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Guide to Player Cities v.1.3 - 2.26.2005   [ Edited ]
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Khristen
Pilot
Posts: 972
Registered: 11-04-2003


PA: Kor Spera Fellowship -KSF-
Server: Naritus

3 ratings - 5.0 average


Creating a successful Player City takes planning and dedication.  Don't be fooled by the lack of skill point requirements!  A Player City is not a solo venture: it is a community of players and characters creating their own space in the Galaxy.  While the Politician is the figurehead of a Player City, it takes many people to make the city flourish and grow.  Having a guide to help you along the path can be extremely beneficial...and the more you know, the easier it is to find what works for you and your city.
 
The Politician class is unique in many ways, due in part to the social nature of the class.  While you gain in-game skills as you progress through the skill tree, success is not about the person with the most experience points.  A player's social skills are often more important than the character's skill progression.  Politician breaks the mold of the "grind to master" mentality, putting the player in control of their ultimate progression.
 
 
So how do you get started out in this socially-rewarding aspect of Star Wars Galaxies?
 
 
The Politician is the heart of the Player City.  Trainers can be found at the capitol buildings on Corellia (-218, -4500), Naboo (4702, -1368), Tatooine (-1125, -3616), and Rori (-5165, -2461).  Politicians gain experience by getting other characters to vote for them in city elections, so the next thing the Politician needs is a city to run.  There are two ways that a politician can start gaining experience: run for Mayor in an existing player city or build a city of their own. 
 
The first option, running for Mayor in an existing player city, requires the Politician to be a current citizen in a player city.  Any citizen with the Novice Politician box can register to run for Mayor at the Voting Terminal located in City Hall.  During the three-week voting cycle, citizens can go to the Voting Terminal to cast their vote for Mayor and check the current standings.  The voting cycle is explained in greater detail below.
 
Creating a new Player City is often the most popular option.  Player Cities can be created on Corellia, Dantooine, Lok, Naboo, Rori, Talus, or Tatooine.  The number of player cities that can be placed per planet is capped. The 3 main worlds of Corellia, Naboo, and Tatooine are able to hold 20 and the moons and adventure worlds of Talus, Rori, Dantooine, and Lok can hold up to 50 cities. It is important to note that there is also a cap on the number of cities that can achieve a certain rank. While the core worlds of Corellia, Naboo, and Tatooine can have a total of 20 cities, only 15 can be rank 3 or above and only 10 can be rank 4 or above. The moons/adventure planets of Talus, Rori, Dantooine, and Lok can have 30 cities above rank 3 and 20 above rank 4. 
 
There is no way to know for certain the number of player cities on a world (it requires rank 3 to be visible on the map as a true city and not all are able to reach that rank) but a simple way to get a general idea is to open up your world map and select the mission terminal tab. That will show where all the mission terminals on the world are located at; ones sitting in the middle of nowhere are towns that take up one of those spots. The only certain way to know is to attempt to place a city hall on the planet; if it is capped you will receive a system message stating that the hall cannot be placed.  City Halls must be placed a minimum of 1000m away from other Player Cities as well, and the usual build-zone rules apply in regards to NPC cities.
 
 
Creating a City:
 
 
A city is created when a City Hall is successfully placed on a planet.  A City Hall deed can only be placed by a Politician and only on the planets specified by the City Hall deed.  When the deed is used, the Politician will have a series of pop-up instruction boxes and system messages appear with important information and instructions; the Politician also receives an e-mail detailing these instructions for reference.  **Once a City Hall is placed it cannot be redeeded!** 
 
When the City Hall is placed, the Politician has 24 hours to get 10 citizens into the initial 150m city radius.  A player becomes a citizen of a player city by placing a house within the city limits and declaring residence on the house terminal.  If a player has had a residence elsewhere and is changing residence, it takes 24 hours to process the residence change request (players leaving one player city for another should use the "Revoke Citizenship" option on the previous city's City Management Terminal); if the player had no previous residence it registers automatically.  City Hall counts as the Mayor's residence so they automatically become a citizen by placing the Hall.  Players are allowed to be a resident of only one city at a time.  The mayor is notified by e-mail when a new resident is added to the city, and players also receive e-mails when one of their structures are added to a Player City.
 
If the city doesn't have 10 citizens within 24 hours, the City Hall is destroyed along with any items inside and the treasury.  The mayor will receive an e-mail stating that their zoning permits were rejected.  If the city has at least 10 citizens within the 24 hour period, the Mayor is notified that their city was approved and valid.
 
The city region is a circle centered on City Hall.  When a player enters or exits a Player City's limits, a system message appears stating the city name, the city rank designation, and the city's specialization.  As a city adds citizens, the city radius expands and new city abilities are unlocked.  A city's limits will never overlap with another player city or an NPC city.
 
Each rank of city has it's own classification:
  1. Outpost - Requires 10 citizens and grants a city radius of 150m.  At Rank 1 the city is allowed to have Small Gardens placed.
  2. Village - Requires 20 citizens and grants a city radius of 200m.  At Rank 2 the city is allowed to have a Bank, a Garage and Medium Gardens placed as well as player-placed Cantinas; you can also begin to set taxes at this level.
  3. Township - Requires 35 citizens and grants a city radius of 300m.  At Rank 3 a Cloning Facility and Large Gardens may be placed as well as player-placed Hospital.
  4. City - Requires 55 citizens and grants a city radius of 400m.  At Rank 4 a Shuttleport may be placed as well as player-placed Theaters.
  5. Metropolis - Requires 85 citizens and grants a city radius of 450m.
Player cities update once a week; the exact time for the city update can be determined from the City Maintenance Terminal located in City Hall.  Prior to taxation and city maintenance, the city rank and citizenship is validated.  If the city has enough citizens to advance to the next level, the city is promoted one rank.  If the city does not have enough citizens to maintain their current rank, they are demoted.  The Mayor is notified of any changes in city rank.  A city can only go up one rank at a time: an outpost with 35 citizens would become a village at their update cycle, not a township.
 
If a city falls below that required rank at the time of the city update, civic structures that require a higher rank will be destroyed as well as any civic structures outside of the demoted city's radius.  Player-placed commercial structures (cantinas, hospitals, theaters) are not affected by city rank once they are placed. If you fall below 10 citizens at the time of your city update, your radius shrinks to Outpost size; you must have at least 10 citizens in 24 hours or the city hall will disappear along with the city treasury.
 
Once the city's rank has been validated, the city's weekly maintenance fee is subtracted from the treasury.  City Hall maintenance is paid first, then the rest of the structures.  If the city can't pay for a structure, it becomes damaged and the mayor is notified of the structure status; the status of a civic structure can be checked from the City Maintenance Terminal.  If a civic structure is damaged and reaches 0 condition, it is destroyed.  **If City Hall is destroyed, all civic structures and decorations are destroyed and the city is disbanded.  If a city can't pay for mission terminals, skill trainers, or decorations they are destroyed and the Mayor is notified.  Maintenance costs for each structure are listed below in the Structure Placement and Requirements section.
 
Mayoral elections take place every three weeks, starting from the time a city hall is placed.  At the city voting terminal located inside city hall, citizens can vote for registered candidates; the radial menu option "Vote for Mayor" will provide a list of all registered candidates.  A citizen may change their vote at any time during the three-week cycle or may choose to abstain.  Any citizen with a minimum of Novice Politician may register to run during the first two weeks of the voting cycle only (an e-mail will be sent to all citizens informing them of a new candidate).  Registered candidates may unregister as well to withdraw from the election.  The existing Mayor must register in order to run in the election.  At the end of the three week cycle, the candidate with the most votes wins the election and becomes Mayor.  Uncast votes count as abstentions.  When a new Mayor is elected, the old Mayor loses all mayoral powers.
 
 
About Player City structures:
 
 
Player City buildings are purchased from Architects.  There are three styles to every city building: Corellia, Tatooine, and Naboo.  Corellian-style buildings can be placed on Corellia and Talus.  Tatooine-style buildings can be placed on Tatooine, Lok, and Dantooine.  Naboo-style buildings can be placed on Naboo, Rori and Dantooine.  Architects gain Player City buildings by advancing up the Construction tree:
  • Construction I:  Bank deeds, Gungan statues (which is a multi-crafting schematic comprising the Gungan Head Statue, Strange Statue, Weird Statue, Tatooine Sun Symbol, Regal Battle Statue, and Sentinal Statue), and Streetlamps (which is also a multi-crafting schematic of four different types of streetlamps in multiple colors) 
  • Construction II:  Clone Facility deeds, Shuttleport deeds, Fountains (which is a multi-crafting schematic of the default fountain, the Round Brazier, the Square Brazier, the Circular Fountain, the Fountain of Contemplation, the Fountain of Heroism, and the Rectangular Fountain), and Small Garden deeds (another multi-crafting schematic with several types of small gardens that are planet-specific)
  • Construction III:  Cantina deeds, Hospital deeds, Theater deeds, and Medium Garden deeds (a multi-crafting schematic with several types of medium gardens that are planet-specific)
  • Construction IV:  City Hall deeds and Large Garden deeds (a multi-crafting schematic with several types of large gardens that are planet-specific)
  • Master Architect:  Dantooine Meditation Area (a multi-crafting schematic for the small, medium and large Dantooine gardens), the Dathomir Obelisk Garden (a multi-crafting schematic for the small, medium and large Dathomir gardens), and the Endor Huts Garden (a multi-crafting schematic for the small, medium and large Endor gardens)  *These three exotic gardens may be placed on any planet and use the normal Small/Medium/Large Garden city rank requirements.
Civic Structures are city buildings that can be placed by the mayor only and take no lots. City Halls, Gardens, Garages, Banks, Cloning Facilities, Shuttleports, terminals and decorations are Civic Structures; the city rank and Politician skills determine how many/when a structure can be placed and all maintenance costs come from the city treasury.  Only the current Mayor has admin to these structures.  A Mayor can remove structures by using the "Destroy Structure" command from the Structure Management Terminal; all civic structures can be redeeded if they are in 100% condition except City Hall.  A Mayor can remove decorations, trainers and terminals via the radial menu for the item; only Mayors can see the "Remove" option available on these items.
 
Commercial Structures--Cantinas, Hospitals, and Theaters--are player-placed structures that work the same as any player structure except that they require a player be of a certain skill in order to place the structure.  A commercial structure may be transferred to another player at any time, provided the player qualifies to own the building.
 
 
Structure Placement and Requirements:
 
 
Player City structures (View Player City Buildings) require the city to be a certain rank in order to be placed (detailed above), but also requires the player to have certain class skills as well.  Each structure within a city adds to the weekly maintenance deducted from the city treasury at the time of the city update. 
 
 
City Hall, requires Novice Politician:
 
As has been stated, City Hall is the only Player City structure that cannot be redeeded.  Once it is placed, the only option is removal which results in the destruction of the city.  City Hall is the center of the city radius and is where city administration takes place.
 
There are three different terminals inside a City Hall: the Structure Terminal, the Voting Terminal, and the City Maintenance Terminal.
  • Structure Terminal:  The structure terminal is for the building itself; only the Mayor can be on admin for the city hall and use this terminal.  There is no need to use this terminal unless you want to destroy the City Hall.
  • Voting Terminal:  The voting terminal is available to all citizens in order to cast their vote or register to run for mayorship of the city. You can check the current standings of the race at any time from this terminal. Citizens may also change their vote at any time during the three-week voting process at this terminal.
  • City Maintenance Terminal:  The city maintenance terminal has two options from the radial menu: City Information and City Management.  City Information is available to anyone using the terminal and includes the options Status Report, Citizenship Report, Structure Report, City Advancement, Maintenance Report, Treasury Report and Treasury Deposit.  The City Management Terminal is only available to the current Mayor and includes the options Change City Name, Register/Unregister City, Enable/Disable Zoning, Manage Militia, Adjust Taxes, Treasury Withdrawal, and City Specialization.
    • Adjust Taxes - Allows the Mayor to manage taxes (information included below).
    • Change City Name - Allows the Mayor to change the city name.
    • Citizenship Report - Gives a list of all citizens of the city.
    • City Advancement - Gives a system message regarding the next update cycle and opens the Status Report window.
    • City Specialization - Allows the Mayor to select a city specialization.
    • Enable/Disable Zoning - Turns the zoning option for a city on and off (included below in the Militia information). 
    • Maintenance Report - Gives a break-down of city structures and the cost per week.
    • Manage Militia - Lists all current militia members and allows a Mayor to add a person to the militia (person must be in City Hall in order to be added to the militia).  Citizens can also be removed from the militia using this option.
    • Register/Unregister City - Allows a Mayor with Fiscal Policy I to register/unregister the city and its structures on the planetary map, provided the city is at least Rank 3.  Registration costs the city an additional 5k credits per week in maintenance.
    • Status Report - Lists basic information about the city.  Shows the city name, current Mayor, the waypoint for the city, the city radius, number of citizens, number of structures in the city, the city specialization, tax information, and the travel cost.
    • Structure Report - Lists all city-owned structures currently loaded in the game world.  This list includes all civic structures and their condition, trainers and decorations.
    • Treasury Deposit - Allows a player to donate money to the city treasury.
    • Treasury Report - Shows the current balance of the city treasury as well as all current tax rates.
    • Treasury Withdrawal - Allows the Mayor to remove a maximum of 50k out of the city treasury per day.
A City Hall is a civic structure and takes no lots, but provides the Mayor with 250 item limit for decoration or storage.  City Hall maintenance per week is determined by the city rank.  At Rank 1, the cost is 35k per week.  At Rank 2, the cost is 60k per week.  At Rank 3, the cost is 85k per week.  At Rank 4, the cost is 110k per week.  At Rank 5, the cost is 135k per week.
 
Bank, requires Politician Fiscal Policy II:
 
Just like the banking terminals located in NPC cities, a Player City bank offers a menu of services including withdrawals, deposits, and the saftey deposit box feature.  Joining a Player City bank connects the player into the planetary bank, allowing access to the safetey deposit box from any banking terminal on the planet.
 
Banks are a civic structure and take no lots.  They cost the city 1500 credits per week in maintenance.  A Bank may be redeeded by the Mayor using the "Destroy Structure" option on the Structure Terminal.
 
 
Cantina, requires Master Musican, Master Dancer, or Master Chef:
 
Player City Cantinas provide a location for Entertainers to do their job as well as providing a place for players with Battle Fatigue to get healed.  Just like in NPC Cantinas, players can heal their Battle Fatigue even if there are no players present, albeit very slowly.  In Player Cities with the "Entertainment District" specialization, all entertainment healing is increased by 10%.
 
Player City Cantinas are commercial structures that can be placed by any player meeting the class-skill requirements and take 5 lots.  They follow the same rules as any other player-placed structure once they are placed and may be transferred by the owner using the /transferstructure command to any other player who qualifies to own the structure.
 
 
Cloning Center, requires Politician Martial Policy II:
 
Player City Cloning Centers work in the same manner as NPC city Cloning Centers.  You have the option to store clone data at that location, and insurance terminals are available.  A city specialization is available to provide a discount to insurance costs.
 
Cloning Centers are civic structures and take no lots, but they provide the Mayor with 250 item limit for decoration or storage.  They cost the city 20k credits per week in maintenance.  A Cloning Center may be redeeded by the Mayor using the "Destroy Structure" option on the Structure Terminal.
 
 
Garage, requires Politician Civic Policy II:
 
A Player City Garage allows players to repair their vehicles just as NPC Garages do.  When a player drives near the Garage, a system message appears stating, "You have entered into the proximity of a vehicle garage."  A "Repair" menu option will appear on the player's vehicle and using this option will open the repair estimate window.  If a Player City has added a Garage Tax, this percentage will be automatically added into the repair estimate.
 
Garages are civic structures and take no lots.  They cost the city 20k credits per week in maintenance.  A Garage may be redeeded by the Mayor using the "Destroy Structure" option on the Structure Terminal.
 
 
Gardens, requires varying Politician skills:
 
Each planet has unique garden options open to them, using the same planet-specific deeds as any other civic structure (View Player City Gardens).  Small and Medium Gardens require the Mayor to have Politician City Customization III.  Large and Exotic Gardens require the Mayor to have Politician City Customization IV. 
 
Gardens are civic structures and take no lots.  Small Gardens cost the city 10k per week in maintenance, Medium Gardens cost the city 20k per week in maintenance, and Large Gardens cost the city 30k per week in maintenance.  Gardens may be redeeded by the Mayor using the "Destroy Structure" option on the Structure Terminal.
 
 
Hospital, requires Master Doctor or Master Combat Medic:
 
Player City Hospitals provide a location for Medics to do their job as well as providing a place for wounded players to get healed.  Just like in NPC Hospitals, players can heal their wounds even if there are no players present, albeit very slowly.  In Player Cities with the "Medical Center" specialization, all medical healing and medical enhancements (buffs) are increased by 10%.
 
Player City Hospitals are commercial structures that can be placed by any player meeting the class-skill requirements and take 3 lots.  They follow the same rules as any other player-placed structure once they are placed and may be transferred by the owner using the /transferstructure command to any other player who qualifies to own the structure.
 
 
Shuttleport, requires Politician Fiscal Policy II:
 
Player City Shuttleports allow players to travel in and out of the city to any other shuttleport or starport on the planet.  Using the ticket terminal opens up a planetary map with available destinations; selecting a destination will give you the cost of the ticket to travel to that location.  The ticket collector will let you know how long of a wait it is until the next shuttle arrives.
 
Shuttleports are civic structures and take no lots.  They cost the city 25k credits per week in maintenance.  A Shuttleport may be redeeded by the Mayor using the "Destroy Structure" option on the Structure Terminal.
 
 
Theater, requires Master Musician or Master Dancer:
 
Player City Theaters are commercial structures that can be placed by any player meeting the class-skill requirements and take 3 lots.  They follow the same rules as any other player-placed structure once they are placed and may be transferred by the owner using the /transferstructure command to any other player who qualifies to own the structure.
 
 
Decorations, Terminals, Trainers:
 
 
There are several architect-crafted decorations that may be placed anywhere in a Player City by the Mayor.  There are some limits on how close decorations can be placed to city structures, and they also place a "footprint" onto the placing grid like structures do.  With Politician City Customization I, a Mayor can place statues and streetlamps.  At Politician City Customization II, a Mayor can place fountains.  Decorations take 1k credits from the city treasury to place and are dropped from the Mayor's inventory into the desired location.  A city may have up to its rank X 10 decorations, and every decoration adds 1500 credits each to the city's weekly maintenance.  Decorations may be picked up by the Mayor using the radial menu.
 
A Mayor with Politician Civic Policy I can use the /installmissionterminal command to place a terminal within city limits; the Mayor stands in the location where the terminal is to be placed, types the command and places the desired terminal using the pop-up window.  A Mayor with Martial Policy 4 gains the ability to place faction terminals.  In cities with the "Improved Job Market" specialization, the payouts from mission terminals are automatically increased by 20%.  Like decorations, terminals take 1k credits from the city treasury to place and adds 1500 credits each to the city's weekly maintenance.  Terminals may be picked up by the Mayor using the radial menu.
 
With Politician Civic Policy II, a Mayor gains the ability to use the /recruitskilltrainer command to place a skill trainer anywhere within the city limits.  All class trainers are available to be placed in a Player City except Pilot trainers and Shipwright trainers.  Recruiting a trainer costs the city 1k credits from the treasury to place and 1500 credits per week.  Trainers may be picked up by the Mayor using the radial menu.
 
 
Taxes:
 
 
Taxes are managed from the city management terminal and all tax information is public and can be seen there.  There are five types of tax the Mayor can collect:
  1. Property Tax - Every player who owns a structure in the city pays a percentage of their maintenance as property tax. This amount is automatically added into the structure maintenance and is charged per hour in keeping with the scheduled maintenance payment of the structure. When a player examines a structure they can see the hourly maintenance rate and it will state on that dialog box what the city's taxes are.
  2. Income Tax - A flat fee tax charged to every citizen of the city. The money is automatically removed from the player's bank and is charged to citizens on a weekly basis (an e-mail "reciept" is sent to the taxed player when the tax has been removed from their account). This tax has a cap of 2000cr.  If a player does not have the funds to pay the tax, the Mayor is notified of a delinquent payment.
  3. Sales Tax - A sales tax is added to every item sold by a merchant in the city. The vendor owner sets a price for a given item, and the tax is calculated in when the item is listed on the vendor for viewing; this tax also applies to items offered to a vendor. Tax is collected at the time of purchase.  (**This tax is currently bugged. The tax is calculated in as it should, but is credited to the merchant at the time of the sale instead of the city.  It has been confirmed to work at a rate of 10%, although that rate is much too high for most player cities.**)
  4. Travel Fee - An additional fee added onto the normal ticket price for traveling from the city. The maximum amount that can be added is 1k credits.
  5. Garage Fee - A percentage tax added into the total repair fee at the city garage.
 
 
City Specializations:
 
 
A specialization gives the city a bonus in some area for an increased cost in city maintenance.  As a Politician gains skills, different city specializations become available for the Mayor's city provided the city is of sufficient rank (minimum of Rank 3).  A city can have only one specialization at a time and may only be changed once a week (to take effect with the next city update).  Once a specialization is put into effect, it remains until the Mayor changes or removes it.  There are eight city specializations currently available:
  1. Clone Lab:  Gained at Martial Policy II, 80k per week.  The cost of clone insurance in a city with the Clone Lab specialization is reduced by 20%.
  2. Entertainment District:  Gained at Civic Policy III, 80k per week.  Entertainer healing is 10% more effective in a city with the Entertainment District specialization. 
  3. Improved Job Market:  Gained at Civic Policy IV, 80k per week.  Missions taken in a city with an Improved Job Market gain a 20% increase to their rewards.
  4. Manufacturing Center:  Gained at Fiscal Policy III, 50k per week.  Crafting done in a Manufacturing Center earns a 10% bonus to prototype assembly results, reducing the chance of failure.
  5. Medical Center:  Gained at Civic Policy III, 80k per week.  Medical healing and medical enhancements (buffs) are 10% more effective in a Medical Center.
  6. Research Center:  Gained at Fiscal Policy IV, 125k per week.  Any experimentation done in a Research Center is enhanced.  A 15% bonus is applied to the final result roll is added during the experimentation phase of crafting.
  7. Sample Rich:  Gained at Civic Policy IV, 70k per week.  Sampling in the city provides 20% more resources and a 10% greater chance of finding resources. 
  8. Stronghold:  Gained at Martial Policy III, 150k per week.  Militia members in a Stronghold get a +50 bonus to all defense rolls against other players (PvP).
 
 
The Role of the Militia:
 
 
 
A Mayor with Martial Policy I may recruit any citizen into the city's Militia.  The citizen needs to be present in City Hall in order for the Mayor to add them at the City Management Terminal.  The Mayor is automatically a member of the militia when City Hall is placed.  The militia has three commands at their disposal in order to regulate activity within the city limits:
  1. /grantzoningrights - This command grants the target player the right to place a player structure in the borders of the city.  The zoning rights are active for 24 hours unless they are revoked (done by repeating the /grantzoningrights command on the target).  In a Player City with zoning enabled, this command is the only way that structures may be placed in the city limits.
  2. /cityban - This command bans the target player from using civic structures: the shuttleport (in or out), garage, bank, and cannot enter civic structures such as city hall or the cloning facility. They may still enter privately owned structures unless they are added to the ban list for that structure. The player remains banned unless they are granted /citypardon.
  3. /citypardon - This command unbans a targeted /citybanned player. 

All three of these commands must be done to a targeted player and can only be used in the city limits.

 
 
What else is there to know?
 
 

Running a city is a huge responsibility, and not one that should be shouldered alone.  Keep in mind that building and running a Player City means that you are building a community for many players to live in, and that community does not belong to one person alone.  Each community is different: there is no set way to run a successful city.  Having a goal for your city--be it role-playing, PvP, commerce, crafting, just to name a few--and communicating with your citizens is an excellent way to find your own path to creating a lasting place in your galaxy.

If you find yourself with more questions about the Politician profession and Player Cities, the Politician Profession Forum is a great place to seek advice and find answers.

Message Edited by Khristen on 02-25-2005 02:14 AM


Khristen Lockslett Barezz
The KhrisNea Company ~ Located in Kor Spera, Corellia at -730, 1195
See pricing and availablility at: http://annespage.com/forums

01-10-2005 06:03 PM   Report Abuse to a Moderator
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Re: Guide to Player Cities v.1.0 - 1.10.2005
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Khristen
Pilot
Posts: 972
Registered: 11-04-2003


PA: Kor Spera Fellowship -KSF-
Server: Naritus


The official Advanced Guide to Player Cities is a bit dated, so this is an attempt to update it.
 
Feedback is greatly appreciated!


Khristen Lockslett Barezz
The KhrisNea Company ~ Located in Kor Spera, Corellia at -730, 1195
See pricing and availablility at: http://annespage.com/forums

01-10-2005 06:06 PM   Report Abuse to a Moderator
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Re: Guide to Player Cities v.1.0 - 1.10.2005
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Pappi
Politician Correspondent
Posts: 4648
Registered: 07-04-2003


PA: Gypsy Court
Server: Test Center


thanks hon, your work is much appreciated


don't make me sic the politicians on you!
Mayor of New Unity, Naboo, Test Center
Pappi Inc Tailoring: 5084 3939, Tatooine, Ahazi
. . .
01-10-2005 09:26 PM   Report Abuse to a Moderator
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Re: Guide to Player Cities v.1.1 - 1.11.2005
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Khristen
Pilot
Posts: 972
Registered: 11-04-2003


PA: Kor Spera Fellowship -KSF-
Server: Naritus


Updated 1.11.2005
 
Corrected the Player City cap information for advanced planets.  Corrected information about city demotion and structure destruction.  Clarified wording for the voting process.  Added information about medical enhancement (buff) bonus in Medical Center.  Corrected structure transfer information.
 
 


Khristen Lockslett Barezz
The KhrisNea Company ~ Located in Kor Spera, Corellia at -730, 1195
See pricing and availablility at: http://annespage.com/forums

01-11-2005 05:00 PM   Report Abuse to a Moderator
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Re: Guide to Player Cities v.1.2 - 1.12.2005
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Khristen
Pilot
Posts: 972
Registered: 11-04-2003


PA: Kor Spera Fellowship -KSF-
Server: Naritus


Updated 1.12.2005
 
Added information about the intial city radius.  Added information about changing residences.  Added sales tax bug information. 


Khristen Lockslett Barezz
The KhrisNea Company ~ Located in Kor Spera, Corellia at -730, 1195
See pricing and availablility at: http://annespage.com/forums

01-12-2005 11:58 PM   Report Abuse to a Moderator
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Re: Guide to Player Cities v.1.3 - 2.26.2005
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Khristen
Pilot
Posts: 972
Registered: 11-04-2003


PA: Kor Spera Fellowship -KSF-
Server: Naritus


Ok, so the date's off by one day.  LOL
 
Updated for the change in skill point and apprentice point requirements.
 


Khristen Lockslett Barezz
The KhrisNea Company ~ Located in Kor Spera, Corellia at -730, 1195
See pricing and availablility at: http://annespage.com/forums

02-25-2005 12:15 AM   Report Abuse to a Moderator
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