Elite Dangerous

Elite Dangerous

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Galactic Superpower and Major Factions
By Devilish Dave
This guide covers the background, purpose, and details of each Superpower and Major Faction including their history, personality, relationships, and goals.

This guide aims to help new commanders decide with whom they align best, so that they can without any regrets, pledge to a Major Faction and experience the game at an entirely new level.
   
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i. Introduction
This guide covers the background, purpose, and details of each Superpower and Major Faction including their history, personality, relationships, and goals.

This guide aims to help new commanders decide with whom they align best, so that they can without any regrets, pledge to a Major Faction and experience the game at an entirely new level.
ii. What Is a Superpower?
The galaxy is dominated by three superpowers, each with unique ideologies, histories, and goals. They influence minor & major factions and systems, shaping the Core Systems also known as the Bubble.

What Defines a Superpower?
Superpowers in Elite Dangerous are the three dominant galactic nations controlling large swaths of the Core Systems (the “Bubble”). They have specific characteristics that set them apart:
  • Unified Governance:
    Each Superpower has a centralized government (Federation’s democracy, Empire’s monarchy, Alliance’s coalition) with a clear leadership structure (e.g., President, Emperor, Prime Minister).

  • Ideological Cohesion:
    Superpowers have distinct ideologies (e.g., Federation’s capitalism, Empire’s tradition, Alliance’s cooperation) that shape their systems and factions.

  • Territorial Control:
    They control vast regions centered around key systems (Sol, Achenar, Alioth) and influence minor factions via allegiance.

  • Military Structure:
    Federation and Empire have navies with ranks unlocking exclusive ships (e.g., Federal Corvette, Imperial Cutter). The Alliance, while lacking ranks, has a unified defense force.

  • Powerplay Influence:
    Superpowers are tied to Powerplay, with most Major Factions (e.g., Zachary Hudson, Arissa Lavigny-Duval) aligned to one, amplifying their galactic presence.
1. The Federation


Background:
The oldest interstellar nation, the Federation traces its roots to the United States. It’s a corporate-driven democracy, born from economic expansion and marked by rivalry with the Empire, which seceded centuries ago in a brutal conflict. Critics call it greedy and expansionist.

Purpose:
Expand through capitalism and military strength, now tempered by Winters’ focus on social welfare and diplomacy.

Key Characteristics:
  • Government: Democracy, corporate-influenced.
  • Values: Liberty, capitalism, expansion.
  • Military: Federal Navy ranks (e.g., Ensign, Admiral) unlock ships like the Federal Corvette and Gunship.
  • Territory: Centered around Sol, controlling much of the Bubble.

Powers in the Federation

Felicia Winters
History:
President of the Federation since 3309, Winters rose after the Starship One crisis (3301) and Hudson’s retirement. She’s a Liberal Party leader from Taylor Colony.

Purpose:
Strengthen the Federation through trade, diplomacy, and humanitarian efforts.

Personality:
Compassionate, diplomatic, progressive.

Relationships:
  • Allies: Liberal Federal factions, some Alliance groups.
  • Rivals: Imperial powers, Hudson.
  • Tensions: Opposes Hudson’s militarism.

Goals:
  • Promote economic stability.
  • Expand via trade and diplomacy.
  • Offer trade-focused modules.


Jerome Archer
History:
A Federal-aligned independent, Archer focuses on security and bounty hunting, combating piracy.

Purpose:
Maintain order through bounty hunting and law enforcement.

Personality:
Disciplined, security-focused, pragmatic.

Relationships:
  • Allies: Federal factions, security-focused independents.
  • Rivals: Delaine, criminal factions.
  • Tensions: Federal ties create friction with Alliance/Imperials.

Goals:
  • Expand via bounty hunting.
  • Fortify against piracy.
  • Offer military modules.


2. The Empire

Background:
The Empire of Achenar seceded from the Federation in the 23rd century. Centered on Achenar, it’s a hierarchical monarchy valuing tradition and duty. Imperial slavery (regulated indentured servitude) is legal, and internal power struggles are common.

Purpose:
Uphold traditions, expand cultural influence, and maintain imperial grandeur through loyalty to the Emperor (Arissa Lavigny-Duval).

Key Characteristics:
  • Government: Dynastic monarchy with aristocracy.
  • Values: Hierarchy, duty, imperialism.
  • Military: Imperial Navy ranks (e.g., Outsider, King) unlock ships like the Imperial Cutter and Clipper.
  • Territory: Centered on Achenar, rivaling Federal control.
Powers in the Empire

Arissa Lavigny-Duval
History:
Emperor of the Empire, Arissa ascended after political turmoil. She defends against threats like the Kumo Crew and Thargoids.

Purpose:
Uphold Imperial traditions and expand through military and cultural dominance.

Personality:
Regal, authoritative, pragmatic.

Relationships:
  • Allies: Imperial loyalists.
  • Rivals: Federal powers, independents.
  • Tensions: Friction with Aisling Duval over slavery.

Goals:
  • Expand Imperial territory.
  • Enforce Imperial laws (e.g., slavery).
  • Offer Imperial ship modules.


Aisling Duval
History:
A progressive princess, Aisling advocates abolishing Imperial slavery. Her charisma and media presence make her popular but controversial.

Purpose:
Reform the Empire, promoting freedom and humanitarian values.

Personality:
Charismatic, idealistic, media-savvy.

Relationships:
  • Allies: Progressive Imperials, some Alliance factions.
  • Rivals: Traditionalist Imperials, Federal powers.
  • Tensions: Opposes slavery, clashing with Arissa and Torval.

Goals:
  • Abolish slavery.
  • Expand via cultural influence.
  • Offer exploration/trade modules.


Denton Patreus
History:
A ruthless Imperial senator, Patreus uses military might and financial loans to control systems, funding his campaigns through debt.

Purpose:
Expand Imperial influence via conquest and economic dominance.

Personality:
Ruthless, calculating, ambitious.

Relationships:
  • Allies: Militaristic Imperial factions.
  • Rivals: Federal powers, independents.
  • Tensions: Competes with Arissa for dominance.

Goals:
  • Expand via military and debt.
  • Control systems financially.
  • Offer combat modules.


Zemina Torval
History:
A traditionalist senator, Torval’s wealth comes from mining and Imperial slavery. She expands through economic control.

Purpose:
Strengthen the Empire via mining, slavery, and traditional values.

Personality:
Conservative, pragmatic, profit-driven.

Relationships:
  • Allies: Slavery and mining factions.
  • Rivals: Aisling Duval, Federal powers.
  • Tensions: Clashes with Aisling over slavery.

Goals:
  • Expand mining and slavery markets.
  • Fortify Imperial systems.
  • Offer mining/trade modules.
3. The Alliance

Background:
Formed in the 33rd century in Alioth, the Alliance is a coalition of independent systems resisting Federal and Imperial control. It’s grown rapidly, balancing autonomy with mutual defense.

Purpose:
Promote freedom, cooperation, and protection for member systems, countering superpower dominance.

Key Characteristics:
  • Government: Decentralized coalition, often democratic.

  • Values:
    Freedom, cooperation, peace.

  • Military:
    No rank-locked ships; Alliance vessels (e.g., Type-10 Defender, Chieftain) are accessible to all.

  • Territory:
    Centered around Alioth, acting as a buffer between superpowers.
Powers in the Alliance

Edmund Mahon
History:
Alliance Prime Minister, Mahon graduated from Alioth University. He balances corporate interests with the Alliance’s cooperative ideals.

Purpose:
Strengthen the Alliance through trade and diplomacy, countering superpowers.

Personality:
Practical, diplomatic, idealistic.

Relationships:
  • Allies: Alliance factions, cooperative independents.
  • Rivals: Federal/Imperial powers.
  • Tensions: Criticized by Nakato Kaine for corporate ties.

Goals:
  • Expand via trade/diplomacy.
  • Protect member systems.
  • Offer trade modules.


Nakato Kaine
History:
A populist critic of Mahon, Kaine opposes corporate influence, rallying support for an independent Alliance.

Purpose:
Protect Alliance autonomy, reduce corporate control via grassroots efforts.

Personality:
Fiery, populist, defiant.

Relationships:
  • Allies: Anti-corporate Alliance factions, independents.
  • Rivals: Mahon, superpowers.
  • Tensions: Opposes Mahon’s corporate ties.

Goals:
  • Reduce corporate influence.
  • Expand via grassroots trade.
  • Offer exploration/trade modules.
4. Independent Systems


Background:
The majority of human systems, independent systems resist superpower control. They vary widely, from anarchies to theocracies, and face pressure from superpowers.

Purpose:
Maintain autonomy and cultural diversity, resisting Federal, Imperial, or Alliance dominance.

Key Characteristics:
  • Government: Diverse (Anarchy, Cooperative, Feudal, etc.).

  • Values:
    Autonomy, diversity, resistance.

  • Territory:
    Scattered across the galaxy, forming a rich cultural tapestry.

Could Independents Become a Superpower?
Theoretically, Independents could form a Superpower if they unified under a single government and ideology, but this would contradict their core principle of autonomy. The Alliance, originally a coalition of Independent systems, is the closest example of Independents forming a Superpower, but even it struggles with internal diversity and decentralization. Lore-wise, Independents remain fragmented to preserve their freedom, making a unified “Independent Superpower” unlikely.

  • Player Freedom in Terms of Powerplay:
    However, players who cannot liken themselves to any of the 3 Superpowers, could partner with the Independents, give that they offer flexibility for players who want to avoid Superpower politics. You can work for an Independent faction or pledge to an Independent Power without committing to a Superpower’s ideology.
Powers of Independent Systems

Archon Delaine
History:
Leader of the Kumo Crew, Delaine is a pirate lord controlling black markets in the Pegasi Sector.

Purpose:
Expand via piracy and black market dominance, undermining superpowers.

Personality:
Ruthless, cunning, anarchistic.

Relationships:
  • Allies: Anarchist/criminal factions.
  • Rivals: All superpowers, especially Arissa Lavigny-Duval.
  • Tensions: Targeted by law-abiding factions.

Goals:
  • Expand via piracy.
  • Undermine superpowers.
  • Offer piracy/combat modules.


Li Yong-Rui
History:
CEO of Sirius Corporation, Yong-Rui uses technology and trade to expand influence, maintaining neutrality.

Purpose:
Expand Sirius’ economic control through innovation and trade.

Personality:
Calculating, innovative, business-savvy.

Relationships:
  • Allies: Trade-focused independents.
  • Rivals: Superpowers, Delaine’s pirates.
  • Tensions: Criticized by Kaine for corporate influence.

Goals:
  • Expand via trade/technology.
  • Maintain neutrality.
  • Offer exploration/trade modules.


Pranav Antal
History:
Leader of Utopia, Antal promotes a communal society based on shared ideals and technology.

Purpose:
Spread Utopia’s communal values, focusing on cooperation and harmony.

Personality:
Visionary, idealistic, spiritual.

Relationships:
  • Allies: Communal independents.
  • Rivals: Superpowers, Delaine.
  • Tensions: Dismissed by pragmatic powers.

Goals:
  • Expand via communal projects.
  • Promote social harmony.
  • Offer exploration/cooperative modules.

Yuri Grom
  • History:
    Leader of EG Union, Grom is a former Federal admiral turned independent dictator, controlling systems via military might.

  • Purpose:
    Expand EG Union through armed revolts and military dominance.

  • Personality:
    Principled yet ruthless, dictatorial

  • Relationships:
    • Allies: Independent factions, anti-Federal groups
    • Rivals: Federal powers (Winters, Archer), Arissa Lavigny-Duval
    • Tensions: Conflicts with Winters over past Federal betrayals, Archer over security policies, and Delaine over criminal competition

  • Goals:
    • Expand EG Union via military campaigns
    • Undermine superpower influence
    • Offer combat-focused modules and rewards
5. Powerplay and BGS
  • Powerplay Mechanics:
    Pledge to a Power to earn merits via combat, trade, or exploration, including missions and weekly tasks. Merits unlock ranks, rewards (modules, credits, care packages), and perks like reduced rebuy costs (up to 100% in Power territory). Contested systems are key battlegrounds.
  • The sooner you pledge yourself, the sooner you will unlock all the module, which you can then use later on in the game.
  • As mentioned in the guide, if you don't wish to represent any of the major factions, pledge yourself to an Idependent and just do as you please.

  • Background Simulation (BGS):
    Player actions (missions, trade, combat) influence minor faction control, government types, and system states (e.g., Boom, Civil War).
  • Check out my other guide for more information on this: https://cs2bus.com/sharedfiles/filedetails/?id=3486408729

  • Choosing a Power:
    • Narrative:
      Match your playstyle (e.g., Hudson for combat, Aisling for reform).
    • Rewards:
      Powers prioritize specific modules (e.g., Archer for military, Yong-Rui for exploration). Nevertheless, regardless of you who are pledged to, you will have access to all the modules, except in a different order.
    • Gameplay:
      Combat players favor Hudson/Archer; traders prefer Winters/Yong-Rui.

  • Community Goals:
    Large-scale events (e.g., megaship construction, Thargoid wars) impact Power influence and the galaxy’s narrative. They can reward players with a significant amount of merits and credits. It also is more enjoyable to participate in a community goal, when your Power plays a role in it.
Closing Remarks
Superpowers and major factions (powers) offer diverse gameplay, from militaristic conquests to diplomatic reforms. Your actions in Powerplay and the BGS shape the galaxy, whether you’re a Federal soldier, Imperial noble, Alliance trader, or pirate lord, you wield your own fate and with it, you leave a mark in the history of Elite Dangerous.