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#1 Old Yesterday at 5:24 PM
NRaas tax brackets - when do you consider sims to be rich?
Hi, I'm new on the forum, 2 days ago I was a vanilla player and now I have a thousand mods. NRaas story progression+ money module among them. I'd like to set up a realistic tax system with different net worth or income brackets. So I have 3 questions:
1. When does EA consider sims to be rich? I heard some conflicting information - 50k family funds, 50k net worth, or 100k of either. Which is it?
2. How do you change that with MC?
3. When do you personally consider sims to be low, middle and high income? Feel free to mention different systems too. I went with 3 brackets first for the sake of simplicity.
Alchemist
#2 Old Yesterday at 11:35 PM
Quote: Originally posted by NovaSims
Hi, I'm new on the forum, 2 days ago I was a vanilla player and now I have a thousand mods. NRaas story progression+ money module among them. I'd like to set up a realistic tax system with different net worth or income brackets. So I have 3 questions:
1. When does EA consider sims to be rich? I heard some conflicting information - 50k family funds, 50k net worth, or 100k of either. Which is it?
2. How do you change that with MC?
3. When do you personally consider sims to be low, middle and high income? Feel free to mention different systems too. I went with 3 brackets first for the sake of simplicity.


Hello.

I don't know when EA claims sims to be rich. In my game, any sim or sims that have 6-figures and a paid off house are considered rich. Middle to lower incomes pay 1% while retired sims don't pay anything.

To set it up, you have to set up castes within SP. https://www.nraas.net/community/Sto...Income-Tax-Rate

This second link is not about SP money, but explains the caste system. It's easy once you figure it out. https://www.nraas.net/community/sto...sion/topic11835

You can make things as complicated as you'd like. I keep it to three tax brackets for simplicity that you mentioned.
Field Researcher
#3 Old Today at 3:19 AM Last edited by Tacitala : Today at 3:46 AM.
Quote: Originally posted by NovaSims
Hi, I'm new on the forum, 2 days ago I was a vanilla player and now I have a thousand mods. NRaas story progression+ money module among them. I'd like to set up a realistic tax system with different net worth or income brackets. So I have 3 questions:
1. When does EA consider sims to be rich? I heard some conflicting information - 50k family funds, 50k net worth, or 100k of either. Which is it?
2. How do you change that with MC?
3. When do you personally consider sims to be low, middle and high income? Feel free to mention different systems too. I went with 3 brackets first for the sake of simplicity.


It's 100,00 net worth if I remember right (that may just be Nraas' default). I will fire up the game and see where it is to change it- I think it's under the town options.

Edit: It's under Story Progression's Main menu, then pick options: money

I do have neighborhoods where I do tax brackets using the caste system. Usually I set a caste "poor" for people with a net worth less than 16,500 (the starting funds for a lone sim) and set their taxes at 1% (which is the EA default). Most of the town sits at 2% tax rate. I have a tax bracket "wealthy" that's people with over 100,000 net worth and a tax rate of 5%. If I play a neighborhood long enough I set up a final caste "rich" of net worth over 250,000 and a tax rate of 8%.

There is a slight problem with some neighborhoods. Master controller makes inactive households pay bills as well and some of the families EA has given a bigger and more elaborate house than the family can support. For example there's a family in Bridgeport (the Big Bling family) that has a net worth of over $430,000 including a house with a pool, 2 hot tubs, and two of the highest value vehicles in their garage. There's two sims who have decent jobs (level 6 musician, level 5 sports), one sim who start the game unemployed, and a teenager. Because their house is so expensive, they will not be able to pay their bills. It doesn't help that Bridgeport jobs are all at reduced hours (most jobs only work 4 or 5 hours a day). So just going by a family's net worth doesn't always set the bills where the family can pay them.
Lab Assistant
#4 Old Today at 9:19 AM
Quote:
1. When does EA consider sims to be rich? I heard some conflicting information - 50k family funds, 50k net worth, or 100k of either. Which is it?


I think I remember seeing some stuff for that somewhere... Let me see if I can find it...
In Household_0xa9ba9a66e6364a5e, it says that sims worry about lack of money when their funds get below 500 simoleons, and other sims gossip about how much money a sim has if their funds are over 30,000.
Celebrities are more likely to gain celebrity level if their family funds are above 100,000. (CelebrityLevelModification_0xa9103eaf0db0ac5d)
If a sim's lot value exceeds 100,000, the sim will be considered rich. However, it seems that in the future world, the lot value is 500,000 before a sim is considered rich. (SimDescription_0x2f781fbc26bb4d8a)
One of the factors for sims being attracted to other sims is their wealth. Over 20k gives a low attraction bonus (+2), 75k gives a medium bonus (+5), and 150k gives a high bonus (+10). (Relationship_0x5da0f93630ce52d4)

Quote:
2. How do you change that with MC?


I don't use NRAAS StoryProgression, and don't do anything in MasterController that affects what qualifies as wealthy.

Quote:
3. When do you personally consider sims to be low, middle and high income? Feel free to mention different systems too. I went with 3 brackets first for the sake of simplicity.


Well, looking at premade houses in the game, I feel like the houses under 25-30k are generally the lower-class homes (since they're generally starter homes or a bit above starter home price). Homes pricier than that, but under... 60-80k, maybe? I feel those are usually intended for more middle class homes. And of course, the really expensive houses, worth over 100k, are for the rich sims.
I don't have super cut-and-dry rules, though. I also play with a mod that increases bills for a bit of added difficulty.
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