A Player city is a type of city established and maintained by players. The mayor administers a player city through the city control panel in the archive room of the City Hall
Establishing a player cityEdit
The steps to establishing a player city are:
- Place a deed for a City Hall on a planet that has not reached:
- 20 cities on Corellia, Naboo, or Tatooine
- 50 cities on Dantooine, Lok, Rori, or Talus
- The character with which you place the City Hall deed will automatically declare its residence as the City Hall. Four additional characters must place a house within 150 meters of City Hall and declare residence within 24 hours.
Player city rankEdit
Player city rank is determined by citizenship and enables the following civic structures:
|Rank||Title||Citizens||Radius||Enabled civic structures|
|1||Outpost||5 declared||150 m||Small gardens|
|2||Village||10 declared||250 m||Medium gardens, Bank, Garage, Cantina|
|3||Township||15 declared||350 m||Large gardens, Cloning facility, Hospital|
|4||City||25 declared||450 m||Shuttleport, Theater|
|5||Metropolis||50 declared||500 m|
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, 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|
| Rank 3|
| Rank 4|
|Corellia, Naboo, Tatooine||20||15||10|
|Dantooine, Lok, Rori, Talus||50||30||20|
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 unless otherwise noted below). 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.
|Cloning Lab||The cost of clone insurance in a city with the Clone Lab specialization is reduced by 20%.||80,000 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|
|Manufacturing Center||Crafting done in a Manufacturing Center earns a 10% bonus to prototype
assembly results, significantly reducing the chance of failures.
|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 and a 10% greater chance of finding resources.||70,000 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 90 point bonus to all defense rolls against other players.||150,000 cr|
|Industrial Society||An Industrial Society gains the bonuses of both the Manufacturing Center and Research Center specializations. **The Mayor must be a master politician and your city must be a Rank 5 Metropolis to select this specialization.||200,000 cr|
|Scientific Society||A Scientific Society gains the bonuses of both the Medical Center and 'Entertainment District specializations. **The mayor must be a master politician and your city must be a Rank 5 Metropolis to select this specialization.||175,000 cr|
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 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 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; 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 and the Mayor is notified.
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 and 2, and Election Week.
- Challenger win: all mayor abilities, civic structures, and 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 reelected.
Player Cities can align their city to either Imperial or Rebel, by visiting the city terminal in the City Hall.
Aligning your city with a faction will cause opposing faction players entering the city to gain a City TEF.