The Galactic Federation

The power of the Terran Mandate cannot be forgotten. We will show the galaxy that the Terrans still live. Through us, the Mandate will be reborn!" - Quote taken from the first Speaker of the Federation Senate, Marie Rison

The Galactic Federation are a federation of planets whose sole purpose is to restore humanity back to the glory days of the Golden Age of Humanity.

Federation citizens predominantly live in Colony Towers, self-regulatory arcologies of a near immeasurable size. Each one capable of holding millions of people, if not more.

## Culture

The Federation believe their society to be the pinnacle of human achievement. They believe that their way of life is the superior way of living, and will likely do anything to ensure that other technologically-capable planets follow this way of life.

For most of their interactions, the Federation are a humanitarian and utilitarian people. They do what works, and they make sure that everyone benefits from its working.

Federation citizens are generally assured that their way of life is the best way to live, as quite a few of them have lived under strenuous conditions, even with the assistance of postech, before the Federation came along.

### Colony Towers

The Federation's main structure for habitation is the Colony Tower. A colossus of an arcology created to house millions upon millions of people at a time. Entire nations can fit into a single one of these Colony Towers.

Due to the large population density of Colony Towers, the Federation places a great deal of effort in ensuring they can withstand any assault. All Colony Towers have standard snuffer arrays and breaker guns that deter orbital bombardment, and an assault against a Tower's exterior is useless, as the materials and shielding of the Colony Tower make them impervious to most, if not all forms of modern weaponry.

## Government & Politics

Due to the difficulties of ruling over a large area of space, the Federation allows planets significant autonomy over their day-to-day running.

At the bottom level, each Colony Tower has its own assembly of representatives, that make up of 1% of the population of the Tower. These representatives make decisions for that particular Colony Tower

At the level above, each planet has a separate assembly of representatives, that make up of 1% of the population of every Colony Tower's assembly on that planet. These planetary assemblies make decisions for that particular planet.

At the highest level of government is the Federation Senate, which is made up of 1% of the population of each planet's assembly of representatives. The Federation Senate makes rulings on behalf of the entire Federation.

## Federation Rules and Regulations

Federation worlds have the freedom to enact any laws they deem appropriate for their planet. However, all Federation worlds are expected to follow any rulings that the Federation makes.

Below are a list of existing Federation rulings that all planets are expected to adhere to.

**First Contact Law**

The Federation expressly forbids any ship from travelling near or onto a world that has not yet developed the capability of spike drive travel.

* Penalty: Immediate arrest. Federation ships also have the authority to shoot down any ship that does not surrender when called in.

**Psychic Customs Laws**

Due to the unstable nature of their powers, anyone afflicted with Metadimensional Extroversion Syndrome (MES), colloquially referred to as "psychics", must all be issued with identification that provides information of their powers.

This identification must be given to the local customs authority of a Federation Planet, who will judge whether the psychic is to be deemed a security risk. If a psychic is deemed a security risk, then they are denied entry to the planet, and must either depart immediately.

Should a group travel with a psychic deemed as a security risk, then the psychic will be permitted to stay aboard their transport for the duration of the group's stay, however, the psychic is to be confined to said transport for the duration of the visit.

Regardless of whether a psychic is deemed a security risk, the use of psychic powers on a Federation world is illegal.

* Penalties:
	+ Illegal entry of psychic deemed a security risk: 50,000 credit fine + 3-month minimum sentence.
	+ Smuggling of a psychic deemed a security risk: 50,000 credit fine + 3-month minimum sentence.
	+ Illegal usage of psychic powers: 1,000 - 50,000 credit fine, depending on the severity of the offence.
	+ Illegal usage of powers that result in harm of Federation personnel: Execution, pending appeal + Full confiscation of all assets.

**Alliance Conspiracy Laws**

Due to the ongoing tensions between the Galactic Federation and the Alliance of Independent Systems, it is illegal for Federation citizens to conspire with members of the Alliance. Anyone suspected of conspiracy must submit to a full interrogation

* Penalties:
	+ Resisting arrest based on a conspiracy charge: 50,000 credit fine + 12 month minimum sentence.
	+ Conspiracy: Full confiscation of all assets + 5-year minimum sentence

**Firearms Laws**

Firearms are strictly prohibited on all Federation worlds, barring an appropriate permit. Anyone wishing to enter Federation territories must surrender all firearms to the local customs authority, or leave them on their transport ship.

* Penalties:
	+ Unlawful possession of a firearm: 1,000 - 20,000 credit fine + confiscation of firearm
	+ Unlawful discharge of a firearm: 50,000 credit fine + confiscation of all firearms
	+ Unlawful discharge of firearm that causes harm against Federation personnel: Execution, pending appeal + Full confiscation of all assets.

**Corruption Laws**

Like conspiracy, the Federation takes accusations of corruption very seriously. All accusations will be investigated to the full extent of the law. Those that strive to lead the Federation must be held to a higher standard, and must be held accountable when found guilty of negligence.

* Penalty:
	+ Full confiscation of all assets, 20-year minimum sentence, immediate revocation of all privileges and status, full review of guilty party's every decision made as a Federation official.

## Military

The Federation's military force is divided into two major forces. The Federation Navy, and the Federation Security Forces (colloquially known as FedSec)

### Federation Security Forces

Federation Security are the police forces of Federation Colony Towers and the worlds that make up the territory of the Federation. Whilst they are primarily considered a police force first, Federation Security are also an army held in reserve in the event that a hostile force invades a Federation planet.

Due to the nature of space travel, it is difficult for the Federation Security Forces to act as one unified whole under a single regulator. Therefore, all Federation Security Forces on a single planet act under the authority of the local Colony Tower government they are part of. During a planet-wide crisis, command is transferred to the planetary government.

### Federation Navy

The Federation Navy are a semi-autonomous naval force that acts as the main colonisation force for the Federation. The Federation Navy report directly to the Federation Senate, and are responsible with keeping trading routes for both intra-Federation trade, and foreign trade protected against piracy, and ensuring that the borders between the Federation and Alliance are upheld and maintained.

It is a well known fact that the Federation Navy recruits from the best candidates within the entire Federation, and that a posting on any Federation Navy ship or outpost will do wonders for anyone's military career.

Meanwhile, a posting under a Federation Security Force is treated less like a posting to the army, and more a demotion from the navy. FedSec troops are routinely left with surplus postech gear, and normal military armours, while the Navy's standard issue is powered armour at the very least.