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Ungovernable Galaxy

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The larger a government gets, the more bureaucracy it accretes, the easier for things to slip between the cracks, the harder for things to get done.
And that's on Earth. Imagine a galaxy full of inhabited planets, with billions of people on each one, and probably not a Planet of Hats. Even an FTL drive and form of communication would not decrease the disadvantages of scale. Without the communication, difficulties would be increased — massively so if only STL travel is possible.
Worse yet, mix in aliens with their Blue-and-Orange Morality — but it would be impossible even with a wholly human galaxy, or a substantial portion of it, or even a solar system well filled up with inhabitable locations.
Comes up when a Galactic Superpower fails to govern, leading to it devolving into a Failed State.
This may lead to An Aesop about Pride and how man's reach exceeds his grasp in trying to control such a massive space. Often the cause of Vestigial Empire...IN SPACE! This is at least partly built into the assumptions behind the Standard Sci-Fi History.

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Despite having much more reasonable ambitions than an entire galaxy, the United Earth Directorate of StarCraft fame finds the Koprulu Sector untameable; their fleet manages to take over the sector in a matter of weeks, but loses it just as quickly. Short reigns characterized the other Koprulu governments, with both the Terran Confederacy (less than a generation after moving from The Alliance to The Empire) and Emperor Arcturus's Dominion (roughly 4 years) falling just in the span of the games.
There are no less than three human governments in the Koprulu sector, the Terran Dominion, Kel-Morian Combine, and Umojan Protectorate. The latter two were conquered by the Confederacy and briefly part of the Dominion but Mengsk couldn't maintain his hold on them for long.
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In the Honorverse, the exodus from Earth led to the creation of several star nations, most prominently Manticore and Haven, most of which are sufficiently small to avoid major problems with governance. The major exception is the gargantuan Solarian League, whose poorly-written constitution renders the federal legislature virtually powerless, causing it to become overrun by corrupt bureaucracies and the (unelected) politicians who run them.
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Star Trek: Picard:
The Romulan Star Empire lost its home systems to a supernova and its government collapsed. At the same time, the destruction of Mars and its shipyards severely crippled the Federation and Starfleet. The new Romulan government lost control of many of its systems to anarchy and the Federation is too weak politically and militarily to step in and take advantage of the situation. Many of the systems of the old Romulan Neutral Zone are lawless and run by warlords and crime syndicates.
The series also implies that part of the reason the Federation was able to get so much bigger than the other two major powers is that it devolves significant power upon its member states, to the point where threats by members to secede over the evacuation of Romulus actually gave them enough leverage to kill the whole project after the Mars attack.
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Star Trek: Discovery reveals that in the 32nd century, governing the galaxy has gotten worse in the wake of the Burn, which destroyed almost all warp-capable starships and nearly ended interstellar civilization. The Federation collapsed to 1/10 of its peak while crime syndicates like the Emerald Chain filled in the power vacuum.
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Although ostensibly governed by the Commonwealth authorities and overseen by the United Church to reduce corruption, very little seems to stop ruthless trading House executives, Quarm assassins, or intruding AAnn expeditions from doing pretty much what they damned well please within the Humanx Commonwealth. If would-be Planet Looters make it obvious enough, they'll get run off by Humanx stingships, but cutting off all communications from some backwater colony-world and then stealing, kidnapping or destroying whatever you wish is well within the ability of even a second-rate Corrupt Corporate Executive or bush-league terrorist group. Slavery is practiced on Moth under a mere nominal cover of "contractual adoption", and governors assigned to "protect the interests" of developing worlds' natives have carte blanche to block said natives' bids for full Commonwealth membership as long as they can profit by their personal authority.
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Half-Life: The Combine are a universe-conquering (and probably full on Multiversal Conqueror) superpower that was capable of subjugating the Earth in just seven hours when they arrived. However, since Earth was a low-priority, low-value world that was little more than a ball of resources to be harvested in their eyes, they only left behind a relatively small, if very well-armed, governing force made up mostly of human collaborators with a very small number of their own "advisors" keeping an eye on things. It's implied that this is the standard, since their slow method of travel around the universe doesn't allow them to hold more than a small number of "important" worlds with the kind of overwhelming force that they in theory can bring to bear. Part of the reason Earth later becomes a higher priority for them is when they realize that human scientists have developed a form of teleportation that's much faster than what the Combine are using; if they get this technology for themselves they'd be able to avert this trope and become truly unstoppable.
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Crest of the Stars: This is one of the reasons why the Abh Empire has a largely "hands-off" policy towards governing the planets under their dominion. They figure it's impossible to truly unite thousands of disparate worlds under one culture, so landworlders can govern themselves and do what they wish with the planetary surface, while the Abh themselves control interstellar space (the Abh's name for themselves is "Kin of the Stars"... they consider the void of space to be their homeland, not any planet). This is mentioned to be in contrast to the Four Nations' Alliance, the members of which are trying to homogenize their respective cultures across the worlds each controls, and it isn't really working.
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Played straight and Discussed in the Harry Harrison short story "The Man from P.I.G". Since every linear increase in the range of starship engines creates a cubic increase in the volume of space that needs to be governed, lawmakers are far overtaxed and are pushed to unorthodox means of managing their bailiwicks — such as a hokey rancher-sheriff with a herd of genetically enhanced pigs.
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A major plot point in The Long Earth. After the invention of Steppers, inter-dimensional travel becomes not only easy but convenient. Datum Earth suffers massive depopulation as people emigrate en-masse to other Earths. The governments of Datum Earth attempt to maintain rule over their colonies, but this becomes difficult due to the inability to use or even transport communication devices across dimensions, resorting to hand-delivered mail.
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The Four Horsemen Universe: In theory there's a galactic Union that provides some measure of law and order, a successor state to The Federation which collapsed in a civil war thousands of years ago. In practice this purported Fictional United Nations is little more than a weak guild system and wars over planets and resources are near-constant (providing plenty of business for the merc industry). In Winged Hussars, merc commander Alexis Cromwell once wryly remarks to herself that this nigh-on anarcho-libertarianism isn't the best form of government the Union could have picked, it's just the only one that works even this well.
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Also in the Vorkosigan Saga, FTL travel is accomplished using space-folding jumpships traversing a complex network of natural wormholes. Direct travel between star systems is limited to those that have wormhole connections between them. Some, including Earth itself, sit in cul-de-sacs in the Nexus and require travel through other systems to get to. There are no FTL communications. Instead messages are relayed to ships that carry them through the wormholes and then retransmit them to other ships traveling to the destination system. The result is that most colony worlds are independent, although a few multi-system space nations, such as the Barrayaran and Cetagandan Empires, exist. But these generally only control a handful of systems at best (the examples given have three and eight, respectively).
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The Overlords in Childhood's End give this as the rationale for keep humans confined to the solar system (and even then, largely confined to Earth). Of course, since the human race is going to be joining The Overmind in a generation anyway, the idea of humanity expanding outwards into the cosmos is moot to them.
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The TV film A Call to Arms suggests that some Earth nation-states have their own warships, as indicated when the captain of an Omega-class destroyer specifically identifies himself as from the Russian Consortium, despite clearly wearing an EarthForce uniform. It's possible it's a backlash in the aftermath of the totalitarian control of the Clark regime.
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 Babylon 5: A Call to Arms
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Halo: As humanity expanded, insurgents began to spring up on colony worlds away from the central government, which escalated to the point that entire planets defected and the rebels began deploying WMDs and small fleets of warships. This prompted the UNSC to take action and eventually led to the creation of the Spartans. The larger Covenant are far, far worse. Civil War is the standard in that empire; a summary of the career of a single mid-level military officer mentions that he alone led dozens of campaigns against rebels that saw entire planets depopulated.
The situation is even more tenuous after the end of the Covenant War; as the UNSC struggles to reassert authority over its pre-war domain, many colonies have become effectively independent from Earth, due to Mega Corps, Insurrectionists, and rebellious politicians alike all being increasingly able to establish their own spheres of control. Also not helping stability is a thriving black market in both Covenant technology and ex-Covenant mercenaries.
Additionally, the collapse of the Covenant post-Halo 3 has caused a major power vacuum in the vast number of systems formerly under its rule, resulting in ex-Covenant space becoming a free-for-all as various factions vie for power or seek to profit from the chaos.
The Forerunners notably did not have this problem. While they did fight multiple civil wars over their history, they seemed to be over which of their Fantastic Caste System would be in charge of government, rather than wars of secession, extirpation, or revolution. By the time the Flood destroyed them, their Ecumene still dominated the galaxy as a single political body, stable at three million worlds.
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Mass Effect: mostly subverted. Citadel Space with its thousands of worlds and trillions of sapients is remarkably stable, having been continuous with negligible internal conflict for over 2,700 years. Though the galaxy as a whole is, according to the Codex, barely 1% explored. There are however areas outside of Citadel Space that, such as the Terminus Systems, and others where there is no law at all. These areas are filled with tons of independent worlds and NGO Superpowers that, while extremely small and weak by the standards of the trillions-strong empires in Citadel Space, can at least maintain their independence out there.
Even in the regions it controls, the Systems Alliance is, well, an alliance rather than a federation; human colonies can choose to opt out of the Alliance, and many do. Those who stay do so as much or more for the economic and military benefits as any particular loyalty to Earth. The Salarian Union is implied to have a similar arrangement, and the Asari Republics are even more decentralized (they are the only major species whose homeworld lacks even a de facto unified government, the Asari Republics being more like an EU equivalent). Only the turians exert ironclad control over their colonies.
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In the Worlds of Shadow series, the Galactic Empire has telepathic mutants for communication, but outback worlds, such as the asteroid that the protagonists land on, can pretty much do what they like including keeping slaves, since it takes months to get anywhere by ship.
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Kris Longknife: Due in part to Culture Clash between the overpopulated urban core worlds such as Earth and New Eden and less-developed rim worlds such as Kris's homeworld Wardhaven, and also because of the lack of convenient FTL travel or communication (it's done by means of static jump points and travel within a star system is light-limited), the first book of the series ends with the dissolution of the Society of Humanity. In its wake a number of smaller polities form, the two largest being the Wardhaven-led United Sentients (later renamed the United Society, an elective constitutional monarchy) and its rival the Greenfeld Confederation (really People's Republic of Tyranny, later turning into the Greenfeld Empire and finally becoming a Hegemonic Empire under Grand Duchess Vicky Peterwald). The most powerful alien race and the only one bordering human space, the Iteeche, are similar, being ruled in theory by a God-Emperor but with their many satrapies really being realms unto themselves in all but name.
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Traveller
The Third Imperium can best be described as a "feudal confederation", individual planets are typically left to their own devices so long as they don't attempt to secede, withhold taxes, interfere with interstellar trade, or make war with other planets. Wars between factions on the same planet are allowed if they don't use nukesnote  They're dead serious about the nukes. Use nukes without Imperial authorization, and the consequences can be dire. or violate any of the other rules. The Imperial Nobility primarily administrate the Imperial Ministries operating within their domains, and have hereditary posts because the Imperium is too large to advance upwards within one lifetime. And the Imperium doesn't govern anywhere near the entire galaxy, or even all of Humaniti; they're bordered by five other empires that are similarly decentralized (save for the K'kree, whose system of government was so inflexible they had to stop at 2,000 worlds).
This is a major aspect of the 3rd-party setting Clement Sector. Outside of the Hub Federation, every planet is politically independent of each other.
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Star Trek:
Trek is probably one of the best examples of a governable galaxy, The Federation and all that jazz, but Star Trek: Enterprise takes place before the Federation appears leaving Earth unable to control anything outside of the Sol System with even cargo-ships ignoring the authority of Starfleet. (And even once the Federation is established, it only governs a tiny chunk of one quadrant of the galaxy.note The Alpha Quadrant is dominated by three great powers (the United Federation of Planets, Klingon Empire, and Romulan Star Empire), six lesser powers (the Cardassian Union/Empire, the Breen Confederacy, Ferengi Alliance, Tholian Assembly, Gorn Hegemony and Orion Syndicate/Orion Union) and many dozens of smaller nations and independent planets, some of which despite lacking in size had the military strength to stand up to the great powers. The Federation itself is basically a speck in terms of actual territory covered (Qonos is less than 90 light-years from Earth), but has informal influence beyond its borders.) The heroes would run into a new hostile alien species in seemingly every other episode despite never venturing more than a couple hundred light-years from Earth (and usually being no more than a few dozen light-years away). It's also made clear that the Andorians, Tellarites, and Vulcans at this time are small polities that haven't extended far beyond their single home star systems, so don't expect any of them to bring order. Presumably, most of these species joined the Federation by the 24th century.
In Star Trek: Voyager, huge swaths of the Delta Quadrant appear to be lawless or contested territory, beset by interstellar plagues, within-species tribal feuds, extra-dimensional incursions or sheer chaos (which is probably mostly due to the Borg assimilating any polity in the area that could approach the size and power of the Alpha/Beta Quadrant nations or the Dominion).
Star Trek: Picard:
The Romulan Star Empire lost its home systems to a supernova and its government collapsed. At the same time, the destruction of Mars and its shipyards severely crippled the Federation and Starfleet. The new Romulan government lost control of many of its systems to anarchy and the Federation is too weak politically and militarily to step in and take advantage of the situation. Many of the systems of the old Romulan Neutral Zone are lawless and run by warlords and crime syndicates.
The series also implies that part of the reason the Federation was able to get so much bigger than the other two major powers is that it devolves significant power upon its member states, to the point where threats by members to secede over the evacuation of Romulus actually gave them enough leverage to kill the whole project after the Mars attack.
Star Trek: Discovery reveals that in the 32nd century, governing the galaxy has gotten worse in the wake of the Burn, which destroyed almost all warp-capable starships and nearly ended interstellar civilization. The Federation collapsed to 1/10 of its peak while crime syndicates like the Emerald Chain filled in the power vacuum.
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Gundam: Even at its peak, the Earth Federation is barely able to keep things under control within the Earth Sphere. Zeon remnants are able to flee into deep space aboard the mobile fortress Axis (in addition to remnants hiding out on Earth itself), several dissident groups are spread out amongst the colonies, repeated wars weaken both its military and its ability to govern... by the time of Victory, the Federation's power is so non-existent that the war with the Zanscare Empire is fought by the ragtag League Militaire. Note that in these series, humanity is still confined to a single solar system.
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Albedo: Erma Felna EDF: The first extrasolar colony seceded 22 years after its founding. The Confederation of Planets wasn't even founded until the first war with the Independent Lapine Republic (two systems that attempted imperialism), and in the period between wars a number of Rim systems broke away from the ConFed, and even more during the second war.
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The greater cosmos of Animorphs is largely this. While we do see a lot of wars, they never seem to be for conquest of the planet themselves (just the population) and no great imperial space empire is ever described (The Yeerk's describe themselves as an empire, but they largely abandon the invaded worlds or leave them as military outposts). This is helped by the fact that FTL travel is wildly unpredictable and the distance between two worlds is not static. A trip between two planets could take hours one time and years another time.
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BattleTech: The Terran Hegemony and the Star League had tough times in their glory days; not only do they have to govern thousands of worlds, but they also have to hunt down pirates, and stamp out rebellion hundreds of light years away from each other. And the Successor States following the fall of the Star League have been unable to form a unified government for the past 400 years.
The Free Worlds League can't even manage a unified government in the slice of the Inner Sphere it rules. The Captain General, while in theory the highest authority in the League, is often undercut by Parliament, and has to horse-trade with the provinces whenever they invoke the Home Defense Act and withdraw troops from the League's war effort. And then there's Andurien, which has a deep loathing of Atreus and is in rebellion against the Federal government half the time, and Regulus, which thinks it should be running things... Power dis get a little bit more centralized with the reforms of Thomas Marik finally declawing most of the laws that the provinces had used and bringing Andurien to heel. It's a shame for all involved that he was a body double for the real Thomas Marik who was a loony, genocidal cult leader, and that the actions of the real Thomas pretty much caused the League to become literally ungovernable, prompting its temporary dissolution during the Jihad
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In the Foundation Series, it is stated that Trantor'snote a City Planet at the center of the galaxy entire population was dedicated to bureaucracy, and that it collapsed due to the impossibility of efficient governing. Seldon's Plan is intended to create a Second Empire, but it's stated that, in addition to being psionically governed, it will be more of The Federation. There are also a couple of alternatives offered, although the option of an actual Empire tends to be viewed rather skeptically. In the greater context of the setting, and even within Foundation if one pays attention to the dating, it is strongly downplayed: one of the major factors that brought down the Galactic Empire was lack of efficient governing... but the Galactic Empire lasted for thousands of years as a genuine, functional Galactic Empire (Year 1 of the Galactic Era was the coronation of the first Galactic Emperor, and Foundation starts in the 13th millennium of the Galactic Era) before that, and that's not counting the period where the Trantorian Empire had taken control of much of the Galaxy and was obviously heading towards, slowly, taking control of the rest.
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In House of Suns, no interstellar society has persisted for more than a few hundred thousand years courtesy of there being no Faster-Than-Light Travel or Subspace Ansible technology; empires have formed then slowly started to unravel and break apart from internal or external pressures and have done so for the past six million years. Hell, it’s stated that expansionism actually shortens the lifespan of a civilization. The only constant in the galaxy are the Lines such as Gentian Line: one thousand clones of a woman that lived in the 31st century at the start of humanity's interstellar colonization who live exclusively aboard spaceships that jet around at near-lightspeed, and so due to Time Dilation pass millions of years despite experiencing only thousands.
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In the Orion's Arm galaxy, not even Sufficiently Advanced Artificial Intelligences prove able to rule an entire galaxy. This synopsis explains some of the difficulties any space empire would likely encounter. In fact they don't rule anywhere near the entire galaxy. On this map all the Sephirotic Empires are within that fuzzy green dot (it's been only 10,500 years, and the setting does not have FTL).
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Serenity mentions offhand that despite the Anglo-Sino Alliance having jurisdiction over the entire star system in which the Firefly franchise takes place, they don't have the manpower to provide effective security everywhere. On a lot of the more sparsely populated planets and moons they contract out to private companies.
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See the Atomic Rockets page on Galactic Empires for an exhaustive analysis of the logistics of governing an interstellar empire.
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Warhammer 40,000:
In the Imperium of Man, individual planets are normally self-governing, with taxes and men for Imperial regiments being gathered by an administration stiff and bureaucratic, operating on its own and not controlled from the top. Whether your planet is a democracy or a neo-feudal dictatorship, the Imperium doesn't really give a toss as to how you run your planet as long as you pay the tithes the bureaucracy sets, hand over the pyskers when the Black Ships come by every few decades, and ensure the Imperial Cult is followed (and even the smarter Ecclesiarchs realize the Creed is going to be slightly different from one planet to another and tolerate this, the more common ones declare everyone else heretics). And there is a chance even that won't happen, as entire populated planets may end up forgotten and ignored in the Imperium's vast bureaucracy due to simple filing errors.
40K has another example with the Tau Empire, which consists of well-regulated, disciplined and highly organized planet systems where every citizen does his part without hesitation. This is possible for two reasons: the Tau operate on Happiness in Slavery where no citizen will ever try to do less than their rigidly-defined part for the Greater Good (possibly via pheromonal mind control of their ruling class), and their empire is very restrained (their form of FTL travel is something like five times slower than Warp travel, which can often take months of real-time) compared to the Imperium (it helps that most don't realize just how vastly outnumbered they are). To see how small (and surrounded) they are compared to the Imperium, see the bottom right of this map◊: the Tau are only allowed to survive by the surrounding Absolute Xenophobe Imperium because they're strong enough to make wiping them out an unsustainable expenditure of resources, and can counterbalance less-reasonable local threats such as Orks and Tyranids. And even then the Tau have their separatists, such as the Farsight Enclave.
One of the few things known about the ancient Necrontyr empire, which dominated the galaxy millions of years ago, was that it was engaged in an enormous hairball of a civil war as its various dynasties fought for independence from the Silent King and each other. They only reunited after the Silent King pulled a Genghis Gambit against their contemporaries the Old Ones, then fell apart again when they failed to beat the Old Ones, then reunited again after they became the Necrons (thanks to the Silent King having them all slaved to his will via his command protocols), then fell right back apart after the Silent King destroyed his command protocols and exiled himself out of the galaxy. Some Necron characters speak fondly of the glory days of the Infinite Empire, but none show particular interest in being governed by it again.
One of the biggest setting changes was the fall of Cadia which allowed the forces of Chaos to spawn a series of Warp storms that essentially cut the galaxy in half, making it even less governable.
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In the backstory to Transformers: Animated, the Great War was fought between the Decepticon Empire and the Autobot Commonwealth. While the Autobots won the war and the Decepticons accepted amnesty and exile, the war outright destroyed several colony worlds on both sides. Descriptions in the Allspark Almanac suggests that the "New Decepticon Empire" functions like a real empire i.e. each world is ruled by its own governor, but they all answer to Megatron. Even Megatron's reach has its limits, though. Straxus rules the planet Lucifer with an iron grip, turning it into a hellhole. He's still a Decepticon and led an attack on the Autobot space bridges as requested, but otherwise he pretty much does whatever he wants.
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Remembrance of Earth's Past: The Dark Forest theory doesn’t just mean every alien species is at war with every other alien species, it also means every spacefaring species in the universe will likely be at war with itself too. This is first demonstrated when the handful of surviving ships from the destruction of humanity’s space fleet end up fighting each other for fuel and supplies, and again later when the alien species that destroyed the solar system is shown to be fighting a civil war between its homeworld and a colony world.
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In Voidskipper even with less than a tenth of the galaxy actually settled, people's tendency to politic keeps them from unifying on any scale larger than a few star systems. Even an actual hive mind has a major problem with schisming.
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Additionally, the collapse of the Covenant post-Halo 3 has caused a major power vacuum in the vast number of systems formerly under its rule, resulting in ex-Covenant space becoming a free-for-all as various factions vie for power or seek to profit from the chaos.
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In the Hammer's Slammers universe Earth's first wave colonies broke away from their home countries quickly. And most of their colonies in the second and third waves seceded as well. There are some multi-planet governments like the Terran World Government and Marvellan Confederacy, but the majority of polities encompass a single planet or region of a planet. The result is an environment where mercenaries rarely go unemployed for long.
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A game mechanic in Stellaris, empires have a limit to the number of "Core Systems" they can directly govern (usually 5). To have more without taking severe penalties to resource production, they need to assign excess systems to semi-autonomous "sectors", which are somewhat prone to forming secessionist factions. When the sector limit is reached, an empire may need to create almost completely autonomous vassals which are even more prone to rebellion.
Overhauled in subsequent patches. Now, your empire has an "administrative cap" that determines how much galaxy it can effectively control. Systems, planets and districts increase your sprawl, and if sprawl exceeds cap, there's a stacking penalty to tech cost, tradition adoption, and leader cost and upkeep, with no real limit: if you take over half the galaxy, you may well have to deal with a 1000% increase to leader cost and 300% to tech cost. You can increase admin cap, but it's unlikely to keep up with dedicated expansion, so you may well end up going with, again, the semi-autonomous vassals route to keep your empire sleek; you can always integrate them later, if they don't rebel.
Further Patches developed this to a greater degree, especially the Overlord expansion: given time, it becomes more efficient for large Empires to delegate authority and autonomy to loyal and semi-loyal vassal states with a range of levels of autonomy, albeit at the risk of your vassals pledging fealty to other states and turning rogue and starting wars.
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In Christopher G Nuttall's When The Empire Falls the Imperials are forced to pull back in order to preserve their civilization. Admittedly, being a Dying Race didn't help matters much.
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One of the sparse setting details in Echo is that both interstellar travel and colonization is both extremely cheap and extremely slow. This leads to impossibly advanced planet-sized structures like The Palace being built over millennia without anyone noticing it until it is long abandoned.
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Star Wars Legends takes this even further. In Legends, every major government that tries to get established after the fall of the Empire is short-lived. Every government formed in the post-Imperial era falls due to anarchy, rogue Imperial warlords, extra-galactic religious fanatics, new Sith lords, and civil wars which nearly turn the Star Wars galaxy into a Warhammer 40,000-ish Crapsack World.
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In Starsector it's been two hundred years since the collapse of The Domain's vast Portal Network cut off the Persean Sector from the rest of humanity. Owing to the general instability of the situation as well as a loss of technology thanks in part to In-Universe Copy Protection, the sector has split into five major factions, along with a collection of minor factions or independent planets all squabbling amongst one another. Out of several dozen inhabited "core worlds" and countless hundreds of (variously habitable) planets further into hyperspace, the two largest factions claim only twelve planets each and their holds are shaky.
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The Anglo-Sino Alliance in Firefly either can't or won't do much more than collect taxes and suppress dissent in the poorer and less populated planets on the outer edges of its territory in the system where the series takes place. Various wealthy industrialists and landowners are effectively a law unto themselves, and attacks by homicidally-insane cannibal Reavers are hushed up and officially denied. Though the last one is justified by the fact the Alliance created the Reavers with a botched Government Drug Enforcement trial, and is going to enormous lengths to keep this fact on the down-low.
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In Star Trek: Voyager, huge swaths of the Delta Quadrant appear to be lawless or contested territory, beset by interstellar plagues, within-species tribal feuds, extra-dimensional incursions or sheer chaos (which is probably mostly due to the Borg assimilating any polity in the area that could approach the size and power of the Alpha/Beta Quadrant nations or the Dominion).
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The Pan-Galactic Peace Alliance from Transformers Victory is a seemingly successful attempt to avert this. Formed in order to better defend against the Decepticons, the Galactic Defense Force led by Star Saber help ensure that there's peace on most worlds. However, the anime shows that there are ferocious battles fought in Sector 2 of the Alliance's space, where God Ginrai's Autobots and Overlord's Decepticons engage in battle throughout the series, but overall most worlds and locations (like Iron Town from the first episode) seem like pretty nice places to live barring the occasional Decepticon attack.
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This is part of the background of Rimworld owing to the fact that there is no FTL travel. Despite the fact that humanity has spent over three thousand years exploring the cosmos and colonizing countless planets, no interstellar polity is able to maintain a grasp over more than a few, and the vast majority of planets are totally independent with little or no contact elsewhere, having slowly (or sometimes very QUICKLY) regressed back to pre-Space or even pre-Industrial levels of technology. The game takes place on one such planet and your colonists must survive amidst dozens of other sparse colonies with barely any overarching government between them.
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Babylon 5
The Centauri Republic once controlled more than half of local space, but after the Pyrrhic Victory in the Centauri-Orieni War they started hemorrhaging worlds, and now are reduced to twelve systems, with many worlds of their former empire being now half of the League of Non-Aligned Worlds or belonging to the Narn Regime (itself former Centauri subjects).
The League of Non-Aligned Worlds is in theory a strict alliance bent on becoming The Federation. In actual practice, however, they are only unified by the common threat of the Centauri (even if they are ultimately overwhelmed by them. Turns out that as they shrunk, the Centauri advanced their technology enough that they can fight the whole League and win) and common commercial bonds with Earth Alliance.
The Earth Alliance is apparently unified, but the Expanded Universe makes clear that there still are independent nations on Earth itself (the Vatican for the same reasons they are still independent from Italy, and Israel with their own colony world and the Republic of Korea because they never joined the Alliance for their own reasons), even if they strongly feel Alliance pressure (Israel's independence is mostly nominal), and as Earth Alliance expanded in space two different sets of separatists slipped out and formed their own states, the Sh'lassen Triumvirate (two worlds, they join Earth Alliance during the series when the government starts losing a civil war and calls Earth for help, with joining the Alliance as condition) and the Free Human Union (three worlds, still independent).
The TV film A Call to Arms suggests that some Earth nation-states have their own warships, as indicated when the captain of an Omega-class destroyer specifically identifies himself as from the Russian Consortium, despite clearly wearing an EarthForce uniform. It's possible it's a backlash in the aftermath of the totalitarian control of the Clark regime.
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In Fractured (SovereignGFC), a Mass Effect/Star Wars/Borderlands crossover and its sequel Origins, the galaxy surrounding Pandora fits this trope, being that the "government" is a sham and the strongest actors are corporations. Downplayed with the Trans-Galactic Republic, though it may be a bureaucratic nightmare, it still functions as a legitimate-if-incompetent state unlike the Economic Development Group.
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The following is a list of statements referring to the current page from other pages.

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Star Wars Expanded Universe (Franchise)
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Organization Index
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Speculative Fiction Tropes
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Tropes in Space
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