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15. Crafting, the Bazaar and Player Cities

Crafting is a key component of the economy in Star Wars Galaxies. Artisans and other related characters (including Weaponsmiths, Tailors and even Cooks) can build virtually anything, ranging from blasters to buildings, and then place these items for sale through the Galactic Bazaar. This chapter teaches you how to craft and use the Bazaar to buy and sell goods.

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ENGINEERS AND MECHANICS AIN'T THE ONLY PEOPLE WHO NEED TO USE THE GALACTIC BAZAAR. MARKSMEN WILL NEED TO USE THE BAZAAR FOR BUYIN' NEW AND MORE POWERFUL WEAPONS, WHILE DANCERS AND MUSICIANS CAN FIND CLOTHES OR INSTRUMENTS THERE.

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15.1. Cooking, Tailoring, And Crafting

It' s very important to note that "crafting" covers a wide variety of activities beyond just assembling useful devices. In fact, Chefs and Tailors use the exact same crafting system as Armorsmiths and Droid Engineers; they just produce different types of goods.

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MANY DIFFERENT TYPES OF ADVENTURERS NEED TO LEARN HOW TO BUILD STUFF. ARTISANS ARE THE GALAXY' S MAIN ENGINEERS, BUT SCOUTS LEARN HOW TO CONSTRUCT CAMPS AND TRAPS; AND MEDICS COBBLE TOGETHER STIMPACKS AND WOUND TREATMENT KITS.

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15.2. Crafting Overview

Artisans begin the game with the ability to craft a limited number of basic objects. Crafting requires three things: a schematic of the object you want to craft, the components necessary to build the item, and a crafting device of some kind.

SCHEMATICS
Schematics are basically blueprints for anything you can build. They include designs for weapons and other devices, recipes for foodstuffs, and patterns for items of clothing.

Access your list of schematics through your Datapad ( CTRL+ D keys) . Double-clicking on any schematic will bring up a description of that item, along with a list of the resources and other components required to build that object. You can also view your schematics through your crafting device ( see Crafting Devices below).

COMPONENTS & RESOURCES
Every item in the game requires specific components to craft. In many instances, these components will simply be resources. To craft a survival knife, for example, you might need several units of metal and a few units of polymer materials. Resources are found in the environment and can be extracted as described in Surveying and Harvesting Resources.

More complex items are actually composed from other crafted objects, or a combination of resources and crafted components. A blaster requires some resources, but also calls for a power cell, which is a separate craftable item. To build a blaster, you must first build ( or buy) a power cell.

Some items allow for optional components (you might be able to add spices to a meat stew or a scope to a rifle) . These components are not required to complete the item, but may enhance the final product in some way. You can view the components required for any item by reviewing that object' s schematic in your Datapad ( CTRL + D keys) or through a crafting device.

CRAFTING DEVICES
If you start the game as an Artisan, you' ll find a "generic crafting tool" in your Inventory. These tools can be purchased in the game from other players.

The generic crafting tool only allows you to assemble simple items. To construct larger or more complex items, you must visit stationary crafting stations ( located in almost every major city) . Each type of item has its own dedicated crafting station ( you can' t prepare food items at a clothing crafting station, for example).

BASIC CRAFTING
To build a simple item, double-click on your generic crafting tool or select Start Crafting from the device' s radial menu. Once the crafting device is activated, it will provide a list of items that you can build with the tool ( to access additional schematics, you must use crafting stations) . Schematics are organized by type: weapons, foods, clothing, etc.

Browse your schematics and click the MOUSE 1 button on the item you want to build. Click on Next to begin assembling the item.

The Assembly screen allows you to place components into your schematic. When you open a schematic, your available resources and components will appear in a window on the left side of the screen.

Each schematic has "slots" for specific components. When you click on an available component or resource, any slots that can hold that type of component will glow green.

Click-and-drag components into the appropriate schematic slots or double-click on the components to allow the crafting device to automatically assign them to an appropriate slot.

Like characters, each resource and component has its own set of attributes that directly affect the quality of the object you' re crafting. Some metals are more durable than others, for example. Putting a very durable metal into a blaster schematic is likely to result in a very durable blaster.

After assigning components to a schematic, click on the Assemble button.

After clicking the Assemble button, you will attempt to construct the item. Whether or not you can successfully build the item depends upon your skills and the item' s complexity.

Unless you suffer a Critical Failure, you will eventually produce a version of the object. However, if you suffer a Critical Failure, you won' t complete the item, and the resources you assigned to the schematic will be destroyed and lost forever! Assuming you were successful at your crafting attempt, you will receive a message when your item is complete. Unless your Inventory is full, the item will be transferred there.

EXPERIMENTATION
More experienced crafters will gain the ability to experiment. Experimentation provides a chance to change the original design to increase an item' s effectiveness.

On the Experimentation screen, you can identify variables you want to improve ( damage or range for a blaster, perhaps) . Experimenting will increase an item' s complexity, reducing your chances of successfully creating the item.

PROTOTYPES & MANUFACTURING SCHEMATICS
When using a generic crafting tool, you produce an actual object that can be used by you or others ( a "prototype") . However, while at a crafting station you have the option of creating a manufacturing schematic instead. A manufacturing schematic can be used with specific structures to mass-produce the item.

CRAFTING ADVANCEMENT
To improve as an Artisan or other crafter, you need to earn Crafting XP. You earn some Crafting XP whenever someone uses an item you create.

Click here to go to our game designer Advanced Crafting Guide.

15.3. The Bazaar

The Bazaar is a galactic commodities market where you can place items up for sale, buy items, and even participate in auctions.

BAZAAR TERMINALS
The Bazaar is accessed through special terminals located in nearly every city. In some respects, Bazaar Terminals are similar to mailboxes. Items that are put up for sale are physically deposited into Bazaar Terminals and must later be retrieved by buyers.

BROWSING THE BAZAAR
To review the types of items for sale at any given time, walk up to a Bazaar Terminal and select Use from the terminal's radial menu. You can review items for sale from all across the galaxy. You can also see any items you have for sale and any bids you' ve placed on current auctions.

BUYING ITEMS
Items for sale are either posted at a fixed price or placed up for auction. Once you find an item you' d like to purchase, you can either click on Buy or Place Bid. You must have enough credits in your galactic bank account in order to buy an item.

You can review any auction' s status from any Bazaar Terminal. If you win an auction, you will be notified through an in-game message.

Whenever you buy an object (either through a direct purchase or winning an auction), you must still retrieve the item. You must be in the same region as the object in order to retrieve it from a Bazaar Terminal. Travel to any terminal in the specified region and choose Retrieve Items from the terminal' s radial menu.

SELLING ITEMS
Click on the My Sales tab on the Bazaar screen, and then choose Select Item . You can drag any item from your Inventory into the Bazaar screen. You can choose to post the item as a straight sale (and establish the price) or start an auction (and define a minimum bid) . Once you place an item up for sale, it is deposited into the Bazaar Terminal you are currently using.

15.4. Player Housing And Vendors

Players can also create their own shops to sell items in the game. If you want to open your own shop, you first need to build a structure for your shop. These buildings can also serve as your own house. You build a house in the same way you build resource harvesters and other structures (Read more information on Surveying and Harvesting Resources).

MANAGING YOUR HOUSE
Inside your completed house, you will spot a Structure Management Terminal. Use the terminal' s radial menu to access the following options:

  • Structure Management: Provides management options.
  • Privacy: Toggles structure between Private and Public. If the structure is Private, only characters on the Entry list can enter. If Public, anyone except characters on the Ban list can enter the building.
  • Declare Residence: Makes the structure your residence. You can only have one residence, and only the owner can declare residence.
  • Pay Maintenance: Access the Maintenance Payment screen. You must have the funds available in your bank or on your person in order to pay maintenance on the structure.
  • Destroy Structure : Removes the structure from the terrain. You must repeat this step within 30 seconds to actually destroy the structure. As with other structures, your house will revert back into a deed if the building' s maintenance fees have been paid; otherwise, the building will be completely destroyed.
  • Status: Access the Status screen to review useful information, such as the condition of the structure.
  • Structure Permissions: Allows you to set permissions for the building' s use by other players.
  • Entry List: Access the list of players allowed to enter your house. This is only applicable if your house is Private. If your building is Public, anyone can enter except for those players on the Ban list. To add someone to the Entry list type, /setpermission entry [player' s first name]. Repeat this command to remove a player from your entry list.
  • Vendor List: Access your NPC vendors.
  • Administrator List: Lists those players allowed administrator rights to the structure. Anyone with administrator access can add or remove other players from other lists. (The owner can never be removed from any lists) . To add a player, type /setpermission admin [player' s first name], and then hit the ENTER key. Type this command again to remove the player from the list.
  • Ban List: Displays the list of players banned from the structure. Someone on this list will never be able to enter your house. To add or remove someone from the Ban list type, /setpermission ban [player' s first name].

Click here to see blueprints for all the player houses.

15.5. Player Cities

Players that want to band together for the purposes of society and common defense can form a Player City.  The following chapter describe how to set up and join a Player City. You may also want to look at the Advanced Guide to Player Cities for specific details.

Player Cities are administrated by an elected Mayor.  The Mayor must be a member of the Politician profession.  For information on this profession, look in the chapter 'Politician' under 'Professions, Advanced Professions'.

Creating a City
Creating a player city can be a challenging task, so make sure you have plenty of friends to help you out.

The first step to establishing a player city is to get a City Hall deed.  Members of the architect profession can craft this deed.  There are versions of the City Hall for architectural styles common on Corellia, Naboo, and Tatooine.  Make sure you find a wide open, unobstructed area to build your city in.  A successful city will maximize the amount of buildable territory, so that as many players as possible can participate in the city.  If you build your city too close to a lake or sea, part of your city's influence will be over the undevelopable water.

When you go to place your City Hall, you have to pass a few validation checks.  The first check is to see if you are a Politician.  Only players with the Novice Politician skill are allowed to place and administrate civic structures.

The second check is to make sure there are no other player cities within 1 kilometer of your desired placement location.  As citizens join your city, your city's radius of influence will grow up to a maximum of about half of a kilometer and a city is never allowed to potentially overlap another city's area of influence.

Before your city is placed you will also be asked to name your city.  (You can always change the name of your city after it's placed, if you don't like what you picked.)  A city's name has to be unique to the planet the city will be located on.

WARNING: The City Hall cannot be redeeded.  Make absolutely sure you've found the location you want to place your city.  Once your City Hall is placed, you won't be able to move it without destroying it and crafting another deed.

If you've passed the requirements for city placement, congratulations.  You are now the proud mayor of a new city.

The planetary authorities have strict rules about what constitutes a city and how the land can be used.  Once your City Hall is placed, you have effectively notified the planetary authority of your intention to begin civic administration.  In order for your zoning permits to be approved, you need to have at least 10 players become citizens of your city within 24 hours.  (See the joining a city section for information on citizenship.)  If you can't manage to get 10 people to join your city in 24 hours, your city hall will be destroyed.  Building a city is a group effort so you'll need other players to contribute!

The rest of this manual covers the process of administrating your city.  Please read the contents carefully.  Running a city is a big job with a lot of responsibilities.  If you don't manage your citizenry well, you may find them voting you out of office!

Good luck, Mayor!

Running a City
City administration is performed via the 'City Management Terminal' located in the City Hall.  Each of the sections below discuss different aspects of the city management.

Voting
Each city has a weekly mayoral election.  The election and voting process is managed by the city vote terminal.  At the terminal, a citizen of the city can examine who is running for election as well as the current vote standings.  Citizens who are also politicians can register to run in the election.

Each week, the votes are tallied.  All votes are set to the incumbent mayor by default and the incumbent wins all ties.  If a new mayor is elected, that person immediately inherits all management control over the city and may begin implementing their new policies.

Elections are based off a simple vote tally system.  The politician with the most cumulative votes wins.  (Ex:  There are 4 people running for election.  The first gets 2 votes and the rest get 1 vote.  The first politician would win, despite a clear majority.)

Politicians gain political experience for every vote they get in an election.

Taxation
Taxation is evaluated on a weekly basis right after voting.

There are four types of taxes a city mayor can levy:

1. Property tax.  All property owners (see 'Joining a City') can be charged a small % on top of their normal maintenance.  This property tax is levied by the city in exchange for use of their land as well as the benefits of structure oriented city specializations.

2. Citizen tax.  This tax is a flat fee charged to citizens on a weekly basis.  The tax can be used like an automated membership fee.  There is no penalty for failure to pay, but the mayor is notified of any citizens who fail to pay.

3. Sales tax.  A tax placed on top of any items sold from vendors within the city's radius.

4. Travel fee.  A fee placed on top of the price to purchase travel tickets from the city shuttleport.

All taxes are paid directly into the city treasury.  This money is used for payment of city maintenance (see 'Maintenance' under 'Running a City') and can be withdrawn by the mayor to purchase additions to the city.

Taxes are managed from the city management terminal in the City Hall.

Maintenance
The city pays maintenance on a weekly basis after taxes are collected.

Maintenance on the City Hall is paid first, then other structures.  City Specializations increase the weekly maintenance cost of the City Hall.

If the city cannot pay maintenance on a skill trainer, non-garden decoration, or mission terminal, the object will be destroyed and the mayor notified.  If the city cannot pay maintenance on a civic structure, including the City Hall, the structure will be damaged and the mayor notified.  If a structure is damaged to 0% or less condition, it is removed and the mayor notified.  If the City Hall is destroyed by lack of maintenance the entire city is disbanded and all civic structures are removed.  Damaged structures are repaired during the following maintenance update if there is enough money available.

The status of maintenance and the condition of civic structures can be checked at the city management terminal in the City Hall.

Militia
A mayor with Martial Policy I can use the city management terminal to form a militia.  Militia members must be citizens of the city.

A militia member gains three commands to help enforce the law of the city:

  • /cityban - This prevents players from entering public civic structures or using the city shuttleport.
  • /citypardon - This removes the city ban flag from a player.
  • /citywarn - This allows the militia person to attack the target as long as they are in the city.  If the person who has been /citywarned leaves the city they are no longer attackable.  Note that normal PvP rules are in effect: overt members of opposing player factions will always be able to attack each other regardless of /citywarn as well as players TEF'd due to other PvP rules.

The 'stronghold' city specialization can be used to give the militia a large bonus to combat defense, making them more effective against stronger opponents.

Upgrades & Rank
A city's size and strength is represented by a rank identifier.  As the city gains more citizens, the rank increases, the city's radius of influence increases, and more types of structures become available.

The city advancement menu on the city management terminal has specific information on how to achieve each rank and what each rank makes available.

Each week, before taxation and maintenance, the city rank and citizenship is validated.  If the city citizenship is greater than the requirement for the next rank, the city is promoted.  If the citizenship is less than the requirement for the current rank, the city is demoted.  The mayor is notified of this happening.

If the city is promoted, the city radius will increase, allowing for more civic structures to be placed in the new territory.  Any structures in the new radius will be added to the city.  Any abilities that require the new rank will be unlocked.  The placement limits for terminals, trainers, and decorations will increase.

If the city is demoted the city radius decreases.  Any civic structures, terminals, trainers, or decorations outside of the new city radius are DESTROYED.  The mayor is notified of this happening.  If a civic structure inside the new radius can't be supported by the current rank (for example, a shuttleport requires rank 4 "City"), that structure is marked as "invalid" and the mayor is notified that it is endangered.  A week later, at the next city update, if the radius has increased to the required level, all structures that are still invalid are destroyed.

If the city ever shrinks below 5 citizens, the city hall is marked as invalid.  The city hall is removed a week later if the citizenship of the city hasn't increased above 5.

The five city ranks are Outpost, Village, Township, City, and Metropolis.

The current city citizen population can be checked at the city management terminal in the City Hall.

Specializations
As the politician gains skills he will eventually earn a City Specialization (spec).  A city can only have one spec in place at a time.  A spec gives the city a bonus in some area at the exchange of an increased maintenance cost.  The city spec may only be changed once a week.

An example of a spec is 'Manufacturing Center'.  This spec increases the city hall maintenance by 20k credits / week.  Any crafting done in a 'Manufacturing Center' earns a 10% bonus to prototype assembly results, significantly reducing the chance of failures.

There are other city specs that can be read about by the Mayor at the city management terminal.

When you enter a city, you will receive a message indicating the name of the city, its rank, and any city specializations that city has.

Joining a City
There are two ways to join and participate in a player city.

The first is as a property owner.  Enrollment as a property owner is automatic whenever you build a structure within the borders of a player city.  Property owners can benefit from the specializations of the city (such as improved harvesting rates in a city with that specialization), but they also be subject to property taxes.  Property tax is explained in detail in the 'Taxation' chapter of 'Running a City'.

The second way to join a city is as a 'citizen'.  To become a citizen, you must own your declared residence within the borders of the city in question.  Citizens have the right to vote in the weekly mayoral elections (see the 'Voting' chapter of 'Running a City').  Citizens that are also Politicians may run for election in the weekly votes.  Citizens count toward the city population and contribute to the weekly growth of the city.  A city with more citizens can support larger civic structures like shuttleports.

City Structures

There are two types of city structures.

1. Civic structures are owned by the city and their maintenance is paid weekly from the city treasury.  These structures are placed directly by the mayor of the city.

2. Commercial structures are owned by other players, but permission to place them must be granted by the mayor.

The following sections cover these two types of structures.

Civic Structures
Civic structures are owned by the city and their maintenance is paid weekly from the city treasury.  These structures are placed directly by the mayor of the city.

  • Bank
    A small outdoor kiosk with three banking terminals.  If the bank is removed, players can get their items from any other bank on the planet.
  • City Hall
    The core of the city.  If this structure is removed the city is disbanded and all other civic structures in the city radius are removed.  This structure hosts the city management terminal where city policies are adjusted.
  • Cloning Facility
    The cloning facility works like any other cloning facility.  Players can buy insurance here and clone themselves for respawning on death.
  • Gardens
    Gardens are decorative structures that come in small, medium, and large sizes.  Most gardens have planetary restrictions, but exotic gardens from Dantooine, Dathomir, and Endor may be placed on any planet. To destroy a garden, you can either use the small access terminal located in the garden's corner, or stand in the center of the garden and type /destroyStructure. Click here to see pictures of all the different Garden Types.
  • Shuttleport
    A shuttleport that allows planetary travel.  Players may travel to this shuttleport as well as buy tickets for other locations.  The mayor can levy a travel ticket fee that is paid on top of the normal ticket price.
  • Decorations
    Architects can create a wide range of simple decorations like fountains, statues, and streetlamps that may be placed in the city by the mayor.  These decorations cannot be placed too close to structures.
  • Mission Terminals
    The Mayor may place mission terminals using the /installMissionTerminal command.  A Mayor with Martial Planning IV may place faction aligned terminals.
  • Skill Trainers
    The Mayor may place skill trainers using the /recruitSkillTrainer command.  These work like any other skill trainer in the game.

Commercial Structures
Commercial structures are placed by players in cities.  If the city is disbanded, commercial structures always remain.

A mayor can make a city require zoning rights.  If a city requires zoning rights, you will need to get permission to build in the city from the mayor or from a militia member.  They can use the /grantZoningRights command to give another player the ability to build in the city for 24 hours.

  • Cantina
    You must be a Master Chef, Master Dancer or Master Musician to place a Cantina.
  • Hospital
    You must be a Master Doctor or Master Combat Medic to place a Hospital.
  • Theater
    You must be a Master Dancer or Master Musician to place a Theater.

Click here to see more pictures of player city buildings

 

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