#1 : The Hood Council,
[Revised on simday 31]
The Hood Council counts
5 members = the top 5 Advisors (see #5). If less than 5 Community Advisors
qualify, the remaining members must be found through regular election.
#2 : Local Taxes and welfare
(Revised on simday 76)
Each household must pay
local taxes every 5th simday (50, 55, 60...) as follows:
§500 Household Tax,
base tax that covers 5 Sims (incl up to 2 children), 1 car, 1 pet (dog/cat).
§500 Extra Household
Tax, if the household counts more than 5 Sims.
§250 Extra Child Tax
per child exceeding 2 children (baby-toddler-child-teen)
§250 Extra Car Tax
per car exceeding 1 car
§250 Extra Pet Tax
per pet (cat/dog) exceeding 1 pet (adult/elder)
The average household will
only be charged the base tax of §500.
Owning a business or additional
lots do not affect the tax.
§1000 per wedding at
the community wedding lot
§500 per funeral on
§1000 per child switching
from Public to Private School
§2000 if garden is
Welfare: The hood
provide welfare as follows:
General: A household can
apply to one-time support of:
§1000 for daily spends
like bills and food.
Pension: Paid on the elderly
Sim's birthday if the elder is not having a job that will provide pension.
§500 base pension
+§500 if the household's
networth is less than §25.000
+§250 for each toddler/child/teen
the elder must provide.
Children with less than 2
parents at home:
For each birthday from birth
up to teen, each absent parent must pay a child support fee to the child.
The fee is calculated as follows:
1% of the parent's total
fortune, minimum §200.
+10% of the parent's weekly
wage, minimum §50.
All remaining fees must
be paid at once unless the adult in charge of the child accepts a delay
The adult in charge of the
child can spend up to 50% of the fee(s) on the child's needs. The remaining
sum will be available to the child on its teenage birthday.
When a parent is dead or
unknown the hood will pay a minimum child support of §250 per remaining
#3 : Immigration/Emigration
[Revised on simday 70]
Immigration: Only Sims with
a past of minimum 10 simdays including skills and memories are allowed.
We currently welcome new Sims only within the resident limit which is 150
Sims. Applications will be accepted at any time and will be valid for 10
Emigration: A household
can leave at any time.
#4 : Residential Rights
[Revised on simday 70]
Through rights and taxes
Simmerville hood wants to create a dynamic community. Each right is assigned
to a certain lot and is not personal.
Land Right: The right
to land is worth §5000 per lot. A land right connects to a specific
address, and the right can be bought or inherited. A land right does not
include a build right, but is required before you buy a bulding right.
The hood will sell more land and build rights when we like to expand the
Build right: To make
use of a Land Right you will need 5 build rights. Each right costs §1000
and is a fee paid to the hood. When something is built on a new lot the
build rights are handed over to the Hood. Until something is built, the
rights can be inherited or sold.
Farm right: To grow
unlimited amount of ground plots, the lot must have 5 Farm Rights. Each
right is worth §1000, and can be sold or inherited like other values
0 Farm Rights: up to 10
1 Farm Right: up to 20 plots
2 Farm Rights: up to 30
3 Farm Rights: up to 40
4 Farm Rights: up to 50
5 Farm Rights (=farm status):
unlimited plots, but minimum 50% of produce must be one chosen product.
Living: A household
can contain 2-8 Sims. 1 Sim households are not allowed, and must be dealth
with within 3 simdays.
Community lots: Residents
can own community lots.
There is currently a restriction
to a total of 15 local community lot businesses owned by residents, but
residents can own unlimited downtown community lots.
Each household can only
serve one community lot per simday, regardless of location, but can operate
multiple lots through managers. Community lot businesses can be open 5
days a week.
There are no restriction
to home businesses.
#5 : Advisors
[Revised on simday 61]
Any adult or elderly Sim
who lives in Simmerville and who has a clean past can become an Advisor
representing their career track. Only careers with 2 or more employees
will have an Advisor. The employee with the highest community score (skills
x political interest) is offered to be that career's Advisor. The top 5
Advisors do form the Hood Council (see #1) and the Hood Council member
with the highest community score is the Council's leader and the hood's
One household can not house
more than 2 Community Advisors at the same time. The Hood Council members
are paid §2.000 every 5th simday. The Spokes Sim is paid §10.000
every 5th simday.
#6 : Building
[Removed on simday 61]
#7 : Heritage
[Revised on simday 61, approved
by SimCity House of Law]
Possessions are offically
transferred from Possessor(s) to Heir(s) on the day when the Possessor
dies. Any items that is handed out in advance must be registered and will
be taken into the final heiritage.
Possessor is the one to
pass on values to his or her heirs. When the Posessor is married/joined
since more than 10 simdays, they will normally own 50/50.
must be reported, but if spouse/partnere is still alive the heirs won't
neccesarily receive anything yet. Heirs can require to get their heritage
but must then provide the widdowed Sim with a place to live.
Heirloom is sum of all possessions
including house, networth, accounts, investments, rights and businesses.
10 simdays after the marriage/union
took place, spouses will each possess 50% of the household's total heirloom,
unless something else is stated in a testament. If heritage is procceeded
before the 10th simday, sum of values brought into the household by each
Possessor will indicate each Possessor's heirloom.
Heirloom value is equally
shared by all Heirs.
"Law of Heritage" handles
only the total values, and the possessors (and heirs) is free to decide
what item shall be inherited by what heir. If there are no such decissions
the oldest heir or the heir who inherites the biggest value will be first
in line to choose possessons such as house and business(es).
Heirs rank as follows:
1. CHILDREN: All children
of Possessor. Includes children born outside of marriage.
2. SIBLINGS: If no children,
all sisters and brothers of Possessor.
3. OTHERS: If no children
nor siblings, the Hood.
A Sim must be alive or have
alive heirs in order to be considered a Heir.
A testament can affect a
heir's right to specific items, but not the values. If the Possessor wants
to benefit a Sim who is no Heir, the transfer must be made while the Sim
Adopted children (or siblings)
counts as real born children only if the adoption was arranged by the Adoption
Widowed spouse/partner or
related household member younger than teen has the right to stay with the
main household for 10 simdays or until reaching teenhood without being
charged by the household.