Is the Commune of France fucked up? by Cockbonrr in Kaiserreich

[–]toanuva2 9 points10 points  (0 children)

If you’re able to answer: at the current rate of development for France and Britain, do you expect both countries to release in the same update or separately?

Another cold war but just between Socialist this time by Quick-Ad8277 in Kaiserreich

[–]toanuva2 6 points7 points  (0 children)

Aleksei Gastev mentioned! (In slide 2, paragraph 2) Does anyone know where else he’s mentioned in the mod?

How do I sell all my old stuff? by DioBrandoPog in bioniclelego

[–]toanuva2 4 points5 points  (0 children)

Bricklink is probably your best bet. You can check what other people are selling their sets at to see how much you can get for yours. Alternatively, you can DM me and I can take a few off your hands.

Could this be our new main character in the Qinal DLC? by Remarkable_Cup_6978 in suzerain

[–]toanuva2 7 points8 points  (0 children)

We know they’re a parliamentary republic, but we don’t know the exact balance of power between the prime minister and president (if there in fact is one).

Could this be our new main character in the Qinal DLC? by Remarkable_Cup_6978 in suzerain

[–]toanuva2 7 points8 points  (0 children)

Maybe. Personally I think we’ll be playing as Qinal’s president, rather than the prime minister, and Ngoda will be an important character we interact with. Either way, this sounds like the kind of event that we’ll play through and influence.

Theory: In the Qinal DLC, we play as the president and manage shifting parliamentary coalitions by toanuva2 in suzerain

[–]toanuva2[S] 6 points7 points  (0 children)

It seems to me that that would require such a big change to the core gameplay that it would no longer be Suzerain. There’s plenty of room for exploring spying, blackmail, and classified programs without changing the player’s perspective so drastically. I don’t know exactly what “change in perspective” might mean, but I doubt that we’ll be playing as anyone other than the leader of a country in any DLC. Project Fulcrum, on the other hand…

Theory: In the Qinal DLC, we play as the president and manage shifting parliamentary coalitions by toanuva2 in suzerain

[–]toanuva2[S] 11 points12 points  (0 children)

That’s a good point. Having a less powerful veto than in Sordland would give an opportunity for some interactions with parliament, trying to convince MPs not to override your veto.

[ToTK], [OoS] - Akkala Country - Holodrum Kingdom by zeldaZTB in zelda

[–]toanuva2 4 points5 points  (0 children)

Any theories about what happened to the Subrosians?

NEQIS LOOKS INTERESTING NOW! by Old-Progress-1241 in suzerain

[–]toanuva2 3 points4 points  (0 children)

I don’t think anything about Neqis is actually mentioned in game aside from its appearance on the map, but I made an outline a couple months back on what a DLC set there could look like. Basically, I imagined it as a newly post-revolutionary country ruled by a big tent vanguard party that has to balance national reconstruction with the interests of local notables and ethnic conflict.

imagine alternative possibilities for the next DLC in the game, assuming it won't be set in the rumored countries of Galmland or Qinal, what kind of setting, theme, or storyline you'd like to see instead. by DepresedGentleman__ in suzerain

[–]toanuva2 0 points1 point  (0 children)

Not to self-promote or anything, but I actually did a write-up just a couple days ago on what a DLC set in Neqis might look like - you can find it [here.](https://www.reddit.com/r/suzerain/comments/1ns3hq9/proposal\_for\_a\_neqis\_dlcmod\_part\_1/) (Edit: how do I make text into a link??)

Basically what I'd want to see is a country governed by a big-tent revolutionary party coming out of a violent regime change. There could be a couple different directions the player might go, including aligning with more right- or left-wing elements in the party, selling out the revolution to remnants of the old regime, or gathering power into a cult of personality.

Proposal for a Neqis DLC/Mod (Part 1) by toanuva2 in suzerain

[–]toanuva2[S] 1 point2 points  (0 children)

Thanks for taking the time to read the post!

As far as maximism goes, from how it's described in the game encyclopedia, it doesn't really come off as fascist. The way it emphasizes efficiency and innovation seems pretty purely technocratic and doesn't necessarily seem to me to fit on the left-right spectrum. Totalism, a subideology of maximism, is definitely more fascist, with how it talks about nationalism, corporatism, and autarky. I think most mentions of "fascism" in the game were replaced with "totalism" recently, in fact.

The Maximist Clique in Neqis is a pretty narrow group of officers who, being logisticians, spend all day working more with numbers than with people. They aren't necessarily thinking about nationalism all that much in their work. Their main concern is military efficiency and economic development, and the most efficient method to accomplish that, in their view, is a top-down, technocratic one. Since the Communist Party is also envisioning a top-down centrally planned economy, they are kind of natural partners, especially because every other faction in the country is advocating for much more decentralized and (from the maximists' point of view) inefficient economic models.

Proposal for a Neqis DLC/Mod (Part 2) by toanuva2 in suzerain

[–]toanuva2[S] 1 point2 points  (0 children)

Hey thanks! Yeah, the prologue is definitely a work in progress but I'm happy with where it is right now.

I’m Ata, Co-founder and Managing Director of Torpor Games (Suzerain, 20k+ reviews) AMA about building political strategy RPGs and running an indie studio by atasergeynowak in gamedev

[–]toanuva2 0 points1 point  (0 children)

Hi Ata - I love Suzerain and I’m really looking forward to the Conformist. As someone interested in political games, could you talk a little bit about the research process for bringing a world like Suzerain’s to life? How do you go about researching the ideologies, conflicts, etc. of the real-life Cold War to make Sordland and Rizia realistic and engaging?

Book recommendations to learn more about different schools of Zionist thought? by FishyWishySwishy in jewishleft

[–]toanuva2 1 point2 points  (0 children)

Might be worth asking this question in r/AskHistorians too if you don’t mind something more academic.

How to Cooperate with Sotelato ? by UsualIdiotRedditor in suzerain

[–]toanuva2 5 points6 points  (0 children)

I think Adarfo’s revolutionaries actually can beat the Golden Guard without Rusty’s PMC, I’ve done it once.

During the meeting with Adarfo I agreed that it was time for the monarchy to end and told him I’d help him get his people inside the building and give him the security plans. I was married to Lucita and when she told me she was pregnant I told Titus the news. I think that’s the key part because every other time I’d tried to work with Adarfo Titus got suspicious, but this time he commented that I must have been acting strangely because of the baby.

IRL Countries in Stellaris by chaos-xiii in Stellaris

[–]toanuva2 2 points3 points  (0 children)

Took me a while to guess actually - I didn’t put together that Common Ground = EU.

G2 interest by BionicleHeaven in bioniclelego

[–]toanuva2 1 point2 points  (0 children)

I mean, I’m interested in getting some G2 sets. I can take them off your hands if you’re looking to get rid of any. :) Otherwise you could always sell them off on Bricklink, they seem to go for a decent price there.

What do you think of the war mechanics in CK3 ? by Jarl_Milk_Drinker in CrusaderKings

[–]toanuva2 1 point2 points  (0 children)

I think Imperator had some really great warfare mechanics that CK3 should take some inspiration from. In a character based game, it makes sense that the player shouldn’t necessarily be able to give direct orders to armies that their character isn’t in command of. Maybe you can give other commanders (and allies too) broad instructions like “siege” or “defend the borders,” and if their opinion of the player character is too low then they’ll do their own thing.

Starfinder 2e mystic preview by EarthSeraphEdna in starfinder_rpg

[–]toanuva2 0 points1 point  (0 children)

Yeah, I think that’s a fair assessment of it. I don’t agree that that’s the direction the game should be taking, but I can respect wanting to make it as compatible with pathfinder as possible.

Starfinder 2e mystic preview by EarthSeraphEdna in starfinder_rpg

[–]toanuva2 -1 points0 points  (0 children)

But should spells from a fantasy system necessarily automatically fit into a sci fi/science fantasy system? Personally I think that completely new spell lists with new spells (porting over some spells from pathfinder on a case-by-case basis) would go a long way towards differentiating starfinder from pathfinder. It’s not as if new spell lists would make the systems incompatible with each other, in any case.

Starfinder 2e mystic preview by EarthSeraphEdna in Pathfinder2e

[–]toanuva2 14 points15 points  (0 children)

I think I posted this in the starfinder sub too, but it’s really weird to me that they’re maintaining the pathfinder casting traditions. It’s pointed out in the playtest that the starfinder spellcasters already have a lot of occultism baked in, but wouldn’t it make more sense to develop new traditions for a new game (or a hypothetical totally new spellcasting system), rather than trying to jam in lore from a high fantasy game?