Politician Archive
Thread: Today's Player Cities Patch Changes
# Player Cities: You can no longer set taxes on outposts. Any current outposts with taxes will have their taxes reset to 0.
# Player Cities: Cities now require 10 citizens to be valid. All other city rank population requirements have been raised by 5. Existing new cities will need 10 citizens instead of 5 to be valid.
Please note that there is no mention of the caps being lifted. That has not happened.
Also, just so you know, I've voiced my displeasure on the correspondent forum about raising the citizen requirments on the day of your first elections.
Plinka wrote:
It's 10:30ish and there's still no patch notes showing so I thought I'd give you a heads up on what changed in today's patch regarding player cities:
# Player Cities: You can no longer set taxes on outposts. Any current outposts with taxes will have their taxes reset to 0.
# Player Cities: Cities now require 10 citizens to be valid. All other city rank population requirements have been raised by 5. Existing new cities will need 10 citizens instead of 5 to be valid.
Please note that there is no mention of the caps being lifted. That has not happened.
Also, just so you know, I've voiced my displeasure on the correspondent forum about raising the citizen requirments on the day of your first elections.
I feel for you guys but I'd trade places with you without complaint
Quick question:
Have they changed the status of the 'Outpost' so that it's NOT affected by the cap?
Here are the notes
Greetings...
We have the following fixes on the plate after the maintenance tomorrow morning:
- Player Cities: You can no longer set taxes on outposts. Any current outposts with taxes will have their taxes reset to 0.
- Player Cities: Cities now require 10 citizens to be valid. All other city rank population requirements have been raised by 5. Existing new cities will need 10 citizens instead of 5 to be valid.
- PVP: Neutral players can no longer drag incapacitated players that have a TEF.
- PVP: Dragging a player with a TEF will result in the TEF being passed along to the player doing the dragging.
- Fixed a problem where the client would sometimes not connect to the customer service server and thus allow them to submit tickets.
- Fixed a problem where the customer service server was denying bug submission in some cases.
- Made the localization more meaningful when submitting a customer service ticket.
- Removed the high efficiency harvester maintenance penalty as it imbalanced heavy harvesters and punishing experimentation. This change will immediately affect all deeded and placed harvesters, you do not need to redeed your harvester.
- Examining deeds now properly displays hourly maintenance instead of mislabeled half-hourly maintenance.
- Added no-build radius around Lok imperial outpost.
- Bio-Engineer: Removed Tissue mods from applying to armor.
- Player Associations: Group leader can no longer be kicked from the PA by other members.
- Player Associations: Fix guild updates not working properly on clusters with large numbers of Player Associations.
- Musicians: Fixed a problem where you would sometimes get stuck in the outro state and unable to play music.
- Teras Kasi: Fixed center of being command. Defense mods now work.
- Fixed an issue with credit drops from NPCs that were too small.
- Rubberbanding: Fixed a bug that could trigger movement validation errors on movement when a player was slowing down in some circumstances.
- You can now properly pick up and move ballot boxes and data terminals in houses.
- Hanging Clients: Fixed a bug that could cause a client to hang when loading the world.
- Unity rings should no longer decay or need insurance.
- Improved client stability.
Enjoy!
Blair
Producer
Philomorph wrote:
What about TH's comment about outposts being removed from the taxing and voting cycles? Will outpost mayors not get autovotes? I'd hate to miss out on week one's 20 votes because I told everyone they didn't need to bother.
I'm going to be EXTREMELY pissed if I get screwed out of 20 votes today. Plinka can you let us know if that is the case?
My citizensare gonna hang me if SOE keeps delaying placement of our City Hall...
There better be another hotfix tommorow with all the stuff we were promised,,,
*PLEASE!!!*
CptCox wrote:
Plinka, is there any chance you could contact one of the Devs and see why they didnt put it in as promised today?
Can you provide me with a link where they said they promised to put it in today?
What I want to know is:
1) now that we can remove voting terminals...or move them...when will the actually work? I still cannot yet configure the polls. THIS IS HUGELY IMPORTANT FOR POLITICIANS!
Getting a poll of your citizens is a necessary evil when running a democracy. Please make sure they know we want it fixed.
2) Now these guys have me worried, do we really have to make sure each person votes while being an Outpost in order to get all of the skill points for each citizen in the city?