Codex: Governments and Galactic Policies
A special note about these codexs for the Mass Dragon Effect story is that they were written for two reasons. Firstly, they only exist in this story, so they cannot be found in the two wikis listed below, with a few exceptions found in the timeline. The second reason is that the original had little detail or will be completely different from the wikis below, such as kinetic barriers and thermal clips. I also include all the various races, main Codex, and the enemies the heroes will face more for my benefit to keep track of them. This is not required for Mass Dragon Effect, but for your enjoyment and to see how I built the world's lore. Therefore, I hope you enjoy it.
Codexs websites: wiki/Mass_Effect_Wiki and wiki/Dragon_Age_Wiki
Beta Reader: Albert
Last Update: 03/17/2022
Debate: Biotics Vs. Mages
Ever since humans had found out about dilithium crystals and elemental zero, an ongoing debate was happening on which was better, biotics or mages. Some argue Biotics are superior due to the manipulation of dark energy that causes superior telekinesis attacks, as well as unique abilities that mages cannot duplicate, such as singularities and the charge ability. While others argue mages are superior due to the ability to manipulate energy, the forces of nature. Creating a rivalry that only increased as humanity made it to the galactic stage, and several different species began to the way in the debate.
To the point that in 2159, a third of the Olympic games is dedicated to the mage/biotic rivalry. While others are spread out to specific physical, biotic, or mage sports. Along with a growing number of official and unofficial game sports between biotics, mages, and non-mages/biotics as more mages appear on the galactic stage. To date, there is no decisive winner between mages and biotics.
Galactic Exploration Policy
After Humans introduced the heavy cruiser to the galaxy, some governments began designing their own version as a cheaper alternative to dreadnaughts. Others saw the same potential that the humans saw before they were subjected to the restriction in the number of dreadnaughts they could make. A heavy ship that could be used as deep space exploration vessels under a new policy that the Citadel and the Federation embraced after humanity's first contact with the Council. A policy that states that a ship could scout out a nearby cluster to deem it safe enough to activate a relay within a cluster to connect with the other mass relays.
Many praised the change as it doubled the amount of explored space from 1% to 2% of the galaxy in the last forty years. Increasing the number of valuable resources they could collect and the ability to create safe colonies away from dangerous territories like the Attican Traverse and the Terminus Systems. It is only expected to increase as many different governments begin to expand their exploration branches to explore the galaxy for expansion. This policy mainly benefits the Union of Federations, the Asari Republic, the Salarian Union, and the Turian Hierarchy.
Military Classifications
(X) Biotics: Biotics are individuals that can manipulate dark energy and makes them a precious resource to have in an army. However, they are considered rare outside of the asari, as the development of a Biotic depends on elemental zero exposure. Making even the most basic biotics valuable as a partially trained biotic can lift their targets up and throw them around. Can create a biotic pulse to knock out kinetic barriers and opponent and use a warp field to shear and degenerate organic and inorganic material. Though most biotic soldiers, even the asari, are trained for one of five different elite classes: adepts, biotic soldiers, disruptors, sentinels, and vanguards. Expected races for biotics are asari, batarians, drell, hanar, humans, krogans, and volus, while elcor, quarians, and turians are rare, and salarians are extremely rare.
- Adept: Adepts are advanced biotics that is considered masters to none. They often use their abilities to weaken, shred, paralyze, or fling enemies away using several different biotic techniques. Such as slams, shockwaves, or singularities to create gravity wells to throw their enemies around. Alternatively, use stasis and slam to freeze or destroy a single target. Adepts wear light armor, have strong kinetic barriers, and carry up to two weapons.
- Biotic Soldiers: Biotic soldiers, also known as biotic commandoes, are biotics trained to utilize both kinetic weapons and a soldier's ability to supplement their own power. They are extremely dangerous because, in one moment, they could stand and fight like any soldier. In the next moment, they are tearing apart enemy troops with their biotic powers. Because of their multi-talented skill, they are a valuable commodity, even if they are a bit difficult to train. Biotic soldiers wear medium armor, have moderated kinetic barriers, and carry up to three weapons.
- Defenders: Defenders, also known as biotic supporters, are advanced biotics trained for one purpose, to support the army to create a field to their advantage. Unlike adepts, which defenders are often mistaken for, their abilities are equal parts offensive and defense. On the defensive, they have the ability to create biotic dome barriers that can deflect or absorb weapon fire and explosives for an individual or group. While offensively, use reave to soften and weaken targets, lash for throwing individual targets sideways into objects or others, and flare for a large area of attack. Defenders wear light armor, have strong kinetics barriers that can be enhanced, and carry up to two weapons.
- Sentinels: Considered a jack-of-all-trades, sentinels focus on the basics of both tech and biotic abilities except sabotage to be used to their maximum effect. One such special effect is a biotic barrier enhanced by tech that is difficult to break. If it is broken or purposely detonated, it creates an electrical and biotic pulse that knocks people off their feet. It is a class that depends on a tactician's mind to use both biotic and tech-based powers for maximum damage and effect. Sentinels wear medium armor, have moderate to strong kinetic barriers (tech shield activated), and carry up to three weapons.
- Vanguards: Vanguards are advanced biotics that manipulates dark energy into a 'charge' to appear next to the enemy. Before detonating their kinetic barrier into a nova blast to knock the enemy off their feet. Assuming they do not shoot them at close range with a concussion shot or a charge shot while engaging their targets in close range combat. They are also the first to attack the enemy and the last to run away, making them the true vanguards of an army. Vanguards wear medium armor, have moderate kinetic barriers, and carry up to three weapons.
(X) Mages: Mages are rare individuals who can manipulate the primal elements, telepathy, and pure energy (spiritual, creation, and entropy) via kinesis (their minds) thanks to exposure to dilithium crystals. Making them some of the most dangerous individuals in the galaxy, not including the fact an un-implanted mage could be possessed by interdimensional creatures called spirits and demons. For that reason and the added benefit of increasing their powers, many mages are encouraged to be implemented for their safety and improve combat abilities for their government's military. Mages fall into two implanted categories, psychic knights and magicians, with three subcategories each. Expected races are elcor, elves, humans, qunari, and turians, while quarians, krogans, batarians, drell, and volus are rare, and hanar and salarians are extremely rare.
- Psychic Knights: Psychic knights are mages that use their powers to unleash primal and pure particle energy (spiritual) powers on their foes. They also have the ability to enhance their own kinetic barriers and physical abilities. To see a psychic knight is almost certain death to the point that the turians thought that humans had gods among their people. They are also the most common of the mages and have a variety of skills as they can focus on elemental-based primal energy, pure particle energy (spiritual), or a combination of the two during battle. Psychic Knights wear medium armor, have moderate to strong kinetic barriers (arcane shield activated), and carry up to three weapons. The list below includes the ordinary grouping of powers among specific Knights learn.
Primal: aerokinesis (air/wind), cytokinesis (ice), electrokinesis (lightning), geokinesis (earth), hydrokinesis (water), pyrokinesis (fire), gravitokinesis, and telekinesis
Mixed: aerokinesis, electrokinesis, geokinesis, hydrokinesis, anti-ergokensis, corpaekinesis, ergokensis, and psuchékinesis
Spiritual: cytokinesis, pyrokinesis, anti-ergokensis (anti-energy/anti-magic), corpaekinesis (body/death magic), ergokensis (energy/spirit arrows), gravitokinesis (gravitational/kinetic forces), psuchékinesis (mana alteration), and telekinesis (mind)
- Magicians: Magicians are not just illusionists but also mages trained for support and combat with a focus on creation-based particle energy, entropy-based particle energy, or a combination of the two. Magicians are considered the most mystical as they can harm enemies internally, enhance allies, create particle barriers, heal others, and manipulate living things like plants and animals to attack people. However, what makes them deadly and somewhat unpredictable is the interdimensional demon they share with their bodies. When summoned, they can be an unbeatable force of rage, hunger, fear, sloth, envy, desire, or pride. Magicians wear light armor, have strong kinetic barriers, and carry up to two weapons. The list below includes the ordinary grouping of powers a specific Magicians learn.
Creation: bless (bless/enhancement magic), botanokinesis (plant magic), barrier-ergokensis (barrier), glyphs (glyphs), light summons (light summoning), vitakensis (medical/healing), toxikinesis, and virokinesis
Mixed: bless, barrier-ergokensis, glyphs, light summons, dark summons, debility-ergokensis, hexes, and hypokinesis
Entropy: botanokinesis, vitakensis, dark summons (dark summoning), debility-ergokensis (debilitation), hexes (hex), hypokinesis (sleep), toxikinesis (poison), and virokinesis (drain magic)
(X) Soldiers: The most common units in the galaxy, soldiers, are the core of most armies in the galaxy. They are the ones who engage the enemy on the frontlines and are often trained, or at least familiar, with every kind of weapon a soldier might carry. They are also trained to fire concussive and charge shots to knock down or severely damage targets. As well as give themselves a self-induce adrenaline rush to improve reaction times and speed, if not provide them with a boost of strength for melee attacks. However, while most soldiers are just riflemen with medium armor and moderate kinetic barriers, a few are trained into one of the five specialized classes: berserker, combat medic, commandoes, demolitionist, and marksman. Expected races are batarians, elcor, elves, geth, humans, krogans, qunaris, salarians, and turians, while drell and quarians are rare.
- Berserker: Considered one of the most dangerous soldiers on the battlefield. Berserkers are soldiers trained to use their rage to full effect to strike down their foes and rush enemy lines. Along with invulnerability to ignore any damage they may receive for a short time before medical treatment. To assign a berserker to the battlefield ensures that their foes will be struck down without fear of repercussions. Berserkers wear heavy armor, have weak kinetic barriers, and carry up to four weapons, including a heavy weapon that can be used more than once.
- Combat Medic: Combat medics are frontline doctors whose job is to ensure a soldier survives the battle. Often by immediately treating any kind of wound without medi-gel and using counter agents for any physical ailment (from poison to burns) that a soldier could receive. Provide stimulates to increase physical ability and recovery (cool-down) times. They can even perform surgery on the battlefield to save a man's life and have no problem gunning down anyone who threatens their patients. Combat medics wear medium armor, have moderate kinetic barriers, and carry up to three weapons.
- Commandos: Commandoes are the heavies in the army, as they carry enough firepower to take down a whole squad of soldiers or a tank on their own. A squad of commandoes would be considered overkill for any kind of battle when combined with their special abilities. Such as an enhanced shield with fortification to increase survivability. The ability to locate and do increase damage on self-identified weak points. In addition, they can also fire in short bursts to unleash a rapid spread of bullets to kill multiple targets while only using 10-30% of a thermal clip. Commanders wear heavy armor, have weak to medium kinetic barriers (fortification activated), and carry up to four weapons, including a heavy weapon that can be used more than once.
- Demolitionist: Demolitionists are soldiers who act as frontline soldiers that can disarm or blow up their foes during the heat of battle. They also carry several different types of grenades and mines to be used on targets depending on the circumstance. As well as give away additional ammo, grenades, and thermal clips to squamates. Expect many explosions when a demolitionist takes the field. Demolitionists wear heavy armor, have weak kinetic barriers, and carry up to four weapons, including a heavy weapon that can be used more than once.
- Marksmen: Marksmen are soldiers who were trained to hit a target with pinpoint accuracy. They are the type that can snipe a target from a distance one moment and act as frontline soldiers the next. With the combination of their ability to make every shot count and their skill at making most of their shot's headshots, the marksman is a precious commodity on the battlefield. Notably, in a prolonged battle where every shot counts, a marksman can quickly do critical damage regardless of distance. As they use advanced software to triangulate a bullet's flight path or ricochet to hit multiple targets at once. Marksmen wear moderate armor, have moderate kinetic barriers, and carry up to three weapons.
(X) Technicians: Technicians, also known as tech soldiers or techs, are highly talented personnel that uses special Omni-tools program to shock/overload their opponent's electrons and body, burn (incinerate), freeze (cryo-blast), and sabotage weapons. To have a technician is to have a C-class hacker that can kill their foes with their Omni-tools. A tech is trained in one of five categories: combat engineer, combat scientist, infiltrator, illusionist, and tech soldier. Expected races are batarians, drell, hanar, humans, geth, quarians, turians, and volus, while asari, elcor, krogans, and frontline volus are rare.
- Combat Engineers: While a standard engineer is a valuable resource to any fleet, a combat engineer is a godsend on the ground. Combat engineers are tech experts that often perform field repairs on failing equipment. They are also great support units as they can unleash combat drones and defense drones/sentry turrets. Some can even double as hackers. Breaking firewalls to hack VIs and AIs and drain shields from their enemies for themselves and possibly their allies. Combat engineers wear light armor, have strong kinetic barriers, and carry up to two weapons.
- Combat Scientists: Exploring or studying the galaxy is a dangerous place, especially when escorting unarmed scientists. That is why some are trained in combat. Combat scientists are individuals that use their expertise and technical skills in combat situations. A scientist can stun one person with neural shocks or poison a target, even a synthetic, the next. They can also dissolve their target's armor with acid and provide first aid in combat without medi-gel. Combat scientists wear light armor, have strong kinetic barriers, and carry up to two weapons.
- Infiltrators: Infiltrators, also known as saboteurs, are specialized soldiers with one purpose, to infiltrate the enemy and sabotage their operations from the inside. Often using a tactical cloak that makes them invisible for a first strike that is usually fatal. If they are not setting off mines or doing increased damage by sabotaging weapons. While also using their weapons to kill/assassinate their targets with an overpowered version of a concussion and charge shot called a sniper shot. Infiltrators wear medium armor, have moderate kinetic barriers, and carry up to three weapons.
- Hypnotists: Hypnotists, also known as tech commandoes, are specialized tech experts that focus on creating solid holograms to fool or confuse the enemy. Forcing them to either attack life-like images while the hypnotist allies hide units in a holographic field for extra protection. Combined with their ability to enhance kinetic barriers with defense matrixes, it allows them to run across a Killzone without receiving a scratch. Though rare, their trickery and deceit skills make them the best spies and interrogators for any organization. Hypnotists wear medium armor, have moderate to strong kinetic barriers (defense matrix activated), and carry up to three weapons.
- Tech Soldiers: Used heavily in most military organizations, tech soldiers, also known as field technicians, are highly skilled sharpshooters trained to use tech and soldiers' abilities in combat. From doing simple repairs/hacking to taking down targets with a rifle, tech soldiers use a variety of skills derived from tech and soldier abilities to their maximum effect. Because of this, they are a valuable commodity for their multipurpose role, even if they are a bit difficult to train. Tech soldiers wear medium armor, moderated kinetic barriers, and carry up to three weapons.
Union of Federations (UF)
The Union of Federations is a federal union between the Human System Alliance, the Geth Collective, the Krogan Clan Alliance, and the Quarian Conclave formed after the Darkspawn War. It was initially a confederation similar to the Citadel Council, with a few fundamental differences. However, it soon became apparent a more centralized government was needed as each member could not operate as a fully independent government. For the Darkspawn War, or isolation from the galactic communities, several weaken the four members' ability to operate in the galactic community.
Therefore, it was quickly reorganized into a centralized federation with equal representation and a single military force, unlike the Citadel Council collation with only three species at the top. That also put forth a lot of restrictions and harsher penalties to members that submit to an embassy on the Citadel. Compared to the Federation giving their local governments more freedoms and fewer trade restrictions overall laws.
In addition, compared to the Citadel, the Federation has fewer galactic laws enforced by the Federation forces, especially in outer space. In fact, the only main laws are slavery is outlawed, weapons of mass destruction are not permitted to be used on garden worlds, and the smuggling/selling of top-of-the-line military-grade hardware is prohibited. Along with a prime directive, the Federation governments cannot interfere in a people's culture and that everyone must leave alone civilizations that are pre-FTL. These general laws, combined with more liberal laws on genetic research and AIs, indicate how separate the Federation is from the Citadel Council.
However, despite their independent nature, many treat the Federation's government as though they are members of the Citadel Council instead of a separate allied force. Something the Federation cannot dispute because the Federation does not have the political pull or the military power to ignore most of the Council's decrees. Recently that is changing as the Federation built-up their military forces and earned some goodwill to the galactic community. Mainly by destroying more pirate and slaver operations in the last twenty years than the Council has done in the last five hundred years. However, it is still undetermined if the Council will absorb the Federation or the Federation will become the dominant force in the galaxy.
The current president of the Federation is Shala'Raan vas Rannoch, a quarian.
Federation Flag: Circle with four flashing stars in a starry night background, with an olive branch wrapped around the four flashing stars that symbolize a member.
Federation Navy: a delta with a circular orbit around the delta
Union of Federations: AIs
Before the Geth became a founding member of the Union of Federations, research into Artificial Intelligence was strictly prohibited. The Citadel Council heavily enforced laws that made it illegal to create AIs to the point that they exiled the quarians from Citadel Space for accidentally creating the geth. In fact, only a few companies like Synthetic Insight were allowed to research AIs to make peace with the newly created geth or to destroy any AIs they encountered. It was a galactic policy built out of fear. It only changed when it was discovered the geth were a reasonably peaceful race when the Geth Collective joined the galactic community in the 2150s. Afterward, there was a shift in perspective when it came to AIs.
While the Council still outlaws the making of AIs, the Federation put a significant amount of funding into AI research for two reasons. The first was to improve geth software to create a truly synthetic life-form without relying on nearby platforms to become sentient on their own. The second was to develop new AIs to help Fleet operations, First Battalion infiltration, or aid the Federation in a position of their choice. So far, none of the AIs had turned them down when given an opportunity to customize their programming and take funds to spend on items or upgrades. Currently, there are over 160 synthetics outside of the geth in Federation Space, and the numbers are growing by the day as an open secret. Especially after Data was given a seat in the Federation Senate in 2182 CE to represent synthetics outside of the Geth. Notable names include Beowulf, Beta, Data, Cortana, Eliza, and Roland.
Union of Federations: Drop Off Locations
When the Geth founded the Federation, they revealed a startling discovery about the dangers of mass effect technology. Whenever an element zero drive core was discharged, the mass of dark energy released did not disperse as soon as it was released. In fact, the energy gravitates to high gravity objects like a gas giant, a star, or a black hole. For a star, the damage is very noticeable. Prolonged exposure to dark energy would slowly choke a star to death. Based on the Haestorm's star accelerated condition, due to geth using the system as its primary discharge zone. It was predicted that it would take five to fifteen thousand years to accomplish at the Haestorm's star.
For gas giants, it is relatively safe but could possibly cause the gas giant to turn into a star after hundreds of thousands of years. Assuming, of course, that the gas giant is not being harvested/mined for resources like hydrogen and helium gases, causing the mass of the gas giant to be in flux. Therefore, it is considered the safest celestial body to discharge a drive core in. However, they are not a perfect solution because they do not capture all the dark energy discharged from a drive core. Generally, 10-20% of dark energy discharged in a gas giant do make their way to the nearest star or black hole.
For black holes, it is theorized that the increased amount of dark energy would increase the mass of the dark hole. Which will, in turn, increase the size of the black hole over time. No one, as of yet, was willing to test out that theory. Therefore, it is still relatively unknown what the effects would be as opposed to stars and gas giants. Though gas giants are considered theoretical as well.
Seeing the effects, the Federation created and directed both civilian and military ships to use a dedicated drop zone in dead star systems to discharge their cores. Hopefully, limiting the amount of damage to star systems outside of unimportant systems. While research is conducted on Noveria and several other planets to develop ways to purify/limit dark energy damage. Federation scientists also have begun working on cleaner technology alternatives or new technology that collect dark matter for their ships. The Citadel Council has yet to address the issue of dark energy buildup.
Union of Federations: Government Branches
(X) Federation Colonial Affairs or FCA are committees run mostly by a civilian. Their purpose is to classify celestial bodies such as rich asteroids, comets, moons, and even whole planets to determine their level of importance. These celestial bodies are categorized into the seven different types listed below. Their classification may change over time or when new information is discovered. Such as whether the planet could be colonized or sustain a population, the discovery of new valuable resources, any new dangers, or a disaster that happens to the celestial body.
- Primary Worlds are celestial bodies that can support life or can be terraformed to support life. These worlds are often colonized immediately by an expedition force, or they are open for bids from companies to invest and develop planets for profits in mining resources, recovering/developing new technology, or retail (selling land). Primary Worlds also serve a secondary purpose from simple operations like framing, mining, refinery, and manufacturing to complex operations such as excavation/archeology, research, scientific discovery, trade centers, and shipyards. Making them the most valuable worlds in Federation space and often the most protected outside of the Federation members' homeworlds.
- Secondary Worlds are inhabitable celestial bodies that are not going to be terraformed but are still valuable either for mining or to conduct research/excavation on the planet. Most of these worlds are barren rocks or gas giants and often are bided to companies for their exploitation. With a few exceptions, like the presence of natural resources needed by the military or a strategic location for bases, choke points, or shipyards. These worlds can also change over time into Primary Worlds depending on their population size and population stability. For example, the moon over Earth/Terra, Luna, could be considered a Secondary World, but it is classified as a Primary World due to a sizeable number of permanent bio-domes on the surface and the fact that a large population had lived on Luna.
- Recon Worlds are celestial bodies given to the FRC and Navy to station patrol forces or listening outposts. Acting as an early warning system, spy system, or supply depots. They are mostly worlds of little value that are at the edge of Federation Space. Recently, the Navy has been searching for asteroids to build bases near Mass Relays to secure claimed territory. However, progress has been slow.
- Diplomatic Worlds are celestial bodies given to the Diplomatic Core to be used as bargaining chips during negotiations, if not a neutral site for diplomatic meetings. Mainly celestial bodies on the borders of Federation Space that the Federation does not want or are more suitable for other species and can be traded for celestial bodies of equal, if not greater value.
- Protectorate Worlds are an independent celestial body that the Federation protects with their military, despite them not being Federation members. Often, they are space-faring worlds in the Attican Traverse, not part of the Council. But allow the Federation to send a small fleet to protect or patrol their space in exchange for serving as a safe harbor and a small percentage of the planet's wealth/resources. The Federation also assists them in the development or acquirement of a defense system for their protection.
- Primitive Protectorate Worlds are independent celestial bodies belonging to species that have yet to achieve spaceflight or be developed enough to be considered sentient. These worlds are protected to prevent uplifting that would be detrimental to a species' development. Once a world is established, the entire system or cluster is quarantined. Depending on if a Mass Relay is found within the system. The Federation also sends a small patrol to ensure these worlds are left alone until they are advanced enough to initiate first contact.
- Non-Critical Worlds are celestial bodies that have no standing value. They are not cost-effective to mine, have a poor amount of resources, or are depleted. Often, they are given to the military and companies to test dangerous products on or be used as target practice. These include mostly asteroids and comets, but it also includes a small number of planets as well.
(X) Federation Defense Affairs or FDA is a committee run mostly by military personnel. Their purpose is to oversee the inspection, upgrading, and establishment of a defense grid on celestial bodies within a fixed budget of resources, manpower, and funds. They often fund the creation of defense networks for Federation homeworlds, populated colony worlds, and various military installations. With a large margin of success against most of the Federation's enemies. However, that is only with worlds they considered important.
Other worlds get the bare minimum amount of help if any at all. Often depending on military patrols, secrecy, outsourcing, or having the companies that own the celestial body provide their own protection. Earning the FDA criticism for playing favoritism while ignoring those on the frontier. Though few can fault the FDA for not providing the best protection to worlds being temporarily held or that the companies themselves have resources to protect them. The FDA also has its own R&D core dedicated to developing new technologies or upgrading existing technology like defense grids, ground cannons, defense satellites, and planetary shield generators. Many worlds owe their protection to the FDA and are the first to blame if something terrible happens. Along with the Navy and FRC.
(X) Federation Diplomatic Core (FDC) is a small branch dedicated to keeping the peace between governments outside and within the Federation. They are highly trained individuals taught in a variety of techniques and about several different cultures so they can negotiate with any group at a moment's notice. They also keep extensive records of every treaty made between species, even if they expired, and have knowledge of various laws to draw upon to help with their negotiation. They are known as some of the best negotiators, even among the asari. However, they had little chance to show off such skills due to the various conflicts the Federation recently has been involved in. Including conflicts with Batarian backed slavers and pirates.
(X) Federation Intelligence Division or FID is the Federation military's intelligence division that rivals even the Salarian's STG. The FID is considered the master of gathering intelligence through their two sub-branches, one dedicated to field agents and the other cyberwarfare. Few things were happening around the Federation Space that was unknown to the FID, and they liked it that way. Only once did the FID fail in its mission, and that was at the battle for Torfan. Terrible intelligence led to the deaths of 70% of Federation troops. A failure they hope to never repeat as they aim to be the best intelligence division in the galaxy.
(X) Federation Criminal Investigation Service or FCIS is the Federation's criminal investigation branch, in charge of investigating crimes of federal crimes, military, and civilian personnel, government officials, and their immediate families. From simple crimes like smuggling, stealing, and embezzling to major crimes like murder, rape, and war crimes, the FCIS is a well-funded organization that tries to be as unbiased as possible. They are also required to share any information with a local enforcement agency, even if it does not pertain to either local or FCIS cases. Creating a friendly relationship between the FCIS and various other law enforcement. Though the FCIS is in a love-hate relationship with the Citadel's police force, CSEC, as they argue over jurisdiction on the Citadel. Rank within the FCIS is CSI, Officer, Agent, Special Agent, Senior Special Agent, Deputy Director, Branch Director, and Chief Director.
(X) First Battalion is an elite military branch in charge of the safety of the Union of Federations. Operating in squads and with their own ships, the First Battalion are elite personnel considered the best of the best, with members not from the military or who were even born in the Federation. They are the first to the frontlines during a major campaign and the force the Federation turns to for missions that their regular Special Forces could not complete due to politics or level of danger.
However, unlike their SPECTRE cousins that work for the Citadel Council, the First Battalion does not work alone, nor do they have full autonomy. In fact, there are many things that they are restricted from doing, such as where they can operate and whom they can kill outside of self-defense. These limitations keep the First Battalion in line while allowing the Federation citizens to feel safe at night. Knowing they are out there saving lives and will not abuse their powers. The First Battalion has a good working relationship with other investigating/intelligent services and most SPECTREs and STG from the Council.
(X) Federation Navy, also known jokingly as Starfleet, is the main military branch within the Federation from which all other military branches were derived. From simple soldiers and servicemen to the brightest engineers, scientists, and strategists, they are a powerful force dedicated to the defense of the Federation with many sub-branches like the marine core, fighter core, R&D, medical core, and so on. It also makes up the largest number of personnel spread throughout the various fleets, both small and large, and the army garrisons on planets they are sworn to protect.
(X) Federation Navy Exploration Forces or EF is a portion of the Navy dedicated to one job only, the continuous exploration of worlds and clusters for the Federation. Composed of mostly heavy cruisers and cruisers, these explorers travel in packs or alone to explore new areas of space, sometimes under extreme risk. For example, making first contact with a new civilization or encountering dangerous groups hiding from the Citadel and the Federation in unclaimed territory. Due to the elevated risks, the EF only picks the best officers, civilians, or military personnel for such missions. Not to mention they are one of the few branches to allow civilian families on board as trips in the unknown could take months, if not years, to complete. Not to mention it allows them to claim new clusters by colonizing habitable worlds with its civilian personnel upon discovery. Many officers often hope to be picked for EF, as a career in the EF is often a fast track to higher ranks and higher positions in the Federation due to being considered the best of the best. One that is well received as slowly expand Federation space.
(X) Federation Navy Recon Core or FRC is the patrol and scouting force for the Federation as a whole. Organization into small units, the FRC works by performing one of three tasks. Patrol Federation Space for any hostile incursions. Maintain listening posts to report on neighbors' activities. And scouting out new or potentially hazardous systems under their control, including new systems discovered by the EF. An important but thankless job that many see as a dead-end, dumping ground, or penalty for those assigned to it. For they rarely ever engage hostile forces, including pirates, and their forces are primarily made up of frigates. However, without the FRC, the Federation would be vulnerable to all kinds of incursions and remain an essential role within the Federation whether people acknowledge it so or not.
(X) Special Forces or N1-N7s is a branch derived from the Human System Alliance, dedicated to the training of elite soldiers/officers in the Federation. To be considered for the N branch is an honor. To finish their harsh training designed for their species makes them officially considered part of the elite within the Federation. However, when one is accepted, they start off as an N1, the lowest tier within special forces. To advance in rank from N2 to N6 happens either by taking the next training course or getting recommended for promotion based on merit. Often by achieving something extraordinary during a mission. For the N7s, the elite of all elites, they can only be nominated from the Ns school after accomplishing a challenging mission in an 'admirable and efficient fashion' and surviving the harshest training possible. Once they pass their training, they are officially N7, the best of the best, and often become the highest-ranking officers within the First Battalion.
Union of Federations: Diplomatic Relationship
Citadel Space: Relationship between the two major powers as a whole can be considered reasonable. Both sides are reliable trading partners, exchange advanced technology, and have formed a defensive military alliance. Mainly for mutual protection from each other, as they can do considerable damage to each other if a Galactic War is declared, and the outcome is uncertain.
The Asari Republic and their client government, the Elcor Courts of Dekuuna: The Asari Republic are powerful trade partners with the closest relationship to the Federation compared to the rest of the Council. However, it is strained, as the Asari view the Federation as wayward subordinates the Asari have to bring back into the fold using their superior economy and influence. In contrast, the Federation species want to remain independent and view the Asari as arrogant. Combined with numerous conspiracies, such as the Federation is taking over the galaxy and the asari kidnapping mages to create asari mages, they have further strained their relationship. Still, the relationship is considered to be fair and friendly.
Batarian Hegemony: Due to constant competition between the Batarians and Federation for territory and the Batarians funding continued pirate attacks on Federation worlds, relationships between the Federation and Batarians are considered hostile with almost no chance of improving.
Hanar Illuminated Primacy and their client race the drell: While initially strong, the relationship between the Federation and Hanar have waned over the years. The Hanar seems more interested in staying with the Citadel Council and remaining neutral on many issues while trading with hostile forces to the Federation like the Batarians. Moreover, the Federation is concerned about the hanar's relationship with the drell as some feel the species has been groomed to servitude. It only got worse when a few citizens spread rumors that the Hanar were not telling the Galaxy the whole truth about the destruction of the drell homeworld, Rakhana. Even going so far as to say they may have left most to die to have a smaller, more applicable population to enslave. The Federation still has a friendly relationship with the Hanar even if they are only in trade deals.
Non-affiliated krogans and vorchas: It is assumed that krogans not apart from the Federation or any vorcha are at best criminals. At worst, terrorists, due to a few krogan and vorcha factions that are constantly attacking the Krogan Clan Alliance.
Salarian Union: The relationship between the Federation and the Salarians is considered good but suspicious of each other. Mainly because both sides have employed a large intelligence organization to spy on each other since the Federation's formation. Not to mention that some salarians are vocally hostile about the genofertilization and the krogans entering galactic politics once again. While the krogans had not forgiven the Salarian Union for the development of genophage. As well as labeling the krogans as savage brutes by the salarians.
Terminus Systems: The relationship can be hostile or friendly depending on which planet or warlord the Federation contacts. Most relationships are friendly since the Terminus welcomes trade, especially in essential goods and necessities. Disagreements can occur when weapons or illegal drugs are offered for the trading of said goods.
Turian Hierarchy and their client government, the Volus Vol Protectorate: The relationship between the Federation and the Turians can be considered cold with open arms in trade. While a few individuals on both sides are downright hostile. Since the Turians have come into conflict with each member of the Federation at least once, many turians instinctively size up the Federation as a rival. In general, the turians believe either the Council or the Federation will inevitably be absorbed into one another. Whether it is peaceful or violent remains to be seen, thus creating a frosty relationship.
SPECTREs: Federation forces have a good, though it is a frustrating relationship with SPECTRE since their operatives are not restricted in Council space, and the Federation does hold them accountable. SPECTRE usually works well with the First Battalion and FID in joint operations.
Union of Federations: Members
(X) Geth Collective: The geth "government," the Geth Collective, is the main voice of the geth as a species. Taking advantage that the geth is an AI species that can speak faster, the Geth is a true democracy as each program votes on every issue that appears. While geth platforms then express what the geth as a whole has decided to the galaxy. Mostly through majority rule, as even logic can lead to different answers. Especially with a change in a program's perspective as more data is extrapolated. Such as ending their isolation to make peace with the quarians after it was known, the Quarins, Humans, and Krogans were forming an alliance.
Since the foundation of the Union of Federations, the Geth have become a valuable member. Often serving as the voice of reason in the Federation due to being ruled by logic over emotions. They have a lot of political power as the Geth supplies a large bulk of the Federation army, labor force, and intelligence.
(X) Human System Alliance: The Human Systems Alliance (HSA) is an independent supranational government representing humanity's interests as a whole. The Alliance is responsible for the governance and defense of all extra-solar colonies and stations. The Alliance grew out of the various national space programs as a matter of practicality. Sol's planets had been explored and exploited through piecemeal nation efforts. Any single country could not meet the expense of colonizing entire new solar systems. With humans knowing that alien contact was inevitable, there was enough political will to jointly fund an international effort.
However, after the first contact with the Quarians in 2133, it became clear that humanity was not alone and needed a representative for galactic affairs. This gave the Alliance the credibility to establish its own Parliament and become the galactic face of humanity. Moreover, they have defended humanity from the Turians and darksapwn in the early years. Currently, most of the Human System Alliance military has folded into the Union of Federations Navy but still remains a powerful political power as a founding member of the Federation. It serves as the Federation's backbone for its growing industrial complex, shipyards, and the foundation for much of its military doctrines and structure.
(X) Krogan Clan Alliance: Formed during the Darkspawn War, the Krogan Clan Alliance (KCA) was established by Urdnot, Wrex, and his allies to start the unification of the Krogan Clans after the Krogan Rebellions. Led by a Supreme Commander decided by the Right of Succession, the Krogan Clan Alliance is the leading military force in the galaxy. While it does not represent every clan, it does represent the majority and tries to unite the others under its banner using diplomacy, if possible. However, if a clan attacks a clan member or the Alliance itself, the KCA can use the attack as an excuse to pacify them before they are brought into the fold.
Only a few clans stayed out of the Krogan Clan Alliance as the Alliance slowly brought every clan under one military alliance. The Citadel Council keeps a close eye on the Krogan government, one of the Union of Federations' founding members. The Krogans political strength derives from the manpower provided in the Federation's security and military forces, along with their fledgling of an industrial complex.
- Rite of Succession: Since the Krogan Clan Alliance's birth, the right of who should hold the supreme leadership had always been an issue. Some believe it should be a right of strength, as it always has been for the krogans. However, more far-sighted members feared someone physically powerful might not care about the krogan people and lead them to destruction. For years, the Council of male and female shamans continued to argue about who should lead until they came up with a solution, the Rite of Succession.
The Rite of Succession is a three-act ritual that must be performed by any krogan who wishes to challenge the current Supreme Commander of the Krogan Clan Alliance. As well as be performed by the current leader every ten years to prove they continue to have the right to rule. It is a very tough, arduous ritual split into three acts. The first act is the witness of poverty, where a krogan is dropped off within a city without any form of money, food, and water, with the object is to survive by any means such as begging, stealing, or getting a job. Many potential Commanders give up within weeks of the test, while others starve themselves to death out of pride instead of giving. Those who survive now understand the hardship of being so low in a society they are born outside of.
Once the elders have deemed the survivors of the first test a success, they proceed to the second act of the test. The candidate must take command of a large military unit of a natural or clan that was hostile to the leader to lead them against any number of targets. Ranging from pirates to a major military campaign in times of conflict or war. The objective is to have a candidate lead soldiers to victory with minimal casualties while showing the candidate can gain the respect of their men. If the elders accept that the candidate has passed, then it shows they have the leadership the krogan needs to lead in times of violence.
However, even times of violence are followed by times of peace, and the third and final tests would test how the leader would act in times of peace. The krogan's diplomatic skills are put to the test by having them act as a mediator in a major trade agreement or disagreement. If they are successful and the supervisor does not have to step in, then the krogan has the right to challenge the Supreme Commander for his position.
Few had ever succeeded, and none had a challenge or beat Urdnot, Wrex, the first and only Krogan to be given the title of Supreme Commander of the Krogan Clan Alliance. Mainly because many krogans attempting the rite realize what the job entails and know Wrex is just looking for someone he considered worthy of dumping it on. Many hoped they would not be picked when Wrex gave up and just retires instead of waiting for someone worthy to challenge him.
Joke: Humans had considered using a similar approach to weed out corruption, but it did not get a single vote in Parliament, so the motion was squashed.
(X) Quarian Conclave: Derived from the time of the Migrant Fleet, the Quarin Conclave was democratically elected officials from the fleet. With an Admiralty Board that oversees the Council and represents an aspect of the fleet. The Civilian Fleet handled logistics, manufacturing, food supplies, and living quarters for the majority of quarians' lives. The Patrol Fleet patrols, scout, perform internal security between ships and safely navigate the fleet through the stars. The Heavy Fleet acts as the external defense and heavy hitters for the fleet. The Engineering Fleet provides mining of resources, refurbishing salvage ships, and performs emergency repairs for ships. Finally, there is the Special Project Fleet that handles research and development. The Admiralty Board also had the power to veto a Council decision but must resign after passing such a decision as a check to their power.
However, since the quarians returned to their homeworld, the Quarian Conclave evolved to take into account they are now a government with a home planet with colonies. First, the Council changes from having representatives from the fleet to having representatives from newly formed City-States. Regions represent large swaths of land controlled by a single city. While the High Council replaced the Admiralty Board but served a similar function. In that, they oversee the Council with the power to veto the Council, though they must step down if they do while representing an aspect of governing. Such as Defense, Intelligence, Agriculture, Civil Engineering, Colonization, Energy, Diplomacy, Defense, Internal Investigations, Shipyards, and the State of the Union, to name a few. The Quarians are known for their technical expertise and having the largest shipyards in Federation Space.
Union of Federations: Military Doctrine and Fleet Sizes
Due to the vast amount of territory that the Federation controls, the Federation military forces adopted the Human System Alliance Doctrine. With a few modifications to handle their massive military that includes 8% of all humans, 12% of all quarians, 31% of all krogans, and 48% of all geth. As a whole, the Federation's forces emphasize mobility and individual autonomy with a strong support structure rather than command and display. They often heavily use artillery, air/space control, VI and AI support, computers, drones, specialized personnel, heavy weapons, vehicles, electronic warfare, and gene therapy.
On a defensive role, they have placed in each densely populated cluster at least one to three patrol fleets of various sizes. Primarily to intercept any invasion force or act as an emergency response force within a cluster. While multiple FRC fleets made up of mostly frigates and listening posts are used as an early warning system of any invasion/attack. Providing the fleet with a reasonable chance to scramble their forces within a cluster while putting up a stiff defense.
Especially on planets with a population of 3,600 or higher, as the Federation establishes a marine force 1/20 to 1/50 of the planet's population. Along with a number of bunkers, planetary defense cannons, planetary shield generators in major cities, various assault vehicles, and a militia force trained in military tactics. In orbit, there is a defense force that consists of a space station of various sizes/designs, along with a planetary defense fleet that is light (3,600-24,000), medium (24,000-80,000), or heavy (80,000+). Along with a planetary defense system, defense satellites, and the rapid response of at least one patrol fleet, ensuring that they had enough firepower to dispatch any kind of standard attack or keep a massive invasion force at bay until reinforcements arrive.
On the ground, recon drones and simple geth units are sent to scout out the enemy and transmit the information back to a Geth Server Hub. Once the scouts inform their allies of the expected opposition, data is also sent to the fleet for advisement. From there, the marines often fight an entrenchment or gorilla-style battle to protect the civilian population and keep the enemy distracted until reinforcements arrive in the form of a Federation Fleet. Critics have called it a reckless strategy, especially after the successful raid on the colony world Mindoir. However, the policy remains in effect as it has earned them far more victories than defeats.
On the offensive, the Federation's first tactic is to use its large fleets and various reserve fleets to repulse invaders, and attack enemy supply lines, logistics, headquarters, and their support fleet to cripple enemy forces. Tactics included but were not limited to ambushes, raids, planetary occupation, targeting vital systems, and electronic warfare. However, unlike the Human System Alliance that was content to just crippling their enemy, the Federation can afford to destroy their enemy in a total war scenario. Thanks to multiple Reserve Fleets setup to replace losses or be able to be combined into a new Fleet without dreadnaughts. Fleet so powerful that only the Turians, Asari, and Salarians could beat on a fleet-by-fleet conformation.
Federation Attack Fleets mentioned below consist of a large complement of ships with enough firepower to give even the greatest military forces pause. The first three are used to defend clusters that include the species' homeworld. Others are stationed over crucial mass relay nexus to provide a quick response to any world under attack or attack by an enemy force. Very few military forces in the galaxy could withstand such assault, made in part due to a large number of dreadnaughts it has despite some questionable legality. Technically, the Federation should be limited to 1 dreadnaught or every 5 dreadnoughts the Turian Hierarchy construct due to the Treaty of Farixen. However, the treaty only acknowledges the species' government under the Union of Federations. Allowing for a larger number of dreadnaughts since the Human System Alliance is allowed to construct 2 dreadnaughts for every 5 dreadnaughts the Turians construct, and the other members are limited to the 1 dreadnaught for every 5 dreadnaughts the Turians construct.
By 2183, ten dreadnaughts listed under the Krogan Clan Alliance waited for completion when the Council formally acknowledged the Krogan government and their official capacity to reestablish an official military force. Due to the acknowledgment of the Krogan Clan Alliance, it is expected the 10 dreadnaughts will be operational by mid-2183, along with the fleet being at full strength. Making the total allowable number of dreadnaughts, the Federation can construct just as many as the Turians have.
(Update) By 2184, due to the Federation saving the Citadel, the Treaty of Farixen was revised. Allowing the Union of Federations itself can additional dreadnaughts construct for itself under the 1 to 5 ratio of Turian Dreadnaughts constructed. Making it so that for every 5 dreadnaughts the Turians have constructed, the Federation can construct 6 dreadnaughts. Only the Federation's smaller and less established shipyards and economy hamper the number of dreadnaughts the Federation Navy can build and support.
(X) Attack Fleet numbers by 2183 and expected numbers by 2184:
1st to 3rd Home Fleet: 4x Dreadnaughts, 5x Carriers, 10x Heavy Cruisers, 20x Cruisers, 40x Heavy Frigates, and 80x Frigates (159)
4th to 6th Fleet: 3(1)x Dreadnaughts, 4x Carriers, 8x Heavy Cruisers, 16x Cruisers, 32x Heavy Frigates, and 64x Frigates (127-128)
7th to 9th Fleet: 3x Dreadnaughts, 3x Carriers, 6x Heavy Cruisers, 12x Cruisers, 24x Heavy Frigates, and 48x Frigates (96)
10th Fleet: 2(1)x Dreadnaught, 3x Carrier, 6x Heavy Cruisers, 12x Cruisers, 24x Heavy Frigates, and 48x Frigates (95-96)
11th to 12th Fleet: 2(1)x Dreadnaughts, 3x Carriers, 5(1)x Heavy Cruisers, 10(2)x Cruisers, 20(4)x Heavy Frigates, and 40(8)x Frigates (80-96)
13th to 14th Fleet: 1(1)x Dreadnaughts, 2x Carriers, 4x Heavy Cruisers, 8x Cruisers, 16x Heavy Frigates, and 32x Frigates (63-64)
15th to 16th Fleet: 1(1)x Dreadnaughts, 2x Carriers, 4x Heavy Cruisers, 7(1)x Cruisers, 12(4)x Heavy Frigates, and 24(8)x Frigates (50-64)
(X) Attack Fleet numbers by 2185 and expected numbers by 2186:
1st to 3rd Home Fleet: 5x Dreadnaughts, 5x Carriers, 10x Heavy Cruisers, 20x Cruisers, 40x Heavy Frigates, and 60x Frigates (160)
4th to 7th Fleet: 4x Dreadnaughts, 4x Carriers, 8x Heavy Cruisers, 16x Cruisers, 32x Heavy Frigates, and 64x Frigates (128)
8th to 9th Fleet: 4x Dreadnaughts, 4x Carriers, 6(2)x Heavy Cruisers, 12(4)x Cruisers, 24(8)x Heavy Frigates, 48(16)x Frigates (98-128)
10th to 12th Fleet: 3x Dreadnaughts, 3x Carriers, 6x Heavy Cruisers, 12x Cruisers, 24x Heavy Frigates, and 48x Frigates (96)
13th to 16th Fleet: 2(1)x Dreadnaughts, 2(1)x Carriers, 4x Heavy Cruisers, 8x Cruisers, 16x Heavy Frigates, and 32x Frigates (64-66)
Begin Planning for a 17th and 18th Fleet.
(X) Attack Fleet numbers by 2186 and expected numbers by 2187:
1st to 3rd Fleet: 5x Dreadnaughts, 5x Carriers, 10x Heavy Cruisers, 20x Cruisers, 40x Heavy Frigates, and 80x Frigates (160)
4th to 9th Fleet: 4x Dreadnaughts, 4x Carriers, 8x Heavy Cruisers, 16x Cruisers, 32x Heavy Frigates, and 64x Frigates (128)
10th to 12th Fleet: 3x Dreadnaughts, 3x Carriers, 6x Heavy Cruisers, 12x Cruisers, 24x Heavy Frigates, and 48x Frigates (96)
13th and 16th Fleet: 3x Dreadnaughts, 3x Carriers, 4(1)x Heavy Cruisers, 8(2)x Cruisers, 16(4)x Heavy Frigates, and 32(8)x Frigates (66-81)
Begin assembling a 17th and 18th Fleet, each with 3x Dreadnaughts, 3x Carriers, 6x Heavy Cruisers, 12x Cruisers, 24x Heavy Frigates, and 48x Frigates (96). Expected to finish the 17th Fleet in 2189 and the 18th Fleet in 2191. Canceled Due to Reaper Invasion with Reserve Fleets Distributed to the Surviving Fleets to Bring Fleet Strength Back to Full Strength.
(X) Other Standard Fleets:
- Reserve Fleets: 0-1x Carrier, 0-2x Heavy Cruiser, 2-4x Cruisers, 4-6x Heavy Frigates, and 8-12x Frigates (14-25)
- Command Patrol Fleet: 1x Heavy Cruiser, 2x Cruisers, 4x Heavy Frigates, and 8x Frigates (15)
- Standard Patrol Fleet: 2x Cruisers, 4x Heavy Frigates, and 8x Frigates (14)
- Light Patrol Fleet: 1x Cruiser, 2x Heavy Frigates, and 4x Frigates (7)
- Heavy Planetary Defense Fleet: 2x Cruisers, 4x Heavy Frigates, and 8x Frigates (14)
- Standard Planetary Defense Fleet: 1x Cruiser, 2x Heavy Frigates, and 4x Frigates (7)
- Light Planetary Defense Fleet: 0-2x Heavy Frigates and 4x Frigates (4-6)
- Federation Exploration Force Makeup: Heavy Cruisers and Cruisers
- Federation Recon Core Makeup: Cruiser (command ship), Heavy Frigates, and Frigates
Union of Federations: Military Ranks
The Federation uses a modified version of the ranking system utilized by the Human System Alliance. Soldiers in their military are classified into rank-and-file enlisted personnel, experienced non-commissioned officers (NCOs), and specially trained officers. Federation Navy command structure is based on rank followed by ship class and a clear succession line among commanders of equal rank and ship class. The marine's ranks are even more clear-cut out of necessity as units are expected to fight even under heavy casualties.
The division between naval personnel and ground forces is small. Ground units are considered to be a specialized branch of the fleet, just as fighter squadrons are. In most cases, the naval officer has the power over ground forces commanders of equal and lower rank, for an army cannot survive without their navy's support. However, a field commander can still override the orders of a ship's commander of a lower rank. As the higher the officer's rank, the increased number of troops under their reasonability. However, they will never be able to override an Admiral or Fleet Admiral as they oversee the defense of vast regions of Federation Space (around a dozen clusters).
Among military officials, the Federation separates personnel below the rank of captain/major by the designation of their job for their commander's ease. Job designation is indicated by a stripe found along their combat armor's left arm or around shoulder pads on their uniforms with wrist pads on dress uniforms with sleeves. Marines have grey representing regular soldiers, red for specialized soldiers, yellow for technicians, blue for biotics, and green for mages for their uniforms and armor. Non-marine naval personnel has only a silver stripe on their armor, while their uniforms have an orange for engineers, white for doctors, brown for scientists, purple for pilots, and silver for communication personnel, navigators, and strategists. Rank designated is found on the chest plate for combat armor and on the pads found on vest and dress uniforms.
In ascending order of responsibility, the ranks within the Federation are:
ENLISTED
Serviceman 3rd Class/Private 1st, 2nd, and 3rd Class (one triple dash line, one double dash line, one dash line)
Serviceman 2nd Class/Corporal 1st, 2nd, and 3rd Class (two triple dash lines, two double dash lines, two dash lines)
Serviceman 1st Class/Sergeant 1st, 2nd, and 3rd Class (three triple dash lines, three double dash lines, three dash lines)
NCOs
Service Chief (one V arrow)
Gunnery Chief (two V arrows)
Operations Chief (three V arrows)
OFFICERS
Ensign (one line)
Lieutenant 2nd Class (one line and a triple dash line)
Lieutenant 1st Class (two lines)
Lieutenant Commander (two lines and a triple dash line)
Commander (three lines)
Captain/Major (three gold lines)
Rear Admiral/Colonel (three gold lines and two silver triple dash lines)
Vice Admiral/Brigadier General (three gold lines and two silver lines)
Admiral/General (four gold lines and three silver tripe dash lines)
Fleet Admiral (four gold lines and three silver lines)
Grand Admiral (five gold lines and four silver lines)
Union of Federations: Political Parties
While there are possibly hundreds of political parties representing many aspects of the Federation, there are six main parties in Federation politics.
(X) The Capitalist Industrial Party is a party that promotes the interest of individual companies and the economy. They also argue about changing regulations and policies that favor an individual company or companies. Believing a strong economy will improve the lives of the individual as the consumers and self-interest will keep a company in check. This party is considered the most fractured as a member's loyalty is determined more by the company they work for or buy from rather than the party itself. Leading to infighting as they often lobby for companies whose interests may contradict each other as they side with the other party's stand on issues. Members include every species except the geth.
(X) The Defense League Party is a party that promotes increased military and police funding for a stronger defense force against hostile powers. They also argue for harsher penalties against criminals and a strong military presence in the lawless zones of the galaxy. Believing it is the only way to end hostilities and raids on the colonies. It is considered one of the most popular parties due to the increasing number of wars and pirate raids the Federation has faced. Most of its members are krogans, with a significant number of humans and a strong number of quarians.
(X) The Democratic Liberation Party is a party that promotes free speech, environmental protection, social justice, equal opportunities, and individual freedoms. They also argue the need to protect individual and cultural rights, even over the law, and the need to be more involved in the galaxy to promote peace. Believing that giving up freedoms would turn the government into a cruel dictatorship. It is considered one of the more popular parties as Federation members are mostly democratic, and its members had faced injustice in the past or are sympathetic to such people. The majority of members are humans or quarians, though a strong percentage are krogans.
(X) The First Prime Party is a party that promotes the idea that the Union of Federations must adopt a Federation first principle. They also argue the Federation needs to increase tariffs on alien imports, decrease interaction with the galactic community, and decrease the teaching of alien cultures in schools. As well as the severing of all ties with the Citadel Council, even if that means war. Believing that the Federation must stand firm and strong against outside alien influence. While powerful, the party is considered one of the weakest main parties due to a large percentage of jingoists and xenophobes making them seem bigoted and racist, even against fellow members. Turning many potential members away from the party. Though they have enough people and power to make it difficult for politicians from other parties if they wish. The majority of its members are humans or krogans.
(X) The Geth Concession Party is not considered an official party but a voting block because when the majority of geth vote one way, then almost the entire race votes that way. Making it one of the most powerful factions that many political parties try to convince to vote their way. The party has no official platform or belief outside of the belief logic must prevail.
(X) The Science Union Party is a party that promotes the increased funding and support of the sciences, education, and research to better the living condition of Federation members. They also argue about increasing information sharing and treaties to share technology. Believing that the sharing of technology will increase the understanding of the sciences, which will increase the Federation's technological advancement. While not considered the most popular, it is a strong party that can decide how a vote goes due to its steady number of hard-core members. The majority of its members are quarians or humans.
