Politician Archive
Thread: So What Happens If I Step Down?
Okay so I've dedicated some skill points to politician, And I've worked my city up some. We have a cloning facility and in a week or so we should have a shuttleport. Now my quesyion is what happens if I leave and a new mayor steps in who only has novice politician. Do we lose those features like the cloning facility and shuttleport?
I don't want to be a mayor forever and if I need to hand the reigns of power over I'd like to know how best to do it without hurting the town.
Suggestion and ideas?
I believe once the structures are laid, maintainance is taken care of by the city and as long as the city level stays the same or grows, the structures should stay. A novice Mayor will just not be able to place new structures or move them until he/she gains the skill required. politician XP is a PAIN!
Yasha
Mayor of SOAL Valley
Well the only thing I can see a mayor NEEDING to have is if the city has a specialization, registering on the planetary map, and militia. Though the last two are first tier skills so any mayor that gets voted in should have enough xp to get them both. And even at that, weather those are needed is questionable in my mind - kind of like how a merchant can change the sign on someone elses house, or change the sign then transfer the house to someone else.
But the structures and decorations will remain. Just look at the skill name.. The skill is PLACE bank, PLACE cloning facility, PLACE mission terminals, PLASE fountains... See a common theme here? All the skill does is allow you to place it. It is up to the city to be able to support it after that.
For further proof of this, notice how detailed the documentation is about what happens if the city shrinks below the level required for a structure or decoration. It talks about structures being removed, structures being marked invalid with a one week grace period, and all that. Yet not one mention of a new polition without the skill to place them. I put to you that the reason is the politician's skill is only in dealing with new structures/decorations/etc, existing ones are purely allowed to exist or not depending on the rank of the city.
As to the militia and planetary map... I'm going to make a wild guess that those are not passive skills, and the politician actually has to change something in the city terminal. Again I draw the parallal to merchants changing signs. Furthermore, when the week rolls over, the city doesn't need to be registered again, nor does the militia need to be granted their power again. So I suspect these things would remain, however if the mayor removed them, he would not be able to replace them/reset them until after he has the skill. (I'm not a politician myself so I'm just guessing here, but I think it's an educated guess.) As to the specializations however.. I'm going to suspect that is again the same, something needs to be changed to set the specialization, and it will remain until the new mayor unsets it. However, I know even less about specializations, being that our city is going for buildings then beauty.