Difference between revisions of "City Civic Structures (Game Mechanics)"
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+ | == System Messages == | ||
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+ | * [[General City Structure Messages (Game Messages)|General City Structure]] | ||
+ | * [[City Decorations (Game Messages)|City Decorations]] | ||
+ | * [[City Mission Terminals (Game Messages)|City Mission Terminals]] | ||
+ | * [[City Trainers (Game Messages)|City Trainers]] | ||
+ | |||
+ | == E-mails == | ||
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+ | |||
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+ | * [[City Growth: Added Structure (Game Messages)|City Growth: Added Structure]] | ||
+ | * [[Structure Added to City (Game Messages)|Structure Added to City]] (Citizen) | ||
+ | |||
+ | == SUI Prompts == | ||
+ | |||
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+ | * [[City Structure Report SUI (Game Messages)|City Structure Report]] | ||
+ | * [[Civic Structure Destruction SUI (Game Messages)|Civic Structure Destruction]] | ||
+ | * [[Civic Structure Status SUI (Game Messages)|Civic Structure Status]] | ||
+ | * [[Install Mission Terminal SUI (Game Messages)|Install Mission Terminal]] | ||
+ | * [[Recruit Skill Trainer SUI (Game Messages)|Recruit Skill Trainer]] | ||
+ | |||
+ | == Radial Menus == | ||
+ | |||
+ | * [[Using City Civic Structure Deed Radial Menu (Game Messages)|Using Civic Structure Deeds]] | ||
+ | * [[Garden Civic Structure Radial Menus (Game Messages)|Gardens]] | ||
+ | * [[Civic Structure Radial Menus (Game Messages)|Civic Structures]] | ||
+ | * [[City Decoration Radial Menus (Game Messages)|Place Decorations]] | ||
+ | * [[City Manage Decoration Radial Menus (Game Messages)|Align & Remove Decoration]] | ||
+ | * [[City Terminal Radial Menus (Game Messages)|Remove Terminal]] | ||
+ | * [[City Skill Trainer Radial Menus (Game Messages)|Remove Trainer]] | ||
== Game Mechanics == | == Game Mechanics == | ||
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− | 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 | + | 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, are civic structures. Other city related items include decorations, mission terminals and skill trainers; 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. |
+ | == City Structure Report == | ||
− | == Structure | + | A citizen or the mayor may check the status of city structures by using the City Info radial menu and selecting the [[media:StructureReport1.jpg|Structure Report]] radial option. This will open up the City Structure Report window which will list all available city structures including terminals, decorations and gardens along with their current condition value (between 0 and 100%). |
+ | |||
+ | Note: Post CU the city structure window has been updated from a simple listing of structures and their condition values. The post-cu window now contains information such as their coordinate locations and structure types. | ||
+ | |||
+ | == Civic Structure Types and Requirements == | ||
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+ | Player City structures require the city to be a certain rank in order to be placed, but also requires the politician 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. | ||
+ | Politician skill is used to place structures and is not required to maintain structures. Structures and specializations are reliant on the city rank to continue to operate. | ||
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+ | Deed base civic structures such as shuttle ports, cloning centers, garages and gardens can be added to the city by the mayor simply through selecting the deed radial menu and selecting the [[media:StructurePlacement1.jpg|Use Deed]] radial option. This will place the mayor into [[media:StructurePlacement2.jpg|Structure Placement]] mode and they may place a structure anywhere within the city's municipal boundry provided that the mayor has the skills trained to do so. Structures must fit within the municipal radius however and may not cross this. Players may check the status on a civic structure through opening the structure management terminal radial option and choosing the [[media:StructurePlacement8.jpg|Status]] radial option. Gardens have the ability to be renamed through using the structure management terminal radial menu and selecting the [[media:StructurePlacement7.jpg|Set Name]] radial option. | ||
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+ | A Mayor can remove deed based civic structures by using the /destroyStructure command or the [[media:StructurePlacement6.jpg|Destroy Structure]] radial option from the Structure Management Terminal. Once the player selects the destroy structure option, they are presented with a [[media:StructurePlacement9.jpg|Destroy Structure Confirmation]] window. If the player chooses to continue with the destruction, then the deed is returned (if the structure is at 100% condition). If the structure is not at 100% condition then the structure deed will be destroyed. All civic structures can be redeeded if they are in 100% condition except City Hall. | ||
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Requires Novice Politician to place. | Requires Novice Politician to place. | ||
− | 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 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. | + | 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 is the only Player City structure that cannot be redeeded, only destroyed. 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. |
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'''Cloning Center''' | '''Cloning Center''' | ||
− | Requires Politician Martial Policy II to place. | + | * Requires City Rank: Township to place |
+ | * Requires Politician Martial Policy II to place. | ||
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. | 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. | ||
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. | 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. | ||
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+ | '''Garage''' | ||
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+ | * Requires City Rank: Village to place | ||
+ | * Requires Politician Civic Policy II to place. | ||
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+ | Garages are civic structures and take no lots. 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. | ||
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+ | '''Gardens''' | ||
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+ | Each planet has unique garden options open to them, using the same planet-specific deeds as any other civic structures. Gardens are civic structures and take no lots. | ||
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+ | Garden Types: | ||
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+ | Small & Mediam Gardens | ||
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+ | * Requires City Rank: Outpost to place | ||
+ | * Require Politican City Customization III to place | ||
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+ | Large & Exotic Gardens | ||
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+ | * Requires City Rank: Township to place | ||
+ | * Require Politician City Customization IV to place. | ||
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+ | '''Shuttleport''' | ||
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+ | * Requires City Rank: City to place | ||
+ | * Requires Politician Fiscal Policy II to place. | ||
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+ | |||
+ | Shuttleports are civic structures and take no lots. 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. | ||
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+ | '''Profession Trainers''' | ||
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+ | 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. | ||
+ | |||
+ | Skill trainers are added to a city by using the /recruitskilltrainer command. Once issued, the player receives an Recruit Skill Trainer window that displays all available skill trainer types. A mayor can only place skill trainers if they have skills to do so. Skill terminals spawn in the game world at the player's location and in whatever direction that the player is facing. Mayors may remove the skill trainer through clicking on the radial menu and selecting the Remove radial option. Doing this will destroy the skill trainer. Only Mayors can see the "Remove" option available on these. | ||
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+ | '''Mission Terminals''' | ||
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+ | 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. | ||
+ | |||
+ | Mission terminals are added to a city by using the /installmissionterminal command. Once issued, the player receives an [[media:InstallMissionTerminal1.jpg|Install Mission Terminal]] window that displays all available mission terminal types. A mayor can only place terminals in which they have skills to do so. Mission terminals spawn in the game world at the player's location and in whatever direction that the player is facing. Mayors may remove the terminal through clicking on the radial menu and selecting the [[media:InstallMissionTerminal2.jpg|Remove]] radial option. Doing this will destroy the terminal. Only Mayors can see the "Remove" option available on these items. | ||
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+ | '''Decorations''' | ||
+ | |||
+ | 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. | ||
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+ | Decorations such as streetlamps, and statues can be added to the city through the use of the [[media:Decorations1.jpg|Place Decoration]] radial option upon clicking on the object in the mayor's inventory. The object is placed into the game world at the player's location and in a direction facing the compass north heading on the planetary map by default. Players can change the facing of the decoration through using the [[media:Decorations2.jpg|Align]] radial menu and choosing one of the 4 options: [[media:Decorations3.jpg|North, South, East West]]. Choosing one of these will cause the decoration to face in that direction. Each turn reflects a 90 degree change in direction. Mayors may remove decorations from their city through using the Remove radial option on the decoration's radial menu. Removing a decoration will place the object back into the mayor's inventory. | ||
==Source References== | ==Source References== |
Latest revision as of 10:33, 26 August 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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System MessagesE-mailsSUI Prompts
Radial Menus
Game MechanicsCivic Structures are city buildings that can be placed by the mayor only and take no lots. City Halls, Gardens, Garages, Banks, Cloning Facilities, Shuttleports, are civic structures. Other city related items include decorations, mission terminals and skill trainers; 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. City Structure ReportA citizen or the mayor may check the status of city structures by using the City Info radial menu and selecting the Structure Report radial option. This will open up the City Structure Report window which will list all available city structures including terminals, decorations and gardens along with their current condition value (between 0 and 100%). Note: Post CU the city structure window has been updated from a simple listing of structures and their condition values. The post-cu window now contains information such as their coordinate locations and structure types. Civic Structure Types and RequirementsPlayer City structures require the city to be a certain rank in order to be placed, but also requires the politician 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. Politician skill is used to place structures and is not required to maintain structures. Structures and specializations are reliant on the city rank to continue to operate.
Requires Novice Politician to place. 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 is the only Player City structure that cannot be redeeded, only destroyed. 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.
Cloning Center
Garages are civic structures and take no lots. 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.
Gardens
Garden Types: Small & Mediam Gardens
Large & Exotic Gardens
Shuttleport
Profession Trainers
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. Skill trainers are added to a city by using the /recruitskilltrainer command. Once issued, the player receives an Recruit Skill Trainer window that displays all available skill trainer types. A mayor can only place skill trainers if they have skills to do so. Skill terminals spawn in the game world at the player's location and in whatever direction that the player is facing. Mayors may remove the skill trainer through clicking on the radial menu and selecting the Remove radial option. Doing this will destroy the skill trainer. Only Mayors can see the "Remove" option available on these.
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. Mission terminals are added to a city by using the /installmissionterminal command. Once issued, the player receives an Install Mission Terminal window that displays all available mission terminal types. A mayor can only place terminals in which they have skills to do so. Mission terminals spawn in the game world at the player's location and in whatever direction that the player is facing. Mayors may remove the terminal through clicking on the radial menu and selecting the Remove radial option. Doing this will destroy the terminal. Only Mayors can see the "Remove" option available on these items.
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.
Source References
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