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PCRP v2 Planning

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Post by The Paladin Gamer Sat Feb 13, 2016 7:22 pm

Okay, here's the list of mineral material I came up with, brace yourself. Alloys are included, but I doubt it'll be hard to weed them out. I separated mundane metals from the Exotic, so that way we wont have any trouble distinguishing. Copper was kind of funny, since it really is used in both areas. I'm working on trees, and almost have a forest map finished. If you want you can take agriculture duty, cause I have that lined out. Livestock and game is still in the progress though.
Mineral:
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Post by FCVinyl Sat Feb 13, 2016 10:53 pm

For the purposes of the map, I clumped together the gemstones into a single symbol. Individual gems in each zone can be petitioned for and approved case-by-case, perhaps. As for minerals, they're basically available, effectively (save for coal), and have not been marked, as it is assumed that any real nation will have immediate access.
Spoiler:

And, yeah, I'll take agriculture. Oh, I would like your opinion on the proto-application above.
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Post by The Paladin Gamer Sun Feb 14, 2016 10:05 am

Well I would say you've got most everything covered in it (with the to be continued parts that you haven't finished yet included in that count). I'd say we got everything important covered, although it might be nice from modern nations to have such things as cultural references, but they'd be optional as their not overly important. As for agg:
Aggriculture:
I have no idea how you want to do this map or if we overly care, as these things can mostly be considered like coal, any worthy nation has probably got it. Spice map however, may be more important, as that is a major economic point that should be considered. So average plants may not be overly important, but spices would be, and I might add that it would be good to through in some plants like Tea and Tobacco too, or just do the entire other section. Coffee and Coco I also know are cash crops, but I'll get those done with the tree map.
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Post by FCVinyl Sun Feb 14, 2016 11:29 am

Didn't put cinnamon, cloves or nutmeg because they're derived from trees, so, that's on you if you want them.
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As for the mundane crops, we can just assign them to players based on their territorial holdings.
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Post by The Paladin Gamer Fri Feb 19, 2016 6:20 am

Hey Dan, you know what else you should do, make a language development guide, that would be great.
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Post by FCVinyl Fri Feb 19, 2016 8:29 pm

You told me to write an epic, but all I managed was a short fable, the kind you tell to young children around the fireplace/pit.

Spoiler:
Spoiler:

Edit:
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Post by The Paladin Gamer Tue Feb 23, 2016 9:16 pm

Where was that sound changer you used?
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Post by FCVinyl Wed Feb 24, 2016 3:57 pm

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Post by The Paladin Gamer Fri Feb 26, 2016 8:32 pm

Now for the long anticipated trees. Number indicates what kind of forest exists within the corresponding colored border it is within. If that makes sense.
Tree List:
Key to Map:
Maps:
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Post by FCVinyl Tue Mar 01, 2016 8:59 pm

With a planet and some basic information on the ancient nations, the task now is to develop proper nation and religion sheets.
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Post by FCVinyl Sat Mar 12, 2016 6:06 pm

POPULATION CALCULATIONS:
JUDAISM:
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Post by The Paladin Gamer Sat Mar 26, 2016 9:25 pm

Fleshed them out a bit more, Two more to go!
Proto-Judaism:
Proto-Catholicism/Protestantism:
Proto-Islam:
Proto-Buddhism:
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Post by The Paladin Gamer Sat Apr 09, 2016 9:14 pm

Religions Check! Now all we need is some nations, and we can begin.
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Post by FCVinyl Sat Apr 09, 2016 11:04 pm

Awesome!

Although, we do still need a finalized nation sheet template, but that's it.

And, in regards to the creation of said template, we've got the Rome test example. So, after a bit of refining, bip bap bam, and we're ready to fill out the nation roster.
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