The Last Federation is a mixture of Turn-Based Strategy, 4X and Real-Time Strategy made by Arcen Games, the maker of AI War Fleet Command.You are the last Hydral. The Hydral species was the first one in the solar system to achieve space flight and decided that they didn't want anyone else in their turf. So they shot down any attempt at manned space flight done by any of the other eight species in the system. Thus, the Hydrals reigned supreme.However, two of the other species managed to surprise the Hydrals. Not only did one release a Depopulation Bomb on them, another race attached rocket thrusters to a moon and crashed it into the Hydral homeworld. The player, having defied his leaders, was away from his homeworld and crash landed on one of the other populated worlds. Hiding his true intents, the player bides his time... until the species has achieved spaceflight, upon which the last Hydral steals their flagship and escapes.This is from where the game starts. The player is completely independent, flying around the star system, doing missions for other species. The player's ultimate goal is to unite the (surviving) species under a single federation. The player has no direct control over the species, however they can undertake missions against them, or make efforts in individually guiding their development.Combat is turn-based, with everyone taking action at the same time. The player has the option to move and attack, or spend a turn using one of their powerful special abilities.
Tropes that appear in the game:
2-D Space: Combat is held on 2D plane. The strategic map also functions like a 2D map.
4X: No, the game isn't one, it's set inside one. Your job is to ensure that whoever wins gets a diplomatic victory.
Adam Smith Hates Your Guts: Invoked when trading for Hydral tech on the black market. The text says outright that the traders don't even know what it is, only that it's Hydral, they know you want it, and they're not going to make it cheap.
All Planets Are Earth-Like: Averted. Each species has its own preferred planet type and they might not even start on such, leading one of their early request be for you to deliver them some terraforming tech.
Always Chaotic Evil: The Burlust. They tend to declare a war on drop of a hat, even if they don't have realistic chances to win.
A Rare Sentence: The computer's reaction when the Peltians take over a planet.
Computer: What did... You have to come to see this. Peltians just took over a planet. Looooooool.
Artificial Stupidity: Without player intervention, wars can become eternal stalemates as two sides produce more than they can kill, leading to ever increasing number of ships fighting over a single planet.
Black and Gray Morality: About half the races in the game are land-grabbing bastards; the other half, while by no means evil, can also be very aggressive, territorial and sneaky - not to mention that generally, the player character has to engage in quite a bit of skulduggery and double-dealing themselves to get their Federation established with a minimum of fuss. The only unambiguously good faction in the game are the Andor.
Bullet Hell: There can be dozens of enemy ships throwing hundreds of bullets at you in combat. Your flagship is too big to be threading the needle, but it is sturdy enough to weather the storm if you're smart.
Butt Monkey: In-universe, the Peltians. They are always likened to animals ("weak, like animals"), have the weakest armies and can easily be intimidated. When you sell their people to slavery, you can gain positive influence on them because they become so scared of you. They are usually very easily wiped out if the player does not help them.
It can be very profitable to have a designated enemy, steal all their stuff, blow up their ships for cash, and in the process rack up thousands of negative influence points on a scale where -100 is enough to count as "hatred." The Acutians are in a good position for this on a default start, as they hate your guts already.
The Chessmaster: You, if you want to get anything done. Letting public order decay, medical facilities recede to the stone age, and resource run scarce might be bad for a race, but just creates new opportunities for you. Even running a race's influence into the negatives may very well be part of The Plan.
Colony Drop: "Protip: watch the sky for any moons you don't recognize."
Defeat Means Friendship: Interesting case with the Burlusts. Player can challenge one of their warlords to duel, for no reason. Success means killing the said warlord and earning influence on two remaining warlords, as well as generally improved opinion by the Burlust.
Defector from Decadence: The Last Hydral was this, which is how he managed to escape the destruction of the Hydral homeworld.
Depopulation Bomb: The Evucks released one among the Hydrals, dropping their population from billions to a few thousands. It also caused their formerly oceanic world to dry up. They're also willing to do it again, if need be.
Diplomatic Impunity: The Hydral apparently enjoys it, as you are free to approach any government at any time, no matter how much they hate you. Whether you can actually make any actions while there is another matter entirely.
False Flag Operation: You can "expose" a conspiracy that makes species hate other races. These conspiracies are always created by the player.
Heroic Mime: The Hydral has no lines in normal gameplay or the ending. This is par the course for a strategy game, but also weird for a game with such a distinctive protagonist and a heavy emphasis on stories. It causes a curious effect where the player messes with, or even destroys, entire races and plans out the fate of billions without knowing what's going on in their own head(s). The opening, losing screens and one of the trailers give some scraps of characterization, like calling the Peltians pathetic - which would be alarming if not for, y'know, Peltians.
Hive Queen: Thoraxian queen. You can assassinate her, at which point the Thoraxian planet will be thrown into chaos until a new queen rises.
Hydra Problem: The Hydrals were four-headed snake-like aliens, although there's no evidence that the heads could grow back.
Insectoid Aliens: The Thoraxians. Nameless monstrosities, refreshing in the way they're completely open about the fact that they're out to eat everyone.
Imported Alien Phlebotinum: The player can do this. Research/steal technology from someone else, then gift it to someone else. Alternatively, the player can convince one species to give tech to someone else, increasing relations between species and players influence. At the early game, player can gift the space technology to a species, instantly propelling them to space age.
Legion of Doom: If two or more races outside the Federation both have interplanetary empires and like each other, they can form the Solar Axis Pact, one of several potential rivals for the Federation.
Also, the Trifecta of Superiority
Leit Motif: Each of the races has a specific theme tune that starts playing wherever you enter one of their planets. The tune has elements that fit with the hat of that race. For example, the peace-loving Andors have a gentle, peaceful tune, the Acutians have a tune full of electric chords fitting their robotic nature and the warlike Burlusts are represented by a powerful military march with lots of drums and some fighting sounds in the background.
Non-Entity General: Inversion. The player entity pulls a lot of strings, but you're never on one faction's side any longer than a single battle. Thus, it's possible to get a race to do something even if they hate if, if you get another race they like to do the asking. The game calls this "backdooring".
No Plans, No Prototype, No Backup: Your flagship was the prototype model, and the Last Hydral completely wrecked the R&D facility while getting it. By the time you've installed some Hydral technology that only you can use, nobody else can reverse-engineer it, either.
One Nation Under Copyright: The Acutians. Where other species model leaders of the government, Acutian government is entirely made out of CE Os and they change based on the economy.
Out-of-Character Moment: When the Skylaxians take over a planet, the computer will be momentarily surprised and wonder out loud if that's against their honor code.
Planet of Hats: Acutians are ultra-capitalist, Andors are peaceful and good, Boarines are isolationist and solitary, Burlust will only consider war, Evucks are paranoid and amoral, Peltians are peaceful communists and crap at ground combat, Thoraxians are a Hive Mind and will kill everyone if given a chance and Skylaxians are highly advanced diplomats.
Smart Bomb: Using any of your flagship's special abilities will erase any bullets near your ship and stun small fighters caught in the area. As the tutorial tooltip explain this effect points out, this can be much more useful than what the ability's "primary" purpose was.
Suicide Attack: What the Peltians are very good at. Their ground forces are the worst in the game and they can easily be beaten. The Peltians know this... and specialize in suicide attacks and orbital bombing to great effect.
Super Prototype: The prototype flagship the last Hydral steals to start the game was already a beast. Once Hydral weapons and abilities are added, it becomes capable of chewing through entire fleets by itself.
Space Pirates: They start to pop up as soon as species achieve spaceflight.
Sweet Tooth: The "Confectionary" building increases a race's standings with the Peltians... and the Burlusts. The Burlusts also react pretty well to a bribe of high quality chocolate, of all things!
Tech Tree: There is a rather extensive Tech Tree. Not all species can research everything, although player can do so. However, not all technologies provide any bonuses for the player, but are useful to the other species.
The Alliance: The Burlusts, Acutians, and Boarines can form the Union of Independent States as an alternative to the Federation if the latter is growing too powerful too quickly. The Federation itself also has some shades of this, as it is very decentralized in practice.
The Empire: A race with overwhelming power may form the Fear Empire. Unfortunately the game's goal is to unite the solar system under a Federation, so letting these guys win is a game over. The Hydrals also ruled one before their planet blew up.
The Federation: Ultimate goal of the game. How peaceful it is depends on what species you can convince to join it and how you guided their development.
The Main Characters Do Everything: Very much averted - all the alien races are essentially playing a 4X game with each other, and you can choose to simply sit back and watch the simulation play out.
Tractor Beam: Your ship has one of these during missions. They are used to dock with stations.
Utopia Justifies the Means: Your end goal is to have every living species as part of the federation. What steps you take to achieve this is completely up to you, and judged only by the other races in the system. Even bioterrorism and attempted genocide can have a positive effect on a race's opinion of you, if your targets were on the verge of wiping someone else out.
Video Game Time: Averted. No matter what the player does, the time goes on. Entering a combat means that the outside time will advance based on how long the combat took. On the other side of the coin, this means things take a while to happen, but the player is given numerous ways to burn solar months helping their plans along between big events instead of just waiting.
Video Game Caring Potential / Video Game Cruelty Potential: Oh, it's there. Player can either try to peacefully unite the entire system, or rescue a planet from an economic collapse... or do everything to make the said species hated by everyone, steal their technology, assist in attacking their homeworld and generally destroying their chance to live.
Who's Laughing Now?: When the Peltians declare war, they talk with glee about how it's their turn to be the aggressors.