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CCRPG Interim
Topic Started: 31 Jul 2009, 04:42 PM (1,100 Views)
Ryan
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So we can all have a lot of fun until the real new version comes out, I am creating CCRPG Interim(tm).

I am creating a hybrid of the "classic" old rules that we all love, but with new twists of "future" rules for the new version.

The map is not yet made, and the asset list is not made either.

But I want you all to look over the potential rules. I would be happy to answer any questions about the new rules, and I actively request you to find loopholes and unexplained features.

I would like to add, that I am going to script several key tools for us to use in order to avoid number crunching (prices, battles, taxes, income). I am going to create a new subdomain of the website devoted to this interim version.

This is going to last several months at least, until the public beta for the future CCRPG comes out, and may even run concurrently. Or if this interim version takes off, we may run it concurrently even with the new CCRPG (this will be the new "classic" CCRPG). So, this isn't just a stupid temporary situation, don't treat it as such. Invest your time and enjoyment into it, so that we can all have the good times that we missed for so long...just remember it is not permanent.
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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Ryan
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Section I. Joining the Game

1. Joining the Forum
Overview: In order to become a player in the game, you must make several posts in the game sections.

  1. Join a Continent
    Select a continent to host your nation, and post in the Continent Topic by requesting 5 free territories. A game operator will PM you with confirmation that your nation is approved to start.
  2. Post a Profile
    Post a country profile in the Profiles board.
2. Starting Items
Overview: These are the assets you begin with automatically upon entering the game:

  1. Territories: 5, 1 is a "city"
  2. Population: 1,000
  3. Resources: 3x all resources in territories
  4. Goods: 5,000 Food
  5. Infrastructure: 1 mine per territory
  6. Funds:
- - - - - - - - - - - - -

Section II. Geography

1. The Maps
Overview: The map is the main graphical representation of the world and all the countries in it.

  1. Topographical Map
    The topographical map highlights terrain features (see below).
  2. Political Map
    The political map shows which territories are under control of which countries. Each color represents a different player's country. The political map is updated yearly.
2. Terrain
Overview: Each territory is classified as a certain type of terrain, and each type brings certain benefits in terms of resources and military force multipliers (FM).

  1. Plains:
    This is the default terrain type.
    Resources Found: Crops (small chance of other)
  2. Forest:
    Resources Found: Coal, Petroleum (other)
    Military: A forest adds a FM of 25%
  3. Mountain:
    Resources Found: Iron, Copper, Lead, Silver, Gold (other)
    Military: A mountain adds a FM of 50%
  4. Tundra:
    Resources Found: Coal, Petroleum, Silver, Gold (other)
  5. Desert:
    Resources Found: Coal, Petroleum (other)
  6. Sea:
    A sea sector may only be traversed by naval and air units.
3. Rivers
Overview: Rivers are a special terrain type:

  1. Transport: Sea units may travel through river sections.
  2. River Borders: If territories share a river as their border, ground units may not traverse between the territories unless a bridge is built.
4. Cities
Overview: Cities are a special terrain type.

  1. Establishment
    A player may establish any territory as a "city" after they have achieved population increases of 50,000. Once established, the terrain type of the sector changes to "City."
  2. Infrastructure
    Factories and Ports may only be placed in territories with a city contained in them.
  3. Military
    A city adds a FM of 75%.
- - - - - - - - - - - - -

Section II. Domestic Economics

1. Main Assets
Overview: Assets are classified as natural resources, goods, and units.

  1. Natural Resources:
    Natural resources are harvested in mines from each territory each year.
    Sustenance: Crops
    Fuels: Coal, Petroleum
    Base Metals: Iron, Copper, Lead
    Precious Metals: Silver, Gold
    Atomic: Uranium
  2. Goods:
    Goods are produced by manufacturing natural resources in factories.
    Food (Crops)
    Gas (Petroleum)
    Steel (Iron)
    Circuits (Copper)
    Weapons (Lead)
    Plastics (Petroleum)
    Engines (Steel, Circuits)
    Deuterium (Uranium)
    Consumer Products (Crops, Plastic, Steel, Circuits)
    Leisure (Entertainment Infrastructure)
    Capital (Steel, Circuits, Plastics)
  3. Special Goods:
    Consumer Goods are the ultimate purpose of any economy; they are purchased and consumed each year by consumers and rate the standard of living. Food, Leisure, and Consumer Products fall in this category.
    Capital: For each 100 capital good produced, all factories can add 1 output for the same amount of inputs.
  4. Units:
    A unit is any specific asset designed to continually perform a specific task - in this case, to transport or attack.
    Transport Units
    Military Units
3. Money and Pricing
Overview: The price of each good is measured by its scarcity of its resources relative to all other resources.

  1. Resource Scarcity Price Determination: Each year, scarcity prices (SP) for each resource according to its availability relative to all other resources. The price of one resource within a country = [1/(# resource available)/(# all resources available)]
  2. Good Price Determination: The price of any good is simply the sum of the price of all resources needed to produce it plus wages (see below).
  3. Money: Copper, Silver, and Gold act as money, and derive their value as media-of-exchange by the array of their exchange rates with other resources. All prices are quoted in these money-units, where 1 money = 1 / (SP of resource/SP of money-metal)] Money can be infinitely subdivided.
2. Production
Overview: This is the step-by-step process of production of consumer goods from resources.

  1. Mining
    Infrastructure: A mine is needed in each territory to harvest the particular resource found in that sector.
  2. Manufacturing
    Natural resources are manufactured into final goods. Some goods act as intermediate goods and must be manufactured multiple times to produce a final good.
    Infrastructure: A factory is needed to manufacture inputs (natural resources) into outputs (goods).
  3. Capital Goods
    For each unit of capital goods produced, total production of the economy increases
  4. Consumption
    Final consumers goods are sold to consumers and disappear from the economy.
  5. Maintenance
    All infrastructure and units have a maintenance cost per year which must be paid to keep them functional. The cost is 10% of total present value per year.
  6. Sales
    Any asset can be disbanded and sold at total present value.
3. Employment
Overview: All industries have laborers that work in the mines and factories, as well as in units.

  1. Jobs:
    Each asset has a set number of jobs needed to mine/manufacture/maintain/serve it.
  2. Wages:
    All jobs are paid wages, which are paid the value-added to each good they produce. [If they are mining, they are paid the price of the resource.]
4. Taxes, Revenue, and Transfer Payments
Overview: The player gains revenue for their country through various methods.

  1. Income Tax:
    The player can tax a certain percentage of wages to collect as income tax revenue.
  2. Sales Tax:
    The player can tax a certain percentage of the price of consumer goods and collect the difference as revenue.
  3. Tariff:
    The player can tax a certain percentage of the price of imported goods and collect the difference as revenue.
  4. Property Tax:
    The player can tax a certain percentage of the present value of all infrastructure and housing and collect the difference as revenue.
  5. Specific Tax:
    The player can tax a specific asset at a percentage of its present value and collect the difference as revenue.
  6. Transfer Payments:
    The player can choose to pay consumers transfer payments as entitlement programs.
5. Demographics
Overview: Population will change according to the following.

  1. Births: Population will increase proportionate to the ratio of old value of consumer goods sold to new value of consumer goods sold.
  2. Deaths: Every population requires 1 food per year. If the total population exceeds the total food stock, the population dies until it is equalized with the food stock.
6. Expansion
Overview: A player may expand their country by annexing land. This must by done by occupying any territory with 5 military ground units for 1 year.

6. National Income Account
Overview: Every year, all players are required to post their country's accounting report in the Accounting board. The following items are required:

  1. Demographics:
    No. Territories
    No. Population
  2. Economic Data:
    Gross Domestic Product (present value of all final produced goods)
    GDP Per Capita (GDP/Population)
    Total Wage Income
    Average Wage Per Capita (Wage/Population)
    Purchasing Power (Price of 1 Consumer Product)
  3. Government Revenue:
    Income Tax Revenue
    Sales Tax Revenue
    Tariff Revenue
    Property Tax Revenue
    Specific Tax(es) Revenue(s) - List individually
    Transfer Payments
    Net Income
- - - - - - - - - - - - -

Section III. International Affairs

1. International Trade
Overview: Countries may trade with each other for resources, goods, units, or land.

  1. Transport: Transport units must transport goods to other countries. Transport units can only load and unload cargo within a territory with a port (air/sea). Transport units have no movement cost (food or fuel).
2. International Money Markets
Overview: Countries may exchange stocks, bonds, and loans between each other. All countries must agree on terms (maturity length, payment installments, etc), but the global interest rate is independently determined.

  1. Loans
    Loans are an amount of money (principle) given to a debtor by a creditor, with an agreement for the debtor to pay the creditor back in full (principle + interest).
  2. Bonds
    Bonds are a security sold to raise short-term money for a government. There are two typical types of bonds:
    Treasury Bills: Sold to creditors for 50% of their face value. When they mature the debtor must be pay the creditor at full face-value.
    Treasury Bonds: Sold to creditors for full face-value. The debtor may pay back the bond in installments with interest over its maturity length.
  3. Shipments:
    Note that all payments and exchanges in money take place as copper, silver, and/or gold. As such, the physical money must be shipped in any exchange.
3. Alliances
Overview: Players may form alliances with other players for any reason. An alliance of three or more countries may request a private, passworded board by PMing a Game Operator.

- - - - - - - - - -

Section IV. War

1. Turns
Overview: All hostile engagements take place in turns.

  1. First Strike: Once a country is attacked, it has 48 hours (IRL) to respond. The attacking nation may not make any other movements or actions until the 48 hours expire, or after the player responds.
  2. Successive Turns: Each turn lasts at maximum 24 (IRL) hours. After the previous turn, each party may post orders in order (no double posting). If all parties have posted, the turn completes and a new turn commences. If 24 hours expire before all parties have posted, a new turn commences.
2. Orders
Overview: All parties post the following orders to their troops in the following order:

  1. Movement:
    Units may be moved from territory to adjacent territory. Each movement costs food and fuel to those units being moved per territory entered. Once moved, units may attack adjacent territories. Units may not enter a territory with hostile units present. Units embarking on a transport
  2. Engage:
    If there are hostile units in an adjacent territory, units may be ordered to attack. If there are multiple adjacent territories, only one may be engaged per turn with the same units.
  3. Fortify:
    Units may spend a turn to fortify a territory. Upon the next turn, all units in the sector receive a FM of 50%
  4. Annex:
    If a territory is void of hostile military units, a country may choose to annex the territory to their country by following normal annexation procedures (10 ground units must occupy the territory for 1 year).
  5. Surrender:
    A player may surrender a territory to an opponent, relinquishing control over all assets in the territory.
3. Engagements
Overview: When a force of units engage an adjacent territory, the following will occur:

  1. Aggregate Total Power:
    The ATP is determined for each party according to the sums of each unit's Attack Power x Tactical Power x Force Multipliers. The total ATPs of each side are compared. Whichever side has lesser ATP is dealt HP damage equal to the difference between the higher ATP and the lower ATP.
  2. Casualty Chain:
    HP damage is randomly done to units on the losing side. Once all military units are destroyed, any trade units in the area are hit, then any infrastructure in the area, finally, one population is killed per remaining HP damage.
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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Alkeni Synair
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Redefining Evil
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MINES? MINES? Since when did we agree on MINES for the new version?
Work in progress.
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Ryan
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Since when were there "agreements" and not "me making the rules."? ;)

But mines, let me assure you are not as bad as they sound (or as bad as I made them out to be in previous versions/ideas).

Mines have no resource (and thus no monetary) cost to build.
Each mine has a max capacity to mine one type of resource per sector.
Mines only "cost" the wages of the workers mining the resources.

And that's really it.
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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Alkeni Synair
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Redefining Evil
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but if a sector has more then one resource, then what?

And if Mines cost nothing, why are we even having them?

Because you've usually made an effort to seek consensus in the past..

and while we're on the subject, what are we doing with Geographical sector based resources?
Work in progress.
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Ryan
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Then you have another mine for the resource.

I haven't decided if each sector should only have one resource or multiple, what do you think?

We have them because they are an important function in real economies. Where else do you get raw materials? They're obviously over-simplified (compared to the future version), and the wages and the capacities per mine are the main manifestations of their impact on an economy. Plus, with capital, you can make your mines mine more than the traditional amount of resources...

Quote:
 
Because you've usually made an effort to seek consensus in the past..

I've learned from my mistakes, if you know what I mean. ;) :P

For geographical based resources, they're basically described in the post.

I'm basically going to distribute based on my future version:

* Each territory will have 1-10 resources. (haven't decided on just 1 type or multiple, if multiple, I may allow more)
* Resource types are determined by terrain (see rules)
* There is a small chance (~10%) that a territory may contain a resource not typical of the terrain type.
* Note that uranium is not "natural" to any terrain type, and is thus very rare, and is only found in that odd chance.

Unless you had any other questions on resources?
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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Ryan
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I would also like to point out perhaps the key defining feature of this version that makes the quantum leap from all past versions to the future version - non-fixed prices.

This is what makes this (and the future version to an even greater degree) version so dynamic.

Each country will have different prices for all of its assets based on the availability of its resources. If you have more Iron but nearly no Lead, Iron is cheap for you and Lead is expensive for you. And if another country has a lot of Lead but no Iron, it's the opposite. Hence, the beauty and necessity of trade!

Also, prices change each year based on the addition (or subtraction) of new resources being mined. So, one year you can find a stockpile of Copper which was so damned expensive before, but now it's cheap!

Also, with money, the purchasing power of it will increase and decrease (deflation and inflation!) based on increases and decreases of moneys. We can have actual exchange rates between countries!

[We could also have denominations in national currencies, where each player fixes their money-unit to an amount of a money-commodity. Ex: $1 = 20 gold, etc]

Man I can't wait, this is going to be awesome.
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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Ares™
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It all looks really good to me. I'm excited.
Ares™


"Majority rule only works if you're also considering individual rights. Because you can't have five wolves and one sheep voting on what to have for supper."
Larry Flynt
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Ryan
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Gentlemen,

THE MAP.

Roughly.
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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Alkeni Synair
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Redefining Evil
[ *  *  *  *  *  *  *  * ]
so are mines actually going to cost money in future version?

I vote for some sectors having multiple resources. It just seems logical
Work in progress.
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Astro_Death
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I should defintly play a city state :P I like the new look for the map. Has a boardgame feel to it more so than before.
"Nothing in democracy is perfect." - Oscar Arias
"I cant stand idly by while poor people get free food! We gotta sell these things!" - Bender
"Finally, we'll have something more reliable than a government document!" - Stephen Colbert
"Justice may fail in one's lifetime, but it will eventually win in the cours"e of history." - Kim Dae-jung
"Trying to have a conversation with you would be like trying to argue with a dining room table. I have no interest in doing it." - Barney Frank
"Nobody knows we're here... so...let's wreck the joint!" - Tommy Tiernan, on the Universe
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Ryan
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In terms of startup costs no, mines won't cost anything in the future. Don't worry, I'm well aware that they provide a steep learning curve in terms of expenses and building early. It's well balanced if I may say so.

And I'm glad you like the map (I think) A_D ^_^
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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Michael Irick
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At first, I wasn't gonna play this interim version, but after reading these past posts, I think I will. Map does look good; damn good.
Empire of Zeon
Deonios Seon
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Alkeni Synair
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Redefining Evil
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I like da map, and I have several good spots for the Vumojanese Imperial Republic
Work in progress.
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Benthamus
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DO NOT WANT!!!

MOAR CLASSIC CCRPG!!!!
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