Politician Archive
Thread: Time for me to collect some issues
I have an issue with trying to use the /warn command without the factional NPCs tuning on the Militia. It has happened everytime, and causing issues. It needs to be fixed.
Not letting every militia member grantzoning rights. Permissions should be made accessible through an option window(like permissions for guild members).
1. City Chat channel
2. Street lamps should definitely not cost against decorations
1= must have a destroy structure option. I currently have some morons harvestors sitting just outside (but soon to be insude) my cities borders, these were placed there on purpose to "stunt" the growth of my city. There needs to be a destroy structure option.
2= mass email option so i can contact everyone in the city
3= pavement.
1) NO /warnharvestorand /warnfactoryEnd resultof preventingsome Mayors ofcitys from taking premium spotsof surveyed minerials.
Suggestion I think it is needed to make it so that no machines can be placed within city limits. Once a currently placed machine is picked up, you can not place another machine in its place until such time when city limits no longer apply. Though Mayor already has control of this with zoning rights.
1. No build zone out to 500m from the city hall in all directions regardless of rank of city, this should eliminate squatters from building just outside of city limits and waiting for city to expand and incorperate them.
2. Allow /cityban to ban a player not only from civic structures but from the ENTIRE city itself in other words make the command live up to its name.
3. Allow hospital, cantina, and theatre structures to provide limited healing abilities even if a pc is not in the facility. Make it take much longer then normal healing but at least allow this for those players that play at odd hours so they can at least afk heal there characters when no one is on that can heal them
I've given this a lot of thought, and here's what I've come up with.
1. The ability to look at the overhead building placement view, without having to carry a deed at all times. I've had a small harvester in my backpack for two weeks. I shouldn't have to waste inventory just to plan my city. Adding a 'border' indicator in the over-view would be excellent as well, so that way we're not wasting maintenance on placing a house at the edge of the city. Or perhaps a color change that indicates the same.
2. INDIVIDUAL building taxxes. I should be able to tax the snot out of an unwanted harvester, just like in real life!
j/k I really would love the ability to adjust taxes on a harvester to a lower level than say that of a house, or factory. Simply because 20% of 100cr/h adds up to an additional 480 credits a day, and extrapolate that out by a week, or month, and that's a healthy increase in cost. Making my crafters more likely to move thier harvesters to an inconveniant place, meaning they'll use the city less. RATHER quite counter-productive.
3. The ability to move building within a city limits without having to re-deed it. It is so difficult to keep houses placed in an orderly fashion and still keep my city well populated.
Lots of good suggestions and many concensus items. Here are mine:
1. Remove /grantzoningrights from militia. They are the police/protection force, not the local realtors
There SHOULD be a way to allow a "council" of individuals who can be granted permission to /grantzoningrights in the absence of the mayor. Personally, let my militia do militia work and let the bureaucrats do all the bureaucratic stuffs.
2. Assessments on people who have camped city limits -- I don't want to punish my citizens, but the person who places a pile of harvesters around there place which screws up orderly building by other interested people who want to be part of the city should have assessments brought up against them. Of course, if that person wants to pay the assessments and remain a "building griefer," my treasury will complain less ![]()
3. City messages to people who enter city limits. Currently, I"m using a spare vendor to broadcast a custom message to visitors there that let's them know who to contact to move in and where they can find the job terminals. I'd pay a reasonable "maintenance fee" for a broadcast message.
1. More detailed ability to give rights and titles (ie why do militia have placement rights?)
2. Streets or ground texturing
3. City walls.
1) Street Tiles, being able to place street over the wildness in certain areas or at least just have the city completely tiled like a NPC like Coronet.
2) Everyone in Militia should not have /grantzoningrights, give the militia Ranks:
Rank 1 could attack city TEFed players
Rank 2 could be able to /cityban and /warn
Rank 3 could /grantzoningrights
3) Ability to see who owns a structure by looking at it, like examining the sign so we can see who owns what while we are going around the town or when we get the email of a structure added include the WP with it.
A new one: Ability to place merchant tents. One of my citizens wanted to plant one today, and he had problems understanding exactly where he should put it, according to the city layout. It took four tries, because by not being a merchant I couldn't do it and /transferstructure after that.
As we don't have vendors, I don't think it could be abused by someone who's not also a merchant anyway.
1. Flatten tool - some way to flatten small patches of ground, even if it's at an exhorbent cost. There are many places in my city that would be perfect spots to build on except for that annoying 10 meter tall hill that's only 2 meters wide.
2. A way to force someone to move a house within the city - I have zoning requirements disabled in my city to promote growth. I have 20+ people who are moving into the city at odd intervals, it would be too much trouble to have to meet everyone of them and grant zoning rights. But people seem to be drawn to place their houses within 5 meters of the entrance of the city hall. There needs to be a way to force them to move, maybe witha city vote to prevent greifing. And also a way to tell whose houses it is.
3. Other ways to gain politician experience - Mission terminals, placing city structures, gaining new citizens all of these would be great additional waysto earn politician experience. a couple of thosand experience every 7 days is not enough. Also,a sort of mentoring program where city council members who would need to be politicians and could gain experience for every term they serve would be great too.
I know you read these, all of these so here it is, on the 5th page, an actual issue that may need fixing, something that is broke that needs fixing.
Militia can /grantzoningrights but they themselves don't have zoning rights, now I call that broken.
1- City update time being pushed further and further back by bad code. I set my city up at about 4pm EST. I expect my city to grow at every Thursday at 4PM (ish) EST. Not at +18 hours this week + 14 hours (or more) next week etc. This progressesion will add 2-3 weeks in a few months time. Totaly non accpetable.
2- Street lights and small gardens etc (Or palm trees), should be in the novice block 500 credits a week to decorate an area.
3- Range for adding milita should be with in city limits, also you cannot /grantzoning rights in the city hall.