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CCRPG IV Release!
Topic Started: 4 Aug 2009, 05:32 PM (393 Views)
Ryan
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Imperator
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Attention all CCRPG Members,

No, your eyes aren't fooling you, it's a real CCRPG version out! We have been devoid of a game to play for 396 days (yes I counted) much to the chagrin of our community. It is the game that binds us all together, and what we're really here for, first and foremost. While designing the future version, as well as juggling other projects such as GrassR00Ts, that is what I've come to realize. Over the past week, I decided that we needed a real, full-sized version out so we can all relieve the tension and stress and just have fun again.

So that's what I've done. For five straight days (8 hours+ a day), I have labored to make an "Interim Version," or "IV" for short, of CCRPG. Despite its pejorative name, it is in fact a full version of CCRPG and not some temporary expendable sideshow.

We have come a long way since version 5.0. The designing process for the future version of CCRPG, the game's "true heir" version has been a rollercoaster ride, but has produced many fruitful design ideas and automated conveniences. CCRPG IV gives us a chance to test some of them and see how they would be in practice. At the same time, we are building off of a system that is tried and true from the past (the future version is a completely revolutionary paradigm shift). So, CCRPG IV is a hybrid of old and new.

As such, there may be a few initial problems that we may have to work out. There are some new complications to make the game more fun and dynamic. However, let everyone be fully aware that I am fully aware of potential problems and inconveniences the new elements may produce. I have actually spent a good portion of my work time creating several game scripts (1000s of lines of code) to do most, if not all, of the "number-crunching" for us. I would never create a game that is not fun to play, nor a game that no one would want to play. It's obviously not in my interest to do so. And so let me say that despite any concerns, or perhaps encouraged by them, we will work hard to discover any potential issues and resolve them as quickly and as completely as possible. Please do us the favor of posting or PMing your feedback on the new features, both so we know that they are desirable and functional.

As I have alluded to, we have increased the degree of "automation" for CCRPG IV. While we are developing the future version as a 100% fully automated and website/UI-integrated game form, we are also looking to increasingly augment the automation for CCRPG IV. As I have said, I have written several scripts for players' convenience. Automation for the IV is probable, as it will serve as a testing ground for our abilities as well as our ideas. Judging by the work of the development team, and the "light-years" of difference in simplicity of the IV vs. the future version, I am fully confident that we can automate IV with relative ease.

For all returning players, I welcome you back as familiar faces who've gone astray, and I don't blame you...Having no game for over a year would be more than enough to do me in - if I wasn't the creator that is. I miss playing CCRPG just as much as you all, if not MORE. It was only recently that I decided that my lust for playing overpowered my patience in developing the new version and gave in. I encourage everyone, old and new, to come and play CCRPG IV and invest your time and enjoyment in it.

We are not waiting any longer, we are branching out and going public NOW. We seek to extend membership, activity, and enhance our community now, so that we can have a broader audience for when the future version comes out. Depending on the response for the IV, upon the release of the future version, we will end IV and revert to the new version, or, with enough support, continue the IV in concurrence with the future version and make the IV the "Classic CCRPG." So please, don't forgo playing CCRPG IV just because you think it's not wise to invest your time, effort, and enjoyment in it because we know "for sure" that it is finite, temporary, and will end one day. In truth, all the versions of the past ended, though we never knew they would until it happened.

Returning players also may wonder what is new, what's different, and what's advanced about CCRPG IV? Well, developing a future version, an IV, and researching the past versions all at the same time make the differences a blur to me, but I'll do my best to explain what's new:

  • Variable Prices: This HAS to be the greatest and most intense change (and the greatest improvement in my opinion). In all past versions, all prices for all items were fixed on the "Purchase List," and every country, no matter how advanced or weak paid the same price. Here, it is different. In fact, this forms the basis of the entirely new economic system. All prices are different for each country, as well as each year. They are based, yearly, on the scarcity of the resources found within your country. This not only is more realistic and adds dynamism to the game, but is perhaps the greatest incentive for trade we've ever come up with: if Iron is expensive in your country but Food is cheap, and in another country Food is expensive and Iron is cheap - well there's your incentive.
  • Building Materials: Building off from variable prices is building materials. In the past, "Steel" was the resource needed to build just about everything - if you didn't have the component of Steel (typically "Iron"), you were screwed. Here, we have different building materials (BM) that players can use - Wood, Aluminum, Iron, Steel, Copper, and Polymer, with each having greater strength than the others. Based on their availability, some will be cheaper to use than others, flowing nicely with the variable pricing system.
  • The Battle System: I'm big on the economic side of the game, but many players will probably say this is the biggest and best improvement - the battle system. Ripped (mostly) straight from the future version, this battle system not only adds new military units, but also brings "Tactics" into the game. Instead of only being able to win by sending 101 infantry against 100 infantry, now there are two additional layers to the game: tactical battle maps and tactical power. The first is a map of the territory subdivided into a battle grid, where you move your units around to fight other units and capture key control points to win the territory (vs. simply a one-turn fight over a territory). The second is the "battle edge" given to certain units over certain other units. A Light Armor is obviously better at killing infantry than killing more heavier Main Battle Tanks. Tactical Power takes this into account, in addition with terrain features and other "Force Multipliers."
  • And more... There's a lot more differences. Maybe someday I'll catalog them all. But of course, the best way to find out is to play and see for yourself!
I'd like to say that CCRPG IV is the most realistic game we've made, but I'd be lying when I take the future version into account. While I don't mean to discourage you all, IV is great, but I just want to share my enthusiasm for the game that the development team and I are putting together...but back to the IV.

Have I mentioned the website? I have made a website for the IV: interim.countrycapitalrpg.com. On it has all the information you need, as well as the new tools to help you "crunch numbers" and will give you access to the latest statistics and information to help you make in-game decisions. Over the course of time, we will integrate the User Interface into the website as we automate the game.

So I think I've said way, way too much enough already. Let's get to playing. As with all the past versions, it's probably best if you read the rules first. Then look in the continent board and create your nation.

For this first week, you may post income at any point in the week, as well as your production orders.

There will probably be a good deal of confusion in how to make these new posts and how some of the new elements function. Allow me to be the guinea pig and follow my lead. Use the Help Board if you have questions. There will no doubt be some rule updates and revisions as we observe what is working and what isn't - we'll make announcements and be sure to keep you posted.

Thank you all for your patience, thank you all for your support. Now, go out and...be fruitful...or conquer...or something!

Enjoy.

-Ryan
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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Benthamus
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Huzzah! but you know I still feel somewhat to blame for our predicament. If only I had not agreed to that restart all those moons ago then this would have never happened.
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Ryan
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Hahaha, well that may be true. :lol:

Let's hope there's a bigger upside to the fact that you did clamor for a restart.

Edit: Attention to everyone! We are still tweaking the introductory items (population, food, resources, etc) so bear with us this evening as we test out combinations that work.

Right now, you are entitled to pick TEN starting sectors instead of 5.

Will formally update as we reach a consensus, thank you.
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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An_Idiot
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President
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Well Ryan, I'm speechless the devotion you put in to this for us along with everyone else. I know it doesnt mean anything when I say thank you ad sorry for what lack of anything I could put forth, but I hope to repay my dept somehow in the near future. Thanks Bro.

BTW: just got my computer back today from being broken. :lol: What luck.
WOOT!!!
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Ryan
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Well thank you, its always nice to get some love for passion and hard work. You can repay me by playing and getting more people to play. ;)

And yeah, that is incredible luck!

Anyway, let me take this opportunity to tell everyone who's looking here, I (along with Ares and michaelirick) have spent the evening testing a lot of different things (you can see the latest results in my domestic market topic) and I think we've found the right combinations. A number of rules have been changed, and probably several more will continue to change.

I'm rather tired right now, so I will post the rule changes in the morning and update everything. So until then, just find yourself a nice plot of land, spend some time designing your countries, and make alliances and evil plots or something until I get back.
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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Benthamus
Freedom lover
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You know I don't think I have time for this stuff. It seems more complicated that the previous versions. I know you intend to automate alot but don't add all these features until you actually start some automation.
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Michael Irick
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Actually, it ain't all that complicated. It is a lot easier than it sounds.
Empire of Zeon
Deonios Seon
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Corporal Tiduos
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Wohoo! Sadly I do not have much time so i don't know how much I'll get into it....
The Kalopia Kingdom Funds
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