Politician Archive
Thread: This Week in Politics 1/19/04
Krath, Naboo (Sunrunner)
This week we added a racetrack to our fine city. Other than that, we're waiting for garages so that people are able to operate out of Krath completely. I will achieve Master Politician on Saturday, but since everyone is saying the same thing (There's no point), Ill probly wait until they actually add something to the profession. Im hoping that they will add Faction affiliation soon. Our city is an Imperial Stronghold, and it would be nice to see Storm Troopers patrolling the streets.
Thats all I have. Guess Ill go e-mail a bunch of people, since thats all a politician is good for ![]()
-Mayor Quimby-
This week we have a bunch of citizens threatening to leave the city because they keep getting cloned into a DEATH TRAP in a nearby city because some wierd cloning bug (see my thread in this forum on the topic).
It's going to be the single thing that kills my city.. Not pretty.. ![]()
Valley of Omens, Naboo, Lowca - 1st Generation Metropolis
We've been sitting on Metropolis for awhile (110 people now), got the marketplace sorted after about the third or fourth week, which has worked really well (I dedicated half the city radius to the market area). Its probably the primary feature of the city. The residential area leaves a bit to be desired with people coming and going and changing houses all the time (really like to have some sort of zoning template), so its kinda messy, and people don'tlike moving.
The trainers and hologrinders would be one of the bigger problems we've had to face, with 30 or 40 odd people doing the holo grind, there is no way the 15 trainers can keep up with them. I've started deleting the older trainers for newer requests, but at times I've simply had to say no to changing trainers. Unfortunate, but every time I ripped out a trainer someone would go "Hey! I was using that!".
We've got three smaller cities around us, so our shuttleport gets a fair amount of use from those in our area. That always helps commerce and tourism. The 1% sales tax/10% property taxkeeps the city treasury ticking over just one step ahead of the 530k bill. We've got about 230 odd structures in the city, thanks to the marketplace and the factories. (The crafters don't like being too far from their factories so we put them behind rows of medium naboos...out of sight of the customers).
I hit master politician last week, and to be honest, I feel a bit like a caretaker of the city, more than a mayor. I ended up being mayor simply because I was the one to put the city hall down, not because of any real ability to do the job well. To fix that I've had all my citizens vote for a second account (novice politician), the second account has 56 votes, against the incumbants 54...I hope that's enough to flip mayor over. After that we'll have our first real elections to get a new mayor, and the elections won't be influenced byskill.
My master politician is going to go setup a second city on another planet (after the election this weekend), and start over. New objectives, new challenges, new location. Hopefully the new city can also take off and be successful. I'll let you know how it goes. ![]()
Getting new residents has been non-trivial since we're 5km away from the closest shuttle, but if you have a vehicle it isn't all that bad. Not to mention we now have all the amenities of a city, so you can be pretty self sufficient once you're here. 2 weeks ago we opened the Grand Mall of Dragon's Call, and we now have vendors for each of the crafting professions except Droid Engineer (Tusk'ens Bane seems to be hogging all the DE's since Drashk the DE correspondant lives there). We waited for the city to expand further so we could place the cantina, bank, and other structures at the mouth of the valley.
We now have over 50 residents and we hope to have a shuttleport by friday afternoon. Once in place, we expect our local commerce to boom as the main hurdle to get to our city will be gone. To help gain residents for our final push to the shuttleport, we've starting place houses before hand and putting maint in them to start. Anyone who want's to move in get's a free house if they declare residency. So far it's worked great as we can still maintain the layout we envisioned, while making it even easier for people to move in who don't have the cash on hand.
If you ever get a chance to come to TestCenter, come visit! :-)
- Malikor, Mayor of Dragon's Call
2.Experimented with a North/South project. North of town was an Imp base, south of town was a Rebel base. Worked well and local smugglers rejoiced. After a week an Imp guild came and took out the Rebel base (despite our pleas to let it stand) and a Rebel guild took out our Imp base for revenge. All citizens of both my town and surrounding areas had agreed not to destroy the bases and just use them for recruiter perks, running missions with pets, buying faction points and/or target practice. However, in the end we were unable to keep the bases up and running, and a controlled and fun experiment in the GCW came to an end.
This is a great thread ![]()
Jarob wrote:
This week we have a bunch of citizens threatening to leave the city because they keep getting cloned into a DEATH TRAP in a nearby city because some wierd cloning bug (see my thread in this forum on the topic).
It's going to be the single thing that kills my city.. Not pretty..
Actually, I've died many many times because of the current cloning schema. While painful, I did have one of my most "stary warsy" moments because of it.
I had died a noble death the night before in the Warren and when I spawned in the cloning center, I decided I was tired and went to bed.I woke up the next morning, logged on and wandered outside of the cloning facility...and it was a huge Imperial base! ![]()
That particular character is a covert rebel who is often overt and has a high rebel faction. I walked down the stairs and low and behold, in the middle of the road was a covert detector and since it was early morning, I just wasnt thinking and it went off.
A whole bunch of overts, AT-STs and and turrets gunned me down like a dog. I of course respawned in the same player city cloning facility and found myself sneaking out and "running for my life". The city was huge, so I ended up running in between houses and buildings, dodging Imperial players and finally I found a creek. I escaped out of town by running along the creek and out of town...
With that being said, I had a good time and that time only. I've since had some really raw experiences and in this patch, it will be changed...
"Player city clone facilities are no longer considered for "respawn closest". Only static NPC clone facilities are now considered "respawn closest". Players can still clone at a civic clone facility if they have stored their clone information there."
I often forget to clone, and head back to my city and hunt. If I die, I can't choose my own city, even if Im next to the cloning center :/
Half the time, a player city half the map away appears as the closest, even though that isnt supposed to happen, and no other options.
So, Im next to my own cloning center that I placed, but end up having to release to either some static center 4km away, or a player center 8km away with no shuttleport
It is highly annoying
Thunderheart wrote:
Player city clone facilities are no longer considered for "respawn closest". Only static NPC clone facilities are now considered "respawn closest". Players can still clone at a civic clone facility if they have stored their clone information there."
Better version, which I would ask you concider TH:
Upon cloning, a character has the option of the closest Player City, or closest NPC City cloning facility, or their preset cloning location if on planet.