Politician Archive

Thread: Planetary governments discussion.

DaQuilla
Fri Jan 09, 2004 6:23 pm
#1

Oh ... and here's the original post with a lot of possible modifications you might be able to do to the statics of a planet. The link was sent to me by the poster ... thanks.




Political:


Embrace Empire's rule. +5% to FP gain for Imperials. 5% maintenance increase for Rebel faction structures. Cost: 2 million credits spread over every city by population.


Declare support for the Alliance. +5% to FP gain for Rebels. 5% maintenance increase for Imperial faction structures. Cost: 2 million credits spread over every city by population.


Enact policy of neutrality. -5% FP gain for both factions. -5% maintenance cost for all structures on planet. Clone costs increase 50% for all factioned players. Cost: 1 million credits spread over every city by population.


Smuggler Crackdown: Chance of Smuggler players being fined whenever they use a Smuggler skill. Mission payouts increased 15%. Cost: 1 million credits spread over every city by population.


Welcome Smugglers!: Smugglers gain 10% skill bonus. Merchants have experience gain reduced 10%. Cost: 1 million credits spread over every city by population.


Economic:


Growth Subsidies: All cities receive 2% of collected taxes matched by planetary government (money created from outside). Cost: 1 million credits spread over every city by populaton.


Trade Subsidies: Residents of planet selected receive a 50% discount to services such as shuttles, cloning, training, insurance. Cost: 3 million credits spread over every city by population.


Relaxed Environmental Laws: Harvester maintenance decreased by 10%. House maintenance increased by 5%. Decrease in spawns on planet. Cost: 1 million credits spread over every city by population.


Environmental Guarantees: Scout and Rangers gain a 10% skillmod. Harvester Maint. increased 5%. Increased spawns on planet. Cost: 1 million credits spread over every city by population.


Planetary Industrialization: Bonus, as per Industrial Society mod for cities. Cost:3 million credits spread over every city by population.


Planetary Spy Network: Bonus to usage of SpyNet for Bounty Hunters. Cost: 1 million credits spread over every city by population.


Planetary Agricultural Revolution, Planetary Artistic Revival, Planetary Political Center, Planetary Medical Research Labs


Military:


Fund/Decrease Funding for Planetary Defense Force: Increase/Decrease Spawns and Rank types of planetary defense spawns.


Fund/Decrease Funding for Planetary Militia: Allows players with high CorSec, etc. faction, to gain a combat bonus in cities.


Social:


Creative Artisan Environment: Unlocks some "extra" schemata for use only when this is enacted. Plants, artwork, clothing, armor, etc.


War Creates Survival Instinct: Increase in survival based experience gain


Tourism Capitol


Planetary Art Subsidies





Kheraba City - . - . - . - . - M a y o r - . - . - . - . - . - . - Etraes'Khar
A place to call your home - . - . - . - . - . - . - . - . - . - Many are called, few are chosen
- Where they play that Jizzz - The Green Fizz - Player Cantina Snacks&Drinks

- Tatooine - -3230 -6150 - Gorath Galaxy

slugeater
Sat Jan 10, 2004 1:26 am
#2

Okay, so far the discussions in the politician threads have been focusing on the city level. Time now to get a little farther in the future...the Space Expansion.


I expect SE will make travels between planets easier for those who own ships. Mainly, some planets will likely not require multiple shuttle hops to get to. ( At least I hope so). The game dynamics will change.


I'm willing to start this thread to gather ideas on how a team of politicians could have influence on planetary data, meaning, how they could affect a planet as a whole.


First idea that come to mind is factional mayors vying for an increased factional NPC presence, for exemple. On my server, Naboo for exemple is practically run by imp cities, so I'd expect stormtroopers everywhere, so to speak.


Second idea being, of course, as originally planned, player cities starports for Metropolises.


I don't have any detailed grand scheme for this, I just want the discussion to start.




Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

DaQuilla
Sat Jan 10, 2004 1:40 am
#3






slugeater wrote:

I expect SE will make travels between planets easier for those who own ships. Mainly, some planets will likely not require multiple shuttle hops to get to. ( At least I hope so). The game dynamics will change.





Don't expect to much in this direction ... A Space Extention that would only result in faster travel between planets (if you miss the shuttle that is) wouldn't really be worth that much development time ... I rather expect to see whole new "worlds" between planets ... esentially making travel time even longer ... but more fun or challanging


None the less .. back to your topic. There already was a suggestion of a planetary senate where the mayors each get one vote to decide on certain subjects set by the develepors to change the modifiers on planets.


10% more faction points gain for a certain faction ... 10% more XP for the other


more spawns of low creature level or more spawns of high creature level


... Don't remember all the options and can't find a link to the post anymore


I'd really like such an option ... adding to it that every city gets additional council members or diplomats according to rank to have more votes in addition to giving these politician-but-non-mayors something to do




Kheraba City - . - . - . - . - M a y o r - . - . - . - . - . - . - Etraes'Khar
A place to call your home - . - . - . - . - . - . - . - . - . - Many are called, few are chosen
- Where they play that Jizzz - The Green Fizz - Player Cantina Snacks&Drinks

- Tatooine - -3230 -6150 - Gorath Galaxy

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