Cities And Housing Archive
Thread: Veteran Mayor has a stupid question...
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Puertoriqueno
Tue Feb 15, 2005 3:21 pm
#1
Mainly because I have never faced this problem before. We are about to start a city, but there are houses already in our spot. We intend on restricting zoning, will be be unable to set zoning restricted if structures already exist, and if we can do so, what will happen to the houses already there?
Thanks. We dont want to end up making anyone's structure or harvester go poof.
Kinshi
Tue Feb 15, 2005 3:57 pm
#2
I dont think you will be able to deploy the city hall. Need a structure free area 400-450m in diameter from where you drop city hall.
I would be surpised if you could come in and essentially 'annex' player structures into your new city.
I would be surpised if you could come in and essentially 'annex' player structures into your new city.
Puertoriqueno
Tue Feb 15, 2005 4:05 pm
#3
Well, I was under the impression that structures closeby did not matter, unless they were NPC or City based. Perhaps I'm wrong?
So would that mean that all of the preplaced houses and the guild hall would have to be redeeded?
Vshbaa
Tue Feb 15, 2005 4:44 pm
#4
You can place your city there, but those homes will stay no matter what you do (besides getting the owners to move them).
Draklaa
Tue Feb 15, 2005 5:06 pm
#6
Yikes, first two replies give completely opposite answers. Anyone test this or know for sure?
GloriousLeader
Tue Feb 15, 2005 5:28 pm
#7
I've never tested it offhand, but I have heard of incidents where groups of traders whom had been previously grouped together but strictly not as a player city were suddenly victim to a city placing them all in the middle of it, giving them heavy merchant taxes ect..
I've heard of the worst case scenerios for this, so i imagine that your question is yes, you can place the city hall, and these houses already there will become a part of the city. What these people decide to do is up to them, and can be largely impacted if you try and contact the owners of these houses or these 'citezins' in your city that you don't know.
Oatik-OneShot
Tue Feb 15, 2005 5:30 pm
#8
You can place it w/o worrying about harm to those already there. You'll be stuck with those structures in your city limits, unless you can get them to move. Of course, if they want to stay, you just gained some quick citizens
As your city grows, your new city size can engulf other structures already in the surrounding area. Works the same way.
RareGem
Tue Feb 15, 2005 5:42 pm
#9
Well since out old mayor managed to stupidly blow out city hall up.....
I can catagorigly state that the houses will stay there unless the people remove them.
The people (if they declared residency there before) will automaticallty become residents of your town the first time they go in to the structures after the city hall has been placed.
You are stuck with them unless you ask them to move.
KewiImeniea
Tue Feb 15, 2005 5:59 pm
#10
Having been closely involved with a new player city I can safely say that you can place it with other current structures around it. Our guild did that, replacing a city that had *poofed*. Oh, and vendor taxes do not work, the money goes to the vendor and not city hall until they decide to fix Politician.
pircio
Tue Feb 15, 2005 6:28 pm
#11
you can place it down with no prob, exactly what we did, anyone that has declared residency will "become a citizen" and they will get an email stating they are now part of the city and subject to taxes blah blah.
StarNick
Tue Feb 15, 2005 7:57 pm
#12
The option to restrict/unrestrict zoning is just a mode that will only affect people placing buildings, won't affect already placed buildings. For those, -only- the player (or a nasty game bug) can make em go poof...
Puertoriqueno
Wed Feb 16, 2005 2:12 am
#13
I see...so how does this apply to, say, harvesters? Would the harvesters be safe and permanent if the owners chose to leave them there?
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