General City Mechanics (Game Mechanics)
Game Documentation - General City Mechanics
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City BasicsCreating a city
Starting Out Player cities can be created on any of the following buildable worlds: Corellia,Tatooine,Naboo,Talus,Lok,Rori and Dantooine.
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. If the current Mayor of a player city has their character deleted before a new Mayor is elected, the city hall will be destroyed and the city will cease to exist. All civic structures are considered to be owned by the current Mayor and is therefore tied to the player account of the Mayor.
Registering a City
In order for a player city to be registered on the planetary map, the city must be at least Rank 3. The Mayor gains the ability to register the city in Fiscal Policy I. Registration takes place at the City Maintenance Terminal located in City Hall.
Inactive Structures Q: There are structures in my city from players who have left the game/no longer active. How do I remove unwanted player structures from my city? A: There is currently no way to remove player structures from a city if the structure was fairly placed (meaning with /grantzoningrights or with no zoning enabled and not due to a bug). Placing items that prevent a player from accessing their structures is considered griefing. While a house with 0 maintenance will eventually become condemned, those structures will remain and not be destroyed due to lack of maintenance. According to Tiggs, "Condemned houses will stay until the time that the Character/House Purge system kicks in and clears out houses of inactive characters and cancelled accounts." Planet CapsI want to start a city on Corellia/Tatooine/Naboo/Talus/Lok/Rori/Dantooine. Can I do that?
A: 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 Municipal BoundriesThe 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.
Q: What is the radius of my city? A: This depends on your city rank. A rank 1 Outpost has a radius of 150m. A rank 2 Village has a radius of 200m. A rank 3 Township has a radius of 300m. A rank 4 city has a 400m radius. A rank 5 city has a 450m radius. The center point of your city is City Hall.
City Specializations and RanksQ: What are the different specializations and how do I get them for my city? A: 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: 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%. Entertainment District: Gained at Civic Policy III, 80k per week. Entertainer healing (battle fatigue only) is 10% more effective in a city with the Entertainment District specialization. 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. 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. Medical Center: Gained at Civic Policy III, 80k per week. Medical healing is 10% more effective in a Medical Center. **This specialization does not currently work. The Medical healing mods were changed with the CURB and did not get applied to this specialization.** 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. 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. 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).
Q: What do the city titles mean? A: Each rank of city has it's own classification. A rank 1 city is considered an Outpost and requires 10 citizens. Rank 2 is a Village requiring 20 citizens, Rank 3 a Township requiring 35 citizens, Rank 4 a City requiring 55 citizens, and Rank 5 is a Metropolis requiring 85 citizens. Q: If my city falls below the rank required for a city structure, what happens to the structure? A: Civic Structures (banks, cloning centers, garages, shuttleports, gardens) depend on the city rank in order to exist. If a city falls below that required rank at the time of the city update, the civic structure will be destroyed. Any civic structures outside of the demoted city's radius will be destroyed. 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.
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.
Q: What is the difference between Civic Structures and Commercial Structures? A: 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. Commercial Structures are player-placed structures that work the same as any player structure. These structures require a player to be of a certain skill in order to place the structure, but will remain if a player drops the required skill. They can only be transferred to players who have the required skill. A Cantina requires a Master Musician, a Master Dancer or a Master Chef to place and takes 5 lots (holds 400 items). A Hospital requires a Master Doctor or a Master Combat Medic to place and takes 3 lots (holds 300 items). A Theater requires a Master Musician or a Master Dancer to place and takes 3 lots (holds 300 items). CitizenshipA 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.
Q: Can you be a citizen in more than one player city? A: Technically, yes, due to a bug in the game system. If a player is a citizen in city A and then picks up the house that he had declared residence in, he is still a resident of that city according to the city citizenship roll. The player could then place a house in another city and declare residence there and join it's citizen roll while still showing on the other. It is a bug, though, and to take advantage of that bug is an exploit of the system. The "revoke citizenship" option was put in so that a player could work around the bug and actually leave a city. Determining Factional StatusQ: What determines a city's factional affiliation? A: Player Cities are neutral entities in and of themselves, designed for civilians. A Mayor with Martial Policy 4 may place factional mission terminals in their city, and players may place bases provided they have zoning to do so.
City TerminalsQ: There are three different terminals in city hall. What are they for? A: The three terminals in city hall are the structure terminal, the voting terminal, and the city maintenance terminal.
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