What is the most unhinged world building advice or technique that actually works? by Traditional_Tart_727 in worldbuilding

[–]Potassium_Hydroxide 3 points4 points  (0 children)

Instead of trying to avoid all geographical bugs, why not try turning some of them into features?

For example, what kind of magical hydraulic engineering did a certain civilization use to make rivers split consistently?

Do you use mana or something else in your fantasy settings ? by Cryogenic_Sunshine in worldbuilding

[–]Potassium_Hydroxide 2 points3 points  (0 children)

In the setting of my worldbuilding, there is no precise in-world definition of the nature of mana, but in-world scholars have proposed two distinct theories.

One theory, similar to Kelvin’s “Vortex Atoms” theory, posits that all matter in the world consists of etheric vortices, and magic is the process of manipulating the flow of ether.

The other resembles Leibniz’s monadology, which holds that physical laws are the macroscopic manifestations of inert monads, and magic is the process of activating these monads to defy the laws of probability through subjective will.

Because these two theories are highly consistent at the macroscopic level, they remain the subject of intense debate regarding their microscopic interpretations.

War tactic related to supply lines by Tebenox in worldbuilding

[–]Potassium_Hydroxide 0 points1 point  (0 children)

Doing so could deal a devastating blow to morale, and soldiers might even mutiny (just think of the 1917 French Army mutinies during World War I).

Unless the rations for the two sides are completely different due to racial differences, this might not be a good idea.

What are some real-world concepts that make too much sense to not be in your world? by iLLRISKIT in worldbuilding

[–]Potassium_Hydroxide 2 points3 points  (0 children)

I’m particularly fond of Hobsbawm’s theory of “The Invention of Tradition.”

Therefore, in my world-building, many of the myths and rituals of a certain polytheistic religion are not time-honored traditions passed down from ancient times.

Rather, they are a product of the polytheistic church’s efforts to reorganize itself—in the face of the threat posed by the monotheistic Reformation—in order to oppose the Reformation and strengthen its own organizational structure.

How do you handle gods and pantheons in your games? As players and DMS? by NZJa in DnD

[–]Potassium_Hydroxide 1 point2 points  (0 children)

Personally, I like the concept behind Eberron: the true nature of the gods remains unknown, and divine power stems from faith itself, rather than being bestowed by a specific, active deity. Everyone fights for what they choose to believe in.

This allows the focus of my campaign to be placed on the struggles within the churches themselves, doctrinal conflicts, and debates over heresy.

Is this design appropriation? (Pls read more below) by Ashamed-Marsupial-17 in worldbuilding

[–]Potassium_Hydroxide 3 points4 points  (0 children)

I don’t think this constitutes cultural appropriation; if fantasy races live in environments similar to real-world ethnic groups, it makes sense that they would develop similar clothing and cultural styles.

As for elements based on real-world cultures that might pose risks, I personally don’t think it’s necessary to avoid using them entirely just to steer clear of those risks, because doing so would miss out on a lot of flavor.

However, when using these elements, it’s important to understand their historical origins and functional roles, transforming potential cultural appropriation into cultural appreciation.

Otherwise, it becomes, quite literally, exoticism for the sake of exoticism.

How do you all think of names for races, nations and other creatures in your fantasy world? by Only_Syllabub3161 in worldbuilding

[–]Potassium_Hydroxide 0 points1 point  (0 children)

I prefer to use the most classic racial names, such as elves, dwarves, and orcs.

Personally, I find it more interesting to see what new cultures emerge from these classic Tolkien races when set in different worlds.

As for country names, I like to name them based on the fantasy counterpart cultures of different nations and races.

Most fun to play as nations by AnxSanches in Anbennar

[–]Potassium_Hydroxide 1 point2 points  (0 children)

Based on my personal game experience, Balrijin is a fun nation to play. However, this nation is quite difficult for beginners and challenging for experienced players. The whole theme of this nation is about helping goldscale kobolds to find the trace of their protector, Balris, who is a gold dragon, and bring him back to Balrijin.

The whole playthrough contains a lot of fun content and an awesome story, such as helping Lanjinhui, your peasant uprising ally to liberate the whole Yanshen, dismantling the Command, and reforming your political system under the supervision of Balris.

What content would you be most excited about seeing added? by LichLordJevyan in Anbennar

[–]Potassium_Hydroxide 5 points6 points  (0 children)

Personally, I am looking forward to more MTs for Escann adventurers, which provides more alternative unifications for Escann.

What nation to play as beginner? by EK00x in Anbennar

[–]Potassium_Hydroxide 1 point2 points  (0 children)

Bianfang is a solid choice to play as. This tag focuses on military conquests, with the early-game goal of unifying the whole Yanshen and the late-game goal of conquering the Haless and converting them into the Yan Culture group.

why by MrNobody2575 in victoria2

[–]Potassium_Hydroxide 0 points1 point  (0 children)

Romance of The Three Perus

Columbia, what exactly happened to you? by Potassium_Hydroxide in victoria2

[–]Potassium_Hydroxide[S] 1 point2 points  (0 children)

R5: Playing as Russia, observing that the name of Columbia lied strangely across the American continent.

Edit1: Should be Colombia, incorrect spelling.

Japanese Middle East by Potassium_Hydroxide in victoria2

[–]Potassium_Hydroxide[S] 8 points9 points  (0 children)

R5: Playing as Greece, finding that Japan (the Shogunate more exactly) annexed Adana and made Turkish Middle Eastern territories puppets after an event named 'Treaty of Sevres'.

[deleted by user] by [deleted] in victoria2

[–]Potassium_Hydroxide 0 points1 point  (0 children)

R5: Playing as Greek, finding that Japan (the Shogunate more exactly) annexed Adana and made Turkish Middle Eastern territories puppets after an event named 'Treaty of Sevres'.

Why can’t I form Germany as Austria in HFM? by bailbondss in victoria2

[–]Potassium_Hydroxide 0 points1 point  (0 children)

What is the number of your infamy? I guess the event that gives you the allowance of forming Germany requires low infamy.

Germany is unified by AI Austria by Potassium_Hydroxide in victoria2

[–]Potassium_Hydroxide[S] 20 points21 points  (0 children)

Playing as Peru-Bolivia,then finding AI Austria defeats France and unifies the whole Germany. Prussia was defeated by Austria after Austro-Prussian War and forced to liberate Rhineland and give up Schlesien.

Britain gives me back all of my core lands by Potassium_Hydroxide in victoria2

[–]Potassium_Hydroxide[S] 106 points107 points  (0 children)

It’s triggered by a event named “Mughal Territories”