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Published: 2022-03-22 12:18:57 +0000 UTC; Views: 11431; Favourites: 28; Downloads: 8
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With the plan of turning this into some kind of Nation game, or at least one were the readers can have more overall influence over this AU/TL and clearly inspired by the Galactic Senate Game of I Love Democracy, I will allow each reader to get their own characters as a Republic Senate Senator, a Confederate Parliament Parliamentarian, or an Imperial Senate Imperial Senator and a Corellian Confederation Parliament Parliamentarian meaning you can play up to four characters, one in each Senate if you wish so, but also only one in the ones you favor the most. Under the Supreme Chancellor Wullf Yularen and Vice Chancellor Gail Ackbar the Republic Sector Redistribution Act has further divided the bigger Republican Sectors into bigger central galactic sectors, with often 120 to 180 instead of minimal 50 to 60 worlds and systems inside of them. This means the galactic Republic has risen from originally 1,024 sectors and senators from the time of the Rusan Reformation to around 8,200 senate pods for 66,000 representatives and senators as well as many more aids and advisers (making them roughly 144,000 to 200,000 in total).
As a Senator the player will be able to hold several positions, one for the sector in which he was either elected or appointed, meaning he will be vital to ensuring Republic Law and order there, as well as it’s internal story ideas and outcomes. Further more he can join a faction within the Senate, best one dominant in their sectors part of the Galaxy, or one fitting his own ideology, or form a new one in the hopes of gaining influence among other Senators. The main galactic Repbulis Senate Factions at the start are after the End of the Clone Wars and the Imperialist Coup and split off:
The former Core Faction that has since then split into:
the Core Faction in the Galactic Core, made up by 16,513 senators also known as the Core Republic or Inner Republic by now, further internally divided into:
the northern Coruscanti (1,375 Senators)
the eastern Arrowhead/ Inner Core (5,823 Senators)
Southern Core (6,387 Senators)
the western Negs/ Core Colonies (2,927 Senators)
the Colony Faction in the Colonies, made up by 34,638 Senators split into:
the Northern Dependencies (6,837 Senators)
the Eastern Slice (10,502 Senators)
the Southern Colonies (9,657 Senators)
the Western New Colonies (7,642 Senators) in the former Unknown Regions
the Remnants of the Rim Faction (made up by 14,849 Senators), massively divided into:
Northern Territories (with 3,968 Senators, made up by the Republics former Northern Dependencies and the New Territories after the Separatist took most of the later)
the Eastern Slice (with 5,843 Senators, excluding 1,947 so called Seatless-Senators of worlds that no longer remained under direct Republic Control and are therefore not counted with a vote but represented)
the Southern Rim Area, made up by the Trailing Sectors and Western Reaches (1,026 Senators, excluding 2,278 so called Seatless-Senators of worlds that no longer remained under direct Republic Control and are therefore not counted with a vote but represented)
the Western Regions/ New Colonies (1,734 Senators) in the former Unknown Regions/ Wild Space to the West, were the Jedi Order still hast the most supporters and influence
a small percentage of the Senate (around one tenths) is also still represented by the Corporate Conglomerate Factions, or at least their remnants who claim to have lost all ties to their Separatist counterparts, these mostly are made up by the Trade Federation, the Commerce Guild, the Corporate Alliance, the Techno Union and the InterGalactic Banking Clan. Much like former Palpatinsit/ Tarkinist Imperialist supporters, their members are viewed suspicious within the remaining Galactic Republic, meaning they have a disadvantage on convincing others of their projects and ideas and every vote they take has a disadvantage for the first ten rounds overall.
Some Senators are also appointed by the Republic Senate to represent a minority species or group otherwise not represented fairly within the Galactic Senate to give them a voice. Beside this active Senators there are also docile Senators, those whose worlds and systems have been taken by the Separatists or Imperialists, but who themselves remained officially loyal to the Republic even trough constant observation. These Senators officially have an advantage on convincing others of their projects and ideas and every vote they take has an advantage for the first ten rounds overall.
With the term limits defined by the Sectors they represent, as well as their own overall popularity, Senators can serve for life, or be kicked out for corruption and other crimes rather quickly, so that many Senators serve four to twelve years regularly. Corporate Conglomerate Faction are often appointed directly by the directors or heads of their conglomerates and therefore have no civil oversight or population to be held accountable by. As each system votes and appoints different there are no fixed elections for Senators and new ones can be elected or appointed every time. This means unless a players Senator becomes inactive, they will be appointed for the duration of this AU/TL. Should they become inactive a player can always return with a completely new Senator later on, but it is assumed that the old Senator either retired, or was forced out of office for acts so heinous he will never serve in the Galactic Republic Senate ever again.
Every Senator regularly has 1 Political Confidence (PC) his own voice, that serves for the number of laws and proposals he can get passed into the Senate each session, as well as his overall voting power. A Senate Interest Group Leader or Sector Senator has overall 2 PC and also can swing the votes of most or all Senators within his Oversector, Interest Group or Senate Faction and Coalition. The Senate Faction Leader has 3 PC overall and can swing the votes of most members of his Senate Faction, this is modified by +2 PC for major Senate Factions, +1 for normal Senate Factions and 0 PC for minor Senate Factions. The Leader and Speaker of the Senate, also known as the Vice Chair and Vice Chancellor gains +4 PC, while the elected Supreme Chancellor gains +5 PC. The larger a certain Interest Group, Faction or Coalition becomes, the harder it is to juggle their different opinions, which is why each additional member gives a -1 PC. The unification of such groups however gives the Senator responsible +1 PC. When someone has the same Party/ Faction or Interest Group as the Vice Chancellor or Supreme Chancellor, this gives an additional +1PC, while opposing their Party/ Faction or Interest Group gives -1 PC, same as opposing the Party/ Faction or Interest Group of the Vice Chancellor or Supreme Chancellor. With Supreme Chancellor and Vice Chancellor elected for four years and serving until their term has ended, or an Act of no Confidence is passes they have to be elected by a third of all Senators, meaning some concessions and coalitions of the various main Party/ Faction/ Interest Group have to be made to get their candidate elected. The Supreme Chancellor it the only one who can call for extraordinary Senate meetings and votes on major topics, as well as banish a Senator from the Senate itself and even introduce their own bills, which the Senate then can ratify or oppose. All Supreme Chancellors and Vice Chancellors after Palpatine can only be elected for a maximum of two terms, either directly connected or throughout their career and life. If no majority is reached, the vote for the Supreme Chancellor will held with the strongest candidates again and in emergencies and crisis, special votes about them can b held. The Vice Chair or Vice Chancellor to can start a vote over a Senate topic and Ending it alike, giving him some influence over debates and elections
Every Senator gets his votes and Political Power each turn newly, meaning they can rise or fall depending on circumstances during the last turn. To increase their voice being heard and their overall swaying and influence over as many other Senators as possible, many Senators have chosen to either lead a Party/ Faction or Interest Group within the Senate itself, or join one of the influential Committees who often serve as somewhat of ministries and organizations to enforce certain Senate politics, with some new being found whenever the need for them arises.
The Senate itself is split into various groups, who while not formal political party or faction ideologies, at least give a basic idea about were they wish to guide the Republic, these ideologies are:
Corporate Conglomeratists (laissez-faire/ market liberal) often Senators either elected by the Corporate Conglomerate Factions, or with world heavily depending on them, which is why they often vote in favor of a Conglomerate, not any population they represent or should care fore. Often seen as mere puppets of the banks, businesses, cartels, conglomerates, economists and industrialists, they can be further divided into:
Separatists Corporate Conglomeratists, who wish for full autonomy for the Corporate Conglomerates from the Galactic Republic and Galactic Senate,
Liberal Corporate Conglomeratists, who wish for the Republic to not intervene in their businesses, deals and trade in any way, shape or form,
Moderate Corporate Conglomeratists, who wish for the Galactic Republic and Republic Senate to simply not pass anything to hinder them in their busnesses, limit their profits or outright cripple their companies with legislation and laws.
Another major group are the Galctic Union Centralist (former Galactic Empire Imperialists), those wishing to more unify and centralize the Galactic Republic, often out of a desire to make it stronger against foreign and internal crisis, dangers and enemies alike. These militarists and populaists can be best divided into the:
Palpatineist Centralist, who wish for the Galactic Republic to become a Galactic Empire under an authoritarian, all powerful Emperor, they gain -2 PC
Tarkin Centralist, who wish for the admiralty and generality to have influence over the government and run the state, not the other way around, they gain -1 PC
Moderate Centrists, who believe that trough the Separatist Crisis, Clone Wars and Imperial Coup it is clear that the Galactic Republic needs to be strong to defend it’s peace and democracy.
The next major factions are the so called Galactic Republicans, those who believe to have the best interests and ideals of the Galactic Republic at heart and mind. Their main factions can be divided into the:
Ruusan Republicans, who are partly centrists and reactionaries, but also empathize major liberal and Core World faction ideas,
Amidala-Yarua Republicans, those who have seen that for survival the Galactic Republic needs a series of changes and reforms,
Ackbar-Yularen Republicans, who under the current Supreme Chancellor and Vice Chancellro are convinced that only a strong military can secure the Galactic Republic and rebuild it from the ruined worlds that have emerged from the Clone Wars,
Rim Remnant Republicans, also known as Colony-Rim Republicans in the Republic Remnant, those of the former Rim World factions that believe now is the best time to ensure the majorly populated Core Worlds no longer dominate Galactic Politics any longer.
The next major group the Liberal Republicans share ideas or Liberalism and Federalism and are certain that the best Galactic Republic is one with limited powers, but still strong enough to ensure that no further systems and worlds separate from it and start the period of pre-Republic rivalries and wars all over again. They are made up by the:
Corellian Confederates, who are Liberals for a limited government, this days with ties to the Seven World Corellian Federation Separatists which will give them -1 PC
Republican Federalists, who dream about a more Federated Republic were each member world and system is internally autonomy from Republic law and influence, but at the same time can rely on their shared Republic for outside diplomatic, economic and military strength,
Conglomerate Liberals, those that favor few regulations and intervention into the Conglomerate Companies, Banks or other such institutions,
Binksists Liberals, those supporting the Republic caring for economic and social issues like poverty, infrastructure, welfare, education and health care, but believe the Republic and it’s Senate should not have much care or influence outside of that.
The Republic Populists are a faction and group aiming to gain influence over political opportunist themes and ideas fitting to get them as much voters and supporters as possible. They can be divided into:
Republic Popular Reformist, those seeking reforms in the Galactic Republic to change the status quo for the better, including an anti-militarist and limited government stance,
Old Republic Populists, who are liberal conservative and traditionalists dream about returning or preserving the glorious old days of the Old Republic times,
Popular Progressives, who are concerned with a social democracy and republic, non-Human Rights and that everyone in the Galactic Republic should choose their own fate trough more direct elections and votes,
Populist Republicans, those wishing to implement popular pesticides on hot topics and to increase overall Senate powers and influence to then get such decisions turned into laws.
The Galactic Senate however still had a few more Radical Factions as well, who were viewed by the Loyalty Committee to ensure none would rise to a next Separatist Crisis or Imperialist Crisis, most of which are opposed by nearly all established parties, or at least seen as dangerous, loony or otherwise problematic to openly side with them. They included the:
Confederate Separatists/ Confederates, those Separatists Corporate Conglomeratists with strong openly Separatist believes, or pro-Separatist tendencies, who would gain -2 PC.
Republic Galactic Imperialists, those Palpatineist Centralist, who openly promoted an authoritarian, centralized Galaxy without any voting or other democratic and republican institutions,
Social Senate Republicans, radicals pushing for labor reforms and more social Republic ideals, who had gained favor among many with their massive support to outlaw Slavery and then lost it as quickly with their support for full citizen rights for Clones,
Pacificst Republicans, those advocating for spending money not within the military but the people have a hard stand after the Clone Wars, Separatist Crisis and Imperialist Coup Attempt.
Besides the Senators themselves and the influence thy gain by being part of any Interest Group or Senate Faction and Coalition, some gain enough influence (+10 PC overall) to become lobbyists of certain groups, factions, coalitions, ideals or people that they gain an additional +1 PC and can not only direct a percentage or majority of the Interest Group or Senate Faction and Coalition Senators they are a part of, but all of them. This can allow them to swing votes and elections in their favor, or outright paralyze the Senate if things don’t go the way they like. The Supreme Chancellor and Vice Chair/ Vice Chancellor are automatically lobbyist who can control Senators even of opposing political and ideological views. Any lobbyist also has enough support in the Senate to call for a vote of no confidence against the Supreme Chancellor or Vice Chair/ Vice Chancellor at any given time. Should he succeed this will grand him +1 PC in the next round, just like a failure will lead to -2PC. Factions with close ties either trough interests, or located nearby one another will also have the ability to side or support one another with +1 PC, even with major differences otherwise.
At the start of the Republican Senate the Core Faction/ Galactic Core is a AI Faction, as is the Colony Faction, the Rim Faction and the Corporate Conglomerate Faction. Each will try to focus on their own Core Worlds, Colony Worlds or Rim Worlds and support factions and laws benefiting them. Players can however be part of their subgroups and slowly take them over from inside, as well as try to reunite these major factions once more to gain more influence within the Galactic Senate. If this happens they are no longer AI Factions, but player lead ones. They can however also take the more risky and longer road of creating their own faction and rise with it to the top. The Lobbyist and Senate Faction leaders themselves will know their total number of influenced Senators, but their opponents will be left in the dark about it, unless they start an investigation over a couple of rounds with the Republic Intelligence, or trough the Jedi Order
Senators will gain more initiatives/ PC the more subgroups they join or create, and can also block other Senators initiatives and turn during a round with this. This initiative/ PC is also connected to certain traits a Senator might have.
Beside this the Supreme Chancellor will submit and try to push an Agenda each round (week) until the End of a turn (Months) for a total of 48 turns during the term of a Supreme Chancellor. Every Senator can submit Legislation for the Senate to debate and vote on, one bill per PC/ round. The Vice Chair/ Vice Chancellor then takes ten of these to vote upon, while the Supreme Chancellor can dismiss the Vice Chair/ Vice Chancellor if he dismisses to many and by doing so call for fresh elections, similar to how a Vote of no Confidence will lead to fresh elections.
The first to vote will be:
1) the overall AI Factions
2) players/ Senators who are Lobbyists, who will be allowed to vote Yes, No or Abstain.
3) players/ Senators and their Senate Coalition, who will be allowed to vote Yes, No or Abstain.
4) players/ Senators and their Senate Faction, who will be allowed to vote Yes, No or Abstain.
5) players/ Senators and their Interest Group or Senate Faction and Coalition, who will be allowed to vote Yes, No or Abstain.
6) Certain hidden influential factions, like the Jedi, Sith, Conglomerates or Intelligence branches to mimic their overall interests/ influences.
If some ideologies have no player7 Senator I will set their vote according to their values and believes.
With the Vote of No Confidence a Lobbyist, Senate Coalition or Senate Faction can call for the resignation of the Supreme Chancellor and get him removed if they can gather enough support for such a move. This like all PC influence can either be done to use the own vote to dismiss an opposing one, neutralizing it this way, or to use two own ones to get other sides to join in exchange for a favor. Said favor can be called in by the individual or group who had given the vote at any time and during any vote, resulting in the one owning the favor automatically giving their vote to their cause when they call for it. Favors also can be given, resulting in another side to get your always one additional PC this round (up to a number of PC they have left, or overall available), so that if they agree the same number will be given back to you the next round. To call for a Vote of No Confidence, 5 different Senators of tree different Ideological groups, or 2 Senators of 2 different ideological groups, or the Coalition/ faction with the majority (over 50 %) of the Senate behind themselves to contest the current leadership. Should one galactic government condition also reach a true crisis, the Vote of No Confidence will apply automatically.
While much has been done regarding Corruption within the Senate, there is still a long way to go and Corrupt Senators (Level One Corruption, which also gains them -1 to – 10 PC) can be swayed and gained favors from with only one PC to either sway their vote or gain their support, with further corrupt Senators (Level Two Corruption) are connected to scandals severely damaging their political career (-11 to -50 PC), while Level Three Corruption gives them -51 to -100 PC, as well as often major crisis, not to mention their bad deeds will also influence any group they are part of for the next round. Corruption and Scandals can also be used by the Jedi, the Sith, the Senate Ethics Committee or other Senators/ players to uncover them to get rid of certain criminal individuals (given a chance of uncovering up to 10% until their investigation uncovers the truth every round). To recover from such Scandals and Corruption players can attempt to spend PC and start initiatives and resolutions meant to deal with the problem and restore their public image.
The overall State of the Galactic Republic:
Democratic Health: Substandard (42) + 1PC
The health of the Republic's democratic system. Reduced by the centralization of power, improved by lowering corruption and similar reforms. Low Numbers give PC.
Palpatine Democracy [-0] - Backsliding [1-19] - Fading [20-39] -
Ever since the Clone Wars the Grand Army of the Republic and the Republic Navy under Wullf Yularen and Gail Ackbar have increased rumors that the Military or Imperialist attempt a second takeover.
Economic Health: Declining (30) -2 to Republican Stability, Chancellor Approval and Rim Tensions Each Turn
How the Galactic Economy is doing. Economic Successes will improve, Corporate tensions and economic failures will reduce.
Galactic Depression [-0] - Recession [1-19] -
The devastating battles of the Clone Wars and Imperial Coup have left many systems and world in ruins and the debt owned to the Banks doesn’t help the situation.
Republican Stability: Concerning (35) +1PC
How stable the Republic is as a whole. Affected by Rim/Corporate Tensions, Economic Health and Chancellor Approval. Low numbers provide extra emergency PC.
Crisis [-0] - Collapsing [1-19] -
With the Bacta Shortage and the recent decades of Wars and Battles, spreading smuggling and crime the Republic certainly has seen better days.
Chancellor Approval: Neutral (50)
Public Approval of the Current Chancellor. Goes up with successes, and down with unpopular policies or failures. Is reset with each new Chancellor.
Another Valorum [-0] - Ostracised [1-19] - Weak [20-39] -
Supreme Chancellor Wullf Yularen and Vice Chancellor Gail Ackbar have managed to gain enough human and alien votes to stay in office, but the time of this military politicians might End as soon as the Imperialist Remnants are defeated.
Senate Corruption: Dominant (10) +20 to Secret Initiatives, -2 PC, -10/-20 CPmalus to 0/1 Corruption.
How Corrupt the Senate is. Increases slightly with secret initiatives, reduces with anti-corruption initiatives.
Nute Gunray Wet Dream [-0] -
Much has been done to decrease Senate corruption, but the problems and challenges of the Clone Wars and Imperial Coup have only worsened existing problems.
Colony-Rim Tensions: Discontent (40) N/A
How tense/dissatisfied the Colonies and Rim are. Will change depending on the Senates actions. Dropping to 0 will cause a crisis to begin, marking a point of no return.
Joining the Separatist [-0] - Confederationist Boycott [1-19] - Rioting [20-39] -
With the Republic shrunken in size by treaties and war, the Colonies and Inner Rim are the new border and they fear to be dominated by the Core even further then ever before as many Core Worlds had not been devastated as baldy during the Clone Wars and Imperial Coup.
Core Tensions: Calm (60)
How tense/dissatisfied the Core is. Will change depending on the Senates actions. Dropping to 0 will cause a crisis to begin, marking a point of no return.
Core Crisis [-0] - Centrist Boycott [1-19] - Rioting [20-39] - Discontent [40-59] -
Having survived nearly completely unharmed the Core is on a good path to fully rebuilding itself and recovering from major losses, even if they owe heavy debt to the IGBC.
Corporate Relations: Compliant (60)
The relationship with the Corporations. Changes depending on the Senates actions. 0 will cause a Crisis and Crash the Economy. 100 will also cause a different crisis.
Corporate Crisis [-0] - Furious [1-19] - Uncooperative [20-39] - Discontent [40-59] -
The Separatist Crisis has made many remaining Cooperation's cautious not to act suspiciously Separatists, however for most it is more a facade to not be nationalized by the Republic and operate more freely, either openly or in the shadows.
Republic own Military Strength: Proficient (67) +20 to Military Operation Rolls
How strong the Military Forces of the Republic are. Currently capped at Adequate Judiciary without constitutional amendments.
Pacifist State [-0] - Roaming Patrols [1-19] - Adequate Judiciary [20-39] - Pseudo-Military [40-59] -
The Galactic Republic Conscription Act has brought an organic, standing army back, with all pros and cons this brought with it, but many now return to their local Sector/ Member World Military now that the main conflict is over.
Sector/ Member World Military Strength: Adequate Judiciary (28) +40 to Military Operation Rolls
The Clone Wars had made the creation or expansion of local sector security forces necessary, but now the Republic fears they could aid in a new Separatist Crisis in favor of their worlds.
Pacifist State [-0] - Roaming Patrols [1-19] -
With many Sector/ Member World militarizes trained in numbers and quality like never before during the Clone Wars, the recent Seven World Crisis/ Corellian Commonwealth Separatism has left many to wonder how loyal these forces are towards the Republic.
Clone Military Strength: Roaming Patrols (5) -40 to Military Operation Rolls
How strong the Military Forces of the Republic are. Currently capped at Adequate Judiciary without constitutional amendments.
Clone Army completely disbanded [-0] -
With the Clone Troopers having their Inhibitor Ships removed and their own free will, as well as accelerated aging, many have retired from active military duty, even if some remained to continue serving the Republic, either directly or as trainers and instructors for others, despite heavy anti-Clone sentiments since the Clone Wars.
Overall Republic Military Strength: Strong (85)+-40 to Military Operation Rolls
How strong the Military Forces of the Republic are. Currently capped at Adequate Judiciary without constitutional amendments.
Pacifistic Republic [-0] - Roaming Patrols [1-19] - Adequate Judiciary [20-39] - Pseudo-Military [40-59] - Proficient [60-79] - [80-99] – Republic Grand Army [100+]
Overall the Galactic Republic contineus a strong military army and navy presence, mostly in opposition to the danger and threat the Imperial Remnant Warlords pose to them, but it also financially cripples the reconstruction.
While Roleplay by the players is highly encouraged, the Jedi, Sith or other Force Users will remain AI/ NPC as factions for various reasons, as this is meant to be a political influence and decision game for this AU/TL. Even if something is not directly connected to the Senate, but simply a small story, Posters, Wikiboxes, Political Compass memes and more it is welcome and high-quality RP, players will be given an bonus of up to +3 PC In the next round. Openly or secretly the Jedi, Sith, Intelligence and Militarizes can gain more influence trough various means, either supporting the stability of the Republic, or diminishing it.
Picture: (Its Star Wars, go nuts. I would even make character portraits like for my other individuals shwoign up in this AU/TL including all known species.)
Name: (Certain races and cultures have particular naming schemes so be careful. Then again, some Star Wars names are extremely wacky so feel free to give yourself something almost unpronounceable and make me suffer.)
Species: (There are an extensive list of species in Star Wars, though even more then in the Prequels the remaining Republic is Humancentric, and most other races are dominant in the Rim. Some races are largely confined to a certain region of space, so if you do make an alien look up where they’re prominent (Twi’leks around Ryloth, Zabrak around Iridona/Dathomir etc). That said, if you have a good reason for a species to rise to a leadership position elsewhere then fine. Also remember that some Senators have remained loyal to the Republic and even with their world now under Seperatist/ Imperial rule and them loosing their vote for it, they can become the head of an Interest Group or Senate Faction and Coalition and thereby gain new voting powers. Such individuals also have a non-sector/ non-world +1CP for the emotional and ideological influence their world7 species living under Seperatist/ Imperialist oppression has to many others, especially those close bordering the two rivaling Galactic Powers.
Gender: (Star Wars is pretty relaxed about gender rules, so there are no restrictions here, just take certain special things into account of a species only has certain genders or none at all like the asexual Hutt.)
Year of Birth (Age): 'xxx (No need for a day. Senators have to be at least 16 Standard Years of age irrespective of species, however there is no upper limit (aside from, ya know, death, remember we have at least 14 BBY in universe, so anyone serving must have been born at least 30/31 BBY).
Sector (Region): (This is set in the Galactic Senate. Being a Senator is not optional. I’ll keep a list of sectors already being represented with the player list, so refer to that to see what's available. I will tell you if a certain sector (or planet in the core) should have a particular political leaning if you’re off the mark. Regions are Deep Core, Core, Colonies, Inner Rim, Expansion Region, Mid Rim, Outer Rim. As a rough guide, everything within the Blue on this Map is part of the former Galactic Republic . Though sectors aren't shown in the Core regions, practically every world there will have a Senator due to over-representation. Remember there are some Republic Sectors now within Separatist or Imperialist controlled space whose Senators might remain within the Republic)
Public Ideology: (Everyone professes some kind of ideology. Whether they actually believe in it is something else entirely. Pick from the Senate Ideology List)
Secret ideology: (The Ideology the Senator/ Character actually believes in, this can, but has not to be the Public Ideology)
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Comments: 2
YodaSoda66 [2022-04-12 04:40:12 +0000 UTC]
👍: 1 ⏩: 1
SheldonOswaldLee In reply to YodaSoda66 [2022-04-12 07:42:53 +0000 UTC]
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