Mayor

The mayor is the highest ranking town official and has the most control over a town, for as long as their term.

=Election=

Anyone who is level 1 or above may register for the town mayor election between days 5 to 8 to next term. The cost to register is 50 Freznics and that money is put directly into the town treasury. If the counter reaches day 5 to next term and no one has registered, it will pause until someone registers.

On day 4 to next term, a button will appear to allow all residents of the town level 1 and above to vote. If a resident is a Patron, their vote will be counted twice.

The candidate who has the most number of votes wins the election. However, if that is not enough to declare a winner, then the following in order will be used to determine who wins the election:


 * 1) Highest Charisma
 * 2) Highest Social Points
 * 3) Highest Intelligence
 * 4) Highest Strength
 * 5) Highest Dexterity
 * 6) Highest Worker Points
 * 7) First Registered

Anyone can view the partial results during the voting term. However, it should be noted that you can not change your vote once submitted.

An election is considered stalled if there is not a single candidate by what would be the 4th day. The election clock is returned to 5. For each day the election is stalled, the corruption will increase. There is also the possibility for each day that the peasants may even steal money from the coffers. It's best to avoid stalling an election.

=Financial Responsibility=

Once elected, the town Mayor controls the assets of the town and interaction with the Viceroyalty they are under. The mayor will have access to the Viceregal Fair, which is only open to the mayor, the University Rector, and the Financial Minister. This is a great area to be able to trade goods to help out the Viceroyalty.

The Mayor's screen includes information regarding the Town Inventory and the Treasury. A mayor has the ability to sell or buy on the town market as well. It should be noted that this may be a good way to encourage your fellow townspeople to put certain goods together. A good mayor will work with people on both the town and viceregal level for trade.

In addition, the mayor will have a town audit screen that will give a summary of the moneys going in and out. There may be some transactions that are not covered on that screen though. It's not meant to be an end all be all.

Finally, there is also a field buyback program that the town can enable. This will help people be able to sell their fields easier, which may be a good thing for you to get certain fields for relatively cheap to pass on the savings to people wanting specific fields.

=Appointed Positions=

The Town Mayor can appoint a Mentor and a Sheriff in game. The mayor may also have as many people as they want in the town council in the forums to serve in other roles.

The job of the town mentor is to work side by side with the town mayor to help guide the residents on how to successfully progress via suggestions on fields/workshops, open communication on the leveling process, and encouraging social interactions.

It is also a financial blessing when a resident levels up. The town will receive 20 freznics for level 1, 200 freznics for level 2, and 500 freznics for level 3 and above. This is also a good way to get people involved.

The job of the town sheriff is to work side by side with the mayor to help ensure that the town is safe. The Sheriff deals directly with the hiring and maintaining of the town's defenses as well as helping to ensure that the law of the land is enforced. The Sheriff may select whether the town defends the temple or if the town defends the castle.

=Communication=

Communication is a key part of a successful town. A town mayor has several avenues to be able to do this:


 * 1) Mayor's Message - This message is displayed to all people who are in your town if they visit town hall. This is a good area to mention anything specific that you want the people to know.
 * 2) Town Calendar - This will be viewable from the Town Hall and on the personal calendar for any of your town's residents (which will pop up a reminder on the date of the event). This is a great way to remind people about special events.
 * 3) Straw Poll - Need people's opinions on laws, events, etc? No problem! Create a straw poll where the town's residents can give their feedback without giving their name.
 * 4) Mass Mail - This is a great way to tell all the residents of your town what is going on. Please note that this works different than the temple's mass mail which is sent only to the people currently in town.

(The Required Communication Points for these vary based on population of the town)

=Militia, Revolt, and Besiege=

As mayor, you can view the number of militia that can be hired, the wage they are hired at, and the number hired so far. The number of militia hired and the wage are set by the Sheriff and can range from 0 to 4. If you are aware of an impending attack, you can also recommend to people to defend the power. One additional note is that if the town is a capital, then the Sheriff may select whether the militia will also defend the Castle.

It is important to note that the Mayor, Mentor, and Sheriff does not automatically defend the town. They must actively set to defend or take a militia job. The Sheriff may also choose whether the militia will defend the temple or not. However, the Mayor will see the Defense Bonus from both the walls and the towers in their IG screen.

Anyone level 1 or above may decide to revolt against the town. During a revolt, all who revolt will be added together against the town militia. A key to making revolts harder to be successful is the Town Walls. To be more specific, here is the basic premise behind a Town Revolt:

Revolters Needed = (1 + Percentage of Town Walls Defense Bonus + Percentage of Town Towers Defense Bonus) * Town Militia/Defenders

If the revolters are successful, a new Mayor will emerge from the revolters to take on a fresh 30 day mayoral term. However, if they are unsuccessful, the revolters may be reported to the Public Prosecutor. Either way, the mood and alignment or both defenders and attackers are affected by this action.

The other method to take over a town is by besieging it. An army besiege changes the mechanics a little. First off, they will need to form an army and select the Besiege option in Town Hall. They will be able to select whether they wish to change the Town's Allegiance. If a town already belongs to a particular Viceroyalty, the only option to change it to is Independent. They would have to besiege the town again to "force" a change to another Viceroyalty.

In an Army Besiege, the town defenders (and militia) battle the army. Stats come into play from both your person and your equipment. Also, don't forget any skills gained via the University may also come into play. Attackers should remember to focus on areas like Attack, Strength, and Dexterity while Defenders should focus on Defense and Dexterity.

If the attempts are successful, a new mayor will emerge from those that acted against Town Hall to take on a fresh 30 day mayoral term. However, if they are unsuccessful, you may find the strong arm of the law (or an Army!) coming after them. Either way, the mood and alignment of both attackers and defenders are affected by this action.

=Independence=

There are two main ways to make a town independent from a Viceroyalty. They are:


 * 1) Army Besiege
 * 2) Independence Petition

Since Army besiege was covered in the last chapter, let us discuss a little about the Town Independence Petition. The Petition may be started by any mayor with a cost of 1 Communication Point. Once started, a petition notice will be displayed in town hall for 4 days. During this time, the mayor must get a majority of the town residents who answer the petition to agree to it.

If after 4 days, this happens, then the town will be made independent. Please note that independent towns no longer have access to the University, Viceregal Council, Viceregal Scribe or the Courthouse. Only level 0's will be able to level using the Independent Town Scribe.

If a town stays independent for over 2 weeks, they may petition the Mages to add a new Viceroyalty. However, they will still need an army to flip the town to that Viceroyalty.

Petition to Join Viceroyalty
Starting with 3.1.013, Independent Mayors can petition a Viceroyalty to accept them into the Viceroyalty. When they petition, it will send a notification to the Leader of the Viceroyalty. The Leader of the Viceroyalty may choose either to accept or deny the request. Mayors may also choose to cancel the petition as well.

=Other things to know=

Audit points are necessary to combat Corruption. The Mayor can hire them inside of their office and use them as well. Corruption can take a portion of all transactions done by the town. As you can imagine, it's best to have a very low percentage. Clerical happiness as well as Stalled elections affect the corruption percentage.

Clerical happiness is affected by:


 * Stalled Elections
 * Clerical Pay
 * Stability of the Town

In addition, certain activities mentioned in this tutorial talked about Communication Points. A mayor can hire for these points as well. Both type of points are made by level 3's who have completed skills in the State way.

Some functions of town hall require getting items from the Viceroyalty or from other towns. It is generally a good practice to see what resources are needed and work with others to acquire them.

One thing that I will always recommend to those who wish to become Mayor is to make sure that you engage others to get them active. Don't be afraid to ask questions and find out what the residents feel they want and/or need. Councils are a good way to also get feedback on possible laws that you may wish to have for your town. Also, don't forget your town forum. Perhaps you could even open up a role-play office there where people can discuss things there.