Politician Archive
Thread: Why live in a City and be charged money, instead of outskirts: Discussion
My PA and a nice alliance of other PAs are forming a City on Eclipse.
I'm trying to justify why others should move into the town, and pay expenses as opposed to just living on the outskirts and reaping the benefits our town constructs. I'm having a bit of trouble with this.
450meters isn't that big at all. Folks can easily live on the outskirts and still be within sight of the City. Let's discuss what we can provide for residents in this thread. Consider it construction of a sales pitch.
Pros and Cons.
Because one vote counts!!
God I'm fitting right in with this politiking idea. Well true if you are a metropolis and have a semi hefty tax rate then it would be stupid to move into the city when one extra person doesn't mean squat. But in my town we have roughly 30 people, need to drop all the houses soon, and want to get a shuttleport that means that we need 20 more peeps. If there are 5 people on the outskirts I'd just have to ask them to come inside since they are only hurting themselves by hindering city advancement. Otherwise the 2 spec's can be considered incentive, and being known. Again this just sorta works in a small rank 4 or less town but still why not go to thecantina where everybody knows your name?
Thats what I'm getting at. Those 5 can remain on the outskirts while you qualify for level 4 with 5 other folk's money.
They can easily remain on the outskirts and use your shuttle cheaply. This, is the status I'm referring to.
That is how it should be explained to folks. Player Cities are a group effort, not just a Mayoral effort. The community is who benefits from all the taxes and fees paid to a PC. Time to exercise our diplomatic muscles folks.
These are excellent answers. There are surely cons to moving into the city, but the pros seem to be moderately favorable. Theres no doubt, that those that only casually play will have trouble coming up with money.....which will deprive them of consistant Player City presence. It's not that easy to make money nowadays.....which in the Economic Tree of things, comes from hunters and mission seekers...not the WS or the AS.
Any more hits to the Hunters/Mission seeker payouts...and we'll be in even more trouble.
1) Players can be /banned, which makes them targets for all militia members.
2) Players can be denied service, use of Clone Centers, Shuttles, Mission Terminals, ect. Not including bans from player owned structures like the Med Center and Cantina.
3) If you have a large population living on the outskirts using these features you can increase the per use charge and decrease property tax, this will lower most residents fees and increase the fee for those that live outside the city.
4) Tax breaks: The art of the refund. If you need to, you can offer refunds for residents living in a city based on taxes. Increase the sevice taxes 20-30% and lower or drop taxes aimed only at residents. Do this with the understanding that excess taxes above a certain point will be redistributed to the residents as a bi-weekly or monthly refund.
Personally I think the denial of services is the most effective tool, followed by increasing the service taxes.
increasing the shuttle fee would hurt more citizens (~30-50 people) than it would outsiders.
tax refunds are a great idea... but do you think its really feasible to keep track of all the money each week? when you're talking 20, 50, 100 people, who all have different size houses, different numbers of houses, shuttle in and out a different number of times... thats a logistical nightmare. even if you trust the citizens to figure out themselves, and be honest, you still have to bank tip all of them, and that in itself would take several hours a week, i'd think.
it really would be great if the mayor had power to designate more bonuses for citizens of the city.
To be honest, if they want a city, they need to be a part of it. No way its going to build itself.
Secondly, I see our city having structures on the inside and the outside. I honestly believe that we will spill over the city limits(might sound presumptious) but I truly thing that's how it will happen.
The crafters will keep their small townhouses inside the limits for residency, and probably have merchant tents inside to sell their wares (some may have their vendors outside), and if they are smart they will keep their storage houses, harvestors and factories on the edge of the city.
That's perfect for me, keep the residencies/merchant stuffinside with the civic services, and keep the industrial stuff outside on the rim. Then I can have my pretty city, and all the busy crafters.
I can pretty much guarantee though, that the area around the shuttleport, is going to be prime real-estate for any crafter.