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| CCRPG Interim | |
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| Tweet Topic Started: 31 Jul 2009, 04:42 PM (1,100 Views) | |
| Ryan | 31 Jul 2009, 04:42 PM Post #1 |
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Imperator
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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. |
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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 | 31 Jul 2009, 04:42 PM Post #2 |
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Imperator
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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.
Overview: These are the assets you begin with automatically upon entering the game:
Section II. Geography 1. The Maps Overview: The map is the main graphical representation of the world and all the countries in it.
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).
Overview: Rivers are a special terrain type:
Overview: Cities are a special terrain type.
Section II. Domestic Economics 1. Main Assets Overview: Assets are classified as natural resources, goods, and units.
Overview: The price of each good is measured by its scarcity of its resources relative to all other resources.
Overview: This is the step-by-step process of production of consumer goods from resources.
Overview: All industries have laborers that work in the mines and factories, as well as in units.
Overview: The player gains revenue for their country through various methods.
Overview: Population will change according to the following.
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:
Section III. International Affairs 1. International Trade Overview: Countries may trade with each other for resources, goods, units, or land.
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.
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.
Overview: All parties post the following orders to their troops in the following order:
Overview: When a force of units engage an adjacent territory, the following will occur:
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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 | 31 Jul 2009, 04:48 PM Post #3 |
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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 | 31 Jul 2009, 04:51 PM Post #4 |
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Imperator
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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. |
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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 | 31 Jul 2009, 04:52 PM Post #5 |
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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 | 31 Jul 2009, 04:57 PM Post #6 |
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Imperator
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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...
I've learned from my mistakes, if you know what I mean. 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? |
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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 | 31 Jul 2009, 05:03 PM Post #7 |
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Imperator
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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. |
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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™ | 31 Jul 2009, 05:33 PM Post #8 |
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Premier
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It all looks really good to me. I'm excited. |
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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 | 31 Jul 2009, 09:16 PM Post #9 |
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Imperator
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Gentlemen, THE MAP. Roughly. |
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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 | 1 Aug 2009, 12:00 AM Post #10 |
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Redefining Evil
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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 | 1 Aug 2009, 12:06 AM Post #11 |
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Biggest Backstabber
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I should defintly play a city state I like the new look for the map. Has a boardgame feel to it more so than before.
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"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 | 1 Aug 2009, 12:29 AM Post #12 |
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Imperator
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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
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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 | 1 Aug 2009, 01:28 AM Post #13 |
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Premier
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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. |
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Empire of Zeon Deonios Seon | |
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| Alkeni Synair | 1 Aug 2009, 01:55 AM Post #14 |
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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 | 1 Aug 2009, 02:42 AM Post #15 |
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Freedom lover
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DO NOT WANT!!! MOAR CLASSIC CCRPG!!!! |
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