Politician Archive

Thread: My Overview Of Politicians & Cities

FireMarshallBill
Fri Feb 20, 2004 11:19 am
#1

I am the mayor of a Rank 2 City on Lok. Currently we have 20+ members. My skills are only minimal right now as I am 1-1-1-1 in Politician. Here is my dilemna:


Last night I logged on and checked my in-game e-mail. I had received an e-mail from one of our members/citizens stating that a Rebel had dropped several harvesters right on the perimeter of our city radius. I went to the location he had sent and tried to examine the harvesters, hoping I could at least get the person's name that dropped them. No such luck.

Now, being really close to advancing to the next rank with our city, this problem spawned a few questions for me.


1: Will these stupid harvesters prevent us from growing and expanding our city, or will the city just incorporate them?


2: When starting a city, why can't there be a pre-determined zone that allows a city to grow to Rank 5 without the threat of some moron dropping something in its path and growth boundaries? For instance, if a Rank 5 City grows to 450 meters in radius, why can't that much area be off-limits and require zoning rights?


As I became seriously frustrated with these questions that kept popping into my head, I quickly devised a petition and sent it to all of my Guild members/citizens. The petition basically listed the pros and cons to having a player city. Here is what I came up with:


Pros+


1: The ability to have several civic structures (bank, cantinas, city hall, garages (in future publishes), hospital, theater)

2: The ability to place decorations (fountains and gardens)

3: The ability to have personal trainers and mission terminals

4: The ability to ban people (this is also listed under Cons-)


Cons-


1: Can still have a player community with faction structures, Guild Halls and houses (as of now, nobody can tell you that you HAVE to have a city in order to be a blooming community)

2: Militia (what can I say, without a /citywarn function, this is pretty much pointless)

3: City expenses (taxes barely make a dent to the huge weekly maintenance costs, unless you have tons of money to pay it by yourself; a HUGE money pit)

4: Politician (pointless use of skill points; if this profession is to survive it needs to have its own set of skill points)

5: The ability to ban people (what good is this if people can still come in your city and camp out in front of your city halland harass citizens; also if they get torqued enough at you, they can just drop a building in your city's future growth boundaries and there's currently nothing that can be done about it)


After sending the e-mail to the members of our Guild, I have to say that I was pleasantly surprised at the responses that returned. Out of the 4 people that replied, all of them understood my point and voted NO CITY!! I also explained to them that for now it would be better to do without a city because of our lack of members and that when/if we get enough for a rank 5 city, then we can have one and not have to deal with some griefers coming and dropping stuff in our way.


FYI, this is just my opinion. It's not meant to spark flaming or wars.



Colonel TK-421 - Leader of Detachment Lambda
TK-FourTwoOne
============================

"TK-421, why aren't you at your post? TK-421, do you copy?"
Bashful
Fri Feb 20, 2004 11:54 am
#2






FireMarshallBill wrote:


1: Will these stupid harvesters prevent us from growing and expanding our city, or will the city just incorporate them?





Nothing will prevent your city from expanding it's boundaries, except lack of citizens. Anything within the new boundary is absorbed and taxed (if you are using property taxes).


PRO: this is a big one - SHUTTLE. A nonplayer city community can pretty much do everything except a shuttle ( and trainers). Shuttles are nice.





Boutros Boutros, Mayor of Mos Krayt, Wanderhome
Officer - Mos Krayt Alliance
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