Fiction:Tybusen Intergalactic Allied Federation

'''Greetings, Earthling! You have entered the presence of the mighty TIAF.'''

"One federation, united for peace and freedom."

- TIAF Motto

The Tybusen Intergalactic Allied Federation, or TIAF for short, is an alliance consisting of over 30 empires and over 400 systems. They are very diplomatic and friendly, and are always accepting new members. In battle, they can be very fierce and sometimes even barbaric. Because of their mainly friendly nature, the TIAF has many strong allies and member empires.

Members
The number in parenthesis is about how many systems they control.
 * Tybusen Empire (co-founder) (100+) - The greatest and largest TIAF empire, they have the main power in TIAF governing. They used to be weak, but later gained power. They are diplomatic, but tend to be violent to those who do not cooperate.
 * Metedarl Republic (co-founder) (51) - The second largest TIAF member, they used to have the most influence in TIAF society. They are diplomatic and don't like using violence. They are currently at war with the Grox.
 * Singtoo Empire (co-founder) (10) - The last founding member. They, too, do not use violence unless provoked. They used to be larger, but were weakened greatly by territorial wars between them, the Kirgle, Popper, and Dubel. They lately have made a comeback and have regained some of their power.
 * Fernikki Kingdom (28) - One of the Original Five, they have been loyal members of the Federation from the start. Though they are not a founding member, they still have a high status in TIAF society, for helping the Tybusen in their expansion and ridding the Kylessan Star Cluster of the fanatic Intimadando Empire.
 * Wub Federation (26) - The last of the Original Five, the Wubs have been there from the start. They contributed greatly to the early expansion of the Federation, working with the Metedarl to win over the Kylessan Cluster empires.
 * Kirgle Empire (9) - One of the oldest members of the Federation. Two other members are older, but the Kirgles have definitely seen a lot, and experienced a lot. They are skilled fighters and have been quite valuable to the military.
 * Popper Empire (9)
 * Dubel Empire (17)
 * Oscae Federation (30)
 * Quinals Empire (18)
 * Brawgle Kingdom (20)
 * Corgel Republic (12) - The oldest surviving member of the Federation. Their history dates all the way back to the days while the Tybusen were but mere animals. They dominated most of the Kylessan Star Cluster, but were happy to make room for the newer empires in the region. They are quite generous and also one of the Federation's wealthiest members.
 * Sir Beakenstein Federation (24)
 * Warzoleski Empire
 * Jigoku Empire
 * Hoggiraptor Church (12) - Currently only one of two Zealot members in the Federation. However, they reformed their beliefs in the Spodist Reformation, and have become more of a Missionary empire. They have even offered to care for one of their former enemies.
 * Zubzan Empire
 * Rammoterror Empire
 * Ayderion Empire
 * death mouth Empire
 * Gooplet Empire
 * Hawraptor Empire
 * Duostrich Empire
 * Dalton Empire
 * Christian Empire
 * Eugene Empire
 * Kaprin Empire
 * Eye CU Empire
 * Dragoozie Church (4) - One of the only two Zealots in the TIAF. They didn't join until the Civil War, and before that they were on the brink of war with the Federation. The alliance was made secret, and they have stayed behind in the Bunsen Galaxy to spy on the VFP. The VFP does not suspect the Dragoozie at all.
 * Loctorn Empire
 * Zanurily Empire (0) - An empire that was unfortunately destroyed by the vicious Hoggiraptor Church in the Genesis Era. However, after the Spodist Reformation movement, the Hoggiraptors offered to take in the remnants and nurse them back to power.

Allies

 * The Seven Starr Alliance- Although we eventually left the original SSA due to the rising tensions, we are highly considering joining the new and improved SSA.


 * Delpha Coalition of Planets- One of our greatest and favorite allies, they have helped us through dark times.


 * United Republic of Cyrannus


 * Sylit Republic


 * Jovar Empire- After a rough start during our Rebellion against the Jarquivx, we have become good friends.


 * Rambo Nation


 * Grand Spodist Church- A good empire that has helped us greatly during our Reconstruction.

Enemies

 * The Xhodocto


 * Small Warrior Empires


 * The Skelewalkers


 * The Levisala


 * Jarquvix Federation (former ally, became enemies over disagreements regarding Spode)


 * The Core Federation

Neutral

 * The Grox


 * The Argexantine Warrior Alliance

Laws and Policies
The TIAF has enacted many laws to maintain stability and harmony within the Federation.

Codes of Conduct
These rules are taken directly from The TIAF Members Handbook.

1.Refuse tribute demanding empires. Destroy them later, but let powerful empires join our Federation.

2.Do not declare war on friendly empires, especially ones who do not retaliate, such as Diplomats, Traders, and some Shamans.

3.Do not draw your weapons unless there is a good reason to fight.

4.We are followers of the Galactic Code. If you do not adhere to this rule, you will be punished and have your reputation lowered in TIAF society.

5.Offer hospitality to emerging empires. If the empire shows resistance or violence, feel free to blow them to bits.

6.Warriors are the second most evil people in the universe. Destroy them on sight, but allow larger ones to join the Federation.

7.Supply the Main Strike Fleet with allied ships and scout fleets upon request. Scouts may not cost more than $100,000, as that is way more than we know the ships cost.

8.Do not be angry at the Main Strike Fleet captain for losing your allied ships; he tries in all of his ability to protect the ships from destruction. If they are destroyed, there was nothing he could do about it.

9.When you come across the Grox, do not be violent unless you are already at war with them. The Federation leaders are trying to maintain an ambivalent or better relationship with them. If you still declare war, you're on your own.

10.No nuclear weapons whatsoever. They damage ecosystems and limit building capability. This is for your empire's own productivity.

11.When debating to go to war or not, think if there could be a diplomatic solution. If the enemy is a small, non-TIAF, Warrior or Zealot, ignore this rule.

12.Please give cake to our Bard members for their parties and festivals.

13.When clearing planets of a non-spacefaring, sentient species, remember to load a cargo of at least 10 of the sentient species before destroying their villages/cities. Afterwards, load them into a ejection pod and hope for the best.

14.If you don't want to take a chance of them not surviving in the ejection pod, then call the Emergency Escort Unit to safely transfer them.

15.De-terraforming is against TIAF law. Do not damage these delicate ecosystems or there will be serious consequences.

16.Although we allow fighting amongst TIAF empires, try to end wars or at least agree to a ceasefire if the main TIAF is at war with a major galactic power. We don't want in-fighting to distract our armies.

Visitor Customs
Any empire is welcome into the Federation. If they demand territorial tribute, they are not allowed in until they redeem themselves to the TIAF leaders. Unidentified spaceships may peacefully roam through TIAF space. If a TIAF empire is hostile to the spaceship's empire, they may open fire on them only when the vessel passes through their territory. The TIAF shows respect for large empires. 4-star, 5-star, and The Grox Empires are strong military powers and should not be messed with. They also make valuable allies and members (except the Grox.). Intergalactic travelers (new radar technology allows colonies to identify intergalactic ships) must identify themselves before entering TIAF territory. Those who continue without contact will be monitored by a 10-ship fleet for suspicious activity until they leave TIAF territory or make contact. After contact, the fleet will leave, the empire and galaxy will be identified, and the captain of the spaceship will be invited into the Federation.

Basic Member Rights
All member empires have the right to vote for the officials of the governing body known as The Board of Advisors. All members are allowed to war with each other, but if the TIAF is dealing with a major power, warring empires are ordered to stop as to keep the entire army focused on battling a major enemy rather than territorial skirmishes. Members and citizens have a basic right of speech, much like the USA, as long as it is not in defiance or rebellion of the TIAF, its leaders, or its allies. Some members who have done some recognizable act for the TIAF is upgraded to "Premium" Member status. Premium Members are given the ability to send their representatives to the High Council, a council that decides on interaction with other major intergalactic powers. Plus, they have more influence in the voting for the Board members. The top rank belongs only to the three founding members of the Federation, the Tybusen, Metedarl, and Singtoo. They have the ability of interaction with the other major empires and are in charge of declaring wars, enacting alliances and trade routes, and communications with other empires.

Governing
The TIAF has three major governing bodies: the Board of Representatives, the High Council, and the Grand Leader. The Board is lead by the Honorable Chairman and makes decisions on affairs within the Federation and with nearby non-TIAF empires and federations. Representatives are elected by TIAF empires. When they have come to an agreement or compromise on an affair, the Honorable Chairman presents the decision to the Grand Leader. If the Leader approves, then the new law or policy is put into effect immediately, though TIAF members and any empire it may concern are given fair warning of the new law. The High Council manages interaction with intergalactic empires such as the DCP and the Core Federation. Only Premium Members are allowed to send representatives to the Council. They can declare war or enact alliances with others, but only with the Grand Leader's approval. Like the Board, the Head Councilmember presents their decision to the Grand Leader and receives his/her approval/disapproval. The Grand Leader is usually the Emperor of the Tybusen. If a Grand Leader is unexpectedly killed or lost, and an emergency reelection is required, the Metedarl Emperor becomes the temporary Grand Leader. If he too is missing, then the Singtoo Emperor becomes Grand Leader. If he too is gone, then the High Council can order a state of grave emergency, stopping all hostile affairs within the Federation and with intergalactic adversaries. The TIAF then ends contact with the outside world(s) until a Grand Leader can be appointed. The Grand Leader has the highest power in the entire TIAF, and approves or vetos decisions made by the Board or Council. He/she is usually the one who manages transmission going to other empires, but Captain Lorrelas of the Tybusen Empire is also one who communicates with other empires. The Grand Leader can also order a state of grave emergency, like the Council, if there is a major threat to the TIAF coming or arriving.

Current Positions
This is subject to change.

Board of Representatives
Honorable Chairman - In charge of announcing the Board's decisions and has the final say in the decision if there is a tie. This position currently belongs to Ceelo Samaus of the Sir Beakenstein Empire.

Economics Advisor - Regulates trade routes and trade between TIAF empires. Also in charge of managing system purchases. Advises the other representatives on economic actions. This position belongs to Marin Jacova of the Oscae Empire.

Military Advisor - In charge of military action within or on the borders of TIAF territory. Advises other representatives on military actions. This position belongs to Lieutenant Samenor of the Metedarl Empire.

High Council
Head Councilmember - Announces the Council's decisions and has the final say in the case of a tie. Serves as the Grand Leader when the emperors of the Founding Members are missing. This position belongs to Aaron Keltos of the Tybusen Empire.

Economics Representative - Manages trade between the TIAF and faraway empires. Advises the council on economic action. This position belongs to Berkley LaBonta of the Ayderion Empire.

Military Leader - Heads the army and leads intergalactic battles with adversaries not close to TIAF space. Advises the council on military action and defense measures. This position belongs to Captain Lorrelas of the Tybusen Empire.

Grand Ambassador - Perhaps the most important member in interaction with intergalactic empires. The Ambassador reports news of interactions between other empires and is in charge of diplomacy between the TIAF and other species. The current Ambassador is Meelo Malle of the Rammoterror Empire.

Size, Territory, and Influence
The TIAF is an ever-expanding empire that already controls nearly 2000 systems. They have already claimed 3 sectors of the Bunsen Galaxy and have settled territories in the Milky Way and Portea Galaxies. During the Redemption, they lost nearly one-half of their territory to the VFP, however. They created a long star bridge connecting their galaxy to the Milky Way. They are also working on a star bridge connecting the Bunsen Galaxy and Portea Galaxy to make trips to the distant galaxy less dangerous.

Though the TIAF's territories reach only to the fringes of the two neighboring galaxies, their influence is much larger. The TIAF is known in the farther galaxies of the universe, and they have allies and enemies as far away as the Xanthrus Spiral. Also, the TIAF's government passed the Intergalactic Trade Act, which will help carry their influence even further.

Military
The TIAF's military is divided into two main branches: the Assault Armada and the Space Navy.

Assault Armada

Space Navy