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   Advanced Guide Player Cities
There are 5 major aspects to creating and maintaining Player Cities that players will need to know: the Politician Profession, Crafting, Structure Placement, Tax/Maintenance and City Growth.

Politician Profession

Players may become Politicians by visiting the Capital Buildings located in the Capital cities located on Tatooine, Naboo and Corellia. Politicians will be required to have 500 Apprentice Experience Points. Having met that requirement, players simply have to visit the politician trainer in the capital building and acquire the skill.

Crafting City Buildings

Architects possess the ability to craft City Buildings now and they are unlocked with the Construction Skill Tree as follows:

Construction I:

Bank Deeds (3 types) Gungan Statue* Streetlamp

Construction II:

Clone Facility Deeds (3 types) Shuttleport Deeds (3 types) Small Garden *Fountains

Construction III:

Cantina Deeds (3 types) Hospital Deeds (3 types) Theater Deeds (3 types) *Medium Garden

Construction IV:

City Hall Deeds (3 types) *Large Garden

Master Architect:

*Exotic Gardens (3 types)

The three types of buildings are as follows:

Corellia Style: Corellia and Talus

Naboo Style: Naboo, Rori, Dantooine

Tatooine Style: Tatooine, Dantooine and Lok

* These are "Multicrafting" schematics and have multiple possible results. When you finish crafting the item it will ask you which item you want to make. Example: Crafting a gungan head statue will actually give you a choice of several types of statue objects to make. The name of the schematic is the name of the first item on the list.

Structure Placement

City Hall Placement

In order to create a player city, you must first place a city hall. There are 3 city halls types (Tatooine, Naboo, Corellia). Examining a deed will tell you what planets it can be placed on. You must be a novice politician to place a hall. Upon entering and exiting the city the message "you have entered " will appear. The class rank of the city will appear in parenthesis next to the name. Architects craft buildings and the politicians place them.

When a city hall is placed, you have 24 hours to get 10 citizens in your city. The owner of the city hall counts towards that total automatically. A citizen is an individual who owns a declared residence within the borders of the city. To become a citizen, place a house in the city and select "make residence" from the city management terminal.

The mayor will receive email whenever a new citizen or structure is added to the city. Other players will receive email when their structures are added or they are named citizens.

If the city doesn't have 10 citizens in 24 hours, the city hall will be destroyed WITHOUT REIMBURSEMENT and the mayor will receive a message saying their zoning permits were rejected.

A city region is defined as a circle centered on the city hall. Initially the city radius is small, but as citizens join the city the radius will increase and new city abilities will be unlocked. A city cannot be placed such that its max possible radius might overlap with another city.

Here is the current list of city ranks and their associated required citizen counts and radiuses. (Note: the radius is listed, not the diameter):

RANK

RADIUS

POPULATION

Outpost

150

10

Village

200

20

Township

300

35

City

400

55

Metropolis

450

85

Other Structure Placement

For discussing structure placement in cities, we should look at three different types of structure.

The first are houses and installations (ore mining, etc). Any player can place their own structure in a city. When a structure is added to the city, both the player and the mayor receive an email reporting the addition. If a house is added, the player can become a citizen by declaring the house their residence. Players will not be able to be citizens of more than one city.

The second group are "civic" structures. Civic structures are not placed by citizens, they are placed by the mayor. The following structures are civic:

City Hall Bank Shuttleport Cloning Facility Gardens

Civic structures do not have a normal maintenance cycle or menu options. Their only menu option is "Destroy Structure." They can all be re-deeded, except the city hall. The ability to place a civic structure is gated by two requirements: A mayoral politician skill level requirement and a city rank level requirement. Civic structures must also be placed in a city and should not and cannot exist outside of a city (this is discussed more below). The current placement requirements are:

Structure

Ability REQ

City Rank REQ

Bank

"Place Bank"

2

Cloning Facility

"Place Cloning Facility"

3

Shuttleport 

"Place Shuttleport"

4

Small Garden

"Place Small Garden"

1

Medium Garden

"Place Medium Garden"

2

Large Garden

"Place Large Garden"

3

Gardens themed from Dathomir, Dantooine, and Endor require the "Place Exotic Garden" ability, but are ranked like other gardens (based on size, small, medium, large).

The third type are commercial structures owned by players. These are the Theater, Cantina, and Hospital. A Cantina must be placed by a Master Musician or Master Dancer. A Hospital must be placed by a Master Doctor or Master Combat Medic.

Commercial structures must be placed within a player city initially, but can continue to exist if the city goes away later. In order to place a commercial structure of one of the above types in a city, the mayor must be involved (to determine proper placement). The Mayor grants permission to place one of the above structures with the /grantZoningRights command earned as a politician. Commercial structures also have a city rank requirement. Cantinas are rank 2, Hospitals are rank 3, and Theaters are rank 4.

City Hall: The city hall contains three terminals: the structure management terminal, the city voting terminal, and the city management terminal.

1. Structure Management Terminal: This works just like the normal structure management terminal, except it only has a destroy structure option.

2. City Voting Terminal

A new mayor is elected every three weeks, starting from the time the city is first placed. At the city voting terminal, located in the city hall, citizens can vote for registered candidates. A citizen may change their vote at any time, or choose to abstain. If a citizen has the Novice Politician skill, they can register to vote. Registered candidates can unregister as well. The existing mayor must register to participate in the next voting cycle. During the last week of voting, registration is locked. At the end of the three week voting cycle, the citizen with the most votes is elected mayor. Elections are based on a simple majority: i.e., if there are 10 people running and 8 of them have 1 vote and 1 has 2 votes, the person with 2 votes would win. Uncast votes count as abstentions.

When a new mayor is elected, the old mayor loses all of their mayoral powers. Both the new mayor, the old mayor, and citizens of the city will receive emails updating them on the change in power.

Politicians receive 300 points of experience for every vote they receive in the election. In addition, the sitting mayor receives a 750 XP bonus each week they are in power.

3. City Management Terminal

The city management terminal has a wide assortment of features for running the city. There are two menus: City Info, which all citizens can access, and City Management, which only the mayor can access.

3a. City Info

City Status - Displays basic city status.

Citizens Report - Displays a report on the players who are citizens of the city.

Structure Report - Displays a report on the structures that are a part of the city.

Treasury Report - Displays a report on the current contents of the city treasury.

3b. City Management

Change City Name - Allows the mayor to change the city name.
 
City Register / Unregister - Allows a mayor with the Fiscal Planning 1 skill to register the city and its structures on the planetary map. All of the civic structures should show up on the map with the city hall.

Manage Militia - Allows a mayor with the Martial Planning 1 skill add or remove members of the militia (discussed in the militia section).

Manage Taxes - Allows the mayor to manage taxes (discussed in taxes section).

Treasury Deposit/Withdraw - Allows the mayor access to the treasury.

City Specialization - Allows the mayor to select a city specialization.

Other Structures View Structure Images

Bank: A kiosk of bank terminals. Works just like a normal bank.

Shuttleport: Works like any other shuttleport, but only allows planetary travel. See the taxes section for more info.

Cloning Facility: Works like any other cloning facility. Players can clone, respawn, and insure here.

Cantina / Hospital / Theater: Player run facilities that operate like their static counterparts.

Mission Terminals, Skill Trainers, Decorations

The mayor can learn two skills that allow him to place mission terminals and skill trainers. In Civic Planning 2 the mayor earns /installmissionterminal and in Civic Planning 3 the mayor earns /recruitskilltrainer.

Only the mayor can use these commands and they must be executed within the city borders. They each cost 1000 credits from the treasury to use. They allow the mayor to place a mission terminal or a skill trainer. If the mayor also has Martial Planning 4, they can place factional mission terminals.

The terminals and trainers have a radial option "Remove" that only shows up for the mayor. This allows the mayor to get rid of the terminal if they don't want it. The terminals and trainers may be placed inside any structure in the city.

Decorations

There are several decorations crafted by architects that may be placed in the city. Streetlamps, fountains, and statues may be placed anywhere in the city, but cannot be placed too close to a city structure. A city may have up to its rank x 10 decorations (More decorations will be added in the future). Decorations are dropped by the mayor from his or her inventory and may be picked up and moved.

Taxes & Maintenance

Taxes are collected on a weekly basis. Taxes are managed from the city management terminal and all tax information is public and can be seen there. There are four types of tax the mayor can collect:

Property Tax - Every player who owns a structure in the city pays a % of their maintenance as property tax. These players will see an increase in their maintenance fee appropriate to the tax rate.

Citizen Tax - A non mandatory tax charged to every citizen of the city. The money is automatically removed from the player's bank. If the player can't pay, the mayor is notified of the delinquent payment.

Sales Tax - A sales tax added to every item sold by a merchant in the city.

Travel Fee - An additional fee added onto the normal ticket price for traveling from the city.

City maintenance is evaluated on a weekly basis, after the mayoral election. Each week the total maintenance cost of the city is calculated and subtracted from the treasury. Each civic structure in the city contributes to the maintenance fee. City hall maintenance is paid first, then the rest of the structures. If the city can't pay for a structure, it will notify the mayor and damage the structure. The status of civic structures may be checked in the city structure report. If a civic structure reaches 0 condition it is destroyed. If the city hall is destroyed, all civic structures are removed and the city is disbanded. A city should take 4 weeks to decay if no maintenance is paid. If the city can't pay for mission terminals, skill trainers, or decorations, it destroys them. (The mayor is always notified of this.)

City Growth

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 ungated. 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), 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.

The city can only increase or decrease one rank at a time. So a new city that instantly gets 100 citizens will become rank 2 in its first update, not rank 5.

If the city ever shrinks below 10 citizens, the city hall is marked as invalid and the city shrinks straight to outpost size. At that point, the city has 3 days to raise their citizenship above 10. If they don't, the city hall is removed.

Gardens View Garden Types

Gardens are like any other civic structure, placed by the mayor. Their structure management terminal is small and located in the front, right corner of the garden.

Militia

The mayor can recruit any citizen into the city militia at the city management terminal if they have the Martial Planning 1 skill. Militia members may use the following new commands:

/cityban - The banned player may not enter a civic structure in the city and may not use the shuttleport.

/cityparden - Unbans a /citybanned player.

/citywarn - Warns the player to leave the city right away! Warned players become attackable by the militia. The TEF from /citywarn lasts 5 minutes. If a warned player is outside the city radius, they may not attack or be attacked by militia. Note that normal PvP rules apply, so Imperials will always be able to attack Rebels and vice versa, regardless as to the state of /citywarn.

City Specialization

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

Sample Rich - 70k cr / week Sampling in the city provides 20% more resources and a 10% greater chance of finding resources.

Manufacturing Center - 50k credits / week Crafting done in a 'Manufacturing Center' earns a 10% bonus to prototype assembly results, significantly reducing the chance of failures.

Research Center - 125k credits / week Any experimentation done within a 'Research Center' is enhanced. A 15% bonus to the final result roll is added during the experimentation phase of crafting.

Clone Lab - 80k credits / week The cost of clone insurance in a city with the 'Clone Lab' specialization is reduced by 20%.

Improved Job Market - 80k credits / week Missions taken in a city with an 'Improved Job Market' grant a 20% increase to their rewards.

Entertainment District - 80k credits / week Entertainer healing is 10% more effective in an 'Entertainment District'.

Medical Center - 80k credits / week Medical healing is 10% more effective in a 'Medical Center'.

Stronghold - 150k credits / week A 'Stronghold' has trained its militia members to the peak of their abilities in the methods of tactical defense. Militia members in a 'Stronghold' get a 50 point bonus to all defense rolls against other players.

Industrial Society - 200k cr / week An 'Industrial Society' gains the bonuses of both the 'Manufacturing Center' and 'Research Center' specializations. Master politicians get this.

Scientific Society - 175k cr / week A 'Scientific Society' gains the bonuses of both the 'Medical Center' and 'Entertainment District' specializations. Master politicians get this.

*****

The First Player Cities