Galente Federation
Lord of AshesContents
- 1Biodata
- 2Power Progression
- 3Background
- 4Government and Society
- 4.1Political and economic structure
- 4.2Population and living conditions
- 5Territory and Industry
- 6Military Forces
- 6.1Fleet command structure
- 6.2War fleets and fortresses
- 6.3Robot legions and giant mechs
- 6.4Gene Warriors and Angel-Type Robots
- 7Technology and Superweapons
- 7.1Scientific establishment
- 7.2Ultimate Quantum Computer
- 7.3Endless Light
- 7.4God Crystals
- 7.5Other documented weapons
- 8Resource Policy
- 9Relationships
- 10Story Role / Major Arcs
Biodata
| Feature | Details |
|---|---|
| Name | Galente Federation |
| Alias(es) | 盖伦特联邦 |
| Species/Race | Predominantly Federation humans and other humanoid creatures; its population also includes a large clone underclass 2357 1172 |
| Occupation/Role | Former top-level technological civilization, industrial power, interstellar military state, and later Wizard Alliance member |
| Status | Defeated in its Civilization War with Wizard Civilization. It entered the Wizard Alliance, but its sovereignty, senior officials, and strategic forces remain subject to extensive Wizard Civilization supervision and soul-based control. Its military technology continued advancing under this supervision, while its Super Quantum Computer was appropriated for Saine’s Magic Cube. 3283 3793 3489 4028 |
| First Appearance | 816 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Top-Level Civilization | 2364 | Entered the ranks of top-level civilizations after studying the Ateddis Civilization's γ Crystals and the experimental data from their self-destruction, allowing the Federation to touch upon the Level-9 “God Domain.” Its late ascent and losses against the Silent Bone Collection Civilization left it disadvantaged against Wizard Civilization. |
| Former Top-Level Civilization / Wizard Alliance Member | 3283 3489 | Following defeat in the Civilization War, the Federation became a former top-level civilization incorporated into the Wizard Alliance. Despite severe restrictions and losses, its mature industrial base retained the capacity to rapidly produce high-end warships, fortresses, and two Dominator-class giant mechs against the Evil Tide threat. |
| Evil Tide Rearmament | 3489 | Under Wizard Civilization oversight and the threat of Monster Emperor Geluomuzi, the Federation resumed full-scale production of warships and Interstellar Fortresses and successively completed two Dominator-class giant mechs. Its more mature warship, fortress, and mech systems remained its principal source of high-end power. |
| Continued Technological Growth / Loss of the Super Quantum Computer | 4028 | Exposure to Black Yin, Ai Youlan Butterfly, Norman Federation, Bostan, and Source Energy technologies strengthened the Federation’s military capabilities. Wizard Civilization maintained soul control over its leaders, and Saine took its Super Quantum Computer for his Magic Cube to devour while restricting further technology transfers. |
| Comprehensively Upgraded Military Equipment | 4069 | Acquired technologies from Ai Youlan Butterfly Civilization, Bostan Civilization, Chris Civilization, and portions of Source Energy Civilization produced comprehensive improvements to its military equipment. Two Dominator-Class War Fleet formations deployed rule-energy Doomsday Weapons alongside giant mechs in the Flowing Light Retrospective World. |
| Expanded Gene Enhancement Research | 4169 | Gene-Enhanced humans had become one of the Federation’s principal recent research directions. The Level-8 Peak cyborg technology of the Zeus Skelton Empire was identified as potentially useful to both the Federation’s Gene Enhancement research and the Norman Federation’s Artificial Human research. |
Background
The Federation was once a friendly civilization of Wizard Civilization. It supplied fleets to support Wizard Civilization during its war with the Light God Race, while Wizard Civilization later aided the Federation against the Silent Bone Collection Civilization. Its relationship with Wizard Civilization deteriorated after it destroyed its longstanding enemy, the Rose Dynasty Civilization, acquired its Dominator-class mech technology, and was subsequently treated as a rising top-level threat. 2364 2723
The destruction of the Rose Dynasty became a defining technological turning point. The Federation adapted Rose Dynasty mecha principles into its own two-pilot, Brain Domain Link system, while retaining cheaper robots and drones for lower-level warfare. 1715 1360
Before open war, the Federation attempted to draw worlds and factions away from Wizard Civilization through recruitment and inducements, including activities in Wild Gorilla World and the Bone Tomb Star Region. Wizard Civilization responded with military pressure, surveillance, and infiltration of Federation territory. Two earlier rebellions among Federation-affiliated civilizations also involved Wizard Civilization’s covert influence, and Rose Dynasty survivors escaped the Federation’s blockade to seek refuge in Wizard territory. 1171 838
During the Civilization War, the Federation relied on immense industrial output, large populations, fleets, fortresses, robots, and planetary resources to contest Wizard Civilization. Its shortage was high-end combat power: Dominator-class fleets, warships, fortresses, and their energy cores could not be produced as rapidly as ordinary war matériel. 1928 1441
As its position worsened, the Federation sold advanced technologies to outside supporters, faced clone uprisings across more than a dozen star regions, and ultimately entered surrender negotiations with Wizard Civilization. 1969 2357 2597
The Federation eventually contracted its defensive lines and ceased reinforcing many vassal civilizations as the pressure on its Homeland Star Territory became unsustainable. It offered some affiliated civilizations Life Planets and resources in exchange for transferring their elite forces to the homeland front, but not all accepted the arrangement. 2170
Following its defeat, the Federation retained less than one-fifth of its former homeland star territory under direct control while Wizard Civilization determined the return of occupied systems, garrison arrangements, and technology transfers. It was subsequently admitted into the Wizard Alliance, though its political and military autonomy remained heavily constrained. 2602 3283 3793
Postwar restrictions were gradually relaxed in practice where Wizard Civilization’s military needs required it. New Federation warships incorporated Capricorn Empire technologies into deck alloys and power-conversion systems before all corresponding legal or contractual restrictions had formally been lifted. Continued access to foreign technological systems strengthened the Federation, but also renewed concerns among Wizard Civilization’s leaders about its long-term potential. 3018 3451 4028
Government and Society
Political and economic structure
- The Federation uses virtual Federation Credits rather than physical currency; wealth heavily influences social status and political influence. 1352 1350
- Its apparent political leadership includes a president, parliament, military marshals, and a Supreme Council, but major financial conglomerates are regarded as the civilization’s true power base. 1350 1969
- During the Civilization War, presidential elections were suspended. When the Speaker who succeeded an incapacitated president died, Vice President Jonah was elevated to the presidency under constitutional succession procedures. 2362
- The Federation’s Supercomputer manages complex internal affairs and helped suppress unrest during the war with minimal losses. It was later taken by Saine for absorption by his Magic Cube. 2366 4028
- Citizens are divided into five classes. Second-Class Citizens may travel and conduct business but lack constitutional voting rights. 1352
- Federation law requires incoming individuals and vessels to register with the Federation Central Database. Identity Crystal Cards establish a visitor’s recognized status, while Black Bracelets provide access to funds for daily expenses. 1352
- Ordinary humans formed much of the Radical and Pro-War factions, whereas powerful elites and major financial conglomerates generally favored a more conservative, long-term approach to interstellar competition. 845
- By the opening of secret surrender negotiations, purges had placed more than four-fifths of governing power in the hands of the Peace Faction, also called the Surrender Faction. Remaining radicals were considered a possible threat to the visiting Wizard delegation. 2601
- After the Federation’s defeat, Wizard Civilization implanted controlling Magic Conductors in nearly all planetary-level officials and used soul control, identity chips, and public-opinion management to extend its influence through Federation society. 3793
- Clones who gained lawful recognition in the Texas Star Region were granted the voting rights of Federation citizens. 2709
- At a later Wizard Alliance Assembly, the Federation sent nearly ten thousand representatives from its military, political, economic, academic, and cultural sectors. Despite maintaining a low profile before the meeting, its delegation was substantially larger than those of most Large World Alliance Planes. 4508
Population and living conditions
- The Federation’s mature immigration and Life Planet transformation technologies support a population potentially several times larger than Wizard Civilization’s despite its smaller territory. 1602
- Ordinary Federation humans generally remain below Level 1; Gene Potions and higher-grade genetic modification are expensive luxuries rather than universal benefits. 1351
- Federation humans normally have average lifespans of roughly five hundred to eight hundred years, and ordinary citizens can commonly undertake interplanetary or even interstellar travel through the Federation’s mature transport network. 1351
- Free or inexpensive Gene Potions supplied through welfare policies spare ordinary humans from most diseases, although potions capable of raising their life levels remain difficult for middle-income families to afford. Long-distance migration is encouraged through benefits such as tax exemptions. 1351
- Compulsory education lasts nearly eighty years. 1356
- Federation human birth rates are relatively low because of social and economic pressure, though wartime policy adjustments could substantially expand the lower-class population. 1356
- During the prolonged war, lower-class society became increasingly oppressive: vacations were suspended, and many citizens lived almost entirely between work and sleep. 2605
- Clones were commonly assigned to the bottom of fleets and legions as maintenance workers or single-soldier craft pilots. Their coordinated uprisings nearly collapsed one-third of frontline war zones. 2357
- Many ordinary humans display a sense of superiority toward inhabitants of weaker civilizations and regard their imperial or feudal institutions as backward. Federation elites, by contrast, cultivate relationships with influential alien figures when those connections offer political or commercial advantages. 1355
- War reparations were initially to be drawn largely from the major consortiums, but Federation negotiators understood that the economic burden would ultimately fall upon the lower classes. Bond and other officials sought terms that would preserve rights and reduce hardship for these citizens. 2601
Territory and Industry
- Texas Star Region — The Federation’s largest and most important heavy-industrial region. More than 80% of its military-industrial enterprises later concentrated there, making it more vital than its political and economic centers. This concentration followed Wizard Civilization’s postwar policy preferences and strong control over the region. 3258
- Cybertron Star Region — A heavy-industrial zone containing more than 300 Mechanical Planets, space stations, artificial satellites, military bases, robots, and Federation scientists. It has few Federation human residents and no Life Planets. Three of the Federation’s ten leading Heavy Industry Laboratories were established on or around Cybertron Planet. 1361 1171
- Federation Capital Star — The political, economic, and cultural center of the Federation, where presidential transitions, parliamentary reorganizations, and major strategic decisions are conducted. 1365
- Replaceable mother planets — The Federation has lost numerous mother planets throughout its history, beginning with the environmental destruction of its original homeworld and continuing through later wars. Its capital holds primarily political and symbolic significance rather than being indispensable to the civilization’s survival. President Jonah, his staff, and parliamentary leaders evacuated before Evil Tide forces approached the Capital Star. 2357 3489
- Starry Sky Region — A Federation region especially rich in light- and Fire Element planes and its largest production region for Attribute-less Energy Chunks. 2359
- Life Planet construction — The Federation can build artificial Life Planets through specialized planetary transformation companies. 1350
- Artificial planets and satellites — Federation star regions contain extensive artificial Life Planets, Mechanical Planets, reconnaissance satellites, and combat satellites, giving its territory a densely developed and heavily industrialized character. 2361
- Broken-plane development — Its technological system allows it to exploit Broken Planes, void meteors, and other locations considered economically unworthy by Wizard Civilization. 1350
- Defensive worlds — In contested regions such as the Wild Star Territory, the Federation transformed planar worlds into metal fortifications and extensively hollowed out their underground areas, allowing surviving forces to continue resisting after the surface was occupied. 2230
- Mass production — Given sufficient resources, its factories can rapidly produce hundreds of millions of robot troops and expand fleet production. A specialized robot warrior with combat power comparable to Level 1 can be manufactured on an established assembly line in no more than approximately an hour. 816
- Icarus Conglomerate — A major producer of Mechanical Angels and military equipment that became an important supplier to Saine. He ordered it to prepare at least five hundred million combat units within twenty years, allowing robot legions or mixed formations of fortresses, strongholds, and giant mechs. 2362 3018
Military Forces
Fleet command structure
| Command rank | Approximate combat equivalence | Notes |
|---|---|---|
| Major General | Level 4 | Commands a fleet group. 1364 |
| Lieutenant General | Level 5 | Commands a fleet group. 1364 |
| Marshal | Dominator-class | Commands fleets capable of contending with Dominator-class beings; such fleets are limited in number. 1364 |
War fleets and fortresses
- Federation fleets operate as coordinated combined formations of attack, patrol, escort, supply, transport, reconnaissance, and command ships. A single vessel is vulnerable, but an assembled fleet can hunt gods. 1352
- The Federation classifies beings with Level-4 or greater combat strength as shipbreakers, as such opponents can individually threaten an entire ordinary fleet. 2572
- Dominator-Class War Fleets are the Federation’s most mature high-end military system. Individual Dominator-class battleships do not equal Level 7 power alone; a full fleet formation is required to threaten beings above Level 7. 1948 1441
- A special-grade fleet group such as General Lambos’s R7 Fleet Group can possess combat strength comparable to a Level-6 Peak creature, while its component fleets may separately contend with Level-4 or Level-5 creatures. 1365
- Interstellar Fortresses anchor defensive lines and may carry regional force fields. Federation AT Protective Force Fields can cover a much wider area than ordinary mech shields. 1388 1715
- The Federation extensively converts meteorite belts, Demiplanes, and Broken Planes into automated or remotely controlled weapons platforms. 1417
- The Black Ops Special Fleet is a secret strike force built for surprise attacks behind enemy lines. Its spatial-jump capability can rival that of Dominator-Class War Fleets, though its weak endurance and pursuit capability require it to withdraw quickly after striking. 1474
- Even after surrendering, damaged Dominator-Class War Fleets, Dominator-class mechs, and two Dominator-class fortresses remained valuable assets that Wizard Civilization considered reorganizing for renewed service. 2709
- Federation frontline forces generally maintained high morale and rarely conducted disorderly retreats. When overwhelmed, units often carried out organized strategic withdrawals or rearguard sacrifices to preserve the main fleet. 1947 1459
- Command protection can include multiple possible flagships, numerous decoy ships, and escort fleets. Marshal Rommel’s formation used three heavily protected flagships without revealing to most commanders which one carried him, complicating enemy decapitation attacks. 1714
- Federation forces initially enjoyed particular advantages in starry-sky warfare through the quantity of their vessels and specialized technological weapons, while Wizard Civilization was stronger in planar warfare. The Federation eventually lost even its former dominance of the surrounding void as the war deteriorated. 1454 2171
- High-end systems favored for Evil Tide deployment included Orobos-class warships, Conqueror-class Titan Ships, Dominator-class fortresses, and giant mechs. Wizard Civilization preferred investing in these mature systems rather than additional unstable Dominator-class Angel-Type Robots. 3451
- Marshal Merrick developed considerable influence among middle- and lower-ranking Federation personnel by personally attending to wartime affairs and repeatedly fighting at the front. His command style emphasized defensive warfare, protective escort groups, and substantial buffer fleets. He later served under Saine’s direct command during operations to reclaim the Underworld Star Region. 3379 3667
- Before fighting in the Flowing Light Retrospective World, the Federation accounted for its unusual rule environment and the resulting energy-expenditure requirements. 4069
Robot legions and giant mechs
- Drones and combat robots form more than 90% of the Federation’s cannon-fodder legions. Their individual strength is often below Level 1, but their scale makes them dangerous even to stronger lifeforms. 1729 1454
- Giant mechs are primarily Level 3 or above and generally require two enhanced pilots linked through a Brain Domain Link. 4069 1360
- Federation mech pilots receive enhancements particularly focused on their brain regions. Their life levels need not approach the combat level of the machines they operate. 1374
- Early Federation mechs generally stood around seventy meters tall, while later giant mechs deployed with its improved fleets averaged at least one hundred meters. Their designs combined Rose Dynasty core principles with Federation technology rather than copying the original machines wholesale. 1360 4069
- The Federation developed giant mechs to counter agile high-level creatures that can exploit a fleet’s weakness at close range. 1388
- Dominator-class giant mechs are a mature high-end system compared with its more experimental Dominator-class robots. 3451 3489
- After becoming a former top-level civilization, the Federation rapidly manufactured two additional Dominator-class giant mechs to resist the Evil Tide invasion. 3489
Gene Warriors and Angel-Type Robots
- The Federation can sell a Level-4 genetic modification project for 100 billion Federation Credits, though genetic modification was historically not its principal strength. Saine judged that the publicly sold procedure granted selected Level-4 characteristics, especially lifespan, rather than producing a genuine Level-4 combatant in every respect. 1351 1666
- Its elite agents include heavily Gene-Modified Warriors such as James Bond, whose inheritance from the Black Yin Civilization enabled a difficult-to-replicate rise to Dominator status. 3451 1666
- The Federation continued researching Human Body Function Breakthrough and Super Gene Warrior Cultivation projects connected to Bond after the war. 3269
- Bond’s Level-7 advancement did not establish that Federation Gene Enhancement alone could routinely manufacture Dominator-class warriors. His Black Yin inheritance and cultivation methods were decisive, and other Federation Gene Warriors lacked the same opportunity. 3451 3932
- After advancing, Bond was ordered by Wizard Civilization’s Combat Command to report to the Brain Eater Star Region frontline within one hundred years. 3451
- Gene-Enhanced humans later became one of the Federation’s major research directions, even though warships, fortresses, and mechs remained its established sources of high-end military power. 4169
- The Federation created the Mechanical Angels Icarus and Fumila, but their eventual Dominator transformations depended on Saine’s Magic Cube. 3451
- Its Angel-Type Robot projects remain costly and unstable. Icarus’s early deployments were prone to overheating, and later attempts at Dominator-class angel development faced funding shortages. 3451 2366
- When Icarus was reactivated as a Dominator-class Angel-Type Robot, she initially malfunctioned and treated nearby beings as enemies. Saine stabilized her by merging the Magic Cube with her, after which she recognized him as her master. 2632
- After the surrender, Federation war fleets commanded by Bond, mech units commanded by Robert, and Angel-Type Robot legions were deployed alongside Wizard Civilization forces in the Faelun Continent campaign. 2632
- The Federation continued supplying advanced technological equipment, Doomsday Weapons, and mounted components for Saine’s repairs and upgrades to Icarus after the Metal Graveyard War. 2955
Technology and Superweapons
Scientific establishment
- Samirato is the Federation’s chief scientist and a national-treasure-level theorist. His design concepts are used in many Dominator-class battleships and Stellar Fortresses, and he specializes in superweapon weapon systems and launch carriers. 1367 2364
- Ilo developed the practical Brain-Domain Interconnection Theory that established the Federation’s giant-mech military system. 1367
- Sipnas researches humanoid combat weapons, angel blueprint cloning, and advanced robot technology. His ambition is to develop Angel-Type Robots beyond the Norman Federation’s Artificial Humans. 1602 1603
- Federation scientists are generally physically frail and possess limited political authority compared with Wizard World mages, although figures at Samirato’s level can influence the civilization’s overall direction. 1776
- The Federation’s military technology has also been strengthened through the acquisition or study of Ai Youlan Butterfly Civilization, Bostan Civilization, Chris Civilization, and Source Energy Civilization technologies. 4069
- It also absorbed Black Yin Civilization gene technology and Norman Federation Artificial Human technology. Scientists gained further knowledge through collaborative experiments, while damaged foreign warships sent to Federation Cosmic Fortress bases for repairs provided continued exposure to advanced designs. 4028
- Its archaeological and relic-analysis technologies are highly developed, at times producing information more precise than Wizard Civilization’s astrological methods. Its study of Ai Youlan Butterfly Civilization wreckage also enabled it to identify additional ancient relic sites. 1608 1609
- Following defeat, Samirato, Ilo, Sipnas, and other leading scientists were placed under close protection and treated as strategic bargaining chips in the Federation’s technology negotiations with Wizard Civilization. 2602
- Civilian travel uses advanced wormhole routes. Spatial beacon positioning offers greater transmission distances, smaller spatial fluctuations, and greater carrying capacity, making it particularly suited to military vessels. 1353
- Federation warships are precision constructs whose combat function can be critically disrupted by damage to comparatively small sections, even when their outer structure appears robust. This vulnerability contributes to the danger posed by high-level opponents at close range. 1389
Ultimate Quantum Computer
The Ultimate Quantum Computer, also referred to as the Super Quantum Computer, was one of the Federation’s two Civilization Supreme Treasures, alongside the Endless Light Launch Device. It supported the Federation’s exceptional information-processing, logistical planning, internal administration, and wartime command capabilities, enabling its technological society to operate with precision even under simultaneous external attacks and internal unrest. 1607 2366 3018
Its strategic calculations placed the Federation’s highest estimated probability of defeating Wizard Civilization at 48% when its Dominator-class mech technology was entering large-scale service. During the Doomsday Project, it assessed the relative chances of success of the participating fleet groups. Saine later used it to evaluate the Minghe Empire’s chances of surviving the Evil Tide crisis, obtaining an estimate of approximately 20%. 1367 2572 3018
With support from Befu and Master Naige’er, Saine later visited the Federation to take the computer for his Magic Cube to devour. Its appropriation formed part of the continuing restriction of Federation power, even as Saine publicly assured Bond of equal treatment. 4028
Endless Light
The Endless Light Launch Device is one of the Federation’s two original Civilization Supreme Treasures, alongside its Ultimate Quantum Computer. Powered in essence by γ Crystal energy, it is a Doomsday Weapon capable of piercing through a Mechanical Planet and grievously injuring a Level-8 Dominator. 1824 2364 1975 1597
The weapon remained a potent symbol of the Federation’s surviving technological foundation during the war, including when it was fired from a large Mechanical Planet against a Destruction Giant Ape in the presence of Myriad Transformations Celestial Venerable World reinforcements. 1977
A later firing was followed by the Federation’s officially proclaimed “great counterattack.” Despite propaganda announcing victories, its controlled territory fell by another two-thirds over approximately five hundred years after the Asgard Star Region battle. 2568
God Crystals
- God Crystals were developed from research into the Ateddis Civilization’s γ Crystals and can release Level-9 “God Domain” power. 2364
- The Federation initially developed two God Crystals before its war with Wizard Civilization, then replicated four unstable versions during the conflict. 2364
- Its Doomsday Project sought to transport God Crystals into Wizard Civilization’s home starfield and detonate them, potentially annihilating one-third of the Wizard World. 2364
- Six War Fleet groups carried God Crystals under the Doomsday Project. Three were intercepted and surrendered with minimal resistance, including Marshal Rommel’s fleet, while other groups were destroyed, captured, or escaped interception. 2574
- The project failed to reverse the war; several God Crystal fleet groups surrendered or were intercepted by Wizard Civilization. 2574 2597
- Master Douglas later seized a God Crystal from Marshal Sidof’s Conqueror-class Titan Fleet, ending the decisive battle in that theater. 2584
- Wizard Civilization sought to capture the crystals intact for use against the approaching Evil Tide threat rather than merely destroy the fleets carrying them. 2574
Other documented weapons
- Gravity Collapse Bomb — A weapon aimed at low-level legions; it crushes and tears apart targets caught within its field. 1536
- Gellerat Ray — A particle-ray weapon intended for beings above Level 4. 1536
- Star Breaking Cannon — A planetary weapon capable of triggering a struck planet’s self-destruction. 1536
- Space Orbital Cannon — A powerful fleet weapon deployed by the Shadow Fleet against Saine and Yuli. 1493
- Doomsday Weapon Rule Energy Torrents — Dominator-Class Fleet formations can unleash immense rule-energy torrents against mid- and low-level forces. 4069
Resource Policy
- The Federation considers a plane’s Heart of the Plane, or Star Core, a strategic energy resource for constructing Interstellar Fortresses and advanced warships. 1421
- It is willing to extract Star Cores from conquered worlds and has plundered nearly a thousand from Wizard Civilization territory during the war. 1459
- A Level-8 fleet’s construction may require the Heart Core of a Large Plane or the core of a Dominator-class being, making such fleets indicators that a Large World or powerful lifeform may be targeted as fuel. 1662
- Its ability to relocate populations, construct Life Planets, and deploy protective shields reduces its concern over the death of exploited planes. 1421
- The Federation has repeatedly used planetary destruction as a military measure, including the use of Star Breaking Cannons against Sass Planet despite the Sanok people being allied with Federation forces. 1538 1536
- In return for Myriad Transformations Celestial Venerable World support, it agreed to transfer energy block manufacturing technology, artificial planet modification technology, portions of its Doomsday Weapon systems, and resources worth several trillion Federation Credits. Transfers were staggered to ensure that promised reinforcements actually reached the battlefield. 1969
- Wizard Civilization’s postwar resource allocations helped the Federation produce new Super Battleships and giant mechs. With sufficient materials, especially Dominator Heart Cores, its rate of high-end force expansion could exceed the pace at which Wizard World cultivators individually advanced to Dominator status. 3269 3017
Relationships
- Wizard Civilization — Former wartime ally that became the Federation’s principal rival and eventual victor in the Civilization War. The Federation was later admitted into the Wizard Alliance, while Wizard Civilization retained control over many Federation military, political, commercial, and scientific leaders through soul methods and Magic Conductors. 2364 3283 4028 3793
- Saine — Initially an infiltrator and wartime enemy, later the leader of a Wizard surrender-negotiation delegation and an influential overseer and customer of Federation industry. Federation leaders sought his favor and support for military expansion, while he remained wary of their civilization’s growth and eventually appropriated its Super Quantum Computer. 2601 3018 3260 3451 4028
- Rose Dynasty Civilization — The Federation destroyed the Rose Dynasty and obtained the Dominator-class mech technology that accelerated its own military development. In the postwar Wizard Alliance era, Federation mech pilots were trained by Rose Dynasty elite pilots. The Federation’s destruction of the Rose Dynasty’s Mother Plane and extraction of its Heart Core remained a source of enduring hatred despite this cooperation. 2723 3260
- Cybertronian Intelligent Robots — Created and controlled by Federation scientists, then subjected to command shackles; the Decepticons’ rebellion became a major internal threat. 1361 1364
- Norman Federation — Technological competitor whose Dominator-class Artificial Human manufacturing technology was intensely coveted by the Federation. The Federation was superior in fleet and life-engineering technology but initially failed to acquire the Norman Federation’s closely guarded Artificial Human system despite extensive infiltration. Both civilizations later operated under Wizard Civilization, and some technologies taken from the defeated Galente Federation reached the Norman Federation. 1603 2956
- Shi'a Empire — A Large World cultivation civilization and Federation vassal; its Rainbow Feather Army serves as an elite affiliated force. 1347
- Tris Civilization — A subordinate Large Technological Civilization that split from the Federation and retains strong Federation bloodline influence among its ruling class. Approximately seventy percent of its upper echelon was described as possessing Federation bloodlines. 1351 2359
- Apocalypse Great World — A peripheral affiliated large cultivation civilization whose covert activities once prompted Federation scrutiny and the dispatch of multiple war fleets. It was later invited to join the Federation’s “Holy War” against Wizard Civilization. 1608 1510
- Ferocious Beast Star — A Medium Plane civilization affiliated with the Federation and reliant on it as a patron against regional threats. Its flesh creatures proved particularly compatible with Federation technology and fought effectively in the fortified metal environments of the Wild Star Territory. 816 838 2230
- Huya People — An interstellar wandering race hired through the Shi'a Empire for service on Federation battlefields. Federation escort vessels restricted and monitored their movements, and their leaders had no authority to alter their deployment to the Hengduan Star Region. 1397 1398 1402
- Underworld — A former Wizard-aligned Large World whose Blood River Grand Warlord, Nair Wen Yinke, defected to the Federation after negotiations with its envoys. The Federation provided compensation for wartime losses but also extracted Star Cores from devastated worlds in the region. In the later Wizard Alliance era, Merrick’s Federation fleets assisted operations to reclaim the Underworld Star Region. 1347 1459 3667
- Divine Descendant World — A Large World civilization based on faith and godhood that allied with the scientifically oriented Federation. Federation reinforcements protected selected frontline worlds rather than attempting to defend its entire star region. Its chief god, Marduk, possessed Level-7 Peak strength and was described as the strongest individual combatant within the Federation’s affiliated forces. 1917 1946 1948
- Myriad Transformations Celestial Venerable World — Accepted Federation technology and resources in exchange for military support, then later refused further troop commitments. 1969 2363
- Minghe Empire — Cooperated with the Federation in a cross-realm expedition, for which the Federation covered at least 65% of the energy expenditure. During the Civilization War, the Federation also sought Minghe support but avoided direct battlefield coordination despite transporting more than thirty million troops for the empire. 1821 1829 2389
- Ateddis Civilization — The Federation’s study of this ancient top-level technological civilization’s γ Crystals gave it access to God Crystal research and the threshold of Level-9 power. 2364
- Ai Youlan Butterfly Civilization — A major source of technological inspiration and relic research for the Federation, whose remains and technologies were considered particularly valuable due to their technological nature. 4069 1619 1609
- Black Yin Civilization — Its gene technology and cultivation inheritance contributed to Federation research and, most decisively, to Bond’s exceptional rise to Level 7. The inheritance was not generally available to other Federation Gene Warriors. 3451 3932 4028
- Zeus Skelton Empire — Its Level-8 Peak cyborg technology was considered a potential research source for the Federation’s Gene-Enhanced humans. Saine nevertheless sent a fragment of Famas’s corpse to the Norman Federation, reflecting his preference for balancing multiple technological forces within the Wizard Alliance rather than allowing the Galente Federation to dominate alone. 4169
Story Role / Major Arcs
- Prewar competition and recruitment — The Federation attempts to undermine Wizard Civilization’s sphere of influence through affiliated-world recruitment and covert diplomacy, including securing Nair Wen Yinke’s defection. Wizard Civilization conducts its own surveillance and infiltration in response. 838 1171 1347
- Saine’s Federation infiltration — Traveling under the identity of Pulis, a Shi'a Empire noble’s son, Saine registers as a Second-Class Citizen and studies Federation travel, society, economic networks, and military technology before approaching Cybertron Planet. His observations challenge Wizard Civilization’s portrayal of the Federation as uniformly backward or corrupt. 1350 1352 1353 1355 1356
- Battle for Ribos World — Federation defenses outside Ribos World are breached by Saine’s forces. Lieutenant General Freeman withdraws toward the Green God Plane while subordinate officers and mecha units remain behind in suicidal rearguard actions. 1946 1947
- Cybertron Rebellion — Saine partially removes the Intelligent Robots’ command shackles, enabling the Decepticons to prepare a broader uprising against Federation control. 1364
- Cybertron counterinsurgency — The Federation pursues the escaping Cybertronian robots with war fleets and attempts to adapt its warships through analysis of Saine’s Blue Fire, but the robot rebellion remains an enduring security threat. 1393
- Subspace relic conflict — Federation forces enter Ai Youlan Butterfly Civilization relics, attack Wizard research bases, and seek to seize discoveries made by earlier exploration teams. Their eventual withdrawal prompts Wizard pursuit operations, including Saine’s requested assault on a troop transit station. 1609 1635 1642 1748 1749
- Wild Star Territory campaign — Federation forces defend heavily modified metal worlds and underground strongholds. Saine’s forces overcome these defenses, taking the Adverse Wind Plane and annihilating the Federation units stationed there. 2230 2239 2254
- Great rout — Defeat spreads from the Florenza Star Region into the Texas Star Region. The fall of the Schumann Steel Jaw Base Cluster to Wizard Civilization’s Titan Giant Legion signals further territorial collapse and intensifies pessimism among Federation personnel. 2360
- Doomsday Project — Facing defeat, the Federation develops a plan to use God Crystal-equipped fleets against Wizard Civilization’s home territory. The plan is undermined by interceptions and defections, including Marshal Rommel’s surrender. 2572 2574 2364
- Final resistance — Federation forces continue to counterattack, repair ruined fortifications, and resist Wizard Civilization’s general offensive despite mounting losses and collapsing alliances. 2239 2394 2363
- Surrender negotiations — The Federation offers fleets, Soul Magic control access, and reparations in exchange for ending the war, while Wizard Civilization debates occupation versus integration. Subsequent negotiations cover sovereignty, territorial boundaries, garrisons, and technological patents. 2573 2602
- Capital Star negotiations — Saine leads a delegation of one hundred Wizard powerhouses above Level 4 to meet President Jonah. Bond protects the delegation against possible radical interference. The initial secret talks last a month and a half, followed by a broader second round after Wizard Civilization’s leadership reviews their results. 2601 2603
- Postwar incorporation — Following defeat and admission into the Wizard Alliance, Federation industrial capacity, scientists, surviving fleets, mechs, fortresses, and Angel-Type Robot projects are progressively integrated into Wizard Civilization’s strategic structure. 3283 2632 3260
- Icarus reactivation — During the Faelun Continent campaign, the Dominator-class Angel-Type Robot Icarus is awakened but malfunctions until Saine uses the Magic Cube to stabilize her. 2632
- Postwar industrial expansion — Saine inspects Federation developments during a twenty-year visit, orders five hundred million combat units from the Icarus Conglomerate, and later secures Federation support for completing two Dominator-class Cosmic War Fleets. Federation officials view cooperation with him and the approaching Twenty-Seventh Wizard Alliance Assembly as opportunities to improve their position. 3018 3259 3260
- Evil Tide rearmament — As the Evil Tide threat intensifies, the former top-level civilization continues manufacturing warships, Interstellar Fortresses, and Dominator-class giant mechs under Wizard Civilization oversight. 3489
- Underworld reclamation — Marshal Merrick receives Saine’s order to assist Nair Wen Yinke and other Alliance forces in reclaiming the Underworld Star Region, deploying Federation fleets in coordinated combat formations. 3667
- Super Quantum Computer appropriation — Saine takes the Federation’s Civilization Supreme Treasure for his Magic Cube’s renewed transformation, while continuing to limit technologies that might accelerate Federation growth. 4028
- Flowing Light Retrospective World campaign — Comprehensively upgraded Federation fleets and giant mechs participate in battle, with two Dominator-Class War Fleet formations unleashing red and blue rule-energy torrents against enemy legions. 4069
- Later Alliance representation — The Federation attends a subsequent Wizard Alliance Assembly with nearly ten thousand representatives spanning military, government, industry, scholarship, and culture, demonstrating the breadth of its remaining institutional strength. 4508