Politician Archive
Thread: Summary of your top politician issues:
RM706 wrote:
Oh, I forgot to mention ... how about the ability to email all citizens? Guilds can do it at the guild terminal why not at the city terminal...hmmm
You can in fact do that now, but not from the city terminal. You simply start a new email and address it to "Citizens" (without quotation marks.) The message will then send to all citizens of the city for which you are Mayor, including yourself.
RM706 wrote:
Oh, I forgot to mention ... how about the ability to email all citizens? Guilds can do it at the guild terminal why not at the city terminal...hmmm
you can do that, just send email to "citizens"
Looks great! Glad my pavement post was helpful and made the list.
Keep up the good work Bajeezus! ![]()
#3 (25 points) - Militia ability to defend. Whether you call it /warn or any other solution we come up with, its obvious that this is the one ability that cities have to differentiate themselves and to create player policing of their own cities. This is one the devs have certainly been working over in their own minds, as it was an important feature of player cities, and certainly hurt to have to remove from the game.
My suggestion, one that would also help with number 1, is to add the power of a faction recruiter to the politician skill tree. Put it at Master, and give that person the ability to make their faction member declared. Of course their members would be able to accept or refuse, or maybe they would have to request it. Other commands included could be the ability to promote a person. Not saying I want all of the powers of a recruiter, but this would get rid of the overt raiding problem for player cities, by at least giving the citizens there, a chance to defend.
I also can't wait to see /grantzoningrights as a turn off/onoption for the militia, in my eyes that is the number one issue. Second would be giving the politicians a reason to be one after the city is built.
Mayor Rufnik
City of Amber
Bria Server
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Good job - lokking forward seeing the Devs response to this - keep up the good work ![]()
Klydes - Statesman
Mayor of Crevasse
Dantooine, Wanderhome
Bajeezus -
Thanks for boiling those down the way you did. It seems like you found the right method for measuring our interest in issues.
A couple of suggestions I have about this list before you submit it to the devs:
Item #1 - Politician Skills vs. Skill Point Investment - Perfect, though I do hope you have a way of condensing that description into something more coherent for the devs to digest. The way it reads now it sounds like we want more but have no idea what we are actually after. Perhaps a thread devoted to brainstorming what features we would like to see implemented to beef up the politician skills is in order?
Item #2 - Reporting tools - My vote here is for a GUI similar to harvesters, but with the option to tweak the numbers and see a projected outcome before applying the changes. Something with sliders and a simple graph to show if the taxes are going to make the city self sufficient would be welcome (i.e. slide the property tax slider over to 20% and see the graph change to show if that brings the city to the point where it is gaining money).
Item #3 - /CityWarn- Requires serious discussion on our part. The devs saw a problem (use of /citywarn to allow a city to agressively defend a POI for the benefit of allowing only the city residents to farm holocrons, and general griefing as well) and pulled this feature. I get the sense from reading the dev posts on this command that they do not have a viable way to reimplement it or substitute it for another command. This item will likely go over better with the devs if we can suggest a solution instead of just citing our collective desire to see this branch of the skill tree go unwasted. We may needa thread for serious discussion, as I personally have yet to see a viable alternative to address the developers' reason for pulling the command in the first place.
Item #4 - Garages - While this is a topic near and dear to us all, it is something that has already been stated by Thunderheart to be implemented in the next few months. I would suggest removing it from this list and replacing it with your issue of City Specialization Balancing, as this is a more pressing matter and has garnered no statement from the developers that we have seen.
Item #5 - multiple - We need to pick one out of the batch here, as submitting three issues in one slot will potentially result in all three issues being given a low priority. I would suggest Resignation is the most important issue to call to light here, as the developers have already stated that pavement will not be in the works any time in the near future and, as you pointed out, we're not likely to have the costs of decorations lowered (despite the fact that this is a personal pet peeve of mine and I'm probably pulling all of the street lights from my own city tonight just to save about 40k a week).
- Acroyear