Development Cycle Archive
Thread: Friday Feature Pt.2 :: Advanced Player City Guide
Nice guide.. really nice.
The new numbers come in effect sometime next week, there are various other posts on this .
Personally I'm quite ok with this, if and once the cap is lifted I'd hate to run into 5-person OPs every few mtrs.
10 sounds good enough and really shouldn't be too hard to maintain.
Anyway: I've also noted that your posts don't appear in the dev tracker.. what's the deal?
And there seems to be a little mistake in the manual (or will this be changed as well?):
Right now a politician with Civic 1 can place mission terms (according to skill tree) and a politician with Civic 2 can place trainers. In your manual it says 2 and 3 respectively - I hope this is a mistake.
I may have missed it, but the Guide contains maintenance costs only for specializations and the like -- not for city buildings. Is there such a list available?
Given that the planets are several km wide, and there's only 10 allowed on the primaries and 25 on planets like Talus and Rori, your statement about running into small towns every few meters is completely pointless.
SpaceGipsy wrote:
Nice guide.. really nice.
The new numbers come in effect sometime next week, there are various other posts on this .
Personally I'm quite ok with this, if and once the cap is lifted I'd hate to run into 5-person OPs every few mtrs.
10 sounds good enough and really shouldn't be too hard to maintain.
Anyway: I've also noted that your posts don't appear in the dev tracker.. what's the deal?
And there seems to be a little mistake in the manual (or will this be changed as well?):
Right now a politician with Civic 1 can place mission terms (according to skill tree) and a politician with Civic 2 can place trainers. In your manual it says 2 and 3 respectively - I hope this is a mistake.
zulca wrote:
Hrm when I initially placed our city hall, I was under the impression that one needed 5 residents. So that was planned for. Now your saying 10 is min. When will this take affect? How much time do I have before the city hall goes poof? We have 6 atm from our PA out in a very remote location. We do plan on building it up, but dont want to recruit any dipsh*t out there to fill a slot we are trying to build a city where the citizens are productive and pull their weight. A timeframe on this 10 citizens crap would be nice TH. Especially since this seems to be a sudden change and was not mentioned anywhere on the Politician forums.
from what I read and seen ingame you have each week the city hall will perform an update. At that time if you dont have the current number of citizens you get demoted. I think it goes up 5 each week.
Thunderheart wrote:
Entertainment District - 80k credits / week Entertainer healing is 10% more effective in a 'Red Light District'.
Oh my, so I guess those griefers were right about me. I had no idea I was supposed to be providing extra services with my dancing... are we going to get a cyber column now? If so, can we have Master Dancer cost 92 skill points like all elite combat and carafting profs?
That might work out really well, replace Entertainment Healing I - IV with Entertainment Action I -IV. Take out the dual requirement for novice Dancer and Musician and just make a whole new Elite Profession. Could we work on that? ![]()
Question about FAQ...
In game, our city hall states that we will achieve next rank at 15 citizens, but the FAQ says Village status is reached at 20 citizens? Am I readin it wrong or will these numbers be updated?
ThaPhantom wrote:
Through all the bitching going on here, I must say I like the changed. Make it harder to get what you want, it will force ppl to work for it not be handed it. If its any concolation SOE you have at least 1 person backing you.
Spoken like someone who truly has NO clue how many resources go into buildings of that size.
Hey TH, can we get a game guide on factional structures and factional items?
I am pretty curious as to what the heck the factional hospital looks like and other items. Please ![]()
I sense a great disturbance in the Farce.
Can some one please give us a valid explanation on why we getting difrent city size restrictions than on TC?
Next! Why are we going to be gouged for a specializations, it costs enough to run a city we don't need an additional cost over and above the city maintenance. No one in thier right mind wants a 200k+ fee every week just to have a city. IF we as politicians are the poor souls to get the skill that allows it, there should be no extra fees for the specializations.
What is the deal with the drop in city radius? Again it's not that way on TC!
Now the next big question. Why is all this information showing up after the intial release of information?
It was bad enough we had no advanced warning for city implementation, 24 hours is not adavnced warning!!!Then we had the unreasonable caps, If the server is that unstable why in the world did you even push this patch!
(Head shaking in disbelief!)
I know SWG had to push something cool for Xmas, but, dangnation, how about doing it in a manner that does not anger the player base!