Politician Archive
Thread: Planetary Government: Expanding Politicians beyond the Player City
Well, if you really want to throw a log on the fire, you can make qualification for participation in Planetary government pegged to Master Politician. ![]()
This way your 77 skill points means something in the long term goals ofyour city by making your sacrifice of skill points worthwhile. Sure any schlub with 14 Skill points and 500 Apprenticeship points can run a town, but to get to the Big Show, you need some effort applied.
Even lacking new structures, just having some ability to affect planetwide policy would be worth it. Trade embargoing would be risky though, cutting the lines of transit for worlds like Dantooine, Talus or Roriwould be suicidal, we would need a second link to these planets or there'd be hell to pay. Now, if the governor were of a Faction and members of the opposite faction suddenly discovered they were walking into a planet that's an enemy stronghold, then you've got something to work with.
The Faction of the Governor could swing the allegiance of a planet. Naboo might suddenly find itself awash in Rebels, and Rebels might stroll into Coronet wondering what all the red dots are doing outside the shuttleport.
I had thought about planetary taxation, but thats a tricky tightrope. You couldn't do it to everyone with a house on a planet, since that would be an imposition that may or may not agree with SOE's policy about voluntary participation. Sticking it strictly to a planet's cities could cause a backlash against even being in one with a tax rate that could result in an exodus.
If there were some level of dynamic content that would migrate with the allegiance of a governor, whether Imperial, Rebel or Neutral, then the whole point of going for the gold in this profession starts to shine a little.