Politician Archive

Thread: Taking over a city?

Sage
Fri Nov 07, 2003 10:26 am
#14

Psychotic Chipmunk, there's a difference between the situation in SWG and in an actual democracy. In reality, a candidate has no initial "investment" in the community in which he's running (other than his own campaign funding, of course). In SWG, an individual and/or his friends/guild will be spending hundreds of thousands of credits to establish the city. I understand your point, but think you're being unrealistic- you seem to think that zoning makes things unfair. Does it seem fair for a group to spend a million credits on a city's structures and upkeep, build a website and a community for the city, only to have a huge guild move in, take it over, and change the name to D00dzville?
Krovo
Fri Nov 07, 2003 10:38 am
#15

I disagree that zoning rights should be extended. That land is not controlled byt he City yet....and so you should have no control over it what so ever. I actually see it quite the opposite. If zoning rights were given for the full 450m radius... that would be quite the griefing tool.... talk about a secluded little bungalo.



Kel Starblaster
SalSlak Corp.
Eseeg
Fri Nov 07, 2003 11:54 am
#16

Thank you Sage, you helped make my point.


And PC, if you want to say I have a small imagination, then you say that of my whole PA, because we had a meeting last night and everyone agreed that only members of our PA should be able to join the militia or run for mayor of our city. We would welcome anyone to live there, but to be in a position ofauthority you'd have to be in the guild. Not because of maintaining absolute power, but becuase by joining us you're showing you're a part of us and want to see the city continue in the direction it started. We don't want to build a decent city to see it be run by someone who's not one of us, someone who didn't put in the work to get it where it is.




Eseeg Freecrest, Musical Politician, Mayor of Atlan.
Spokesperson for Eseeg Freecrest.
Tokrit
Sat Nov 08, 2003 12:30 am
#17

I have to agree with Eseeg. My friends and I just started our guild 3 weeks ago and have almost 20 members, these people joined us to make a group effort to start our town. We have decided to place our city 2 planets away just to have a wide open area to build in, where we hope noone will find within the first few weeks, pipedream I know, and that is why I think that when you place a TCyou should be able to control the 450m around it. I mean really 450m isn't squat compared to the no build zones around NPC cities and Theme Parks. And with the terrain limitations for building, it's hard enough to find 450m of useable land that can hold the number of houses needed to keep that status. It's late, so please excuse the run on sentences.
zazate
Sat Nov 08, 2003 9:37 am
#18

The way I read the Answers is that the first mayor has complete control of who can and cannot place in the first "circle" of the city. So, unless you are careless, your first vote should go well. How can someone take over a city? Well, they could start building just outside this radius, so that you would have to include their buildings if you were going to expand. But you don't have to expand right away, you could simply get more aligned city members to live in the central area, so that you would have a chance to keep the vote.


What about nasty cities whose mayor and militia are vile? How can they be changed? My response is 'Why?' Take the analogy of the stock market. If you think the CEO is crooked and the board is foul you could get a whole bunch of people to buy up shares, take control of the board and oust the CEO. Alternately, you could just pick a stock whose executives and plans you like. So, unless it is you who has been ousted and wants to get back in, the best alternative is simply to pack up and move to some city that you like better.


PsychoticChipmunk
Sat Nov 08, 2003 1:10 pm
#19

But the thing is you loosing to another mayor means diddly. You can no longer judge where a park goes or if there should be a second shuttleport/mission terminal/what have you. And you lost control over the taxes. As long as the new mayor isn't angered by your attempts to prevent him from coming to power you still have as much freedom as you did when you were mayor...just your house is a bit smaller and less obvious.


Now does this mean that people can come in, "take over" a city, and then charge you high taxes? Yes but it wont be any different from when you were just running constant missions to afford the city anyway. There were plenty of formulas proving that a city can't exist without donations. Only now your running them for the taxes that are going to the treasurey instead of the treasurey itself.


Does this mean that the new mayor can instate new members of the militia and /ban all the founders? Yes but as I am repeatedly seeing here that is what you plan to do to anyone that is trying to join your city but you don't want.


I"m by no means an optimist and I do forsee that some of these things will happen. But the /ban and militia are put in place to protect the current mayor. If there is no way for you to remove the mayor then I suggest lessening the restrictions you are able to put on "improper" citizens. Control is a double edged sword when power isn't garunteed. And again for the control issue, your telling me that a random person is going to have to request to drop a house in a wasteland because at some distant point in the future you may control the land via incorporation...just doesnt seem right to me morally. Oh and try extending the peace branch over the crossbow, that evil guild may not really want to waste a mule or skill points on politician if you prove that you aren't a bad guy.




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