Oh that just sounds wonderful! I'm glad I could help with that! I did try to make it a tool for myself to help give factions in stories a clear philosophy, and thus, better conflicts, and more compelling stories.
If you are in need of a rushed faction in your game (you know, if the bastard players decide to screw the plot and go somewhere else entirely xD), I can recommend simply doing ten rolls on a 4 sided die (1 being radical up, and 4 being radical down). And then you got a fleshed out faction. At least on an ideological standpoint. Then you can often have an opposing faction with just the reverse in ideals. Of course you can just take a few set of ideals instead of ten. Some of the best stories in Star Trek have been focused on only a few set of competing ideals. And if the Federation is supposed to help bring stability, peace, and galactic cooperation, they need to understand the factions there, and see if they can resolve the conflict, or will have to resolve to violence in favor of one faction, or even attacking both.
Sorry if I nerded out there a bit, I'm also a roleplayer myself, so I'm really glad you think it could be used for that x3