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Post by Banori on Nov 7, 2003 13:08:38 GMT -5
for those of you worrying about having enough Lots for the Player City ... I just read on the SWG Forums that Player City (Civic) buildings do NOT take up lots. That's good. We can devote more to harvesters.
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Kexo
Jawa Burst Runner
Posts: 54
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Post by Kexo on Nov 7, 2003 17:37:01 GMT -5
Correct Banori, city structures do not take up lots. They are owned by the city, not an individual player. However (there always seems to be a catch ), not all structures are city owned. Med centers and cantinas are player owned. The mayor must give permission to a citizen to place these structure, but they will be owned by that player and therefore will take up lots and cost maintenance. From what I have read so far, you must be a Master Dancer or Master Musician (or possibly a Master Chef) to place a cantina and they currently take 7 lots although I think this is being reduced to 6. You must be a Master Doctor or Master Combat Medic to place a hospital and they take up 3 lots. I believe the owner can also declare these as their residence. -Kexo
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Kexo
Jawa Burst Runner
Posts: 54
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Post by Kexo on Nov 10, 2003 13:04:33 GMT -5
Here is the current info on the different city levels and what you are allowed to have. Keep in mind that any and all of this can change when cities go live.
City Rank: Outpost (Level1; 5 citizens, 150m) Pop. Req. for Advancement: 15 Max Decorations: 10 Max Mission Terminals: 3 Max Skill Trainers: 3 Rank Enabled Structures: +Small Gardens
City Rank: Village (Level 2; 15 citizens, 200m) Pop Req for Advancement: 30 Max Decorations: 20 Max Mission Terminals: 6 Max Skill Trainers: 6 Rank Enabled Structures: +Bank +Cantina +Med Gardens
City Rank: Township (Level 3; 30 citizens, 300m) Pop. Req for Advancement: 50 Max Decorations: 30 Max Mission Terminals: 9 Max Skill Trainers: 9 Rank Enabled Structures: +Cloning Facility +Hospital +Large Gardens
City Rank: City (Level 4; 50 citizens, 400m) Pop. Req for Advancement: 80 Max Decorations: 40 Max Mission Terminal: 12 Max Skill Trainers: 12 Rank Enabled Structures +Shuttleport +Theater
City Rank: Metropolis (Level 5; 80 citizens, 450) Pop. Req for next Advancement: N/A Max Decorations: 50 Max Mission terminals: 15 Max Skill Trainers: 15 Rank Enabled Structures +Unknown
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Post by Demorah on Nov 11, 2003 7:30:06 GMT -5
As usual, nice work Kexo I saw no mention of merchant tents, I am assuming that we can place these immediately. For commerce it might not make a whole lot of sense (especially if we end up in the boonies for a while till we get a shuttle port), but I did want you to rest easy knowing that we will make stimpacks and petstims at least available in our town under a merchant tent....no matter how remote it is.....that is, of course if it is permitted Perhaps some powerups and droid batteries and petfood as well. Will try to have at least what we need on a day to day basis close to where we are. Also....need to know if players are willing to move to whatever location we choose for our player city as soon as the city hall is placed Can you set up another poll that I can't vote on for this one Myythos? hehe Dem
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Post by silos on Nov 11, 2003 7:32:12 GMT -5
Dem,
Check your PM here...and i will be willing to move again, gesh.
Silos
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Post by Demorah on Nov 11, 2003 7:44:04 GMT -5
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Kexo
Jawa Burst Runner
Posts: 54
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Post by Kexo on Nov 11, 2003 17:25:16 GMT -5
I saw no mention of merchant tents, I am assuming that we can place these immediately. I have not seen any city or mayor restrictions on placing merchant tents. However, to do so you must be a merchant and have mastered a specific line (I think Efficiency IV.) If I can ever get on TC, I will check into this.
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Kexo
Jawa Burst Runner
Posts: 54
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Post by Kexo on Nov 11, 2003 19:20:38 GMT -5
I just logged on TC and went to New Hope on Corellia. The building for player cities don't look the same as their static city counter parts. In my opinion they look MUCH better! I can't wait now!!!!! ;D
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Post by DrewMags on Nov 12, 2003 2:32:43 GMT -5
Just wanted to say that I'm free to do anything to help the guild out just send me a tell in the game and i'll do my best to do what is needed. I want to see the guild grow and also help out in anyway with the city.
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Post by Demorah on Nov 12, 2003 7:27:42 GMT -5
I am able to declare residency for 3 in a city. Knookie could probably come up with 3-4 residents easily as well. In looking at the charts it would be wonderful to start off as level 2 at least so we can have a bank....2nd week? So I will do my best to get at least 15 players near the Hall to declare residency, 30 is even better, but would certainly present a challange lol.
Dem
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Post by Maelgrym on Nov 12, 2003 13:43:59 GMT -5
just wondering if you've seen the news about limits on the number of player cities per planet? Its 10 pa cities max for starter planets and 25 for buildable nonstarter planets.
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Post by Banori on Nov 12, 2003 13:47:50 GMT -5
yeah, I posted that in another thread. Put the link to the SWG forum thread too.
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Post by Banori on Nov 12, 2003 13:56:49 GMT -5
Link is under "BFS Player City" under Announcements.
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Kexo
Jawa Burst Runner
Posts: 54
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Post by Kexo on Nov 12, 2003 18:41:26 GMT -5
The most important thing is that after we place the city hall, we only have 24 hours for at least 5 people to plop down a house and declare their residence. After that, we need at least 10 more for a total of 15 by the end of the first week so that we can advanced to level 2. The next step requires 30 residents total and so on. Of course, the more people we have every week means more votes for our mayor which means more Politician XP which means faster leveling which means we can add new structures and abilities to our city faster which means that city costs will go up which means taxes will go up..... errr, ignore that last part. Was that a run-on sentence? ;D
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Post by Banori on Nov 13, 2003 9:35:40 GMT -5
haha, yes, that is a run on. ;D
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