Politician Archive
Thread: Important changes to Politician
1. Experience requirements have changed:
Tier I: 1000
Tier II: 2500
Tier III: 5000
Tier IV: 10000
2. The Policy line has been changed
Novice Polition includes: GrantZoningRights
Policy I: Mission Terminals
Policy II: Trainers
Policy III: Entertainment, Medical (was Policy IV)
Policy IV: Improved Job Market, Sample Rich (Improved hand sampling)
These are great changes that I'm sure you're all going to be excited about!
Nice ![]()
For the xp requirements, are they the same across all 4 branches now? They used to be different depending on the branch I believe.
Thanks Plinka!
But, quick question:
Which policy line though? My latest chart has Fiscal, Civic and Martial, and the changes noted could fall in any of those.
Here is what I am working with. If anyone sees an error, please let me know!
http://www.nobleheroesofcorbantis.com/pics/PoliticianXP.jpg
TroThorns wrote:
I hope they scale or reduce maintenance rates next.... An "outpost" should not have to pay 100k or even 50k a week, that is just ridiculous....
It's expensive to keep every 5-man PA from building a city. Stuff won't spawn in player city radii and you can't build in them if they have the zoning thing set, so if there are excessive numbers of cities then a significant portion of the planet will be a no-build no-spawn zone.
LLJK_Griz wrote:
TroThorns wrote:
I hope they scale or reduce maintenance rates next.... An "outpost" should not have to pay 100k or even 50k a week, that is just ridiculous....
It's expensive to keep every 5-man PA from building a city. Stuff won't spawn in player city radii and you can't build in them if they have the zoning thing set, so if there are excessive numbers of cities then a significant portion of the planet will be a no-build no-spawn zone.
Well if they don't want 5-10 person cities, they shouldn't have outposts as an option
And the major cities are going to be surrounded by "suburbs" anyways... Welcome to SWG: urban sprawl ![]()
It will be interesting to see just how far out from cities you will have to go for missions and to place harvesters now...
Theodis_Darkstar wrote:
Here is what I am working with. If anyone sees an error, please let me know!
http://www.nobleheroesofcorbantis.com/pics/PoliticianXP.jpg
Nice work Theodis! I took it and built a skill tree out of it, since it's easier for me to look at it that way: ![]()
http://members.bellatlantic.net/~vze34zdu/Darniaq/SWG/PoliticianTree-Excel.htm
TroThorns wrote:
Well if they don't want 5-10 person cities, they shouldn't have outposts as an option
And the major cities are going to be surrounded by "suburbs" anyways... Welcome to SWG: urban sprawl
![]()
That's my only beef with this. Why bother with a City that has these costs associated with it if you don't plan to go larger? I really wish they'd scale an outpost lower. Really, the biggest impact to server-side stuff is Shuttleports. Suppose some group of altruists wants to start a relaxing sanitarium in the middle of Dathomir? A beautifully designed garden spot with a single build and a few small huts for security.
I suppose too many cities could effectively shut down all spawn on a planet, but then they could shut down the "no spawn" rule until the Martial Policy line is learned.