Politician Archive

Thread: Politician Round Table Discussion, Week of 7.15.2005 Recruiting Tips

Khristen
Fri Jul 15, 2005 11:15 pm
#1





This week's questions:


How do you recruit for your city? What methods have been successful and which ones have not worked at all? What is the overall response from players you are trying to, and do,recruit?







Tip sharing time!


In order for a city to grow you have to have new members, but it's very often a daunting task to *find* those new members. Recruiting methods vary from city to city depending on the city goals, interests, guild affiliations, faction, etc. Some methods are great for bringing in lasting and valuable members of the community....while others fall far short and end up as dead housing or MIAs.


This has been brought up several times in the past, but there's always new ideas out there!







Nothing really to share on the current event front. Publish 20 is tentatively scheduled for the 19th of July (which is probably pretty much a set date at this point). Entertainment District is still listed as giving a bonus to "Entertainer Healing" which will no longer have a function post-Publish 20, although I've reported the issue a couple of times already.I encourage anyone with cities on Bloodfin that have the opportunity to check and see if the mods have been updated or if the description is now out-of-date (I'm inclinded to go with the mods haven't been touched, though ).


My apologies for this week's post being a bit short (and only one newlink to feature). My kitty had an emergency trip to the vet today (hopefully he gets to come home tomorrow; vet says he's looking much better now) so my brain's not all here. He's been sick off and on all week, so I'm a bit behind schedule. I'll be posting the Mission Discrepencies to the dev team *this* Monday rather than this past one as I had planned. If you have more information to add, please do so.



This week's featured links:


  • Player Event Perks -- There are more things available than what's listed here, but these are great for city events and role-playing.

  • Mission Terminal Discrepencies -- Please continue to update this even after I send the report in, just in case more information is needed.





| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
TxRoadDawg
Sat Jul 16, 2005 5:46 am
#2


first, ive seen alot of those gimme offers to join cities, get a house get a bike get xxxx credits ect, unless your DESPERATE to get a few bodies i wouldnt bother with that. houses and bikes were nice a long time agobut with noob barcs and all the cash they get starting now free stuff isnt the incentive it once was.the noobs most timeslast a month then they quit the game outright or move on to a better offer.


My choice wasnt people per se but guilds when i wanted more population, most guild members are stable players that will be around awhile, you also gain the benefit of dealing with a few leaders instead of 20-30 seperate individuals. Another advantage is once you get a guild theyll be recruiting citizens for your city as they recruit new members.


Another thing is keep a city as active as posible. word of mouth is the best recruiting tool for new citizens i can think of. Sweet Water really started to boom when a friends 125/125 musician/dancer relocated her cantina into town and we started solo grouping there back in the good old days. the majority of people that moved into town wanted to because it was always active. I also made sure everyone knew they could find the grinding supplies like powerups or food/drinkintown to save them looking elsewhere. the increased traffic the solo grouping brought then lead to more crafters wanting to locate vendors in town. that gave me more citizens as my general rule was declared residents only for placing merchant tents orhousing intown


The key to remember is its NOT just the recruiting new people into town thats the work, itsKEEPING the ones you have intown staying there so your not constantly having to replace people leaving with new residents.





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LuciousOtso
Sat Jul 16, 2005 9:59 pm
#3

For my city we mostly have just our guild living there, as they joined the guild, we had them join the city.


BUT


We have a large number (prolly 20-25) who just randomly asked me if they could move in just because our city was so nice. We have two large parks (another in the works now) and four districts.


So my number ONE tip is to have an organized layout for your city and make sure everything flows well. Having parks (collection of gardens and fountains) really attracks people. If you have a great city, people will want to be apart of it.


BT-Trajan
Mon Jul 18, 2005 8:43 am
#4

We have 2 major guilds, 1 minor guild and many non-guilded people living in our community. While many people use a tight city plan with zoning rules in place to keep the city organized, we use a loose set of rules allowing people to move in easily and quickly. We have well defined quadrants of the city where the guilds live and large areas where people can move in and place their house easily without coforming to a rigid city plan. We definately have some "no build zones" but I keep gardens placed along the main avenues in town as well as statues, lamps and terminals where I dont want houses to be placed.


Keeping it easy to move in, get settled and start enjoying our community is a very important aspectto our successful metropolis. I like being able to tell someone that they can meet up with me or one of the militia (we have 20+ militia members) and get their house placed. Occasionally I have to get someone to move their house, but it is never a big deal and I am very patient.


We have not actively "Recruited" people to live in our city, though we do occasionally set a barker droid or rename harvestors when we feel we have some reason to advertise our great community.


I would like to see the return of the "This week in politics" post. It was a good way for us to talk about what is happening in our community through this discussion board.


The single most successful method for enticing people to move into our community is our reputation. We have worked very hard to establish a sterling reputation and are very active in policing the behavior of our community members. With much of our community belonging to 3 guilds we have made sure to put some very strong Play-Nice-Policies in place. To-date I have only had to have 2 people removed from our community and subsequently SWG for online hate speech and sexual harrassment. I consider that a successful record.



CHeers!


Hadrian





Hadrian Augustus
Mayor and Master Architect of Aurora
Naboo, Flurry Server


Catapultam habeo.
Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

Translation: I have a catapult. Give me all the money, or I will fling an enormous rock at your head.
PsychoticChipmunk
Mon Jul 18, 2005 10:42 am
#5

Guilds, recruit guilds to your town. The guild recruits players to the guild and you get a free citizen.


Events, use the PEP's or some PvP bases to keep people coming to town. If you are factionally aligned this will get enemies coming again and again so people who want into PvP and of your faction will want a home on the 'front' if you are a non-factionally aligned city place 1 of each PvE base, and try to get them an 'immunity' role but those never work, and a PvP base of any faction dropped every-so-often to make a battlefield town.


Malls, if you have well stocked well priced vendors you'll get return customers which will keep the city active in a sense. If you can pull off the first 2 this will help that out. Crafters will want to join the guild if it's guild related or possibly just join the city outright and have their main stay in your city with branches on other worlds. If you keep events going and the vendors stay stocked people will always show up just to see what the hell is going on and join the city simply to keep up and have more fun.


Specializations, pick one and go with it. Since most are broke/pointless it's kind of a limited choice but basically gothe one that works. Improvedjob market and advertise your city as the money maker's haven. Put up loot vendors to buy and sell stuff and get some buffers setup in your cantina. Research center can work great with the mall etc. up above. Have 99% stations publicly available in the mall (cloistered off in a room or out involved in the layout) and advertise as a public crafter's haven. After awhile people will want to join the city so their warehouse is closer and less travel time. Etc.


Urban Plan, I've had people comment on my old city's layout and ask to join simply because it looked like a nice city. If your area is an interesting one and your plan is logical and has some interesting stuff inside it (gardens of course but don't forget that statues and fountains can be lit by lamps and clustered together for an effect. Especially with the dips and rises of Corellia) people will simply want to join because it is a pleasant place to live.


If you're going to spam use a merchant droid. /addignore can't work on them so you won't be unable to talk to friends/potential citizens just because you wanted to recruit some new bodies. With BARC's a swoop is pointless as an incentive. A home would work but it's basically something you should have regardless so you can move someone in at the drop of a hat. Not an incentive since smalls are cheap more of a proof of your preparedness. Spam about community, activity, you know reasons to join instead of a bribe to get 'em.




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Ekir_Atari
Tue Jul 19, 2005 1:57 pm
#6

Rather than rehash my tips again, I'll just....


Clicky!


I also had luck with the PEP NPC Actors... too bad a few rotten apples spoiled that bunch

*Edited because HTML is picky

Message Edited by Ekir_Atari on 07-19-2005 01:58 PM



/say I'm sorry, %TT, but your Imperial HMO does not cover wound treatments with a Battle Fatigue over 500. Please see an entertainer to receive treatment.

Huh?? What's Battle Fatigue?!
TFA_Maverick
Wed Jul 20, 2005 2:35 pm
#7


I run a single-guild metropolis, and the only citizens allowed to settle in New Cardia are CIO members, with exceedingly rare exceptions. While the city has well over 100 citizens (and that is with zero server swaps, and only about a grand total of five alt characters), its fortunes are tied directly to the health and strength of its guild, so that's not a viable option for everyone. It can be, however; our city and guild advertise each other and have grown together. We have had just as many guild recruits generated from touring our city as we have city recruits from joining our guild.


For those that can manage this arrangement, it's very convenient, efficient, and pleasant. No disorder, no major strife, and stable leadership tied to that of the guild... all make for a large and popular city, if not a democratic one.



Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
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