Place a deed for a City Hall on a planet that has not reached...
The character you use to place the City Hall will automatically declare their residence as the City Hall, 4 more players must place a house within 150m of the City Hall & declare residence within 24 hours, otherwise there won't be a city.
City ranks are determined by citizenship, the more members there are, the bigger the city grows & so in turn does your city rank. As your rank increase so do the benifits. City Specialization allows for the placement of essential city structures such as Cantinas, Medical Centers, Shuttleports, Theatres, Factional Bases, as well as decorations & facilities such as Gardens, Fountains, Statues, Garages, Banks, Mission Terminals, Trainers etc.
|Rank||Title||Citizens||Radius||Enabled civic structures|
|1||Outpost||5 Declared||150m||Small gardens|
|2||Village||10 Declared||200m||Medium gardens, Bank, Garage, Cantina|
|3||Township||15 Declared||300m||Large gardens, Cloning facility, Hospital|
|4||City||30 Declared||400m||Shuttleport, Theater|
Player cities update once a week, the exact time for the city update can be determined from the city maintenance terminal located in your city hall. Prior to taxation & city maintenance, the city rank & citizenship is validated. If the city has enough citizens to advance, the city is promoted. 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.
|Planets||Total Cities Allowed||Rank 3 or Higher||Rank 4 or Higher|
A specialization gives the city a bonus in some area for an increased cost in city maintenance. Different city specializations are available provided the city is of sufficient rank (minimum of Rank 3). A city can have only one specialization at a time & may only be changed once a week. Once a specialization is put into effect, it remains until the Mayor changes or removes it.
|Cloning Lab||The cost of clone insurance in a city with the 'Clone Lab' specialization is reduced by 20%.||80,000 cr|
|DNA Laboratory||3 hour reduction per cycle||20,000 cr|
|Encore Performance||Storyteller items last an extra 12 hours||20,000 cr|
|Entertainment District||Entertainer healing is 10% more effective in an 'Entertainment District'.||80,000 cr|
|Improved Job Market||Missions taken in a city with an 'Improved Job Market' grant a 20% increase to their rewards.||80,000 cr|
|Industrial Society||'Industrial Society' gains the bonuses of both the 'Manufacturing Center' & 'Research Center' specializations. Master politicians get this.||200,000 cr|
|Manufacturing Center||Crafting done in a 'Manufacturing Center' earns a 10% bonus to prototype assembly results, significantly reducing the chance of failures.||50,000 cr|
|Medical Center||Medical healing is 10% more effective in a 'Medical Center'.||80,000 cr|
|Research Center||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.||125,000 cr|
|Sample Rich||Sampling in the city provides 20% more resources & a 10% greater chance of finding resources.||70,000 cr|
|Scientific Society||'Scientific Society' gains the bonuses of both the 'Medical Center' & 'Entertainment District' specializations. Master politicians get this.||175,000 cr|
|Stronghold||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.||150,000 cr|
Gardens themed from Dathomir, Dantooine, & 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, & 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, & Theaters are rank 4.
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 & a city rank level requirement. Civic structures must also be placed in a city & should not & cannot exist outside of a city.
Elections are held every 3 weeks. Candidates—including the Incumbent Mayor—may only register on the ballot during the
first two weeks of each election cycle. All candidates may withdraw from the race at any time. Emails are sent to all citizens
when a candidate enters or withdraws from the race. You can see which part of the voting cycle the city is in by examining
the voting terminal: Voting Weeks 1 & 2, & Election Week. Challenger win: all mayor abilities, civic structures,
& decorations are automatically transferred to the new mayor.
Challenger loss or election tie: the mayor retains their position.
No challenger: the incumbent mayor is automatically re-elected
The weekly maintenance on a city varies depending on your city's rank, what structures you have placed & 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 maintenance is taken from the city treasury once a week. 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 & 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 & reaches 0 condition, it is destroyed. If the City Hall is destroyed, all civic structures & decorations are destroyed & the city is disabled; a city should take four weeks to decay if no maintenance is paid. If a city can't pay for mission terminals, skill trainers, or decorations they are destroyed & the Mayor is notified.
The city hall has 3 terminals...
1. Structure Management Terminal.
Just like a normal structure management terminal, except it only has a 'Destroy Structure' option.
2. City Voting Terminal.
A new mayor is elected on a weekly basis, starting from the point the city is first placed. At the city voting terminal, citizens can vote for registered canidates. If a citizen has the Novice Politician skill, they can register for the vote. At the end of the week, the citizen with the most votes is elected mayor. Elections are not based on a majority or quorum vote rule: i.e., if there are 10 people running & 8 of them have 1 vote & 1 of them has 2 votes, the person with 2 votes would win.
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, & City Management, which only the mayor can access.
3a. City Info.
3b. City Management.
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.
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:
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' (temporary enemy flag) 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.