Politician Archive

Thread: This week in politics 2/23/04

Bajeezus
Mon Feb 23, 2004 11:14 am
#1


This is weeksixof "This Week in Politics."


I'll make a new thread each Monday for use throughout the week for youto let me and the rest of the Politician community hear how things are going in your city, events planned, tips you might have learnedlike ways ofusing specializations efficiently, new facilities being placed, any interesting dynamics like mergers with new partners to grow your cities or issues of disagreement between your citizens, anything having to do with your politician skills, new skills, skills sold back, newissues, frustrating bugs, or just a quick status report. It will be easy for me to keep up with a digest version ofthe goings-on of the community this way, and perhaps a way for you all to get to know each other as players dedicated to the concept of building communities in the Star Wars universe.


This week I got a request via PM from one of you to discuss the problem of not being able to remove militia members without them being within 10m of you and the city terminal, the same requirements for being able to swear in a new militia member. I thought to include this in my update this week, because this did affect my city this last week.


Our city had a small group of citizens all decide to leave to settle on another planet, and although they didn't cause any problems or have any ill-intent, some of them were militia members, and I was asked by several of my citizens to make sure they were removed from the militia list. I had to explain each time that there was no way for me to do that without the cooperation of the ex-militia member. In our case, these ex-citizens really were relocating, and as soon as they moved their houses, they lost their citizenship and their militia status as well.


What I'd like to hear from you all is two things: 1) How many of you have actually had asituation with needing to remove a problematic miltia member? Is this a widespread actual issue, or just a potential issue that could, in theory, cause some problems? 2) Do you think it would be right to allow the mayor to remove militia at will? What about all the cases you've all related about rogue mayors? Isn't this a good check and balance against the possibility of having a bad mayor remove his enemies from the militia list to prevent them from granting zoning rights to potential citizens who might be enrolled to vote against him? In other words, be careful what you wish for. Unintended consequences and all...


What else is happening out there in the Galaxy?

DaveAswad
Mon Feb 23, 2004 11:46 am
#2

Hey all, We're having a problem in our Player City with a troublesome member.
After many warnings, we have kicked this member out of our guild, but there is nothing (as far as I know) that we can do about them still being a citizen of our city.
As Mayor, is there any way to revoke another citizens citizenship?


Also on the Militia subject, I have read the advanced Player City Guide and it mentions the militia command /citywarn but after trying this out, I just get a no such command message. This is pretty frustrating at times, as with our first problem, we cannot /cityban a citizen.


Are there any ways around these problems?


Thanks All.


D^A





DaveAswad (Ahazi) - [Master Teras Kasi] [Nerfed Jedi Padawan]
Arnold-Judas Rimmer (Ahazi) - [Master Teras Kasi] [Master Swordsman] [Master Smeghead]

- I prefer the Pre-CU System and the NGE smells

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PadreBook
Mon Feb 23, 2004 11:57 am
#3

I had to remove someone and I had to wait until he needed something artisan related from me. Since I'm always near the city hall due to a chain attached to me, he had to come there to get the repair kit. I didn't want to have to it that way but good gosh, this comes up all the time with mayors on my server, particularly adding new members. Remember the ghost citizenship bug, if that happens to someone on the militia they could be militia in two cities.

Padre
Bajeezus
Mon Feb 23, 2004 12:00 pm
#4

Your issue with your undesireable citizen is a part of the game as designed. As you said, you can kick members out of your PA, which is like a private club, but the cities were designed to be much more like real public cities, where you can not always control who your neighbor or your voter might be. The devs did give politicians the tool of the zoning rights, but once a player has his house in your city, it is not possible to remove him. Imagine the power that would give a bad mayor, able to remove citizenship from any of his political enemies.


As for the /warn feature, it was removed by the devs shortly after the implementation of player cities due to its use as a tool for griefplay.
WolfDC
Mon Feb 23, 2004 12:04 pm
#5

First off just wanted to say Hi, our city was established the day it went live (top 10 in Naboo), and have been a constant reader of this area.


Problematic Militia members.


Not to bring up more bad feeling or start a flame war but to address the question asked (so I will keep it generic). Our city started out as a merger of two PA’s. We had a falling out and the other PA left. Some of its members were Militia and when they lost citizenship they lost that. The problem came up when some of them that left still were listed as citizens (a bug) and some of the other PA Militia member (who were caught with that bug) could still grant zoning rights.


I did get some “unknown” citizens placed into the city from that other PA. The details were sketch but I believe they found out they could still do this so they added the bugged player in an attempt to remove that citizens tag (like a reboot so to speak) This was a tense time because they could have granted zoning rights to anyone, in other words I and my Militia lost power over our city. To their credit it did not happen that way and eventually the bugged and other PA members were removed. I did spend many days camping out my own city hall hoping to catch them in the city.


I feel you should grand Mayors the ability to remove militia at any time. I agree a rogue mayor could remove his enemies from the militia but lets face it the way to takeover should be difficult task else there would be turmoil all the time. That and you are Mayor for a good reason you were elected into office by the citizens and you should have some perks to the job. There is a difference between the current citizens voting you out of office vs. a hostile PA takeover.


Perhaps to even it out, to make if fair,anyone who is listed as running for mayor should automatically be granted Militia rights?

Jware1
Mon Feb 23, 2004 12:58 pm
#6

Hey there Mayors!


I am a newly elected Mayor on Scylla (Douna Bar'Lee) and I have recently run across this problem. Yes, I think that it is a problem. First of all, you mention Rogue Mayors...what about Rogue Militia? We seem to have had some irresponsible Militia granting rights to whomever and not overseeing the placement of structures. Second, as a new Mayor I wanted to change the membership in the Militia as I see fit (rerlating to the "perks" of the position).


That being said, I think that the Mayor should have the power to add/remove Militia at anytime. There are some folks on the Militia now that are NEVER around town, so it is extremely hard to get them there for me to remove their status. Militia should be considered an honor, and for those that abuse it, well, they should no longer have that honor.



There ya have it!


AsherMarx
Mon Feb 23, 2004 2:57 pm
#7

The Militia has a ton of problems. Outside of a roleplaying aspect, its only purpose is granting rights and banning people from civic structures.


I agree that Mayors should be able to Add and Remove militia members without them being within 10m. I realize that SOE wants there to be an exciting takeover feel to the cities, but has this ever happened? Ive never heard of it anywhere, thats not to say that it doesnt happen but the frequency of it must be low. The benefit of being able to remove members who have left the PA and re-add people who have lost their citizenship by accident would be very helpful. I think that it would outweigh any chance of a Mayor getting voted in by the town and then changing the militia. And if you think in roleplaying terms you should be able to change your cabinet once you come into office, its a brand new adminstration.


Safe Haven is a PA based city and we dont have any conflicts within, we monitor all new zoning so we never have this problem. All the militia understand not to use /grantzoningrights unless Im going to be gone and give my number 2 guy the go ahead, has been working great for us.


I would love to see the Militia fleshed out more with some more abilities. Ranks with different levels of abilites, with the highest being able to /grantzoning, would be awesome, really.




Asher Marx
Master Chef/ Master Politician
Leader of Safe Haven
Metropolis -600 -1000 Corellia

http://www.safe-haven.us
PadreBook
Mon Feb 23, 2004 4:36 pm
#8






Bajeezus wrote:

Your issue with your undesireable citizen is a part of the game as designed. As you said, you can kick members out of your PA, which is like a private club, but the cities were designed to be much more like real public cities, where you can not always control who your neighbor or your voter might be. The devs did give politicians the tool of the zoning rights, but once a player has his house in your city, it is not possible to remove him. Imagine the power that would give a bad mayor, able to remove citizenship from any of his political enemies.


As for the /warn feature, it was removed by the devs shortly after the implementation of player cities due to its use as a tool for griefplay.







Yes, that is understandable, but why is it necessary to have the person right next to the city terminal for Militia (de-)appointing?


Padre

NJ62
Mon Feb 23, 2004 6:05 pm
#9

It is imperative that we are able to remove militia at any time. People can remain citizens of 2 cities. Or, alternatively, they can stay within the city as long as they want.






Scenario 1: get out of town you nasty stalker!


We had an incident in my city where a player started harassing the mayor, to the point that it became creepy and stalkerish. He harassed another female member of the city so badly that she left the server. Finally, he was removed from the guild. To make a long story short, his RL brother, also booted from the guild, took Stalker's side, and wrote a scathing e-mail to the entire city about how the mayor was evil, and maligning everyone who had supported the mayor throughout the ordeal, myself included.


These guys were not in the militia. Had they been? Those who will send out nasty e-mails are not above putting nasty-titled harvesters in front of houses.






Scenario 2: faction issues


A player, who hated our town, made an alt on another account. Pretending to have pure intentions, the alt befriended the guild and was granted zoning (but not militia rights). He promptly put a minefield in front of city hall.


Now suppose this guy, instead of immediatelyblowing his cover,had stuck around longer, conned us into trusting him, and then become militia. Imagine the scandal as 20 of his buddies moved into town and took over, killing our residents with minefields.






Now, you say to me, be careful whom you designate as militia, foolio! We are. But unforeseeable circumstances can occur. People sell their accounts. They become raving lunatics. They join under false pretenses. The decision to make someone a member of the militia should not be permanent.


If we're too cautious about granting militia rights, nothing would get built in the city. The mayor would be strapped to the city, unable to pursue anything else, bogged down by administrative crap. Let's make it easier on mayors.





n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

ToranTT
Mon Feb 23, 2004 10:35 pm
#10

Regarding militia removal (because nothing much happened in my city this week, except for a bunch of new gardens), we have had issues where someone left the guild and needed to be removed from the militia list.


Luckily in our situation the person in question just quit the city and ripped up their house which automatically removed their citizenship and militia powers. However, if they hadn't we'd have had a hard time removing this person, and they would have had the free reign to work destructively against the city, and I'm not even talking about granting others zoning rights.


He could have banned visitors to the city and/orhe could have warned them (at the time). This is detrimental to the city and should never be allowed to happen. Mayor's appoint militia, they should be able to retract their powers at any time. If you resign from a police force they don't let you carry your gun and badge around just because you won't come into head office to hand it over. Hell they'd hunt you down,drag you in, and lock you up for impersonating an officer of the law.







Aeroun Sunflier
Master Musician
Master Teräs Käsi
Imperial TIE Pilot
Songe
Tue Feb 24, 2004 1:43 am
#11

I just got elected mayor as well and I totally agree with the former poster.



------

Novice Lekku Stomper
Travixius
Tue Feb 24, 2004 9:14 am
#12

There is one issue that I would like to bring up, not sure if it has all ready since this is my first time here and I havent had the time to review. I have been mayor of Cireed for about 3 months now. I and my city planner have been working hard on converting the mess that it was to a nice city. We have succeeded thus far the the major problem is the city limits and not being able to adjust their direction.


I am sure that any of you that have a city on Rori can understand the problem with placing a nice city do to restraints from hills, trees puddles of water etc etc. We as mayors should be able to pull up a UI that can assign the proper city limits in the direction that is needed.


For instance


We have one good stretch of land that we can take advantage of, but the city limits don't extend there but in the direction of no build zones. Is there anyone else around that feels my pain?


Arnye McRibbit

Mayor of Cireed, Rori

Kauri




....An Idea is infectious, so everyone is going to have one....
Laeren
Wed Feb 25, 2004 1:14 am
#13


Starsider Server

Rauha, Naboo


This week we've added 5 new citizens so far (wow!) and our town layout is working as planned. According to the resident merchants, business is good. I'm a little concerned about the multiple overlaps among the businesses already present (we have 2 sundries/general stores, and now we've got 2 BEs and Tailors selling similar wares, and 3 artisans selling vehicles). I hope the competition is ok for them and that all of them are able to eek out a profit from their sales.


You can see our town layout here:



We've also started planning a large party for the town, a week from this coming Sunday. Our previous party planner had a lot of RL issues come up, so I've taken over the initiative to have a town party (just what I need, more on my plate! hehe).


On a more general note, the GCW is alive and well on Starsider. My SSN news reports seem to be a popular read, and I'm looking forward to covering more war-related news events.

Message Edited by Laeren on 02-24-2004 04:24 PM




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