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New Version Q&A
Topic Started: 1 Jun 2009, 10:54 PM (595 Views)
Ryan
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I'd be happy to answer anyone's questions about the new version of CCRPG. Perhaps I'll compile a list of FAQs to post here in the future.
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Sporder.net - Complex Problems, Emergent Solutions

COUNTRIES:
2012: The Q'ylerian Freehold
Version 5: The Most Serene Republic of Crælia
Version 4.2: The Ellic Kingdom/Ellic (Etremian) Empire
Version 4: The Ellic Tribes/Kingdom/Republic
Version 3: The United States of Rezelia;

The only use of nuclear weapons in CCRPG; The only use of nerve gas
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Wraith
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A couple:

1. Is automation definitively going to be able to solve all of these problems we've had in the past, or is this just optimism?

2. Do we have a possible release date?
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Corporal Tiduos
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Was there some changes to make trade more useful or needed then it was in the previous versions? (or atleast the versions I played)?
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Ryan
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Quote:
 
1. Is automation definitively going to be able to solve all of these problems we've had in the past, or is this just optimism?


It might be easier to explain if you had specific problems in mind. But on the whole, yes, automation should solve most if not all of the major problems in the past. The totally original economic structure of the game will revolutionize the way we play. From now on the distinctions between pure government control (which the player acts as) and unregulated, autonomous economic development. This will "solve" problems of expansion, trade, and economic interaction between countries, but not in a measurable way (since much of it will be autonomous between private parties)

Quote:
 
2. Do we have a possible release date?


Ah yes, the most popular question, no doubt. There is no way to know when it will be, I can only guess based on the progress the automation team reveals to me. My target is to release some sort of candidate for testing (whether it be the full game or just parts - especially the war system) available to everyone within the next two months. After that, it is only my wishful thinking.

I will do all in my power to ensure that the full game comes at or hopefully long before our 5th year anniversary in February.

Quote:
 
3. Was there some changes to make trade more useful or needed then it was in the previous versions? (or atleast the versions I played)?


Yes. But as I alluded to above, the entire economic system is something that we are not used to at all. The player will be controlling the actions of the government only. As the government, you will have every right to manage your nation's economy to whatever extent you want (ranging from doing nothing to controlling every conceivable aspect through central planning). The default is an autonomously acting free market - which produces and distributes goods and services throughout the economy on its own, in accordance with economic laws (supply & demand, among others).

Where trade comes in, is where scarcity and price are heavily affected with differences across countries. Scarcity is the basis of economics, and thus the basis of the game. Certain countries can produce certain goods at lower prices than others, so, adhering to the law of comparative advantage, those countries will specialize in selling those goods in exchange for countries specializing in selling other goods - which are cheaper for them to produce. This all of course is done autonomously on the free market. Should your government choose to actively get involved in international trade and overrule the market, it is up to you, but the effects of price differences across the globe will certainly encourage you to trade heavily and often.
George Mason University '15
Ph.D Economics


Sporder.net - Complex Problems, Emergent Solutions

COUNTRIES:
2012: The Q'ylerian Freehold
Version 5: The Most Serene Republic of Crælia
Version 4.2: The Ellic Kingdom/Ellic (Etremian) Empire
Version 4: The Ellic Tribes/Kingdom/Republic
Version 3: The United States of Rezelia;

The only use of nuclear weapons in CCRPG; The only use of nerve gas
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Corporal Tiduos
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Alright sounds good. Thanks for answering.
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DeadHead
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@Wraith:

For your first question, yes, the automation will fix a lot of the old problems, at least according to the war problems. Since we are automating, which as you said optimizes almost everything, we can make the rules much more complicated, not necessarily for you, but for all the calculations. For example, with Ryan's new method of having certain units better against other units is only really feasible with the automation, because think about it. How long would it have taken you to have to look up each units' stats like that every battle, on top of everything else you already have to do.

So in summary, what I'm saying is, we can add, and are, a lot more opportunities for strategy in warfare (of course in other elements of the game as well), which would have just been way to time consuming pre-automation. This way, you will only have to focus on the important game play aspects, and not all of the other copy-pasting stats from one post to the next, part.
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Alkeni Synair
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I don't know if you can answer this, but what about Law and Order, like court systems and such? Or police investigations of smuggling and the like.

The trade question made me think about it, since Koussath (If wraith still plays Duran) will be having an Embargo in place against that nation, but its concievable people would still want to trade with it, so enforcement would have to occur
Work in progress.
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The Conqueror
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Since there will be a lot of countries and in previous editions finding information on another country meant scouring through multiple forum threads, it will be nice to have all this automated so that all the country information is together. what I am getting at here is that this still doesn't really solve the problem of researching another country, so will we be able to compare country profiles and statistics? Say country GDP, trade deficits, population, enlisted military personnel etc.
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Ryan
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Quote:
 
I don't know if you can answer this, but what about Law and Order, like court systems and such? Or police investigations of smuggling and the like.

The trade question made me think about it, since Koussath (If wraith still plays Duran) will be having an Embargo in place against that nation, but its concievable people would still want to trade with it, so enforcement would have to occur


Well yes, blockades and embargoes will be a lot more effective, to say the least. You will have to line up your naval units (or ground units on land borders) to prevent smuggling. Due to the cell system, unless you are able to cover all of your borders with a continuous line of cells, there are bound to be some units that break the blockade, which you can pursue. We may have to put some element of chance into it, I don't know at this point...

In terms of law and order, there will be "domestic units" (police, swat, firefighters, doctors, see http://countrycapitalrpg.com/assets.php) to enforce policies and keep order and peace. Most of it is done through the government and its legislation, but I'm considering how to make it private (polycentric law, PMCs, Private Defense Companies, etc).

Quote:
 
Since there will be a lot of countries and in previous editions finding information on another country meant scouring through multiple forum threads, it will be nice to have all this automated so that all the country information is together. what I am getting at here is that this still doesn't really solve the problem of researching another country, so will we be able to compare country profiles and statistics? Say country GDP, trade deficits, population, enlisted military personnel etc.


Yes, all profiles will be automated. However, with the advent of secrecy and espionage, certain parts of the profile will be allowed to be hidden (but may be viewed by allies, etc), such as troop locations, etc.

But I plan to make most, if not all economic information (resource harvest, prices, GDP, etc all available for everyone to see, and yes they will be automatically updated each week.
George Mason University '15
Ph.D Economics


Sporder.net - Complex Problems, Emergent Solutions

COUNTRIES:
2012: The Q'ylerian Freehold
Version 5: The Most Serene Republic of Crælia
Version 4.2: The Ellic Kingdom/Ellic (Etremian) Empire
Version 4: The Ellic Tribes/Kingdom/Republic
Version 3: The United States of Rezelia;

The only use of nuclear weapons in CCRPG; The only use of nerve gas
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Lundymaphone
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As far as PMC's work.

It is a touchy issue that does really fit into anything else. THere are almost always rules of engagement and rules about who can use PMC's and PMC's basicalyl have to be based somewhere. So I think you may want to make it a completly different engine instead of just another good. It just is too complicated to simplfy like that.
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Selucis
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Would we be able to fund counter espionage? Perhaps espionage funding? The lower the funding the more "off" reports would be. For example there are 45 divisions in sector A. If the nation retrieving information on the number of divisions there has low funding perhaps the program could have a higher margin of error. Perhaps reporting less then 40 or more then 50 divisions there....
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Corporal Tiduos
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Out of curiosity, will there be like certain weather considering your nations location? Like in the real world, up north it's colder then close to the equator?

Or is it us who roleplay that part?
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Michael Irick
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Are we going to allow Multiplaying? That is, let players have more than one country. As it is now, a skilled player can register multiple accounts to have multiple nations. In older versions of CCRPG, allowing this would be impractical because the countries would trade back and forth to get tariff money or the bigger country would conquer the smaller one enlarging the big one by 10+ sectors. Both problems would still exist in the automated version, but as I understand - I could be wrong - the economic system is different. There is a way we can implement this.

Let players accumulate points to get another nation or maybe some other award. The admins would award these points for good RP or something. When players get enough points for another nation, they can start one. This nation could not be annexed by the older nation for set time or the annexation would require admin approval. We could add other restrictions.

We could also allow players to set up a puppet state out of territory they occupy or something like that.

What do y'all think?
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Ryan
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I say absolutely not: one country per player, with no exceptions.

If any member was able to control multiple countries in the past, it was because he remained undetected by the administration here. Had they been found out (and it's happened), we would have shut down his additional countries.

Of course, once you fully and irrevocably relinquish a country, you are free to start a new one.
George Mason University '15
Ph.D Economics


Sporder.net - Complex Problems, Emergent Solutions

COUNTRIES:
2012: The Q'ylerian Freehold
Version 5: The Most Serene Republic of Crælia
Version 4.2: The Ellic Kingdom/Ellic (Etremian) Empire
Version 4: The Ellic Tribes/Kingdom/Republic
Version 3: The United States of Rezelia;

The only use of nuclear weapons in CCRPG; The only use of nerve gas
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