— Ch. 1 · Species And Skill Trees —
Star Wars Galaxies.
~5 min read · Ch. 1 of 6
A Twi'lek stands in the bustling market of Mos Eisley, adjusting their lekku with a hired Entertainer. The game offered ten species to choose from at creation: Human, Zabrak, Wookiee, Trandoshan, Rodian, Mon Calamari, Bothan, Sullustan, and Ithorian. Players could not change their species or gender after making that initial choice. However, they could hire an Entertainer to alter almost every other visual aspect of their character. This system allowed for deep customization beyond the static racial traits. Before the New Game Enhancements arrived, players had access to 34 distinct professions. Six basic paths included Artisan, Brawler, Entertainer, Marksman, Medic, and Scout. Each profession featured a tree-like structure of skills. A Novice level sat at the base, followed by four independent branches with four levels each. Reaching Master status required completing all four branches. Characters purchased these skills using experience points gained through related activities. Specialization options like Beast Mastery allowed further depth within primary roles. Only the healer role remained restricted to a single profession without hybrid options.
Cities And Ballot Boxes
Players gathered around a ballot box on Talus to vote for their new Mayor. Elections occurred every three weeks, allowing citizens to replace incumbents who failed to meet expectations. Elected mayors granted permission for members to place structures within city limits. As populations grew, cities became eligible to add vehicle repair garages, shuttle ports, cloning facilities, hospitals, cantinas, and garden displays. These player-built settlements appeared on planet maps alongside canonical locations like Theed and Mos Eisley. The economy relied entirely on player creation. Citizens crafted blasters, starships, clothing, armor, food, housing, furniture, and droids. This division of labor produced results similar to real-world economies. Social institutions functioned as dynamic systems rather than static backdrops. Players organized into communities that managed resources and infrastructure without direct developer intervention. The game design aimed to mirror realistic social phenomena through complex interdependencies between professions and services.