by popular vote encompassing all citizens of voting age; voting is compulsory. The vote uses instant run-off voting: voters number the candidates in order of preference, where ‘1’ is most preferred; at the end of counting, if no candidate has won a majority of the vote, then the least popular candidate is eliminated, and anyone who numbered them as their preferred candidate has their votes transferred to the ‘2’ candidate. This continues until a candidate wins a majority. To become a candidate, you must be an adult citizen; furthermore, to be officially permitted as a candidate, you must receive signed letters of nomination from at least 1,000 elected officials, from local government upwards. Chancellorial candidates receive equal campaign funding from the government; they are not permitted to spend private finances on campaigning, and there are further regulations on how their campaign funding can be used- for example, purchasing advertisement time on television or the telepathic network is forbidden. They are, however, guaranteed a run of advertisements on public news outlets.

Election day is a public holiday in the Federation. Due to time lag and certain problems in some areas, Election ‘day’ may be extended to several days.

The Chancellor has the power to dissolve the Federation Council; however, only on the advisement and with permission from the National Cabinet and the Prime Minister, and only when certain triggers are met. This triggers a general election.

The Chancellor, as an elected official, enjoys immunity to lawsuit during their term; however during their term, the statute of limitations is suspended. The Chancellor may be removed for various reasons, such as severe incompetence, criminality or incapacity. A special court drawn from both houses of the Federation Council, called the Court of Impeachment, may press a claim in the Supreme Court.

If the Chancellor resigns, is removed or otherwise unable to execute their duties, then the President of the Senate becomes Acting Chancellor, although they must enact elections within 30 days.

The Chancellor receives pay equal to ten times the basic income, and is also permitted use of official residences. The main such residence is Firebird House in Baghdad, which was built in 2031.

The Prime Minister and the College of Ministers

The Prime Minister of the Federation is its head of government, in charge of domestic policy, the civil service and the day-to-day administration. In essence, the Prime Minister oversees everything not covered by the Chancellor’s mandate, although when the two are from the same party or share a good working relationship, then responsibility for the national agenda is unofficially shared between them.

The Prime Minister is chosen by appointment from the Chancellor, and the Chancellor may choose whoever they wish; this person does not need to be an elected official of any kind. However, the Prime Minister’s appointment must be confirmed within a month of their appointment by the Federal Assembly. In the event of a non-confirmation, the Prime Minister steps down, and another candidate is offered. If three candidates are refused in a row, then the Chancellor is legally empowered to either request the Senate confirm their appointment, or to dissolve the Federal Assembly and trigger a general election. If, however, the Senate refuses the appointment, or a new Assembly is assembled and also reject the appointment, then the Federation Council has the power to trigger a new Chancellorial election based on a simple majority vote in both houses.

Because of this appointment process, the Prime Minister has no functional limit on how long they occupy the office; they serve at the will of the Chancellor. However, a vote of no confidence can be passed in the Federal Assembly, which forces the Prime Minister and the College of Ministers to resign.

The Prime Minister has the power to submit bills to the Federal Assembly; these bills are always given a hearing.

The College of Ministers make up the rest of the executive; these are the heads of the various ministries that form the mechanism of governance. The Ministers are chosen by the Prime Minister. A vote of no confidence dismisses the Prime Minister and the College both.

The Ministers each oversee their various ministries and enact policy. They also advise the Prime Minister and the Chancellor on affairs of national interest.

Whilst each Ministry is separate and has its own portfolio, it is possible for multiple portfolios to be held by the same person. The Ministries are divided into two categories: the State Ministries and State Secretaries. The State Ministries, of which there are seven, are the most senior positions with the most critical portfolios; no person can govern two State Ministries at once, and the creation or dissolution of a State Ministry requires a vote in the Federation Council. Junior Secretaries, however, can be changed, dissolved or created at will.
The State Ministries are as follows:

  • Ministry of Economy and Social Affairs. Responsible for the national economy, including publicly-owned industries, taxation, public investment, the treasury, regulation and welfare. Considered the most important Ministry. As of 2048, held by Ms. Deepali Kulkarni.
  • Ministry of the Interior. Responsible for internal security, the granting of identity documents, driving, weaponry and AT Field licenses, managing lower-level governments, the police force and elections. As of 2048, held by Mr. Ahmad Ghassan.
  • Ministry of Defense. Responsible for managing the military, including mobilisation and infrastructure. As of 2048, held by Mr. Kaiden Peters.
  • Ministry of Justice and Reconciliation. Responsible for the administration of the courts, public prosecution, the prison system, local truth-and-reconciliation committees and reconciling disagreements between lower-level governments, cultural differences and other feuds. As of 2048, held by Ms. Rei Ayanami-Wellesley.
  • Ministry of Education and Science. Responsible for managing the public schools and universities as well as clearing publicly-funded science grant requests. As of 2048, held by Ms. Seble Tariku.
  • Ministry of Foreign Affairs. Responsible for managing affairs with foreign powers. As of 2048, held by Mr. Dancer-Amongst-the-Myriad-Stars of House First-Light-At-Dawn.
  • Ministry of Settlement. Responsible for founding and managing the colonies, as well as infrastructure in the outer sphere. As of 2048, held by Ms. Matilda Wyatt.

The Federation Council

The Federation Council is the chief legislative organ of the Federation. It is responsible for the drafting and passing of new laws.

The Council is a bicameral institution, meaning it is divided into two chambers: a lower house called the Federal Assembly and an upper house called the Senate. New laws must be accepted by majority vote in both houses; once voted on, an accepted law is then sent to the Chancellor to be signed.

The Federal Assembly- the lower house- has the power to draft, amend and nullify laws, as well as vote on the yearly budget. The lower house can also bring a vote of no confidence against the Prime Minister and/or the ruling party, which if passed, forces a new election. The Federal Assembly must also vote to create the Court of Impeachment, thus giving them the power to start proceedings to dismiss a Chancellor.

The Assembly is governed by the President of the Federal Assembly, who maintains order and time.

Elections for the Federal Assembly happen every two and a half years, and are timed so that every 2nd election coincides with a Chancellorial election. There are 1600 seats in the Federal Assembly. The elections themselves are mixed-member proportional votes. How this works is as follows:

The 1600 seats are divided into two groups of 800. The first 800 are geographical seats, each representing a location in the Federation. Voters in those electoral districts can vote for a candidate running for the seat; these votes are instant-runoff voting, just like the Chancellorial elections; and just like those elections, a candidate needs letters of recommendation (500 of them) from elected officials to be eligible.

The other 800 are set aside for proportionate voting. What happens here is that the voter gets a second vote, which they may allocate based on parties, not on candidates. When the election is finished, the votes for parties are counted. The 800 proportionate seats are then allocated so that each party gains seats equal to this vote share. For example:

  • Party A gains 10% of the proportionate vote. This entitles them to 160 seats in the Assembly.
  • However, Party A won 80 seats in the geographical voting. To ‘top up’ their seats, they are granted another 80 seats from the proportionate voting pool. This ensures that they receive a number of seats equal to the proportionate vote share.

This system is intended to be a best of both worlds: it ensures that the Assembly’s makeup reflects voters’ desires, thus reducing the number of ‘wasted’ votes due to people voting for a candidate who didn’t win their geographical seat, but it also creates a direct connection between the voter and their district representative.

A party must win either 5% of the proportionate share or at least one geographical seat to be granted proportionate seats.

The Senate is the upper house of the Council. Any bill that passes the Assembly is passed onto the Senate, who then vote on whether to pass it or not. A bill must be passed between both houses before becoming law (at the Chancellor’s behest). The Senate can reject a bill, or send it back to the Assembly requesting amendments. Rejecting the same bill three times, without a major amendment request, is grounds for the Chancellor to trigger a dissolution of the Council. The Senate can draft bills of its own, which must be passed through both houses, though it cannot draft bills concerning money expenditure or the budget, only request that allocations be made in the yearly budget bill. On that note, the Senate can only block a budget bill if it is voted ‘no’ at a 2/3rds majority, which is grounds for the Chancellor to trigger a dissolution of the Council.

Each Senator serves a five year term, with each half of the Senate being elected every two and a half years, at the same time as the Assembly elections. There are 217 seats in the Senate. These are allocated to geographical ‘member states’. The amount each state receives is based on that state’s population, weighted so that smaller populations gain a somewhat larger seat share relative to their population:

  • States with less than 250 million citizens receive 3 seats.
  • States with more than 250 million citizens receive 4 seats.
  • states with more than 400 million citizens receive 5 seats.
  • States with more than 500 million citizens receive 6 seats.
  • If a state’s population is greater than 550 million, it is divided into two states.

Since the Senate is designed to represent broad regional interests, this system is allowed even though it shifts the weight away from the vote being perfectly proportionate.
Furthermore, there are 12 seats which are not bound by geography, but rather by culture. These are the ‘Non-Human Member States’, representing the Defectors and the Warfriends (who are split into two separate states due to their large population). This allows new members to the Federation to retain their cultural and political distinctiveness whilst participating in the broader Federation. However, members of these states may permanently renounce their membership to a cultural group to become part of a geographical group instead.
The full breakdown of Senate seats is below:

Earth Mars Titan Avalon Zoroaster Trappist Outer Sphere Non-Humans
State Population State Population State Population State Population State Population State Population State Population State Population
East India 545,000,000 Elysium 400,000,000 Titan 850,000 Fianna 510,000,000 Media 330,000,000 Gagarin 240,000,000 Enterprise- New Japan 500,000,000 Defectors 100,000,000
Northern China 510,000,000 Tharsis 300,000,000 Ys 345,000,000 Carduchoi 290,000,000 Xin Zhongguo 116,000,000 Maurya 465,000,000 Warfriends, 1 545,000,000
Southern China 500,000,000 Arabia Terra 250,000,000 Niflheim 275,000,000 Alania 278,000,000 Arachne 1,100,000 New Astana- New Samarkand 465,000,000 Warfriends, 2 535,000,000
West India and Pakistan 500,000,000 Cimmeria 145,000,000 Camelot 235,000,000 Assyria 400,000,000
Southeast Asia 420,000,000 Titania 220,000,000 New Astana- Khiva 400,000,000
South America 400,000,000 Republica 400,000,000
East Africa 340,000,000 Enterprise- Eutopia 375,000,000
North America 340,000,000 Arda 365,000,000
Western Africa 310,000,000 Osiris 285,000,000
Eastern Europe 290,000,000 Asgard 265,000,000
Indonesia 250,000,000 Sisu 110,000,000
Central America and Caribbean 210,000,000 Rukh 715,000
North Africa 200,000,000 Chimera 600,000
Western Asia 200,000,000
Western Europe 180,000,000
Southern Europe 150,000,000
Central Asia 111,000,000
Japan 110,000,000
Northern Europe 100,000,000
Philippines 100,000,000
Vietnam 100,000,000
Korea 80,000,000
Oceania 60,000,000
Southern Africa 60,000,000
Total Population 6,066,000,000 1,095,000,000 850,000 1,585,000,000 898,000,000 357,100,000 4,031,315,000 1,180,000,000
Total Seats 92 16 3 17 12 9 56 12

Senate elections are proportional; all voters vote for a party within their geographical area, and the party wins a number of seats within that party equal to the proportion of the vote they received.

The Supreme Court

The Supreme Court is the highest court in the Federation. Apart from having the power to interpret legislation and rule it unconstitutional, they are also the highest court of appeal.

There are nine seats on the Supreme Court. Of these, eight of the seats are held by AI trained and designed for the interpretation of law. The ninth seat is held by a human, who is appointed by the Chancellor and serves for life; this appointment must be cleared with the Assembly, just like a Prime Minister’s. The human ultimately acts as an unofficial tiebreaker should the AIs fail to come to consensus.

Military Bodies

The Federation Military is divided into four major branches: the Starfleet, the Star Army, the Sphere Defense Forces, and the Evangelion Corps.

Starfleet

Starfleet is the largest and most strategically important of the branches. It is the branch dedicated to interstellar activities, including exploring new systems, patrolling the Celestial Way, and maintaining spaceports and starbases throughout the Federation.

The core of Starfleet are the starships, of which there are hundreds. These ships can enter the Celestial Way; larger vessels have an Evangelion Harnesser, allowing them to be installed with an Eva, making them capable of Dirac Jumps. These ships are staffed by crews of hundreds or thousands, led by a cadre of well-trained, disciplined officers. Starfleet vessels are designed for flexibility, capable of working well solo or as part of fleet actions. They are generally well-armoured and possess balanced weapons loadouts.

Starfleet vessels possess a Commanding Officer, known as the Captain (regardless of actual rank), who sets the ship’s agenda and commands it in battle. It also possesses an executive officer, who acts as second-in-command and ensures that the ship carries out the Captain’s agenda. Each of the ship’s departments has a head who also answers to the captain; most of these heads serve on the bridge, although some do not.

Starfleet vessels are equipped with artificial gravity systems, but due to their high power usage, are rarely used unless the vessel is equipped with an Evangelion. Thus, most Starfleet vessels are designed to allow for movement in zero-g, with handrails, uniform hooks and electric handles that one can hold on to, then set to go to a specific location. Starfleet stations usually maintain artificial gravity via rotation.

Part of the Starfleet is the Superheavy Corps. Superheavies are powerful war machines, between 20-40 metres tall, piloted by a single pilot with AI assistance. Superheavy training is strenuous, not only because it involves a great deal of combat training, but also because a ship’s Superheavy squad is not only a combat squad, but also the ship’s go-to team of field mission specialists. Superheavy squads are expected to be able to deal with infiltration, investigation, negotiation and medical crises as well as combat. All Superheavy pilots are required to gain a formal military education at a Starfleet Academy, making them full officers.

Officers in Starfleet of all stripes are required to attend Academy training. On average, it takes four years to complete officer training. Officers specialise in one or two areas, mostly themed around ship functions:

  • Command training. This is training in commanding a vessel, large unit tactics and strategy, and leadership. Command officers wear black uniforms.
  • Warfare training. This is training in starship weapons operation, small tactics and small spacecraft coordination (such as starfighters or bombers). Warfare officers wear white uniforms.
  • Marine training. This is training in leading Marines, and thus involves unit tactics, boarding tactics and orbital assault tactics. Marine officers wear red uniforms.
  • Navigation training. This is training in piloting the starship, maneuvers, stellar cartography and preparing the vessel for non-space operations. Navigation officers wear yellow uniforms.
  • Technical training. This is training in engineering, repairs, computer operation and Superheavy configuration. Technical officers wear green uniforms.
  • Medical training. This is training to perform medical tasks. It is much like regular medical school, but with extra training on mid-combat care and zero-g care. Medical officers wear blue uniforms.

The full ranks in Starfleet are as follows:

Rank Army Equivalent Largest Ship Description
Flag Officers (fleet commanders)
Admiral-in-Chief Marshal of the Army Dreadnought A special rank given in wartime to an officer who is considered to have authority over the entire Starfleet.
Solar Admiral Field Marshal Dreadnought The highest standard Flag rank, it demonstrates ability to command all fleets in a given theatre. Solar Admirals are usually permanent fixtures, ie. Solar Admiral of the Home Systems Fleet.
Admiral General Dreadnought Demonstrates ability to command an entire fleet.
Vice Admiral Lieutenant General Dreadnought Demonstrates ability to act as the Vice for a fleet, i.e. its overall second-in-command. Will command a portion of the fleet in combat, typically the front line.
Rear Admiral Major General Dreadnought Demonstrates ability to command a small fleet. Will command a portion of a large fleet in combat, typically the rearguard.
Commodore Brigadier General Dreadnought Demonstrates ability to command a fleet squadron.
Senior Officers (Ship commanders)
Captain Colonel Battlecruiser Demonstrates ability to command a capital ship. The CO of a vessel is always called the Captain, even if their rank is different.
Commander Lieutenant Colonel Assault Carrier Demonstrates potential to command a capital ship and experience in commanding smaller vessels.
Lieutenant Commander Major Cruiser Demonstrates ability to command a small ship.
Junior Officers (Department Commanders)
Lieutenant Captain Destroyer Demonstrates ability to command. The standard rank for an officer in command of either the smallest warships or of the department of a larger ship.
Sub-Lieutenant Lieutenant - Demonstrates potential to command. This rank is usually requires to be the second-in-command of a department on a larger ship.
Ensign Second Lieutenant - Demonstrates potential. This rank is usually required to be the second-in-command of a department on a standard ship, but in some cases, Ensigns will command smaller departments themselves, especially Navigation.
Officer Cadet Officer Cadet - An officer-in-training, has not yet graduated. On graduation, they are made Ensigns.
Non-Commissioned Officers (non-Academy specialists)
Warrant Officer Sergeant Major - A specialist, recognised for their ability. Usually commands a group within a department.
Petty Officer Sergeant - Commands a group of enlisted personnel. Form part of the key link between senior officers and the enlisted body.
Non-Commissioned Personnel (Enlisted ranks)
Corporal Corporal - Commands a sub-group of enlisted personnel and assists the NCOs.
Private Private - General personnel. Receive general training, with some specialised training for their role.

Star Army

The Star Army is the branch of the military that handles planetary and short-range interplanetary forces. These include ground forces (including AC Suits, tanks, etc) and short-range spacecraft.

The Star Army is generally given secondary importance, even though its size is larger in sheer personnel than the Starfleet. This is primarily because the two must work together to achieve outcomes: the Star Army relies on the Fleet to travel to warzones, and then continues to rely on the Fleet maintaining space superiority, bombarding targets, and providing fighters and bombers. The Army maintains its own Superheavy Corps, which lack the specialised secondary training of Starfleet pilots.

Army Officers are required to attend Academy training; the main Army Academy is Xi’an Academy in China. The full ranks of the Star Army are as follows:

Rank Starfleet Equivalent Largest Command Description
Commissioned Officers
Marshal of the Army Admiral-in-Chief All Forces A special rank given in wartime to an officer who is considered to have authority over the entire Star Army.
Field Marshal Solar Admiral Planetary Forces The highest standard staff officer rank, designating the ability to manage a war involving all forces on a planet.
General Admiral Army Group Demonstrates the ability to command an Army Group (600k to 4m)
Lieutenant General Vice Admiral Army Corps Demonstrates the ability to command an Army Corps (30k to 50k)
Major General Rear Admiral Division Demonstrates the ability to command a Division (10k to 30k)
Brigadier General Commodore Brigade Demonstrates the ability to command a Brigade (3k to 5k)
Colonel Captain Regiment Demonstrates the ability to command a Regiment (1k to 2k). The last of the 'field officer' ranks.
Lieutenant Colonel Commander Battalion Demonstrates the ability to command a Battalion (300 to 1,000)
Major Lieutenant Commander Company Demonstrates marked ability to command a Company (80-150), usually performs additional duties for their superior
Captain Lieutenant Company Demonstrates the ability to command a Company (80-150).
Lieutenant Sub-Lieutenant Platoon Demonstrates the ability to command a platoon (15-30).
Second Lieutenant Ensign Platoon First officer rank. Sometimes commands a platoon (15-30) or acts as an aide to a Lieutenant or Captain.
Officer Cadet Officer Cadet - An officer-in-training, has not yet graduated. On graduation, they are made Second Lieutenants.
Non-Commissioned Officers (non-Academy specialists)
Sergeant Major Warrant Officer Squad Commands a squad, but usually has secondary duties to the platoon lieutenant.
Sergeant Petty Officer Squad Commands a squad (5-15).
Non-Commissioned Personnel (Enlisted ranks)
Corporal Corporal Fireteam Acts as second-in-command to the Sergeant. Commands a fireteam (Half the squad) when the squad is split.
Private Private - General personnel. Receive general training, with some specialised training for their role.

Sphere Defense Force

Every settled planet in the Federation is legally required to maintain a Sphere Defense Force (SDF). This is a local military structure answerable to the Planetary Governor, designed to act as an autonomous defense force for the planet. It is thus funded from the planetary government’s treasury, although the Federation also pays money to some SDFs.

The SDFs are similar in ways to a planetary militia or guard unit, and thus is not considered especially important. In fact, many of the SDFs act as glorified pipelines, transferring the most qualified and skilled personnel off to the Army or the Fleet. In some cases, their relative lack of funding means that the chance of an SDF protecting its planet is laughable; this is especially true of the outer colonies, where the burden of planetary defense is still primarily placed on the shoulders of the Fleet.

Not all SDFs are such poor quality. The SDFs of the Home System Planets are formidable, possessing cruisers and Superheavies; the Earth SDF is particularly powerful. Furthermore, Immortal Clans do not possess a ‘traditional’ SDF as such, but their homeworlds are heavily fortified and defended by the fiercest troops in the Federation.

The SDFs use Army ranks, maxing at Field Marshal. Officers from the Starfleet and the Star Army possess the power to take control of a planetary SDF in case of emergency, but this requires clearance from the Ministry of Defense.

Immortal Clans

The Immortals were originally the Iron Guard- elite supersoldiers made by the LN in 2016. They were normal humans, outfitted with artificial organs and a synthetic core, allowing them immense regenerative powers and prodigious strength and toughness. Used properly, the Iron Guard made for unstoppable shock troops. However, the heavy mental conditioning they underwent made them ill-suited for civilian life, and the procedure to become a Guard was highly lethal; most failed to survive. When Gestalt happened, these Guard were turned back into normal humans. However, some wished to be a Guard, and discovered a far less lethal method for conversion. They led former members of the fractious Guard clans, moieties and mobs into space to found exclusive colonies, where they could shape their environment to their own whims and hone their abilities.

Since then, the Immortal Clans have proven to be a valuable asset. Loyal to the Federation despite their slight aloofness to its ‘normal’ citizens, the Immortals are strong, near-unstoppable and almost totally fearless. Their planets are, with little exception, dangerous and harsh, yet rich enough in resources that the Immortals can support their own industry through manufacture and export. They use this to create their own, ultra-high quality equipment, ships and facilities. Immortals are put through training far more rigorous than that which even a Starfleet Superheavy goes through. The result is magnificent.

Of course, these skills need a purpose to be worthwhile, and serving the Federation is a fine purpose. Thus the Immortals serve the Federation military, in two broad ways: on a small-unit exchanges, and as a major force.
Small-unit exchanges involve small amounts of Immortals from a specific clan being attached to a specific military unit. Commonly, this means a Starship might receive one or two highly-trained Immortals to serve as Superheavies, or at higher levels, a whole company or regiment being attached to a ship to supplement its marines. Sometimes, it means an Immortal taking a command position, or even commanding a vessel- although this is rare, as many Immortal officers overestimate or underestimate the capabilities of their non-Immortal subordinates. These exchanges last indefinitely, ending usually when the stationed Immortal(s) wishes it to end.
Major force deployments involve large-scale involvement of a clan, acting under its own command, with it using its own equipment. These are uncommon deployments, since the Federation has yet to fight a war since the War of Founding. So far, most of these deployments has been as part of colonisation programmes.

The Immortals’ heritage lay in the Liberated Nations. The LN’s founder, Azariah, was an ardent persophile and a great admirer of the ancient Achaemenid and Sassanian Empires of Persia; thus the Immortals are named after the legendary elite ‘Immortal’ unit formations. According to legend, the ancient Persian Immortals were an elite force of 10,000, who instantly replaced any losses and thus maintained full strength, giving the appearance of ‘immortality’. Unlike those ancient warriors, the Immortals of today really are immortal, inasmuch as they heal from most injuries within weeks or less- made so by the intermission of Angels. This origin filters through to the Immortals’ everyday culture: the Immortals often use Iranian in their official records and their officer rank names, and the number 10,000, its fractions and their Angelic genes play an important part in their organisation.

Immortals possess a different chain of command to the conventional military. The distinction between officer and enlisted means little to an Immortal, because there’s no ‘mustering out’ of being an Immortal: once you’re in, you’re in for life. Thus, every Immortal begins as a basic soldier, then as they show promise, are taken and trained as officers, receiving additional implants and enhancements. The ranks are as follows:

Rank (original text) English translation Largest Command Description
Eran-Spahbed Clan Commander Entire Clan Commander of the entire clan, including the full sum of its military and non-military assets.
Spahbed General Chantry Commander of a Chantry, which is the equivalent of 10 Cores, or 100,000 Immortals.
Sarlashkar Major General Core Commander of a Core, the basic strategic Immortal unit, consisting of 10,000 Immortals.
Sarhang Colonel Spearhead Commander of a Spearhead, which is the equivalent of 1/10th of a core, or 1,000 Immortals.
Sargord Captain/Major Company Commander of a Company, which is the equivalent of 1/10th of a Spearhead, or 100 Immortals.
Sergeant - Squad Commander of a Squad, made up of 10 Immortals.
Comrade - - Basic Immortal soldier, although the term is used by Immortals to refer to other Immortals, eg. "Comrade Sergeant".

Military Regulations

All Federation military personnel are required to adhere to strict codes of practice and regulation that are intended to ensure good conduct. Breaching these regulations often incurs a penalty, the severity of which depends on the regulation and the degree of the breach. There are many of these regulations, too many to list here, so this section will deal with only the most notable ones, sorted from most important to least important.

Adherence to the Laws of War

Federation forces are bound to adhere to the Laws of War, a humanitarian document which outlaws certain military actions. These actions include, but are not limited to:

  • Attacks on civilian populations, especially with chemical, biological, viral, nuclear, super-antimatter or psychic weaponry
  • Attacks on enemies flying a flag of truce or surrender, non-combatants, or prisoners of war, including torture, deprivation or unsanctioned mindscanning
  • Attacks on helpless enemies in distress, eg. Escape pods, parachuting personnel, enemies broadcasting a distress signal

Law of Interference

Federation forces are bound to respect the sovereign integrity of other nations, unless assistance is requested, or a state of war exists between that nation and the Federation. Assistance may also be proffered if the nation (or its citizens) are not able to request assistance through regular means. This applies to pre-spacefaring nations as well- if in danger, Federation forces are required to assist, although are encouraged to make their involvement clandestine to such nations.

Maintenance of Peaceful Overture

Federation forces are officially on a permanent Fire in Defense footing: they will not fire the first shots at a non-Federation entity. This rule is waived if the entity is in a state of war with the Federation or is actively attacking Federation assets and personnel.

Adherence to Authority

Federation servicepeople are bound to obey the lawful orders of their superiors. The ultimate superior is the Federation civilian government. Unlawful orders are not to be followed, and must be reported; obeying them is criminal.

Regulations on Fraternization within the Military

Military personnel are not prohibited to create personal relationships with other personnel, whether they be platonic, romantic and/or sexual, unless doing so would undermine or give the appearance of undermining the hierarchy and chain of command. Functionally, this means that a military serviceperson is not permitted to fraternise or enter a close personal relationship with a direct subordinate, or someone down their own chain of command (although such a relationship with someone of a lower rank in a different department or deployment is acceptable). This wording is deliberate: as the superior rank possesses the power to order the inferior rank into actions, including into battle, the responsibility lays most heavily on the superior in such an entanglement. In addition, relationships between officers and enlisted personnel are discouraged, if not formally prohibited.

Relationships that existed prior to entering the military are not prohibited, although unless cause is shown, these personnel will not be deployed in such a way as to have their personal relationship infringe on this regulation.

Regulations on Equipment and Presentation

Personnel are required to maintain any equipment assigned to them to the highest quality. Loss of equipment assigned to a serviceperson is a serious breach of regulation- this applies more to literal losing of equipment as opposed to its destruction: destroyed Federation equipment is one thing, but equipment being lost to enemy agents is unacceptable.

Furthermore, personnel are expected to keep high standards of hygiene and acceptable standards of personal presentation, circumstances permitting. Lack of hygiene can result in the outbreak of disease, which risks Federation citizens who do not possess Twiceborn resistances, such as Defectors.

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