Politician Archive

Thread: Important changes to Politician

Plinka
Mon Nov 03, 2003 12:06 pm
#1

Was just on TC and wanted to bring you news of important changes to the 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!



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vortexala
Mon Nov 03, 2003 12:12 pm
#2

Thanks for the heads up, Plinka



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Sykes
Mon Nov 03, 2003 12:12 pm
#3

EXCELLENT!




SYKES LIAISON

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Arrya
Mon Nov 03, 2003 12:43 pm
#4

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.




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Darniaq
Mon Nov 03, 2003 12:53 pm
#5

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.




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darniaqkihoge
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Darniaq
Mon Nov 03, 2003 2:00 pm
#6

Anyone have a link to someone who's built a skill tree? I'm having trouble finding out certain things, my chart is old and I just don't think Allakhazam's been updated in a long while.



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IdeJder
Mon Nov 03, 2003 2:06 pm
#7

aye, where is the current tree? anyone?



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Theodis_Darkstar
Mon Nov 03, 2003 2:24 pm
#8

Here is what I am working with. If anyone sees an error, please let me know!


http://www.nobleheroesofcorbantis.com/pics/PoliticianXP.jpg




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LLJK_Griz
Mon Nov 03, 2003 2:30 pm
#9






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.



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TroThorns
Mon Nov 03, 2003 2:53 pm
#10






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...




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Darniaq
Mon Nov 03, 2003 2:57 pm
#11




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




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darniaqkihoge
Galentech Industries · Darniaq.com
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Darniaq
Mon Nov 03, 2003 3:00 pm
#12




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.




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darniaqkihoge
Galentech Industries · Darniaq.com
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Darniaq
Mon Nov 03, 2003 6:03 pm
#13

Link should work again. I r a newb



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darniaqkihoge
Galentech Industries · Darniaq.com
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