Politician (Profession)
Profession - Politician
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Profession Overview
Politicians are one of the basic starting professions. Politicians are the only profession capable of running a Player City. Players receive all the benefits of master politician by establishing residency at a house they own.
Politician requires no skill points.
Experience requirements to master:
- Political: 74000
AP experience: 0
Base Skills Overview
The Politician gains two primary areas of capability, each of which can help assist the city that they run.
Placement
A Politician can obtain the abilities to place important civic buildings such as Cloning Cloning Centers and Shuttleports. Other placements include Mission Terminas, Profession Trainers and city decorations. Cantina's are placed by Master Dancer's, Image Designer's and Musician's. Medical Center's are placed by Master Doctor's and Master Combat Medic's.
City Specializations
The Politician can also lead his or her city in a particular direction that will benefit all who reside there. Specializations include Research Center and Improved Job Market
Player Cities
Starting a 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.
Politicians are linked with player cities. Only politicians can become a player city Mayor, and mayors have a lot of control and responsibility within a player city. While being a mayor will certainly require lots of time, characters are able to diversify and take on other professions at no penalty to their Mayor template, as Politician requires no skill points for any skill.
If the current Mayor of a player city is 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.
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 chosing a location to place your city hall, it is important to keep the surrounding terrain in mind. You want to have plenty of room to build houses and civic structures, so finding an area where the terrain has a lot of flat area is important. Cities built up against a mountian or near a river will look very pretty, but you could run into problems in the future if you don't have enough room to build. It's a good idea to have at least a passing familiarity with the area around your new city, even if that area won't be within the city limits in the beginning.
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.
- Please note that it takes 24 hours to process a change of residence for a player. If there was no previous residence, the declaration takes place immediately.
Caps on Cities
The number of player cities that can be placed 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 at rank 3 or above and only 10 can be at rank 4 or above. The moons/adventure planets of Talus, Rori, Dantooine, and Lok can have 30 cities at or above rank 3 and 20 at or 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.
Gaining Citizens
A player becomes a citizen of a player city by placing a house within the city limits and declaring residence on the house terminal. The mayor is notified by e-mail when a new resident is added to the city. Players are allowed to be a resident of only one city at a time.
Building Types
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.
- 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.
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.
Civic & Commercial Structures
Civic Structures
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. City halls and cloning facilities may hold 400 items.
Bank
- 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.
Cloning Center
- 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
- 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
- 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.
Shuttleport
- 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 75k credits per week in maintenance. A Shuttleport may be redeeded by the Mayor using the "Destroy Structure" option on the Structure Terminal.
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.
Commercial 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).
Cantinas
- 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.
Hospital
- 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.
Theater
- 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.
City Radius
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 Maintenance
The weekly maintenance on a city varies depending on your city's rank, what structures you have placed and what specializations you have in place. You can find a detailed read-out of your city's weekly maintenance on the city terminal in your city hall (not the structure terminal).
- City Hall -
- Outpost - 35k
- Village - 60k
- Township - 85k
- City - 110k
- Metropolis - 135k
- Civic Structures
- Bank - 1.5k
- Cloning Center - 20k
- Garage - 20k
- Shuttleport - 25k
- Large Garden - 30k
- Medium Garden - 20k
- Small Garden - 10k
- Trainer - 1.5k (1k to place)
- Terminal - 1.5k (1k to place)
- Fountain - 1.5k (1k to place)
- Statue - 1.5k (1k to place)
- Streetlamp - 1.5k (1k to place)
- Specializations -
- Clone Lab - 80k
- Entertainment District - 80k
- Improved Job Market - 80k
- Manufacturing Center - 50k
- Medical Center - 80k
- Research Center - 125k
- Sample Rich - 70k
- Stronghold - 150k
- Registration - 5k
Placing & Removing Civic Structures
Player City structures require the city to be a certain rank in order to be placed , 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.
Some Politician skills cannot be used until a city reaches a certain rank and some structures cannot be placed without a minimum rank.
- At Rank 1 the city is allowed to have small gardens placed.
- 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 with the proper Politician skill.
- At Rank 3 a Cloning Facility and large gardens may be placed as well as player-placed Hospital.
- At Rank 4 a Shuttleport may be placed as well as player-placed Theaters.
Exotic gardens require the "Place Exotic Garden" Politician skill (granted at City Customization IV), but use the normal size requirements as regular gardens....i.e. the medium Dathomir Tree garden counts as a medium garden for the city, but requires a Politician to have City Customization IV in order to place it.
A Mayor with 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. A Mayor with Civic Policy 2 can use the /recruitskilltrainer command to place a skill trainer within city limits in the same manner that a terminal is placed.
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.
Removing Buried Structures
In many cases, using the /destroystructure option while standing in or very near the structure will bring up the pop-up window for the structure you wish to remove. The window will give information on what structure the window is for so you can confirm the proper structure has been selected.
Experience and Elections
Experience
Simply: by getting citizens to vote for them. For every vote, a Politician receives 300xp that is granted at the end of a city's three-week voting cycle (for example, if your election cycle ends in the first week of the month your next election will not end until the 4th week of the month). In addition, incumbent mayors recieve 750xp weekly. You can check the standings of the election at any time by using the voting terminal located in the main room of city hall.
Politician experience caps at 20x the next level with a hard cap at 60k. So at Novice Politician the cap is 20k xp, and Tier 1 the cap is 50k xp, and 60k xp at all other levels.
Elections
Mayoral elections take place every three weeks, starting from the time a city hall is placed. For example, if your election ends in the first week of the month your next election will not end until the 4th week of the month. 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.
The election cycle ends every third week at the time of the city update. There is no way to tell from the terminal itself what week of the election you are in. The only real way to know is to keep track of when the last election ended and count forward three cycles from then. If it is the first election for the city, the election will take place during the third cycle after your city was founded.
Emailing Citizens
The Mayor has the ability to mass-mail citizens by addressing an e-mail to "citizens" (without the quotation marks). Only the Mayor has this ability.
Treasury Withdrawals
A Mayor has the ability to take 50k out of the city treasury per day.
City ranking
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. This means that even a lower skilled politician will be able to maintain the city (just not be able to add a new structure that they are not qualified to place yet) thus the city will not lose its ranking due to a change in leadership.
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.
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.
City Ban
/cityban results in the banned player being unable to use 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 Mayor or Militia may /cityban a player; the player remains banned unless they are granted /citypardon. /cityban and /citypardon may only be done in the city limits with the person targeted.
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:
- 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).
Factional Affilition
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 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.
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. 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. It does not calculate into items being sold, nor does it put any money into the city treasury.**)
- 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. (**This tax is currently bugged. The travel fee only goes to the city treasury on outgoing tickets bought at the ticket terminal inside the Player City.)
- 5. Garage Fee - A percentage tax added into the total repair fee at the city garage.
City Administration
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.
Game Mechanics
1. Politician
Getting Started
Politician trainers are located at the capitol building for a planet. Politician trainers may also be placed in player cities by a Mayor with Civic Policy II.
CorelliaCoronet (-218 -4500) RoriNarmle (-5165 -2461) |
NabooDee'ja Peak (4702 -1368) TatooineBestine (-1125 -3616) |
Skill Modifiers
N/A
Abilities
|
Other Abilities
Name | Command | Granted At |
City Specialization: Clone Lab | N/A | Martial Policy II |
City Specialization: Entertainment District | N/A | Civic Policy III |
City Specialization: Improved Job Market | N/A | Civic Policy IV |
City Specialization: Manufacturing Center | N/A | Fiscal Policy III |
City Specialization: Medical Center | N/A | Civic Policy III |
City Specialization: Research Center | N/A | Fiscal Policy IV |
City Specialization: Sample Rich | N/A | Civic Policy IV |
City Specialization: Stronghold | N/A | Martial Policy III |
Manage Militia | N/A | Martial Policy I |
Manage Taxes | N/A | Novice Politician |
Place Bank | N/A | Fiscal Policy II |
Place City Garage | N/A | Civic Policy II |
Place City Hall | N/A | Novice Politician |
Place Cloning | N/A | Martial Policy II |
Place Exotic Garden | N/A | City Customization IV |
Place Faction Terminal | N/A | Martial Policy IV |
Place Fountain | N/A | City Customization II |
Place Garden | N/A | City Customization IV |
Place Medium Garden | N/A | City Customization III |
Place Shuttleport | N/A | Fiscal Policy II |
Place Small Garden | N/A | City Customization III |
Place Statue | N/A | City Customization I |
Place Streetlamp | N/A | City Customization I |
Register City | N/A | Fiscal Policy I |
Certifications
Schematics Granted
N/A
Community Information
Politician Forum:
http://swgforums.swganh.org/index.php?f=139
Post with useful Mayoral information (CU era) including trainers:
http://swgforums.swganh.org/viewtopic.php?search_id=1135094336&t=434508
Former Correspondents: