Guild Cities/Bases

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EccentricM
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Joined: Sat Oct 14, 2017 11:48 pm

Guild Cities/Bases

Post by EccentricM » Thu May 14, 2020 11:34 pm

As there is a limitation to placing buildings on EIF to cities only, it closes off some possibilities for people who just want a small settlement or guild in the game.

I'd like to propose a "guild city", in which a guild hall acts as a city hal, but being free of a required population restriction. When the guild hall is placed it has bounds, like that of a city that prevents other buildings being placed in the area to a far radius, with exception to buildings placed by the guild hall/guild city owner.

The limitations proposed is that it cannot have the benefits of a typical city, such as a shuttle, cloner, medical buildings, cantinas, banks, job market, and so on. But a guild city for all its benefits of being more managable and not restricted to upkeep via citizens, only is good for housing a guild and their homes (the only placeable buildings outside of the guild hall being houses).



Most likely the question is raised; "Why not just place a city hall and houses with a guild hall?"

The reason I suggest the idea, is in that maintaining a cityhall is an addtional expense and requires at least 5 dedicated people (declaring citizenship). With this concept of a guild city it works in the same framework as a city (with the goal of preventing seas of scattered houses cluttering the landscape), but someone can start up a small settlement alone without being put off by the fact if that they do not get an immediate 5 citizens that the city will vanish, and allows for settlements as little as just even 2-3 people living together somewhere in houses, or even in a lone a guildhall.

This would be a benefit to people who just want a guild, but do not desire to have anything else or being forced to be in one of the existing player cities, whilst meshing with EIF's system of "cities and bases only".
AKA - MatthewStarWars (SWGemu)

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