Have you ever wanted to role-play as the last member of a defeated empire attempting to mend fault-lines of political conflict in order to prevent the kind of genocide that wiped out your people? How about as a four-headed space-faring Hydra with hyper-advanced technology? Both at the same time? Well, I’ve got a game that will perfectly sate your oddly specific desires!
The Last Federation is an inter-galactic politics sim with a smattering of top-down turn-based, click-controlled space-combat. Your goal, as a space-faring dragon-ambassador, is to form a lasting Federation from the most shockingly diverse spectrum of races I’ve ever seen in a single solar system. (Don’t worry, they all speak the same language.) Why is this your job? How do you accomplish this monumental task? It’s a funny story…
You see, your race has been space-faring for a while now, and it was using that technological edge to… well, to be a dick. So, someone launched a moon at your home-world and, long-story-short, you were away when it happened. (Was it a big anniversary? Why was everyone else on the planet? I don’t know) BUT, you weren’t just away selling Choco-melties from planet-to-planet, you were on a good-guy mission. Naturally, that means you’re a good-guy. And what do good-guys do?
No, not kill all the Peltians! Dammit! They were dive-bombing the Thoraxians because they ate an entire colony of… Let me explain a little more clearly. There are eight remaining planets in the solar system, so there are eight races. Each race has strengths, weaknesses, political agendas, a unique style of government, a preferred method of attack… These attributes aren’t just flavour, either, they’re expressed through the mechanics of game-play. Let me give you a brief description of each race and we’ll get into how they’re brought to life:
Thoraxians – These are hive-mind spider-people with a near-insatiable appetite. They can, and may, devour the entire solar system. They’re not the best in the air, but they’re incredibly strong in a ground-engagement and nearly impossible to dig out of the tunnels of any planet they inhabit.
Peltians – Furry, lovable owl people that will dive-bomb the shit out of you from orbit if you piss them off. They’re incredibly weak, so giving them space-faring tech first will actually provoke the more combat-centric races, but don’t count them out, because you never hear an owl coming.
Andor – The Andor are a race of Utopian robots that don’t have time for your shit. They abhor conflict, so they’ll start to hate anyone that starts a massive war that includes lots of death. They’re willing to fight for peace, though, and they’ve got the tech to back it.
Skylaxians – The Trade Federation. They’ll trade with everyone all day, every day. They love science and industry, and they’re very… persuasive. If you need a persnickety race forcefully pulled into your current Europe-esque powder-keg, then just get them trading with these guys. Nothing could possibly go wrong.
Evuck – Tribalistic monkey-people that don’t want your nose in their business. They’re paranoid, because they’re voyeurs, or was it the other way around? If you need dirt on another race, then just ask for some info from the Evuck spy-probes that totally don’t exist.
Burlust – The little Khanate that could. These guys are always fighting. Always. You’d think that would weaken them over time, but you’d be wrong. It only seems to feed their power. Trying to get them off a planet that they are resolutely on can be a long, gruelling and, possibly, futile task. Good luck. I hope that constant warfare doesn’t result in any Federation turmoil…
Boarine – A tribal race of boar-people that is headed by whatever ruler the race generated to deal with its current problems. They’re normally pretty isolated, but if things are going poorly for them, then they might just change their tune. Unfortunately, the longer they’re locked in combat, the harder it is to get them out of combat and the stronger they become. Heaven help you if they’re fighting the Burlust.
Acutians – Robotic capitalists that will continue to build as long as there is space to build. They’ll give you a fair deal, from their perspective, and they only really care about what’s popular with their constituents, but, let’s be fair, they’ll do almost anything for money. Of course, don’t think you can take them for granted in the political power-struggle, because they haven’t been building pogo-sticks with all that cash.
So, yes, these are the players in your little game of chess, but you can’t just make them dance whenever you feel like it. You have to gain influence over them: you’re the one dancing. If they like what you do, then they’ll give you big ups. However, if they don’t think your plan is in their best interest (like if it involves nuking them from orbit), then they’ll like you that much less. Of course, if you nuke a helpless planet from orbit, then you’d better have a damn good reason for it, because that ruins the environment.
No, seriously, that’s a metric. Each planet has RCI values (Residential/Commercial/Industrial) that define how things are going on that little ball of dirt, water and molten metal. There are four different metrics: Environment, Economy, Health and Public Order. These are the metrics that define how well the Boarine think things are going for them, in general, but each of these metrics has unique events and effects that will reverberate through your solar system.
For instance, if a planet’s economy plummets, then many of its inhabitants will take up smuggling to survive, so the planet will haemorrhage pirate armadas. However, if you’re having trouble clearing a planet of its population, then you can always dump poison into their atmosphere. That’ll bottom-out the Health metric, which starts affecting birth-rates and death-rates. Unsurprisingly, this makes a population far easier to annihilate. Then again, if you want to aid in a planet’s development, there’s nothing like investing in their Social Order or their Environment. That’s assuming that the other two RCI metrics are healthy, of course.
The RCI metrics are all important to a race’s health, and they allow you to predict how different races will behave, based on your understanding of how they react to their current situation. Playing with a planet’s RCI in order to effect a specific change is a delicate balancing act. That’s the whole game, really: a delicate balancing-act.
There are metrics that define inter-species relationships. Metrics for defensive strength, troop strength, planet-race compatibility…. there are so many freakin’ metrics, but the game’s tutorial introduces them at a friendly pace, so you’re rarely in a head-space where you’ll get completely over-whelmed by data. And all of these metrics are made meaningful. The Thoraxians don’t have a Public Order metric, because they’re a hive-mind, and the Andor are Utopian peace-lovers, so you’ll get a drop in inter-species relationships if someone starts a war. The ground-troop strength of the Burlust is really all you need to know about them.
You’d think this might get a little confusing, but the information is cleanly presented, polished with tool-tips and thoughtfully implemented. There’s even a log-book. All of this information will allow you to clearly understand why your solar system is on fire. You should probably do something about that!
But, what?! Well, you started this mess by crash-landing on a planet and giving them the technology necessary to build a kick-ass flag-ship, which you then stole, so maybe giving more people technology will solve your problems. Well, it’ll certainly make them like you more, but it might also turn them into Universe-spanning terrors. It’s hard to tell, sometimes. You’ve got to take chances, but what’s stopping you from just playing the same game over and over again until you get it right?
Well, the planet and the race placement is randomized. The race you start by stealing from is non-trivial, because it defines the order in which people enter the solar stage and who hates you, when. It also affects who starts fighting with who right away, especially if the Thoraxians are floating about space sooner than later, which seems to be the case more often than not. There are also events, based on the game’s current situation, that can really mess up your day, like the formation of an Anti-Federation.
Anti-Federations are a liiiiiiittle annoying, and they can be very difficult to dissolve, especially Federations of One. And the situation of the simulation’s Anti-Federation is beyond satiation: it does not like your rag-tag group of gadabouts one bit. Sometimes, you’ve got to undermine some inter-race relations in order to break a Federation, but some Federations are Fear Federations of One, so even if you beat them back to their homeworld, they’re not going to be friendly towards you, at all. As long as they exist, you cannot win, though, so the game forces you to start making some tragic choices. But, before you get to genocide, how do you “stop” an Anti-Federation, or even just a ravenous hoard of death, from controlling or cleansing your solar system?
Gain influence and martial the other races behind you. Research powerful technologies. Destroy their planetary environment. Call off wars using influence. Or, if your problem is space-based, get into your fighter and deal with the issue directly. The pieces of technology from your lost race, the Hydral, are amazing, and they’ll give you a huge leg-up in the turn-based RTS combat. Of course, you could always get someone, like the Acutians, to launch a moon at someone. Hey, wait a minute, didn’t a flying moon destroy your…
Oh, I haven’t talked about the combat at all, have I? Here’s a picture to help me clarify the almond-cluster-fudge that is fighting an armada with a single, hyper-advanced ship.
The top right is your map. Top left is your ship’s systems. The three primary colour-coded bars underneath that are the power you’re devoting to your Weapons, Shields and Engines, which can be manipulated in real-time. The bottom left of the picture is a quick over-view of who’s involved with the current fighting, and that colourful bar in the middle-bottom is your selection of special abilities. Everyone plans their route, weapon-target and system power-settings ahead of time, then a turn is played. Like a D&D character’s… every single day, it’s life in six-second Intervals.
There are different weapons and upgrades that you can find or research. The enemy fleets become more powerful and elaborate as their technologies improve. Of course, the same is true for your allies. And there’s not really much that I have to say about it that you haven’t figured out from that brief description, except that the auto-resolve button -in the bottom left-hand corner- will be your friend, if you’re too powerful to care about the current engagement. Don’t let it burn you, though.
This is a really long, involving game; I’ve only begun to skim the surface of what can happen in your solar system. It’s fun to tinker with, and it’s made all the more interesting by the interactions of the races and their places in the solar system. There’s always something to do, or something you should be doing, and you’re never quite safe. One time, I thought I’d saved the solar system because I’d used technology from the Skylaxians and Acutians to buff the Boarines to the point that they could deal with the Thoraxian-Burlust Anti-Federation of Pain. Unfortunately, once that Federation had been “dealt with,” the Boarine realized that they now controlled half the solar system, so they turned into a Federation of Fear and attempted to “deal with” the remaining races. The Federation ended up beating them into the ground, but not before it had to kill every last Boarine.
At least, the remaining Peltians that were making a living as pirates got their world back. At least.