Politician Archive

Thread: Starting a City (Dropping Today)

OckaClan
Sat Feb 26, 2005 3:21 pm
#1


So I am about to drop and want to get any last min advise before I mess anything up. I have had the 12 ppl drop their houses right next to where the City Hall will go. I was told by a more xp'd player not to have them declare residence until the city hall it down. SO none have. I was also told it takes 24hours to transfer residency from one city to another, so I have made sure to have them chk if they were a resident of another city and if so go to the City Hall and remove themselves. So we have our 11 houses down and one PA.


AM I MISSING ANYTHING???


That is the question. Did I monkey up something, or not read a line correctly in the FAQ? Just looking for some last minute advise and/or words of inspiration or warning.


Also was wondering what happens if an xp'd major goes out and a novice comes in, are there things like specializations, structures, etc that would good "poof" b/c the new mayor lacked the skills?


Thank you for any help you can provide. I am very excited but also very nervous.


P.S. This is some ways off, but. What is the Cap on fees you can set for city structures, or is there no option to adjust them? Was wondering how high you could charge ppl for using the shuttleport lets say? (None of us are rich and wanted to try to get the city to pay as much for itself as possible.) Thanks again.
Agauro
Sat Feb 26, 2005 3:28 pm
#2

Well reading the FAQ is the way to go as it will have the majority of your answers for all your questions.


As for the XP'd Mayor vs a novice Mayor taking over. The only issue is the novice will not be able to move any structures, manage militia or other city abilities until they train up to the skill box that allows them to do it. Nothing will go poof as that is all based on the city level just will not be able to place them or move them until Mayor is of the level to do so.


Good luck in your endeavor

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