Architect Archive

Thread: Here are the Player City structures listed by Cert

Ropock
Thu Oct 16, 2003 11:10 pm
#14

I believe you have to be a politician to place a city hall. Could be wrong on that though....


Either way, still think city halls should have been master only.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Veers_Intrepid
Fri Oct 17, 2003 1:55 am
#15

omg,



so every wannabe architect can sell city buildings?


this is very dissapointing and will also not help the economy which is totally borked for architects anyways.


i hear already "i am selling just cheap cause i need the exp" /destroy economy


fine, this makes to be master even more useless



very sad really






Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Knocky
Fri Oct 17, 2003 2:05 am
#16

On the plus side there are many like myself who are about to jump off of the good ship "Architecture" and move on to other things.


Less Masters mean more work for those who stay...theoretically anyway.


/shrug

Knocky
Fri Oct 17, 2003 7:14 am
#17

Checked again but there are no Generics listed.


However we all know that Corellian = Generic so they will probably just do what they did with housing and copy them over.

JoeMenthol
Fri Oct 17, 2003 7:25 am
#18

Thanks for the info guys.


Does anyone happen to know what the city population restrictions are for structure placement? There ARE population restrictions for shuttle ports, etc., right?




_________________________________________________________
Visit the FBI Vendors!
1827 5996, Naboo, New Roseholme (Ahazi)
"This crap is awesome!"
_________________________________________________________
Master Artisan, Master Rifleman, Master Chef, Half-Assed Merchant
Moxin01
Fri Oct 17, 2003 7:26 am
#19

what about starpory???



Aspa : Corbantis
Porthose: TC
Loopo: TC
Thud: TC
Ormantz
Fri Oct 17, 2003 7:46 am
#20

I think they said in the last Stratics dev chat that they would not let player cities have starports. I can't find my copy of it so I can't check and I'm too lazy to go to Stratics and look.
rahbert
Fri Oct 17, 2003 7:51 am
#21

Is it possible for a master architect to be a mayor then (in terms of skill points)? Creating City structures only to have a mayor place them seems crap to me.

Dayln
Fri Oct 17, 2003 7:59 am
#22

What I got ( but may not be correct ) is there will be player citiy starports at some point but probablyu not the Naboo Theed style starport. ( where you never have to wait for a ship )
Marthis
Fri Oct 17, 2003 8:03 am
#23

I doubt they will add generic player city stuff...will make getting around the advanced planets too easy.



Obedd - Master Architect/Master Artisan/Master Tailor
Marthis - Master Creature Handler/Master Bio-Engineer
Aegis Industries - Weapons, Deeds, Furniture, Pet Stims, Pets, and more!
Just north of Theed, Naboo -4348, 6385
Bria


Dayln
Fri Oct 17, 2003 8:12 am
#24

I agree, I expect only the main three planets to hold player cities.


This will severly limit the number of player cities, but I am not sure that is a bad thing.

Knocky
Fri Oct 17, 2003 8:24 am
#25

There are quite a few items listed as "city specialization"s. I believe these to be inanimate bonuses that a city gets for electing that mayor. I do not think that they are actual buildings. It would be a database killer to have every town have a Cloning Lab next to every Cloning Center.




The Politician Tree:


Novice Politician
-City Hall
-Manage Taxes




Fiscal Policy I
-Register City


Fiscal Policy II
-Bank
-Shuttleport


Fiscal Policy III
-City Specialization - Manufacturing Center
(10% bonus to prototype assemly reducing critical failures)


Fiscal Policy IV
-City Specialization - Research Center
(15% bonus to final result roll in experimentation)





Martial Policy I
-Manage Militia


Martial Policy II
-City Specialization - Clone Labs
(clone cost reduced 20%)
-Cloning Facility


Martial Policy III
-City Specialization - Stronghold
(Militia gets a 50 point bonus to all defensive rolls)


Martial Policy IV
-Faction (Empty)





Civic Policy I
-Grant Zoning Rights
(Mayor gives a Player the right to place a commercial structure such as a Cantina for 24 hours)


Civic Policy II
-City Specialization - Improved Job Market
(20% increase in mission rewards)
-Mission Terminals


Civic Policy III
Can place skill trainers of all types.


Civic Policy IV
- City Specialization - Medical Center
(10% bonus to Hospitals)
- CIty Specialization - Red Light District
(10% bonus to Entertainers)





City Customization I
-Statue
-Streetlamp


City Customization II
-Fountains


City Customization III
-Small Gardens
-Medium Gardens


City Customization IV
-Large Gardens
-Exotic Gardens





Master Politician
(empty)

Batlet
Fri Oct 17, 2003 8:41 am
#26

Small morning recipe update for you fellow Architects out there, since TC is halvway back:


Banks : 3 Wall Modules, 3 Struct Storage Modules, 1 Gen Turbine, 1550 Lg Ore, 750 Metall


Merchant Tent : 20 Fiberplast Pannel, 4 Identical Reinforced Fiber Panel (say hello to your local tailor , 400 metall, 600 Hide, 200 lg ore.


Stay tuned for more once i got struct 2 (a few hours away)


PS : The Devs stated that there will be no Starports in the initial release.

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