Politician Archive
Thread: City Wishlist
Definately agree, on the Council Members, this is more important thantrying tohave them both in themilitia, it should be two seperate things.
To be on the city council you should have politician, and you get the rights and abilities of your skills. You are appointed to the Council position by the mayor (its a form of sucking up to large political groups that missed out on getting their leader elected). In this way the /grantzoningrights (which is a major function of the politician class) isn't given to non-politicians. Also politicians should gain XP for using these skills, so that even if you aren't mayor and aren't getting votes, so long as you are doing political work, you get XP.
In the City Council you would haverepresentation of all 4 politician trees. You would have theTreasurer (with control of taxes, and money withdrawals, etc), the Urban Planner (with control of zoning rights, and decorations), the Merchant Rep (with control of shuttleport fees, city registration, banks,etc), theEmployment Rep (with control of the mission terminals and skill trainers), and the Captain of the Watch (the militia leader, with /ban /warn /pardon rights).
Then the militia can be seperated off as a pure combat orientated organisation, with ranks, etc all under the control of the Captain of the Watch. The militia should have a barracks. At the lower levels it should be non faction aligned, but when the mayor gets the level 4 skillbox for Faction Mission Terminals, they should also get a Faction Militia HQ which has a recruiter and allows people to go overt. Its about the only thing really missing from the player cities.
Seperate the Militia and City Council,they aretwo distinct seperate functions.
Wishlist item:
When a player is a Citizen of a city where zoning rights need to be granted, and they redeed their declared residence, they have 24 hours to build and declare at a new residence before they would need to seek zoning rights again.
Bah, worst idea ever, thats all I need is my citizens deciding they don't like where their house is now and decide to redeed and place closer to the city hall in a spot I was saving for a park or city structure. There is a reason why I have my zoning rights on and its because I don't trust some my citizens and the chance that they might get the idea of moving their house to a "better spot".
But I love your little city info thing on the web however, isn't Tatooine city halls 7x8, because mine is and I hear different stories about merchant tents being 3x3 but I haven't seen one yet and haven't had one placed either so I don't know.
Maller Malice
Mayor of New Aldera
I want an eviction ability. This single ability would stop all griefing posibilities.
Say someone moves into my town, I know they are malicious and need to be removed. (Could be harassing other citizens, attempting a city take over, whatever) I use the /evict command that viola! thier house goes poof. (have it redeed, erase, or simply moved 500m away from town, whatever the devs decide)
I'd also like the ability to use /cityban on citizens, what good will it do me if the person I wish to ban is a citizen gone rogue?
I'm not a Mayor, but I'm helping my city's Maypr with our city planning. To that end I have a suggestion or two (or four).
1. Merchant Tents need to use the "relaxed placement" code and be 1x1.
2. I agree with the previous poster(s), we need to see the city boundaries when we are in "structure placement" mode.
3. When we place a structure we see it's entire "footprint", including space surrounding it and such. When viewing the overhead map ("M" key in my case) we only see the building outline. This makes it extremely difficult to plan out how buildings will sit. Also terrain issues are sometimes impossible to detect until you actualy try to place the structure. To solve this I'd like to recommend an improved Map feature for city planners. Either make it a skill, or make it an enhancement for all maps inside the PC radius. Make it so the overhead map shows the "footprints" of all structures, as well as showing shaded areas or outlines of terrain features that will make it impossible (or at least difficult) to place structures.
4. I agree with previous posters on the need for streets!
Militia Rank controls
Militia HQ would be really nice, although Im using a Large Generic as one right now with members given Admin rights. (those interested come check it out on TC)
From what I've read, I believe merchant tents do NOT count as any lots for the merchant. I do believe the merchant should be required to keep their merchant skill up to maintain it though and pay maintenance. Can someone verify this?
Also, about militia hq? It's called a stronghold I believe and I believe it's already in the game.
About relaxing puddles stopping you from building, I agree.
Gatuu Tetsu of Lowca
Wishlist (1 being the most desirable):
1. The ability to deny citizenship/evict for houses that are newly under the city radius due to growth of the city. Would stop most griefing of squatters. Or an eviction ability of some sort, perhaps with a vote.
2. Streets! Sick of walking from house to house with waist high grass blocking my way.
3. Ability to tax payouts from mission and faction terminals.
4. Levels of Militia with varying powers, ie Highest rank can /grantzoning /ban /warn; lower ranks cant /grantzoning and lowest ranks can only assist attacking players with city tef.
5. Deed for Militia building
6. Abilitiy to use /ban name without a target selected and /ban guild:tag
Merchant Tents are very large, take up 1 lot from your 10 and 8 creds per hour just fyi for previous poster, they take up as much room as a house
This is kinda a pre - city wish. I would love it it there was a way to tell if there was a city within 1000m. Would make scouting for a location much faster and more accurate
I also would love it if the Mayor since he/she can place things outside could place a streetlight on my balcony. :-)
Mangle
FYI- You can currently place any "item" city improvements (street lamps, fountains, etc) inside buildings, and they won't count as City Improvements. We have fountains and street lamps in our City Hall currently.
-Allastair Rommell
Mayor, Fort Bravo
Need /StatellitePhoto to make a planner's bird's eye view of the city.
http://www.imagedump.com/index.cgi?pick=get&tp=17531
Also need to have the ability to see the name of an owner of ANY structure in the city to help work with people who improperly placed structures or perhaps are not visiting and/or declared etc.
1. At Master Politician gain the ability to issue a bounty on a citizen or another mayor. This would be a feature available on the city terminal once the player aquired the skill. The mayor would use the city terminal to enter the name of the bounty, amount, and description. The system would charge 5% of the bounty. A mayor can only ever become the target of a bounty if he or she has ever issued one.
2. A permament chat channel called "gov". Currently, I am working to get the Chilastra mayors in the habit of recreating/rejoining the gov channel each time they log in. We find this very useful. We typically add it to our spatial tab and just do /gov [question] if we need help from one of the other mayors. This should be very easy to do as it should be a configuration thing and NOT a progamming change.