United Earth Federation
From Supreme Commander Wiki
The United Earth Federation are the "terrans" in the game, seeking to unify the once great Empire that is now splintered. They are in combat with the Cybrans and the Aeon. UEF military is more conventional-styled than the others, relying on "classic" weaponry like battle tanks and projectile weapons. Its weapon choice usually makes UEF units to be of limited efficiency against moving targets, as projectiles aren't too good at tracking targets, but its sheer power can do serious damage to structures and slow-moving units. Also, UEF units tend to be more heavily armored.
Contents |
[edit] History
In the 33rd Century, the old Earth Empire finally collapsed. As chaos engulfed the interstellar empire, the military, under the aegis of the Earth Command, stepped forward to restore order.
Acting in a severe and often draconian manner, Earth Command made the difficult decisions that politicians, mired in corruption and their own self-interest, could not. Entire worlds were abandoned, and much of the Quantum Gate network was intentionally destroyed in an effort to isolate the retreating Prime Worlds from the rest of the galaxy.
Despite the best efforts of the military, civil war erupted. After a hundred years, Earth Command was finally able to restore order and establish a new government, which was christened the United Earth Federation.
Risen, phoenix-like from the ashes of the old Earth Empire, the United Earth Federation vowed to purge itself of bureaucratic corruption and remain pure to a single task: the rescue of mankind's war-torn worlds and an end to the Infinite War. By any and all means necessary.
It has worked toward that goal by maintaining an iron grip on the new empire, creating a democratic but totalitarian government out of what might be considered the most successful military coup in human history.
In the days following the Seraphim invasion, the United Earth Federation (UEF) is thrown into chaos. With President Riley falling during the initial battle, General Clarke assumes leadership of the UEF until such time as a new president can be elected.
When it becomes apparent that the Seraphim will roll over the UEF’s forces, Clarke makes the hard decision to abandon key worlds and colonies so that the bulk of the UEF’s military and civilian population can retreat with its infrastructure intact. As a result of this decision, millions of UEF citizens are slaughtered by the Seraphim. This decision haunts Clarke for the rest of her days.
For the next three years, the UEF continually attempt to defeat the Seraphim via direct, head-to-head battles. General Clarke is eventually killed in battle and General William Hall succeeds her. After suffering loss after loss, though, Hall comes to the realization that the UEF’s primary concern is now the preservation of humanity. From that point forward, the UEF engages in guerilla tactics designed to hold the Seraphim in check while a permanent evacuation plan can be planned and executed.
[edit] Culture
The average UEF citizen is not too different from a 20th-21st century Earth citizen. They are artisans, athletes, craftsmen, warriors, and philosophers. They desire stability and order, but their ideas on how this should be achieved vary widely. Each has his own opinion on how the government should achieve its goals and whether or not the UEF even has the right to try and restore something that failed so long ago. Ancient religions are as varied and diverse as they were in prewar days and continue to be a motivating factor for many.
Even if individuals differ in their political or social perspectives, the single most common trait shared by every UEF citizen is their sense of brotherhood and community. UEF colonists really band together when times are tough. Positively contributing to society and personal improvement is a way of life for UEF citizens. For this reason, UEF communities very rarely contain vagabonds and homeless individuals.
[edit] Personality
The UEF rulers are expansive, aggressive, and authoritarian. They believe that this is necessary to ensure galactic order and the common good. They are attempting to rebuild the Empire that fell at the onset of the Infinite War, and with memory of such dark times still present all around them, UEF leaders can be driven to justify extreme measures.
Their main focus is their military might, and their prime virtue is order. They see nothing wrong with utilizing technology, including genetic engineering, to help achieve that lauded goal. Therefore, they still use large numbers of submissive Cybran workers, called symbionts in UEF space, which usually come from cloned stock and have been subtly programmed to be obedient to EarthCom. These symbionts are integral to a colony's survival and perform a variety of roles. However, the presence of these symbionts is the primary reason for the continued conflict between the Cybran Nation and the UEF. To Cybrans, the use of the loyalty programming to force these symbionts to perform mental tasks for the UEF is tantamount to slavery, and this fuels the animosity between the two sides.
[edit] Timeline
[edit] Modern Day
- 2005—The United States aggressively pursues a program to put a man on Mars.
- 2010—Man sets foot on Mars using conventional rocket technology. The journey takes more than seven months.
- 2015—Several Earth governments begin construction of interplanetary "shuttles" intended to explore and colonize the solar system. Limited colonization takes place over the next 40 years.
[edit] Quantum Age
- 2018—Major understandings in quantum physics break open entire new fields of exploration, including applications in space travel.
- 2025—A single cesium atom is successfully transported 10 feet through a "quantum tunnel" in a laboratory. This is fundamentally different from the "teleportation" experiments done during the turn of the century, which merely "copied" matter. Using quantum tunnels, scientists actually transport the exact same matter to a different location.
- 2032—A milligram of iron is successfully transported to the surface of the Moon using the combined total output of 25 fission reactors.
- 2050—First successful living mass tests with quantum tunnel technology. First insects, then mice and larger animals are used.
- 2055—Monkeys are successfully "tunneled" to a receiving base on Mars. Human trials begin.
- 2061—A human team is deposited on Neptune's moon, Triton, using quantum tunnel technology. The journey takes .26 seconds.
- 2062—A research base is established on Triton to explore interstellar travel.
[edit] Colonization
- 2108—The first extrasolar human colony is established on a planet in the nearby Alpha Centauri system. The enormous energy cost dwarfs any previous endeavors, forcing scientists to explore cheaper alternatives to sending large teams and their equipment such vast distances.
- 2110—Earth is united as a single government, named the Earth Empire, with a bold new vision of expansion to the stars. Advancements in artificial intelligence, nanotechnology, and biological engineering give rise to a massive colonization program using a new approach: To conserve the energy of transmission, a seed population of 1,000 bioengineered human DNA patterns is sent along with a single human sealed in a utility exosuit. Onboard nanofabricators are able to use mass and energy gathered at the destination site to construct an automated crèche for the development of the seed population. Raised by artificial intelligence and their own bioengineered skills embedded in their DNA, the colonists begin a rapid program of technological development and population growth to establish a quantum gate network between the initial three "alpha" colonies.
- 2284—The first 16 colonies, later known as the Prime Worlds, are successfully established. During the following century, the Earth government adjusts to remotely governing an empire of colonies connected by quantum gates. Over this period, it proves its ability to establish and maintain quick and reliable communication and commerce across interstellar distances, effectively govern across those distances, and militarily enforce its laws, trade, population, and social programs. Earth Command, the interstellar military arm of the Earth Empire, fully comes into its own.
- 2316—The First Great Expansion begins. All colonies of the Prime Worlds begin their own colonization. The Earth government further refines its use of social, economic, genetic, and political programs to maintain order and control. To keep pace with the rapidly expanding empire, limited-capability military suits are derived from the exosuits used in colonization. Instead of nanofabricating colonization equipment, these suits create limited autonomous military units controlled by a human commander. As such, lower numbers of EarthCom personnel are required to enforce order compared to the older "human-heavy" systems. Throughout the colonization period, EarthCom is called on to quell all manner of disturbances ranging from colony disputes to full rebellions, with minimal loss of EarthCom life but the system was inefficient and manned unites were superior and they soon returned to produce manned units .
- 2525—The Second Expansion begins. More than 110 colonies begin their own colonization efforts. So far, no intelligent alien life has ever been found; many now assume that there is no other intelligent life in the galaxy.
- 2557—A survey expedition to the distant world of Seraphim II, a promising planet more than 50 times the size of Earth, does not reestablish contact within the standard time window. A routine follow-up expedition is scheduled.
- 2590—A second expedition to Seraphim II is sent, but also does not reestablish contact with Earth. Seraphim II is marked "hazard" and added to EarthCom's lengthening "investigate hazard" list. Due to increased unrest on the frontier, EarthCom does not send investigation probes to a hazard world for more than five years.
[edit] The Infinite War
- 2924—The Earth Empire has lost control of most its territory. Anarchy reigns across the galaxy
- 3256—The old Earth Empire is officialy dissolved. The United Earth Federation rises in its place.
- 3764—The UEF, Aeon, and Cybrans continue to fight over the remains of the old Earth Empire.
[edit] United Earth Federation members
- C. Allen Riley II: Former EarthCom Commander-in-Chief, perviously the President of the United Earth Federation
- Samantha Clarke: Former General, previously the highest-ranking officer in the UEF
- Zachary Arnold: Colonel, former veteran UEF officer
- Michelle Aiko: Captain, junior UEF military officer
- William Hall: General, leader of the UEF during the war with the Seraphim.
- Fletcher: Brigadier General, a xenophobic, nationalistic UEF commander who had a hard time accepting the alliance between the UEF, Cybran and Aeon.
[edit] Doctrine
The UEF units are designed to be reminiscent of older tanks and air units. They favor heavy armor over movement speed and weaponry power. Also, you sometimes see tacked-on abilities like Radar jamming on the Thunderhead or a personal shield on the Titan. As a result of the better armor, UEF units often last longer in combat but are not as capable of dealing damage as effectively as Aeon units. Also, most turreted weapons turn more slowly than other races weapons,thus making UEF units slower to respond to attack. The UEF forces are generally more functional than aesthetic, making them the near polar opposite of the Aeon.
[edit] Experimentals
"Fatboy" Mobile Factory : A tracked mobile base that can crawl across land and the ocean floor. It has a variety of weapons, including 4 battleship turrets, torpedo tubes and anti-aircraft capability. These are joined by a strong shield generator that can protect other units in its range. The Fatboy can construct land units at high speed and can repair and re-arm aircraft, but can only do any of this when on land, so underwater it's a sitting duck. However it's not intended for a direct assault as it is more of a mobile siege base, although it seems to look like a Pillar tank upsized to an experimental and modified greatly. To advance on open ground, secure it with its factory parts and advance. Keep it behind your front line of troops and let it bombard the enemy into submission, and at the same time producing reinforcements. If you look after this toy it will kill untold amounts of its counterpart ground experiments. Spiderbots and the Galactic Colussus lose out to its huge range, but is vulnerable to fast light troopers, preferably air units. The Fatboy does have two side-armed riot guns as defense against any land unit that gets in its shield, but these riot guns are not very effective at all, if only for the fact that they only can swivel slightly if they must cope with moving targets. The Fatboy dishes out huge firepower at a very good range with a fairly good ROF, which is similar to the Triad UEF T2 defence turret but much more powerful damage-wise. Sometimes seen as the best experimental unit in the game. Note that the Fatboy can protect a limited amount of air units underwater by loading them on the air staging platform and driving underwater. With the advent of FA, the Fatboy's capabilities have been reduced by the large increase in firing randomness in its main guns, as well as its increase in cost.
"Atlantis" Submersible Aircraft Carrier: Can hold, refuel, and repair up to 150 aircraft, depending on size. It has several anti-aircraft missile launchers, but primarily relies on powerful torpedoes (from four torpedo tubes) to inflict damage. This is considered to be the best naval unit in the game, due to the fact it has extreme power as an anti air or anti sub unit. The Atlantis is also capable of constructing any UEF aircraft with the exception of transports, generally faster than a Tech 3 Air Factory. It derives its name as the "king of the sea" due its high amount of health. While the latest patches have made it slightly less godlike it is still worth the investment as it is a rather cheap experimental that excels at its task.
"Mavor" Strategic Artillery: An extremely expensive artillery structure, the Mavor can fire extraordinarily accurate artillery shells across the largest of maps (the accuracy has been reduced with recent patches, more specifically the 3251 patch), thanks to it being stationary. Requires a very long time to build, and has very high energy costs. The shells are of the same basic design as the UEF's nuclear weapons, and they arm in mid-air to prevent accidental detonation. Simply building this will usually win you the game. However since the latest patch it has become much cheaper but at the cost of losing its perfect accuracy, although it will still hit within its blast radius of the target. While still extremely accurate and still the biggest gun in the game it may take a while longerto end the game with it than before. The Mavor does not possess as much HP as the other experimentals, so it is important to protect during and after construction. There is also a known bug with the Mavor in which the Mavor will just extend the barrel and not move the turret unless a point on the ground is targeted (may be fixed with the recent patches).
"Novax Center" Satellite system: A building that launches a satellite that is effectively invulnerable, and fairly effective at taking out any unshielded unit. However, the weapon fired by the satellite is not very effective at attacking shields (except in numbers), so use accordingly.

