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This is how we get our city for RBL, Part 1
#1
Overview:

    Player cities are one of Star Wars Galaxies' creative and fun-filled additions to the game. It allows groups of players to build, manage, and maintain a city which has the features they find most appealing. Cities can choose to be faction aligned or neutral, can declare a specialization, and provide a host of services that are tailored to the wants and needs of the citizens.

Walkthrough:

    To build a city you need three things; a character that has Novice Politician trained, a deed for a city hall that is appropriate to the planet you wish to build on, and nine additional citizens who have deeds for homes and are prepared to build them and declare residency within 24 hours of the placement of city hall.

    Deeds that are designated as Corellian can be placed on Corellia or Talus. Tatooine deeds can be placed on Tatooine, Dantooine, or Lok, and Naboo deeds can be placed on Naboo, Rori, or Dantooine. The remaining planets are restricted and cannot be built on. . It's a wise idea to visit your planet of choice before creating or buying a deed in order to research how many cities the planet already has, where you can build, and whether you would be allowed to build. There are caps on the total number of allowed cities for each planet. If the planet you want to build on is capped out, you can wait for the cap to be raised (which happens as current cities advance in rank) or choose a less populated planet to build on.

    Building the City

    To train Novice Politician you need 500 apprenticeship points, 15 available skill points, and 100 credits. There are no other prerequisites for training the skill. All planets with capitol cities have politician trainers and most can be found standing outside the capitol building. The entire Politician Profession takes a total of 77 skill credits to master.

    Once your politician has trained the novice skill, select a location to build the city. Your city hall must be placed at least 1000 m from the nearest existing city hall, which includes both player built and NPC cities. Take into account what function you want your city to have when choosing a location. If you wish to be a declared rebel or imperial city you might choose to build in a remote location with terrain which limits how many people can join the city and maximizes how well you can defend the area. If you want to be a commercially oriented city, then having an NPC city nearby will bring you more potential customers, particularly if it will be a long while before you can build a shuttle port. If you wish your city to grow very large, choose a location which has little water and moderate terrain, since this will maximize the potential number off structures.

    Once the city hall is placed, enter it and find the management terminal (it's in the room that's on the left side of the great hall). It's probably a good idea to enable Zoning Restrictions at this point. This prevents anyone from placing a structure within the city limits without specific approval from the mayor. Zoning makes it easier to direct the placement of housing, harvesters, and factories in an orderly fashion and away from the areas where you want civic structures built. In order to grant zoning rights you must be within the city limits, but outside of any buildings. Target the person you wish to grant rights to and type /grantzoningrights (there is a built-in macro you can use for this and it can be found in your Ctrl A panel). Citizens have 24 hours to build a structure once zoning rights are granted. It's imperative to have 10 declared citizens in the first 24 hours after placing a city hall or your city hall will be destroyed by the Galactic Housing Authority. Citizens declare residency by using the function they can find within their house management terminal. The mayor is notified by email each time someone joins or leaves the city.

    The city boundaries are measured from the designated coordinates for the city hall and are circular. The radius of the city grows each time the city gains a new rank. Cities that are rank II can be registered on the planetary map if the mayor has the requisite skill. City names can be changed at any time through the city terminal.

    Citizens are allowed to build homes, factories and harvesters within the cities limits. Only Mayors can place the city hall, banks, shuttle ports, cloning centers, garages, mission terminals, trainers, and city beautification items such as parks, statues, fountains, and street lights. These structures take up zero lots. The city hall is the official residence of the mayor. (Mayors who want separate homes may build them, but should not declare them as their residence). Cantinas can be built by Master Musicians, Master Dancers, and Master Chefs and take up five lots. Medical centers can be placed by Master doctors or Master Combat Medics, while theaters can be placed by a Master Musician or a Master Dancer. The medical centers and theaters take three lots. These three structures are the declared residence of their owners and are the only city structures that can be placed by citizens.

    All city additions are built by architects, although having the deed or item does not automatically entitle you to place it. The ability to place an item is related to both city rank (population size) and the mayor's advancement within the politician profession. A novice politician can place a city hall, set taxes, and enable zoning. Taxes however, cannot be set until the city reaches rank II. Consult the chart below for requirements for each structure or function.

    City Rank

  # Outpost; 10 declared citizens; 150 m radius; 35000 maintenance
  # Village; 20 declared citizens; 200 m radius; 60000 maintenance
  # Township; 35 declared citizens; 300 m radius; 85000 maintenance
  # City; 55 declared citizens; 400 m radius; 110000 maintenance
  # Metropolis; 85 declared citizens; 450 m radius; 135000 maintenance

    Outpost
  # Small Gardens (City Customization III)
  # Mission Terminals (Civic Policy I)
  # Skill Trainers (Civic Policy II)

    Village
  # Bank (Fiscal Policy II)
  # Cantina
  # Medium Gardens (City Customization III)

    Township
  # Cloning Facility (Martial Policy II)
  # Hospital
  # Large Gardens (City Customization IV)

    City
  # Shuttle port (Fiscal Policy II)
  # Theater

    Metropolis
  # Exotic Gardens (City Customization IV)

    The following city functions can be used by a city of any size if the mayor has the indicated skill trained:

  # Register City; Fiscal Policy I
  # Manage Militia; Martial Policy I
  # Place Statues and Streetlamps; City Customization I
  # City Specialization Cloning Lab (20% discount on insurance); Martial Policy II
  # Place Fountain; City Customization II City Specialization Manufacturing Center (+10% Assembly); Fiscal Policy III
  # City Specialization Stronghold (+ 50 defense); Martial Policy III
  # City Specialization Medical Center/Entertainment District (Cantina, Theater and Medical center can be set to require permissions to use); Civic Policy III
  # City Specialization Research Center (+15 Experimentation); Fiscal Policy IV
  # Faction Terminals; Martial Policy IV
  # City Specialization Improved Job Market (+20% Mission Payouts); Civic Policy IV
  # City Specialization Sample Rich (+20% extraction); Civic Policy IV
  # Improved Hand Samples; Civic Policy IV
  # City Specialization Research & Manufacturing Center; Master Politician

    Urban Planning

    Unless your goal is to have a very small town with few amenities, preplanning where you want structures located will lead to a city which is more efficient, looks nicer, and has less chance of losing civic structures if there is a sudden decrease in population. For a large city, place your city hall in the middle of a wide, open area. By placing the first houses in a rectangle around city hall, at or near the outer perimeter of the city radius, you will be saving space for the first civic structures. Banks, cloning centers and other civic structures can easily be lost to sudden population decreases if they are placed very far from the city radius.

    Envision what you want your housing areas to look like. Where will you place future parks, streetlights, statues and fountains? Do you want neighborhoods? These can easily be created by placing houses in rows which become city blocks, with open areas in the middle. The open areas can later be used for city beautification efforts. Industrial areas can be designated for factories and harvesters and separated from housing areas by geographic features like ravines or lines of trees.

    To be continued......
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