Politician Archive
Thread: Some updates from GreenMarine
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.
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?
Existing new cities will need 10 citizens instead of 5 to be valid.
Existing new . . . oxymoron?
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.