CCRP IV

The upcoming iteration expected to be run by @---Spy1---, @roitwell, and @Fictia (ask around for account, changes regularly). It is intended to be more advanced.

Changes
The iteration will have many changes to tweak what was broken and what could be improved on in CCRP II.

Economy (Important)
Nocks are being completely rebalanced. Each nock will be roughly equivalent to one pound of food. I also did some research and the average American [https://www.npr.org/sections/thesalt/2011/12/31/144478009/the-average-american-ate-literally-a-ton-this-year#:~:text=So%20how%20does%20it%20break,the%20U.S.%20Department%20of%20Agriculture. eats one ton of food each year], which makes agriculture EXTREMELY important. I would suggest that you set your minimum wage (per year) no lower than 1.5 times the price of food, giving people just enough to get by. You also need to account for taxes; the calculation below estimates a 15% income tax.

Without any taxes, you need to pay your people at least 3000 nocks per year.

So; lowest possible minimum wage would be about 3530 nocks. (you can go lower, but your people will probably become homeless)

GDP is extremely hard to calculate in an RP, so just set taxes as a percentage of the average income of your country. You can check with an admin at any time for help calculating average income. I set the average income tax at 15%, as it is about what the US has (and I am in the US, so...)

The amount you pay your workers also will count towards your costs, added towards the upkeep costs, building costs etc. Therefore if you pay them a huge amount of money your labor costs will be very high, causing business in your country to likely go down. If you pay too little your workers will be unhappy and therefore inefficient and likely to rebel. If you build colleges in your country you have to pay your workers more that go to it or nobody will attend it and your education facilities will be worthless. Colleges will drive up labor costs but make your workers more skilled.

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 production facilities. (factories pretty much)
 * 3) Research one new technology
 * 4) Correctly calculate upkeep for at least two years
 * 5) Make at least two trade deals
 * 6) Avert any major disaster
 * 7) Have the Exarchate be in a better condition than when you started.
 * 8) (bonus) Join an in RP war and use successful tactics
 * 9) (bonus) Complete one of @---Spy1---'s war simulation tasks

Map
The map will have a new admin (@---Spy1---) and will be a new form like Pangea, the exploration features will also be different.

Spy1 will reveal discovered land, and then either @Fictia (aka @CatMan2197) or @roitwell will add land claims to the map project.

Individual users MUST have a province map consisting of at least major cities and military posts.

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.

War Revamp
These changes are intended to standardize and make more expensive the concept of war, to make it less of a cause of rage and to promote diplomacy over quick military action.


 * 1) Declaration of war To start, declaration of war is absolutely necessary to begin any chain of conflict bigger than a fire fight, If you do not declare war you may not make any attacks on another country. A Declaration of War costs 500 Nocks per citizen, to hopefully get bigger countries to less want to fight.
 * 2) There are ways around this; ask an admin when you want more details (they are situational).
 * 3) Operating costs and mobilization Soldiers will cost a base salary of 3,500 Nocks per year, and the more you pay them the more efficient they are, the height is 25,000 Nocks per year for expert forces. The standard is 6,000 Nocks per year. Mobilization takes 1 real life day per 5% of your population and training facilities for your forces if the forces are not yet trained, if they have been trained all of your forces and reserves can be mobilized in one real life day if there are enough transports. You can only mobilize as many soldiers as your form of government (see below) allows. You must also pay upkeep on the military technology your soldiers use.
 * 4) Battles Battles are based off of a table of comparison which includes tech, classes of soldiers and general efficiency. You will compare forces and tactics and decide your casualties and they will decide theirs, if a dispute arises on the outcome of a battle or you wish for a much more fair battle an admin can be called in to decide results.
 * 5) Don't forget about the political aspect of battles, as many are won based on how many guns your allies are pointing at the enemy total. (it ties up their forces)
 * 6) There are always ways of using "special" tactics; I do suggest that you ask an admin about this before using one (ex. funding rebellions)
 * 7) Campaigning Once a country is in a war, battles will happen either about once in a designated distance (or at similar intervals in case strategic areas of defense exist) or once per province. You will have different options to resolve it in your favor, depending on the war (but if a country surrenders the reasons for the war can be resolved without fulfilling an objective) :
 * 8) Fully capture a specific territory (a war for annexing a certain part of a country).
 * 9) Capture the enemy's capital (a war for major concessions, changing government, or taking a certain part of a country)
 * 10) Completely annihilate the enemy (a war of complete conquest, additional restrictions will apply here)

CCRP IV War System (A draft of the turn based system, the other stuff has to be added in later)

Government Revamp
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. Everything is updated every 5 days or 1 week (one year in game).

Instead of an overwhelming chart that is hard to look at; I made a simple one that you can modify as you wish. Base government types are listed here, and when creating your country you can pick and choose them.

Examples:


 * Full Corporation : Normal benefits
 * Democratic Theocracy : 1/2nd of each
 * Separatist Pirate Syndicate : 1/3rd of each

This is easier to understand for new players and also allows more min / maxing for experienced players.

[ NOTE ] I have not modified the positives and negatives, so those will still need to be rebalanced before CCRPIV starts.

Confirmed Features

 * Forests | You can hunt for food in forested areas instead of chopping them for lumber. Supplements "F" resources on the map.
 * Forests | 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)
 * Forests | Silk can now only be produced on the "Timber (T)" resource.
 * You can choose to produce silk instead of timber on a source (silk will have a smaller output)
 * Farming | Certain special crops will only be growable on a "S" resource. (likely jute / canvas and medicinal herbs)
 * Farming | Phosphorus will be added, a special resource, speeds up the growing of crops when applied (useful for growing special crops quickly, will have a multiplier to production)
 * Time | Being a new planet there will be an in game different time system, a total of 400 days in a year, 40 days to a month, 10 months to a year. Of course the usual 5 real life days will be one year still.
 * Special | There will be "Resort" (Re) resources on the map. These will have extra population efficiency, and will be extremely valuable for tourism. Prevalent along coastal areas, their natural climate is so nice that people from all around the world love it. They will multiply the production of any development built on them by 0.2 times resort level. (you can choose tourism or industry when you first develop it)

Immersion

 * Relics | At random times @Spy1 may instigate a relic event; where someone currently exploring might stumble upon 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 will have a chance to start an archeology dig, or sell the land to private companies.

New ways of obtaining sustainable energy :


 * Solar energy from the sun (costs Silicon)
 * Wind Turbines (cost metals)
 * Geothermal energy from the heat inside the earth (cost metals and building materials)
 * Hydropower from flowing water (costs building materials)
 * Ocean energy in the form of wave, tidal, current energy and ocean thermal energy. (will have a large nock upkeep)
 * Ethanol (from plants, can only be grown on soil resource tiles)

Ways of getting dirty energy


 * Petroleum (oil)
 * Hydrocarbon gas liquids
 * Natural gas
 * Coal
 * Nuclear energy