If we assume the Sirius Coalition to be Stalinists (they essentially are), then these guys would surely be Luxemburgists or Trotskysts. Trotskysts, more likely.
I'd like to ask a question, tho: you said you want to make a communist society, in the Taus. You also said you want to abolish THE MONARCHIES in Sirius. Today, the monarchies are Gallia and Bretonia and, if the Exiles return to their homeland, Kusari may return to be a monarchy as well. My question is...why picking only against capitalist and reactionary monarchies when you can (actually, as a communist organization, you MUST) pick at the capitalist republics of Liberty and Rheinland, as well?
Also, a small correction: communism wants the end of paid labor, of wage labor. Paid labor is the condition of slavery to wich the proletariat is bound to, according to Marxist thought. The ideal communist society has no paid labor, no wage slavery. The worker would organize his work, with no voices from above, produce to satisfy his own needs ("From each according to his ability to each according to his need"), the pay would be limited to what he would produce, wich would then be consumed by the worker himself. There's virtually no idea of paid labor or profit in a communist society, only a self-organized subsistence and self-sufficiency.
Unless you just ignore all of this and become market socialists as in Continental China.
Don't think I'm being too heavy, I'm just giving some hints to make your faction look more...authentic
For the rest, the idea is really, really good, though it reminds me of the ICMG a bit, but it still looks fine. I say Sirius needs more Reds.
As others have said, this is an interesting idea with a bit more merit than many others that have appeared over the years.
Kampanon has some good points about the difference and ideals of communism, as well as some similarities to the ICMG.
For the history, you appear to be too attached to the idea of IDs as RP items; they are not. You didn't really have a BMM ID to lose, "papers" would be a clearer way to state it, and there wasn't exactly a lot stopping you from getting to Bretonia by one of the many other routes avoiding Gallic forces.
Given it all happened after the Fall of Leeds, this hasn't been going on too long inRP. That being said, it has still skipped a lot of steps and assumed a lot at the expense of other factions. What I see as the most preferable alternative is that Collins found some like-minded people among the IMG, particularly Dounby which was the main base of the ICMG and some elements remain today (Eric Pearce kind of runs the place and I've RPed him as being part of them, although I wasn't around at the time of the faction itself) and forming the UCEL with them as a small group.
That is the point you start from, where you contact the IMG, Zoners etc. about using their stations, working with them and other things. The Commonwealth are actually one of the best groups I've seen at doing this. They started off as only a couple of people on FP10 and only currently something like 30 (correct me if I am wrong, Ed) with little power held or required beyond the Freeport itself - they have influence with those around them to get what they want.
Particularly in your Allied section of the Diplomacy, it sounds like you've made it so that the IMG openly and completely supports your cause which would land them in a lot of bother with their two closest houses. Hating Bretonia, its monarchy and corporations also doesn't lend well to flying through their space, landing on their planets to sell Silver Ore etc.
The Colonials being entirely opposed to your own views (which isn't actually true) would have to have been worked on to get a stable relationship - particularly us giving you any ships, especially the Thanatos. Contact us as your characters, you don't get a free ticket for having joined CR| The Council's line is also pretty weird. In fact, talk to most of the groups that you want to get on with: you'll find the Unioners don't care about your cause any more, the Mollys don't like it when you misspell their faction name, some groups of Zoners such as the Commonwealth and OSI are very much about earning money and not communism; and other things like that.
The tag is ok, but I usually find round brackets look better as single ones. The subdivisions I'd also step away from, or limit to a specific one for paramilitary and another (or none) for civilian. The IFF choice is weird, Freelancer or no IFF would be better until you find some particularly interested group to be a part of.
The Recruit ID is not intended to show you are a new person in the company, it is simply there to allow repping towards a faction IFF (and ID) with a not-unusable technerf. Freelancer/Miner would probably be your best bet, obviously for the civilian section, but this will limit what you can do as the Frontliners (I like that name) without the above-mentioned supporting group. Pirate ID does allow you to choose your targets, although of course the RP of the engagement will always look rather strange. To be honest, the Coalition ID would make life easiest for you for the paramilitary but that doesn't fit your disliking SCRA RP. Calling for the removal of the monarchies and then having the houses convert to communism, backing yourself up by shooting... does kind of sound like them though.
What could solve this is to make the civilian part extremely prominent, supporting your allies, agenda and indirectly harming your enemies through these actions in a 'peaceful protest' sort of way.
Civilian and Borderworld tech is obviously pretty easy to work with and explain, same with the 'openly available' IMG tech (although the core regen is at 75% this version) and probably Zoner stuff too. Any other faction tech though, handle when you're contacting the related factions. Limiting the large ships like transports (FL ID handles this for you) and gunboats also shows the small size of the groups, and I'd say cruisers are far beyond your reach until you get a sufficient supporting group.
These could be stepped up as your support, population and standing increase. You mention police patrols, which don't really make much sense without actually owning any territory.
One last random point from the doc was the mention of "Monarchy Wars", this would be better written as "the monarchies' war(s)" if you simply mean one of the current ones. If it were the various coups in Bretonia, he'd have to be a few hundred years old!
Overall, a nice idea but I'm not sure how well it'll translate into viable gameplay. You should really take a step back and develop your faction through RP means instead of taking an assumed position.
1) Freeport 10 is that of the Commonwealth. No biggie, the faction was really rather 'IMG' based anyways.
2)IDs don't match. Yeah, I've been thinking of ways to change that without harming a faction's name.
3) Zoner IFF doesn't fit. Changed it to Freelancer, but might change.
4) Spelling Errors and misunderstandings. Working that out now.
5) *cough*ICMG?*cough*. Yeah, it's like a reincarnation of the ICMG, which I found really interesting, but was dead a loooong time ago.
6) RP, backstory and ideas need to be edited to be more cannon. Ok, working on that now.
EDIT: @Summer: I know I don't get immediate rights to the CR| by being a Warrant Officer, it was just supposed to be a way of gaining trust with them, in hindsight, it doesn't really make sense.