one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

read briefings and dialogue -> choose responses and policy decisions -> budget, alignment, and story flags update -> later options open or close -> reach an ending and a political-compass result

design notes

Suzerain is mostly authored text, about 450,000 words, in which choices are recorded as state: the budget and accumulated decisions gate later dialogue options and endings. It is a boundary case included for how a political game can run on dilemma choices and state-gated story branches rather than an equation network. The ending screen places the player on an in-universe political compass computed from choices made across the term.

relations

6 stored edges
uses

Dilemma cards

Ministers, advisers, and family members present situations as dialogue, and multiple-choice responses on constitutional reform, economic model, security, and welfare trade off budget, alignment, and later options.

core
uses

Triggered event chains

Story chapters branch on recorded choices, opening or closing later scenes and deciding which ending the term reaches.

core
uses

Advisors

Ministers and advisers brief the president and argue positions.

supporting
uses

Treasury and budget

Available budget and resources are shown and drawn down by decisions.

supporting
uses

Faction diplomacy

Sordland can side with the western or eastern bloc or stay neutral, and deals with its neighbor Rumburg.

supporting
uses

Policy toggles

Major choices set constitutional reforms and a market-driven or centrally planned economy.

supporting

backlinks

computed from other records

sources

1
Wikipedia contributors (2026). Suzerain (video game). Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog