CCRPIIR

CCRPIIR is a idea for continuing CcrpII by @Kkidslogin, ironically, he joined too late to play CCRPII.

Lore
The year is 2015. It's been 65 years since the end of the Scourge Wars. In the year 1945, a smallpox epidemic hit the world. It started in Occidentalis Major and spread across the world. 1/3 of the world's population succumbed to the epidemic. It ended the control of most of the world's major politicians. The new ones were fierce and warlike, and didn't think twice about Scourge warfare.

Fictia changed the most: its new president was power-hungry and considered the GUE a tool for his own ambitions. He got the GUE to attack the PU, dissolving the WU. Both sides used Scourge as a weapon, and the world suffered. By the end of the Scourge Wars in 1951, the world had collapsed. The PU and GUE had almost completely collapsed. Many nations were wiped off the map. Scourge was everywhere. There were massive regions with not a single person there. Occidentalis Major was a wasteland. Occidentalis Minor was a uninhabited land.

Thus began the 65-year process of rebuilding. It has been a hard forced march, but scourge has been nearly eliminated from the land- except for Occidentalis Minor. There remains a realm of the Scourge. However, for the rest of the world, there is likely less than 1,000 scourge left in the other regions, with only scattered amounts in the mountains and Imo Mundi. Only now can the world progress from its outdated 1920s tech.

However, the mainstream narrative about Occidentalis Minor is wrong. It was hit hard by Scourge, but it wasn't a wasteland. Fictia walled itself in and let the Scourge die out. After it was brave enough to leave in 1957, however, they found that defects from other nations had settled Occidentalis Minor. They entered into a close alliance and began to advance in tech. They avoided the coasts to keep the other nations thinking that Occidentalis Major is anything but a wasteland, and this has worked for the past 58 years. However, the previous leaders of these nations have left the earth, and new ones have risen in their place. These leaders will likely decide the fate of the earth. They can choose to try and take over the rest of the world, or leave it alone. Their populations and landmass is far lower than that of the other nations, but their tech is 50 years ahead. Who knows who will win?

Proposed Mechanics
This RP is geared primarily toward the old CCRPII/I members, who will run their nations on Occidentalis Minor. Thus, I will provide a mechanic for them: if they wish, they can avoid doing upkeep and instead focus on politics. I will enforce this by letting them use a common stockpile that I maintain myself, if they wish. This is especially important as I am aiming for 15-20 resources. The CCRPII member's nations start at tech level 5, rather than 1, but have much lower populations.

Other people can join to run the pre-created nations on the rest of the map. They can't use the stockpile, however. Any pre-created nations not run by a player I will operate with their own common stockpile.

In addition, I will add levels of "inspiration", which will give profiles a boost for running their nation realistically and running complex politics between nations and internally. These are: - Level -1: Uses politics only to further the goals of the profile. -10% deficit to all resources and increased rebellions. No organizations or people groups. - Level 0: Doesn't attempt to run politics at all. No bonuses. - Level 1: Runs realistic politics. +10% improvement to resource uptake. Reduced admin-started rebellions. - Level 2: Extremely realistic politics. -10% research cost and time. One bonus people group or organization. You may have noticed the "One bonus people group or organization" bonus for level 2. I will let every profile represent 1 people group and 1 organization (Such as a political party) in the world, unless they are Level -1, where they get none, or Level 2, where they get a bonus people group and organization.