CCRP IV

The upcoming iteration expected to be by @---spy1---, @Roitwell, and @Fictia. It is intended to be more advanced.

Changes
The iteration will have many changes to tweak what was wrong in CCRP II.

Admission
Unlike all prior iterations, new players in CCRP IV will go through a screening system based on the Exarchates of Fictia during CCRP II. Prospective new players will have to complete specified tasks by the admins set forth for them for a few years, including yearly upkeep and building, to learn and prove they understand the RP, after which they'll be voted on to be approved to start a country. Players from previous iterations who mastered the CCRP II system will be allowed to skip this stage. If an Exarchate is conquered at any time the player will then be voted on to be approved to start a country.

The ownership of these Exarchates has not been decided on yet, but will most likely be distributed amongst trusted players from CCRPI, CCRPII, and World RP. This will certainly include the three admins, including @Fictia who invented the concept of an Exarchate.

Exarchate Tasks:

 * 1) Be active for 3 roleplay years (3 weeks irl)
 * 2) Build at least 5 different kinds of tech
 * 3) Research one technology
 * 4) Calculate upkeep each year
 * 5) Make at least two trade deals
 * 6) (bonus points) Join a war and use successful tactics.
 * 7) Avert any major disaster
 * 8) Have the Exarchate be in a better condition than when you started.

Map
The map will have a new admin (@---spy1---) and will be a new form like Pangea, the exploration features will supposedly be different.

Spy1 will reveal discovered land, and then either @AltMaster (@Fictia) or @roitwell will add land claims to the map project.

Tech
Spy1 will manage tech, buildings, and the managing of the tech tree. (making sure that people actually research tech before using it) Many new form of research will exist, and will be released by @Spy1 when they are applicable. (researched / researchable). As in previous iterations, tech may ONLY be used by those who researched it/obtained research somehow, and the admins will be policing to ensure no one broke this rule.

Forms of Government
Each has positive and negative buffs to change the nation. In standard form they have rebellions on rare occasion, can only have 15% of their population as military, they can own land, own colonies, have resource deposits, but not have production cities. In standard form starts with their population times 200,000 as nocks. Standard population increase is 5% per year.

Minor Changes

 * Hunting | You can hunt for food in forested areas instead of chopping them for lumber. Supplements "F" resources on the map.
 * Relics | At random times @Spy1 may instigate a relic event, where someone currently exploring might stumble apon something.
 * Archeology | Similar to the above, but there is much more warning before. Your people will notice that there is something unusual about the area, and then you may have a chance to start an archeology dig!
 * You will be able to turn wood into charcoal (charcoal is half as effective as coal, but can be substituted; ratio 3 tons wood to 1 ton charcoal)