Politician Archive

Thread: Some updates from GreenMarine

DocSavag
Mon Nov 17, 2003 5:34 pm
#14

What is the logic behind removing taxation powers for outposts? Why create a second class community without the power to sustain itself.


The only logical reason I can think of is that the taxation code is the place where the load on the database is creating the issue with player cities in the first place. No other reason makes any sense. Why limit the ability of small communities to raise tax revenue?




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Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Arrya
Tue Nov 18, 2003 12:20 am
#15






DocSavag wrote:

What is the logic behind removing taxation powers for outposts? Why create a second class community without the power to sustain itself.


The only logical reason I can think of is that the taxation code is the place where the load on the database is creating the issue with player cities in the first place. No other reason makes any sense. Why limit the ability of small communities to raise tax revenue?




This is purely for anti-greif reasons I think. Now to tax anywhere you have to have 20 people andone week worth of time - that makes it significantly harder for those with ill intentions.



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Arsenal
The little green Napoleon
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Rianna_Rose
Tue Nov 18, 2003 11:18 am
#16

bump..




__Rianna Loveless__
"around since forever and a day and I'll be here tilltwo minutes past infinity"
My Bunker at 3800 -6445 is free for all to use, fully decorated for Guild meeting and is only 100m from Rori's Rebel outpost and its Starport
Silara
Wed Nov 19, 2003 1:14 am
#17

Existing new cities will need 10 citizens instead of 5 to be valid.


Existing new . . . oxymoron?
SamIAm
Wed Nov 19, 2003 1:44 am
#18

Thanks for the info on the xp cap! I had been wondering.



And Devs, PLEASE give us more flexibility in who has /grantzoningrights! I don't want my entire militia to have it, only the city officers.

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