Politician Archive
Thread: City Wishlist
A mission terminal tax,a % of the profits go towards the city. Can be set to resident only or non biased tax.
City turrets for Strongholds.
Hireable NPC militia, with a cap ofcourse. Possibly just for faction cities.
Pardons for taxes that would be emailed to the entire city. Property tax can get pesky with factories.
Have all ticket sales and cloning fees go to the city. Increase the maintenance if you must, but there is no reason why the city should pay for the maintenance of a building and not get the profits from it. The city bought/built and maintains a shuttleport, who else would be getting the profits from ticket sales?
Larger foundations for hilly terrain. Add more maintenance, resources required or lots for upgraded houses that have an easier time to build on terrain. I don't want to see cities in the same spots on all servers just because there are terrain issues.
/destroyharvestor
emails and gives the player 3 days to remove it from citylimits.
ok, too much swg...need sleep. how about /mayorgotosleep
/destroyharvestor or /warnharvestor
you get my point.
/raise
1. Breakdown of income, like Plinka said, so we know how effective or burdensome certain taxes are.
2. Ability to use /cityban even if the target isn't even in the city. Some people I already know I don't want them visiting.
3. Ability to use /cityban on guilds, like the guild:[guild name] command in house entry/ban lists. I don't want guilds using our shuttleport to attack us, even once, and I don't want to have to type in hundreds of names.
Please please please add my first one
1)Multiple government types. This whole tyrany by the mayor doesn't bode well. I have many trusted colleagues that want to get a hand in politician and benefit the city. As it is, if the may isn't up, the whole city is on pause.
-Arthurian - Council members with the leader being the 'first among equals'
-Republic - Basic elected council/senate, etc
-Factional - Vote on mayor who comes with his own cabinet/council
-Position by position basis - One politician for the military, one for finance one for...
-Dictatorship - Current Style
-Democracy - It'll never work
2)Sidewalks & Streets. Yes a city is a jungle, but its supposed to be a CONCRETE Jungle
3)
Hehe, hit submit by mistake...
3)Citizens who wish to change/replace their house will stay as a citizen of that city for 3 days -Just so that if they misplaced their house, or they move it upon request of mayor to add a park/statue/fountain, they won't lose citizenship and possibly wait for 1 day to be able to declare residence
4)Whole tax breakdown thing.
5)Selective Tax(Higher tax on weapons, than food, for example).
3)Citizens who wish to change/replace their house will stay as a citizen of that city for 3 days -Just so that if they misplaced their house, or they move it upon request of mayor to add a park/statue/fountain, they won't lose citizenship and possibly wait for 1 day to be able to declare residence
Wish that one was around when I placed my hall
I disagree with /remove orphaned buildings... we have some buildings (a store) that isn't "orphaned", just a house with a different purpose. Not every town can have a Merchant Tent (those who dont' have Master Merchants, guys..) I don' t think the system will be able to tell the difference.
1.) City Chat Channel (maybe for all who have a structure inside or a public channel)
2.) Tax-Infos, how much we earn from Income, Sales, ... (Email to mayor and maybe an option on the city management terminal)
3.) Possibility to cancel property tax for cantinas, med centers and theaters
Just a suggestion to stopevil politicians from dropping a city hall near a cluster of houses and tax their butts off, and also to stop players from placingpersonal harvestersspread out at the edge of small cities to space grief them:
Instead of taking the half-assed easy way out of raising outpost min. size to 10 and make them non-taxable, simply make it so that pre-existing houses within the maxpossiblecity range(450m is it? for metropolis) won't pay any taxes ever unless they consent to it in the city hall.Structures placed within those 450m of the city hall after the city hall is placed, will get taxed automatically as the city grows and they become engulfed in the city zone. At the same time, it should NOT be possible to place any structures within 450m, of the city hall without rights, even if the city is just an outpost with 150m radius.
Finally, the mayor of a city should be able put a foreclosure notice up on an unwanted building, and unless the owner of the structure moves it within a week, the building will be redeeded (if there's enough money) and held bya special NPC in the capital of that planet, along with all content (furniture, resources, etc.). Why this you may ask, but I can easily see issues where unhappy guild members/citizens space-grief within the city zone, by spacing out personal harvesters so no other building can be placed, before they get booted, with no way for the rest of the city population to to do anything about it.
This way serious politicians will place city halls at least 450m from other structures, and the evil griefing ones won't get any profit out of placing it near a bunch of random homes, not can disgruntled players space-grief a city.
I vote for a lot of the ideas already presented. Here are a few more.
1. Ability to tax based on use of structures or city abilities that cost money to maintain, at one rate for non-citizens, at another rate for citizens. Examples:
a) If I have a cloning facility, I'd like totax up to 500c every time someone dies and is cloned there.
b) If I have "Improved Job Market" (+20% to mission rewards), I'd like totax e.g. 5% of the mission reward to citizens, and 20% of the mission reward to non-citizens.
c) If I have "Sampling Rich", I'd like totax one credit for up to 10% of the resources sampled/harvested within the city limits.
d) If I have "Manufacturing Center", when an artisan succeeds in assembling a prototype in a case that would have failed without "Manufacturing Center", I'd like totax one credit for up to 50% of the resources directly or indirectly at stake.
e) If I have "Research Center", I'd like to tax one credit for up to 7.5% of the resources directly or indirectly used to manufacture items in factories anywhere, ifusing a schematic produced within the city limits.
f) If I have "Medical Center" and if that means buffs are 10% more effective, I'd like to tax one credit for up to 3% of buffs to any of the six Health and Action pools. For example, if someone receives a buff of 2,200 (instead of 2,000), I'd like to tax the buff for up to 6 credits.
g) If I have "Entertainment District" and if that means buffs are 10% more effective, I'd like to tax one credit for up to 3% of buffs to any of the Mind pools.
I don't want a separate tax for "Stronghold", because I figure that benefits from citizens, and I can already tax citizens.
Post Office
*So a player can give items to another player without them having to meet or both be on.
*The giver would goto the Post Office (PO) and select 'Send A Package', upon transfering the item to the PO, the player will have to pay a fee based on the number of items, size, etc
*The receiving player would then receive an e-mail that 'A Package Is Waiting For You In The CITY-X Post Office'. The player would then have to run to that city to retreive it. The package would remain for 7 days before being deleted.
Streets/Roads
*1x1 tiles
*Have concrete paths and cobblestone paths
*Have a /placeroad command that allows you to place roads under house/harv footprints, so streets/roads actually goto people's doors
Militia HQ
*Admin rights for all militia
*Armor/Weapon checkout
*Limited healing abilities for Militia
*Uniform Checkout (mayor or Militia Leader can choose Uniform, Uniform can either be a pre-selected set of items, or the Mayor/Leader can input certain clothes)
Dueling Arena
*Just a little building with a huge open floor space for dueling