Sol Central Government
Humanity first began colonizing the Sol system under the banner of nation state superpowers such as China, India, and America. As the situation on Earth deteriorated, corporate-funded offworld colonies grew powerful in the absence of oversight. One by one, colonies previously reliant on Earth nation states began to gain independence or dissolve. Forced to fend for themselves, some colonies withered while others disappeared entirely. The more economically self-sufficient colonies maintained communication amongst themselves, creating mutually beneficial trade agreements and alliances.
Over time, Earth's fractured population managed to put aside its differences to unify under a single banner, an Earth-based government called the Terran Commonwealth. Eager to consolidate its power, the Terran Commonwealth attempted to reassert control over its long-isolated colonies, but was met with resistance. Numerous colonies banded together to form the Ares Confederation, an alliance opposed to any and all Terran Commonwealth infringement on colonial independence. War broke out, fought by several factions loosely tied to various ideologies of the past. After years of interstellar combat, the Terran Commonwealth regained control of the solar system. Faced with a war weary populace and depleted natural resources, the Terran Commonwealth turned its attention to exploration beyond the Sol system. Upon establishing a network of extrasolar outposts, the Terran Commonwealth formally renamed itself to the Sol Central Government and relocated its capital to the foremost scientific and martial powerhouse in the system—Mars.
In the present day, extrasolar colonization continues at a rapid pace, with humanity constantly stretching onward and outward into the galaxy. The SCG shepherds the children of Earth, helping to defend colonies from the predatory Vox while maintaining relations with the benevolent Skrell, the spiritual Tajara and the primitive Unathi. Gateways and bluespace drives allow humans to spread further and faster than ever before.
Encompassing 19 systems, the SCG is the largest sovereign nation under control of humanity. Its territory extends as far as 28 lightyears from Sol, with its influence permeating even further. Of its 19 member systems, the SCG holds direct control over 13. Additionally, the SCG maintains dozens of permanently habitable installations in uncolonized systems and deep space, though the population of these outposts is negligible.
While Moghes is within the borders of the Sol Central Government, it is not a member state and remains under the independent governance of the Unathi. Regardless, the SCG maintains orbital installations within the system. Given the relatively primitive state of Unathi civilization, there has yet to be significant awareness, let along opposition, to in-orbit SCG presence.
The SCG Assemblies form a basis for diplomacy and trade across human space. Under the leadership of their elected secretary general, the Assemblies navigate economic agreements, mining and environmental concerns, and matters of sapient rights. For example, during the Synthetic Intelligence Crisis of 2558, both the Solar and Colonial Assemblies declared posibrains to be sapient and therefore protected by the Universal Declaration of Rights. The bulk of the SCG's revenue comes from corporate taxes, as well as fees for the use of its gateways, communication systems, and secure trade routes. Dues are of course higher for non-members.
While member states manage their own internal affairs, gateways and the space between states remain under the jurisdiction of the SCG. Additionally, any SCG personnel and installations within a member state are considered immune from local law. On most colonies and space stations, the SCG manifests itself in the form of aid missions, hospitals, and schools. Though the many organizations of the SCG are primarily comprised of human SCG citizens, non-member states often send their own personnel to apply and gain experience through service. In space, the SCG protects gateways and establishes navigational beacons in nebulae, and on frontier worlds, the SCG's Colonial Marshals track down fugitives. While the SCG does not govern legal interactions between individual member states, it is permitted by its charter to negotiate with other political entities, human or otherwise, on behalf of its members.
There are a number of SCG Organisations, those being departments operated by the Sol Central Government, that perform a myriad of specialised tasks, ranging from the diplomatic service to law enforcement.
Signed by the Terran Commonwealth and founding members of the Sol Central Government at the Palace of Nations, city of Geneva, planet of Earth, the SCG Charter is the republic's founding treaty. The signing occurred on 12 November 2436 and was put into effect on the first day of 2437, marking a new chapter for humanity. Drawing from the Universal Declaration of Rights, the Charter defines the workings of the SCG, codifies its laws, and organizes its members. Functioning both as a constitution and a binding treaty, the Charter grants the SCG its powers and responsibilities. All states that have ratified the Charter must abide by it or risk sanctions, punishments, or even expulsion (though the latter has never occurred). Human states that have not ratified the Charter are not subject to its rules and regulations, but must nevertheless remain compliant with the Universal Declaration of Rights. Non-members in violation of the Universal Declaration of Rights can expect an SCG response in the form of diplomatic action and trade sanctions, though in extreme cases, the SCG has enforced the Universal Declaration of Rights with military force.
The Solar Assembly embodies the remnants of the SCG's founding body. It manages affairs within Sol and its largest neighbors, Tau Ceti and Alpha Centauri. While any member of the Solar or Colonial Assemblies can propose a peacekeeping operation, humanitarian mission, or other major action, only the Solar Assembly can approve it. Due to the size of both assemblies, votes are majority based.
Any sovereign state in the Solar System with a human population of over 50,000 is eligible for membership, though two members with smaller populations remain from the original founding states. In addition, any extrasolar states with a human population of over one billion on one celestial body—planetary, lunar, or otherwise—are eligible for membership, though no extrasolar state has met the criteria in decades. Corporations, even if Sol-based, are not eligible for membership in the Solar Assembly, though they can become members of the Colonial Assembly. Exceptions to this rule exist in the form of a few minor Sol-based corporations, including Aether Atmospherics, who were members of the SCG founding body. None of Earth's nation states are Solar Assembly members, largely due to their own instability. However, several sit on the Solar Assembly as observers.
The colonial assembly is open to any extrasolar state with a human population of over 500,000 in one system. Included are any states on a planet or moon, a union of smaller states under one banner, or even an entire allied system. Corporations headquartered in the Sol system may also gain membership to the Colonial Assembly. Six seats on the Colonial Assembly belong to elected representatives from the Solar Assembly, which change every year. While the ability to approve major SCG action rests with the Solar Assembly, the Colonial Assembly may veto such actions with a 66 percent majority vote, though such an event has yet to occur. Majority-human organizations not eligible or desiring to sit on the Colonial Assembly may request observer status. The Free Trade Union is among the most respected observers due to its high influence in human populations. It has been suggested on multiple occasions, without result, that the Free Trade Union be granted voting status despite their lack of borders or physical government presence.
In 2547, a group of radical Skrellian separatists applied for membership to the Colonial Assembly, but were denied entrance to maintain a positive relationship with the Skrell. The issue sparked a debate over allowing xenosapients into the SCG; the debate has not been formally resolved.
Numerous political parties exist in the SCG. Major parties include the following:
|Citizens for Free Enterprise & Trade||A party consisting of "bought" politicians, CFET has a single goal: profit. If something can somehow give megacorporations more money, CFET will no doubt be in support, if they are not behind the movement to begin with. CFET is not popular amongst common citizens.|
|Leftists for Direct Democracy & Freedom||Consisting of far left to “post left” parties, LDDF is home to authoritarian socialists, neo-Jucheists, and Stalinist-Maoist-Castroist-Marcosists. LDDF is consistently anti-capitalist and believes in heavy military downsizing. LDDF protests the SCG's current system of government. They oppose member state autonomy and further colonization, and are generally more popular in frontier systems.|
|Progressive Alliance of Citizens||Consisting of centrist, center left, and left wing politicians, PAC supports integration of xenosapients and generally opposes increased military funding and colonization. PAC's agenda lies somewhere between anti-megacorp and pro-megacorp. They deeply oppose the Confederation. PAC is a very large party and is popular just about everywhere.|
|Solarians for Freedom & Rights||Comprised of center right to right wing politicians, SFR supports increased autonomy for member states. Their agenda is generally pro-federalist, pro-religion, and pro-human purism. Their base has xenophobic tendencies. SFR is another very large and popular party.|
|Order of Solarian Nations||Comprised of right wing to far right politicians, OSN displays marked xenophobic, jingoistic, and pro-colonization attitudes. Elements of the party desire to incite war with the Terran Colonial Confederation to seize “what is rightfully Sol’s.” OSN is known to advocate a form of "legal war" between member states to settle disputes. The party enjoys popularity on frontier settlements, prison worlds, and certain areas of the Sol system.|
|United Green-Left of Sol||Composed of left to far left politicians, UGLS advocates for xenosapient voting rights and supports automatic citizenship for any being residing in Sol space over one year. UGLS strongly opposes military funding and legislation benefiting megacorporations. At times, UGLS opposes further colonization. The party is popular on certain areas within Sol space.|
Unlike historic Earth's United Nations, the SCG maintains its own standing police and military forces under the aegis of the Committee of Defense and Security (CDS). The CDS is also responsible for managing intelligence, counterterrorism, and border security in SCG territory. While accusations of abuse by internal security are nothing new, internal tensions lie at an all-time high due to the current cold war with the Terran Colonial Confederation (TCC). Communications traffic is heavily monitored, gateways and space lanes are heavily guarded, and pilots who stray too close to sensitive SCG assets can expect to be detained indefinitely. Though the most visible parts of the CDS are the Defense Forces and the Colonial Marshal Bureau, the CDS also manages the Office of Interstellar Intelligence, the Bureau of Counterterrorism, the Assembly Security Agency, the Emergency Management Bureau, the Emergency Rescue Service, the Bureau of Border Security, the Defense Intelligence Agency, the Bounty Office, the Bureau of Corrections, and the Home Guard.
The SCG Defense Forces consist of the SCG Army and the SCG Fleet. The army handles operations on planets, moons, or larger planetoids, while the Fleet, along with its Marine Corps, holds responsibility for operations in space, aboard habitats or vessels, and within the gateway network.
The Fleet is by far the larger component, comprised of a handful of massive battlecruisers and supercarriers, dozens of medium vessels like carriers and cruisers, and hundreds of smaller vessels and strike craft. Five standing fleets operate under Fleet Command; they are spread throughout SCG space undertaking security details and patrols.
The Army is smaller and maintains minimal troop numbers during peacetime. In the past, the Army was an integrated force comprised of military personnel from across the member states serving alongside SCG citizens. However, with the recent increase in SCG citizen population, as well as increased paranoia relating to the (TCC), the Assemblies voted to restrict service in the Defense Forces to SCG citizens to prevent conflicts of interest amongst the colonies. In the event of a major military conflict requiring member state assistance, any non-citizen units would remain segregated from SCG citizen forces.
Large concentrations of SCG defense forces are seldom seen outside of the Sol system and its immediate neighbors, though outposts in hostile areas or on the border of SCG space typically retain a small garrison. Every gateway in SCG territory has a crew running traffic control operations, as well as a ship or two protecting the gate itself. Smaller, faster vessels perform customs work and patrol trade corridors. SCG military presence increases with proximity to the inner systems. Only on two occasions have SCG defense forces been mobilized for a major peacekeeping operation, with both operations occurring in response to gross violations of sapient rights in non-member states. Occasionally, lighter forces are tasked to assist member states requesting aid in managing crime or civil unrest.