CDS Covenant - DRAFT 2011-04-24

Proposals for legislation and discussions of these

Moderator: SC Moderators

FernLeissa
Passionate Protagonist
Passionate Protagonist
Posts: 151
Joined: Thu Jan 07, 2010 11:10 am

CDS Covenant - DRAFT 2011-04-24

Post by FernLeissa »

Dear Busy Citizens,

Below is a draft of the CDS Covenants that I am planning to propose to the RA .

I've used material from an older redraft of the general covenants, from the C.D.S. Portal, the About Land tabs of each of the Sims and from citizen input during the community meetings about the covenants. I also looked at other Estate covenants.

If I've missed or misunderstood an important point raised in the community meetings, please let me know. And comments are still welcome on all the content of this draft.

Please note that the plot numbers referenced in the NFS section are from the C.D.S. Portal. So far we have not been able to come up with a current NFS zone/plot map. If you have one, please pass a copy on to me.

Happy Editing,

Fern

DRAFT 2011-04-24

The Confederation of Democratic Simulators is the oldest democracy in Second Life. Originally founded in 2004 as the City of Neualtenstadt in the Anzere region, the Confederation of Democratic Simulators (C.D.S.) is now a five-region community operated by the citizens. The five C.D.S. sims are: Neufreistadt, Colonia Nova, Alpine Meadows, Monastery and Locus Amoenus. The sims have a loosely based Germanic theme, in some cases representing different historic periods. We are not a role-playing community.

General CDS Covenants (These covenants apply to all CDS sims)
By purchasing this parcel of land, you, the owner, understand and agree that you become a voting citizen of the community of the Confederation of Democratic Simulators (C.D.S).

As a member you agree to abide by the rules and laws of the community as displayed on the C.D.S web portal, http://www.slcds.info, as well as by the terms of use of this parcel of land.

Your status as citizen in this community is dependent on your making regular payment of the monthly fee for this land, which will be reclaimed by the community if you do not make this payment. Tier fees for each CDS parcel are listed here https://spreadsheets.google.com/pub?hl= ... utput=html. Responsibility for monthly fees continues until a new owner claims or you officially abandon the property. It is your responsibility to inform the treasurer of changes in ownership. Tier fees are paid to C.D.S, and not to Linden Labs. The two tier systems are totally separate. You do not need a Premium account to become a citizen in C.D.S.

BUILDING
1. All buildings in C.D.S must be physically plausible.
2. All structures are subject to review by the Executive branch. Upon completion of exterior construction, notice shall be delivered to the Chancellor for approval. If no approval or request for revision has been given by the Chancellor within 15 days from the date the notice of completion is delivered to the Chancellor, the building shall be deemed approved. Builders also have the option of submitting plans to the Chancellor for pre-approval.
3. Certain structures in each sim can only be modified with prior approval by the Executive branch.
4. Terraforming is allowed only at the tolerances specified for each sim. Adjustments to land to accommodate complying structures will be made by the Executive or appointee of the executive and should be requested by notecard. Terraforming requests beyond the stated tolerances are at the discretion of the Executive. Parcel borders defined by water cannot be altered. Land cannot be raised over water.
5. In order to reduce lag, when building a house or large object, textures must be no larger than 512 x 512 or equivalent.
6. No default plywood textured prims can be left in place longer than 24 hours
7. Skyboxes are permitted above 512 m in altitude. Skyboxes must not extend outside parcel limits.
8. Builds erected prior to the enactment of these general and sim-wide covenants are exempt from these restrictions.

SCRIPTS AND PARTICLES
1. Excessive script usage adversely affects sim performance and is not permitted. The determination of excessive is at the sole discretion of the Chancellor.
2. Scripts which use llListen (voice command) are permitted if they listen only after a touch and then deactivate after a certain period of time.
3. Scripts that spy on other residents, record or transmit chat, spy on movement/activities are not permitted.
4. Private security scripts must only be used above 512m. They must not range beyond the owner’s parcel borders and must give intruders a 30-second warning prior to ejecting them. 5.Ban lines are not permitted. Parcels must be set for public access on the access tab of About Land. As a land owner you are allowed to ban individual avatars from entering your land, but please do not ban all. Use courtesy and common sense.
6. Particles can only be used in effects that have real-world analogies, such as lights, smoke, and fire. Particles should be set no higher than 10 particles per second. Floating, particle emitting and rotating signs are prohibited.
5.Scripts and particles attached to avatars are unregulated.

USE
1. A citizen can own a maximum of 8 C.D.S land parcels and cannot own more than 8192 m2. For purposes of this covenant the amount of land owned is calculated based on the name of the owner, as listed on the General About Land tab. Additionally, some zones within the individual CDS sims have specific parcel ownership restrictions.
2. Land purchases made prior to the enactment of these general and sim-wide covenants are exempt from these restrictions.
3. No outdoor hot tubs are permitted. Clubs are not permitted. No weapons are permitted. No SL or RL commercial pornography is permitted.
4. Commercial functions are allowed if falling within the theme of the sim, or failing that, be kept to interior spaces.

Actions taken by the Executive pursuant to these covenants may be appealed to the Scientific Council. The Executive branch may waive any provision according to the powers conferred to him/her by the Representative Assembly.

TERMS OF SERVICE
All terms and conditions of service set forth by Linden Lab, both in their official Terms of Service (TOS) and in all official blog posts, forum posts or other official statements regarding policy, allowed behaviour and terms of service must be adhered to first and foremost prior to the application of this covenant. Under no circumstances does the C.D.S permit any behaviour or actions not permitted by the Linden Lab TOS or publicized policy. These covenants are subject to change from time to time as the elected governing bodies see fit. Changes shall be effective upon publication.

Neufreistadt
Sim-wide Covenants
The city of Neufreistadt is modeled after a medieval Bavarian city with a surrounding valley.
Neufreistadt has zones which are used to define expected appearances of builds and/or different administration of land. The zones are: Zone P (Lots adjacent to Marketplatz), Zone I (Inner City lots other than those in Zone P) and Zone O (Lots outside the city walls).
Terraforming is not allowed.
All the buildings exteriors must be built in pre-industrial materials, namely:
Structural elements can be stone, wood and terracotta
Roofing elements are terracotta
Flooring elements can be terracotta, stone, or brick; wood for upper floors.
Wall elements can be stone, brick, wood or stucco.
Door and window elements can be wood or metals (iron, brass). Glass is acceptable in small panes.

ZONES and TYPOLOGIES
Zone O (Lots outside the City Walls)
Zone O is residential only. Commercial activity is prohibited. Buildings in this zone should resemble styles of alpine Europe and should aim to link visually with the alpine style present in Alpine Meadows. Structures may be no taller than 20m. Buildings must preserve a distance not inferior to 4 meters to neighboring plots. There must be a minimum of 4 trees per 512m2 of plot area. Plots in this zone are named OXXX
Zone I (Inner City)
Zone I is for both commercial and residential use. Buildings must be strictly must be consistent with a Medieval Germanic style as expressed in an urban environment. All structures must be placed immediately adjacent to a street or connect to it via a path. All plots must have buildings. All buildings must have functioning doors. A person may not hold more than 2 lots or more than 1024m2 in zone I. Plots in zone C are named IXXX.

Zone P (Lots adjacent to Marketplatz)
Zone P is for commercial and residential use. The ground floor must be devoted to commercial purposes. The upstairs may be residential. The owner may apply for free use of the Platz area in front of their parcel for moveable objects such as tables, chairs, or vendors. The Executive Branch reserves the right to arrange such objects consistent with the free flow of traffic through the Platz or for various events (such as Oktoberfest). Buildings must be strictly consistent with Medieval Germanic style as expressed in an urban environment. All structures must be placed immediately adjacent to a street and must have an entrance facing the Platz. All plots must have buildings. A person may not hold more than 2 lots or more than 1024m2 in zone P. Plots in zone P are named PXXX.

Public Buildings, Structures and Lands
Public buildings such as MoCA, Schloss, Neufreistadt School, Biergarten, Rathaus and Kirche are not subject to specific zone or typology guidelines. Public structures, including bridges, roadways and parks are also exempt. These buildings and structures are directly administered by the Executive Branch of the C.D.S.

Alpine Meadows
Sim-Wide Covenants
Alpine Meadows has a rural, alpine theme. The time period is indeterminate. Alpine Meadows is primarily a residential sim but also allows for builds related to cultural, artistic and neighborhood organizations. It is a double-prim sim, which means that a 512 m2 parcel has 234 prims allotted instead of the usual 117.
Alpine Meadows has zones which are used to define expected appearances of builds and/or different administration of land and typologies used to define plot type. Plots are identified by a string X-Y-0, corresponding to Typology-Zone-Number.
Terraforming is allowed within a difference of +2/-2 meters.
All the buildings exteriors must be built in pre-industrial materials, namely:
Structural elements can be stone, brick or wood
Roofing elements can be wood, slate or terracotta shingles, and thatch.
Exterior flooring elements can be brick, ceramic, stone or wood.
Wall elements can be stone, brick, wood or stucco.
Door and window elements can be wood or metals, raw or painted. Large panes of glass must be partitioned by appropriate framing.

ZONES
Zone H (Hamlet)
Zone H is the zone on the north of the Alpine Meadows sim that is adjacent to Colonia Nova. Buildings in this zone should resemble styles of alpine Europe, but can incorporate classical elements such as columns, entablatures and pediments in their design to allow for a visual transition of style to Colonia Nova sim.
Zone S (Mid-Slope)
Zone S is the zone encompassing the middle of the slope. Buildings in this zone should resemble styles of alpine Europe.
Zone T (Top Plots)
Zone T is the zone encompassing the top of the slope up to the border with the Neufreistadt sim. Buildings in this zone should resemble styles of Alpine Europe and should aim to link visually with the medieval style present in Neufreistadt.
Zone C (Commons)
Zone C is the zone encompassing all public land and structures in the Alpine Meadows sim. No private building is allowed in this zone. This zone is directly administered by the Executive Branch of the CDS.
TYPOLOGIES
Plots A and B
For plots A and B, the maximum height of a build is 26 m above the intersection of the build with the ground. Each plot must have an open area for garden or woods not inferior to 40% of the area of the plot. These areas can feature small builds such as gazebos, as long as they comply with the border and height restrictions. Buildings must preserve a distance not inferior to 4 meters to neighboring plots. There must have no fewer than 3 trees per 512 m2 of plot area. Only A plots can feature a château.

Plots C
For plots C, the maximum height of builds is 20 m above the intersection of the build with the ground. Buildings must preserve a distance not inferior to 4 meters to neighboring plots.
Plots D
For plots D, the maximum height of builds is 20 m above the intersection of the build with the ground. The external appearance of the pre-fab buildings in the D plots is fixed and must not be altered.

Monastery
Sim-Wide Covenants
Monastery is defined as having a rural, alpine theme. Monastery is a residential sim with the exception of the Monastery itself. Commercial functions are not permitted. Skyboxes are not permitted. The time period is indeterminate. It is a double-prim sim, which means that a 512 m2 parcel has 234 prims allotted instead of the usual 117.
Monastery has two zones which are used to define expected appearances of builds and/or different administration of land and typologies used to define plot type. Plots are identified by a string X-0, corresponding to Typology-Number.
Terraforming is allowed within a distance of +2/-2 meters/
All the buildings exteriors must be built in pre-industrial materials, namely:
Structural elements can be stone, brick or wood
Roofing elements can be wood, slate or terracotta shingles, and thatch.
Exterior flooring elements can be brick, ceramic, stone or wood.
Wall elements can be stone, brick, wood or stucco.
Door and window elements can be wood or metals, raw or painted. Large panes of glass must be partitioned by appropriate framing.

ZONES and TYPOLOGIES
Zone H (Hamlet)
Zone H is the zone on the north of the sim, adjacent to Locus Amoenus. Buildings in this zone should resemble styles of alpine Europe, mainly alpine cottages. Structures may be no taller than 20 meters. Buildings must preserve a distance not inferior to 2 meters to neighboring plots. Plots must have an open area for garden or woods not inferior to 40% of the area of the plot. Plots must feature no fewer than 4 trees per each 512 m2 of plot area. A person cannot own more than2 parcels or 3072 m2 in this zone. Plots in this zone are named H.0
Zone M (Monastery)
Zone M is for the Monastery building. No private building is allowed in this zone. This zone is directly administered by the Monastery Curator, in compliance with these covenants and other applicable CDS legislation. There are no height, border or tree rules applied to the zone M.

Colonia Nova
Sim-wide Covenants
Colonia Nova is inspired by the town Colonia Agrippina (modern-day Cologne), as it was in 120 AD.
Colonia Nova has zones which are used to define expected appearances of builds and/or different administration of land. The zones are: Zone R (Villa Quarter), Zone C (Inner City), Zone S (Stalls), Zone T (Special Builds), Zone E (Cardo Plots), Zone B (Skybox Quarter) and Zone L (South Riverfront)
Terraforming is not allowed.
All the buildings exteriors must be built in pre-industrial materials, namely:
Structural elements can be stone, brick and terracotta
Roofing elements are terracotta
Flooring elements can be terracotta, stone, brick or mosaic tile; wood for upper floors.
Wall elements can be stone, brick, terracotta, stucco or frescoed stucco.
Door and window elements can be wood or metals (iron, brass). Glass is acceptable in small panes.
Decorative statues can be stone, brass or chryselephantine (ivory and gold details). Other decorative elements must be rendered in one or more of the above materials.

ZONES and TYPOLOGIES
Zone R (Villa Quarter)
Zone R (with the exception of R.01-1 through R.01-5)is residential only. Commercial activity is prohibited. Buildings must be strictly consistent with Classical Roman style as expressed in a rural environment (villa typology). Structures may be no taller than 20m. Buildings must preserve a distance not inferior to 5 meters to neighboring plots. There must be a minimum of 3 trees per 512m2 of plot area. Plots in this zone are named R.XX
Plots R.01-1 through R.01-5 are reserved for attachment to parcels within the city walls. There must be a minimum of 2 trees per plot.
Zone C (Inner City)
Zone C is for both commercial and residential use. Buildings must be strictly consistent with Classical Roman style as expressed in an urban environment (insula typology). All structures must be placed immediately adjacent to a street. Most of the existing structures are owned and placed by the city to give the centre a dense Roman feel. No structure in zone C may not be replaced or moved regardless of ownership without prior consent of the Executive. A person may not hold more than 2 lots or more than 1024m2 in zone C. Plots in zone C are named C.XX.
Zone S (Stalls)
Zone S is for commercial use only. Buildings must be strictly consistent with Classical Roman style as expressed in an urban environment (stall typology). All structures must be placed immediately adjacent to a street. Most of the existing structures are owned and placed by the city to give the centre a dense Roman feel. No structure in zone S may be replaced or moved regardless of ownership without prior consent of the Executive. A person may not hold more than 128m2 in Zone S. Plots in zone S are named S.XX
Zone T (Special buildings)
Zone T is for public buildings such as temples, thermae and theatres. Buildings must be strictly consistent with Classical Roman style as expressed in an urban environment. No private building is allowed in this zone. This zone is directly administered by the Executive Branch of the C.D.S.
Zone E (Cardo Plots)
Zone E is for both commercial and residential use. Commercial activity must exist within the room(s) closest to the Cardo entrance. Buildings must be strictly consistent with Classical Roman style as expressed in an urban environment (domus typology). Structures must be no taller than 20 meters. All structures must be placed immediately adjacent to the Cardo. A structure in zone E may be modified as long as the new design preserves the colonnade. Plots in zone E are named E.XX.
Zone L (South Riverfront Plots)
Zone L is residential only. Commercial activity is prohibited. Buildings must be strictly consistent with Classical Roman style as expressed in a rural environment (villa typology). Structures may be no taller than 20 meters. Buildings must preserve a distance not inferior to 5 meters to neighboring plots. There must be a minimum of 3 trees per 512m2 of plot area. Plots in this zone are named L.XX.

Zone B (Skybox Plots)
Zone B is for Commercial and residential use. There is no predefined building style. Structures may be not taller than 30 meters. Buildings must preserve a distance not inferior to 5 meters to neighboring plots. There must be a minimum of 3 trees per 512m2 of plot area. Skyboxes may be built in the zone but must be at a height not inferior to 512 m2. Plots in this zone are named B.XX

BUILDING TYPOLOGIES:
Villa - a building that comprises a perystilum, or enclosed patio, with a perimeter lined with columns or pillars.
Insula - a building of mixed commercial and residential function. The ground level must open broadly to the street and be suitable for a commercial space. insulas must develop vertically in more than one floor.
Stall - a commercial open space whose boundary to the street is a colonnade.
Domus - a building that has mixed commercial and residential function. The ground level must open broadly to the street through a unifying colonnade and be suitable for a commercial space. Domus must comprise also a perystilum.

Locus Amoenus Covenants
Sim-Wide Covenants
Locus Amoenus is a sim with an Ancient Roman provincial theme. It is the countryside outside the walls of Colonia Nova. It is also home to a Greek harbor, established by a number of here-to-for unknown Greek explorers who made their way up the Rhine in about 100 AD. The time is about 120 AD. It is a double-prim sim, which means that a 512 m2 parcel has 234 prims allotted instead of the usual 117.
Locus Amoenus has plot number ranges that are used to define the expected appearance of builds and/or different administration of land. The plot ranges are: Plots 1-5 (Harbour), Plots 6-31 (Town), Plots 32-42 (Villa Quarter). Plots are identified by a string P.X, corresponding to the number of the plot.
Terraforming is allowed within a distance of +2/-2 meters.
All the buildings exteriors must be built in pre-industrial materials, namely:
Structural elements can be stone and terracotta
Roofing elements are terracotta
Flooring elements can be terracotta, stone, brick or mosaic tile; wood for upper floors.
Wall elements can be stone, brick, terracotta, stucco or frescoed stucco.
Door and window elements can be wood or metals. Large panes of glass must be partitioned by appropriate framing.

TYPOLOGIES
Plots 1-5 (Harbor)
Plots 1-5 are commercial only. Structures may be no taller than 20 meters. The external appearance of the pre-fab buildings for plots 1-5 is fixed and must not be altered.

Plots 6-32 (Town)
Plots 6-32 are for both commercial and residential use. Structures on single 512m2 plots may be no taller than 16 meters. Structures on co-joined 512m2 and 1024 plots can be no taller than 20 meters.
Buildings must be strictly consistent with Classical Roman style as expressed in an urban environment. All structures must be placed immediately adjacent to a street or the center public courtyard (exceptions are plots 22-27). The external appearance of the pre-fab building on plot 15 is fixed and must not be altered.
Plots 33-42 (Villa Quarter)
Plots 33-42 are residential only. Commercial activity is prohibited. Structures may be no taller than 20m. Buildings must be strictly consistent with Classical Roman style as expressed in a rural environment. Villas must have at least one enclosed patio (peristyle), lined with columns or walls. Smaller rural structures are also permitted. Buildings must preserve a distance not inferior to 2 meters to neighboring plots. There must be a minimum of 5 trees per 1024m2 of plot area.

FernLeissa
User avatar
Rosie Gray
Forum Wizard
Forum Wizard
Posts: 2072
Joined: Sun Jun 06, 2010 9:47 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by Rosie Gray »

FernLeissa wrote:

Neufreistadt
Sim-wide Covenants
The city of Neufreistadt is modeled after a medieval Bavarian city with a surrounding valley.

I thought that NFS was modeled after a medieval Bavarian city that reflects life in modern times, and to some extent the ages passed since medieval times, since we are not a role-playing community. For instance, the solar-collectors that are on some of the roof-tops wouldn't fit into the strictly medieval time-line, but they are a nice and I think quite original feature of NFS and reflects some of the thoughtfulness of its citizens.

"Courage, my friend, it's not too late to make the world a better place."
~ Tommy Douglas
FernLeissa
Passionate Protagonist
Passionate Protagonist
Posts: 151
Joined: Thu Jan 07, 2010 11:10 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by FernLeissa »

Hi Rosie,

Yes you are right. I forgot to add the phrase I used for several of the other sims, where the buildings/structures are primarily historic (and of some specific period) but with later/contemporary builds allowed. The phrase I meant to add to the NFS sim-wide covenant description was: "The time period is indeterminate." I'll inset that phrase into the covenant draft that I submit to the RA at the next meeting.

Thanks for catching that :D

Fern

FernLeissa
User avatar
Rosie Gray
Forum Wizard
Forum Wizard
Posts: 2072
Joined: Sun Jun 06, 2010 9:47 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by Rosie Gray »

That would be perfect Fern. Cheers.

"Courage, my friend, it's not too late to make the world a better place."
~ Tommy Douglas
User avatar
Patroklus Murakami
Forum Wizard
Forum Wizard
Posts: 1929
Joined: Fri Jun 02, 2006 5:54 pm

Re: CDS Covenant - DRAFT 2011-04-24

Post by Patroklus Murakami »

I'm afraid I didn't make it all the way through the post! It feels like it's way too long with far too many zones defined for the different parts of the CDS. The text should be short enough to fit in one box on whatever has replaced 'About this land' on viewer 2 and be understandable after reading it once (the current covenants have me scratching my head with confusion). Someone needs to be savage with the red pen!

Honi soit qui mal y pense
FernLeissa
Passionate Protagonist
Passionate Protagonist
Posts: 151
Joined: Thu Jan 07, 2010 11:10 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by FernLeissa »

Hi Pat,

Thanks for taking a look at the covenant draft. If you find yourself with even a little extra time, I'd welcome any red-penning you could do. You could post it here or send it to my email: [email protected].

Fern

FernLeissa
Beathan
Forum Wizard
Forum Wizard
Posts: 1364
Joined: Sun Oct 29, 2006 3:42 pm

Re: CDS Covenant - DRAFT 2011-04-24

Post by Beathan »

Fern,

I'm going to look this over in more detail, but I have a concern about the mechanics of the "deemed approval" of a structure after fifteen days. What verification process is there to ensure that the approved structure was not modified after the approval period. That is, what is there to prevent a person building an inoffensive structure, sending in a request for inspection which draws no response because the structure is inoffensive, after which they add offensive elements and claim that they were "deemed approved."

Also, I would want some more process built in to allow for inspection and compliance meetings before approval. That is, I think that the Executive should not have to disapprove within the period. Rather, the Executive should have to respond, and a response could include scheduling an inworld meeting inspection, even if that meeting occurs after fifteen days.

Beathan Vale

Let's keep things simple enough to be fair, substantive enough to be effective, and insightful enough to be good.
Beathan
Forum Wizard
Forum Wizard
Posts: 1364
Joined: Sun Oct 29, 2006 3:42 pm

Re: CDS Covenant - DRAFT 2011-04-24

Post by Beathan »

My comments/recommendations are in [] brackets. These apply to included portion only.

General CDS Covenants (These covenants apply to all CDS sims)

By purchasing this parcel of land, you, the owner, understand and agree that you become a voting citizen of the community of the Confederation of Democratic Simulators (C.D.S).

As a member you agree to abide by the rules and laws of the community as displayed on the C.D.S web portal, http://www.slcds.info, as well as by the terms of use of this parcel of land.

Your status as citizen in this community is dependent on your making regular payment of the monthly fee for this land, which will be reclaimed by the community if you do not make this payment. Tier fees for each CDS parcel are listed here https://spreadsheets.google.com/pub?hl= ... utput=html. Responsibility for monthly fees continues until a new owner claims or you officially abandon the property. It is your responsibility to inform the treasurer of changes in ownership. Tier fees are paid to C.D.S, and not to Linden Labs. The two tier systems are totally separate. You do not need a Premium account to become a citizen in C.D.S. [and your land allowance from Linden Labs Premium status does not apply to and is not credited towards ownership of land within C.D.S.]

BUILDING
1. All buildings in C.D.S must be physically plausible [based on the Architectural Technology of the historical period and culture of the C.D.S. sim in which the property is located].
2. All structures are subject to review by the Executive branch. Upon completion of exterior construction, notice shall be delivered to the Chancellor for approval. [The Chancellor has fifteen days to approve or disapprove of the structure or to take other action. Other action may include scheduling an inspection or inworld meeting to discuss aspects of the structure. Approval or disapproval may be made conditional on the Builder adding or removing features identified by the Chancellor. If the Chancellor has taken no action for fifteen days following a notice of review or an inworld meeting or inspection, whichever is later, the structure shall be deemed approved as to any elements included in screenshots or other visible records that accompanied the notice.] Builders also have the option of submitting plans to the Chancellor for pre-approval.
3. Certain structures in each sim can only be modified with prior approval by the Executive branch.
4. Terraforming is allowed only at the tolerances specified for each sim. Adjustments to land to accommodate complying structures will be made by the Executive or appointee of the executive and should be requested by notecard. Terraforming requests beyond the stated tolerances are at the discretion of the Executive. Parcel borders defined by water cannot be altered. Land cannot be raised over [or submerged under] water.
5. In order to reduce lag, when building a house or large object, textures must be no larger than 512 x 512 or equivalent.
6. No default plywood textured prims can be left in place longer than 24 hours
7. Skyboxes are permitted above 512 m in altitude. Skyboxes must not extend outside parcel limits.
8. Builds erected prior to the enactment of these general and sim-wide covenants are exempt from these restrictions. However, any changes to or expansions of such existing builds are subject to these rules.

SCRIPTS AND PARTICLES
1. Excessive script usage adversely affects sim performance and is not permitted. The determination of “excessive” is at the sole discretion of the Chancellor.
2. Scripts which use llListen (voice command) are permitted if they listen only after a touch and then deactivate after a certain period of time.
3. Scripts that spy on other residents, record or transmit chat, spy on movement/activities are not permitted except when used in official proceedings of the C.D.S. government or any of its branches or committees.
4. Private security scripts must only be used above 512m. They must not range beyond the owner’s parcel borders and must give intruders a 30-second warning prior to ejecting them. 5.Ban lines are not permitted. Parcels must be set for public access on the access tab of About Land. As a land owner you are allowed to ban individual avatars from entering your land, but please do not ban all. The Chancellor and current members of the RA cannot be banned, as such bans could interfere with their official duties. Use courtesy and common sense.
6. Particles can only be used in effects that have real-world analogies, such as lights, smoke, and fire. Particles should be set no higher than 10 particles per second. Floating, particle emitting and rotating signs are prohibited.
5.Scripts and particles attached to avatars are unregulated.

USE
1. A citizen can own a maximum of 8 C.D.S land parcels and cannot own more than 8192 m2. For purposes of this covenant the amount of land owned is calculated based on the name of the owner, as listed on the General About Land tab. Additionally, some zones within the individual CDS sims have specific parcel ownership restrictions.
2. Land purchases made prior to the enactment of these general and sim-wide covenants are exempt from these restrictions. However, those purchases are not exempt when calculating the permissibility of new purchases.
3. No outdoor hot tubs are permitted. Clubs are not permitted. No weapons are permitted. No SL or RL commercial pornography is permitted.
4. Commercial functions are allowed if falling within the theme of the sim, or failing that, if kept to interior spaces.

Actions taken by the Executive pursuant to these covenants may be appealed to the Scientific Council. The Executive branch may waive any provision according to the powers conferred to him/her by the Representative Assembly.

Beathan Vale

Let's keep things simple enough to be fair, substantive enough to be effective, and insightful enough to be good.
User avatar
Delia Lake
Dean of the SC
Dean of the SC
Posts: 609
Joined: Sun Nov 19, 2006 12:12 pm
Contact:

Re: CDS Covenant - DRAFT 2011-04-24

Post by Delia Lake »

I'm all in favor of well kept sims and municipal zoning. I do thing that the proposed restrictions for roofs and floors in NFS are a little too restrictive though. Even in RL Bavaria, and even in historic times--which as Rosie correctly points out we are not an historic role play community--not all roofs were terracotta. And I'm sure that not all floors are or need to be stone or brick either. Architectural selections certainly should be sim appropriate;no hot pink shiny plastic foundations please. The proposed covenant for AM gives a number of choices for roofs and I think that NFS should also. For some RL examples, there are a few photos of Bavaria on the sites below.
http://members.virtualtourist.com/m/6cdb/6664/
http://www.travelglobep.com/tag/bavaria/
http://www.igougo.com/journal-j4987-Bav ... varia.html

Beathan
Forum Wizard
Forum Wizard
Posts: 1364
Joined: Sun Oct 29, 2006 3:42 pm

Re: CDS Covenant - DRAFT 2011-04-24

Post by Beathan »

Delia, I agree with everything you said except the quote from Rosie. Just because we are not historically roleplayers does not imply that our Sims should not outwardly reflect historical accuracy (even strict historical accuracy). I think of this more as historic building zoning as it currently exists, rather than historical roleplaying. We can and should look at those RL rules as guidelines as to what to permit and how to regulate.

That said, NFS is probably my least favorite CDS Sim because I think that the consistency is monotonous, more like an historic cookie-cutter subdivision or themepark than a real, vibrant historic reconstruction.

Beathan Vale

Let's keep things simple enough to be fair, substantive enough to be effective, and insightful enough to be good.
FernLeissa
Passionate Protagonist
Passionate Protagonist
Posts: 151
Joined: Thu Jan 07, 2010 11:10 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by FernLeissa »

Hi Beathan,

I considered your concerns about sturcture approval as well as the inspection process along with the re-write you suggested. Here's a further rewite. See what you think.

BUILDING
2. All structures are subject to review by the Executive branch. Upon completion of construction or substantial modification to exterior, notice shall be delivered to the Chancellor requesting approval of the structure. The Chancellor shall have fifteen days to approve or disapprove of the structure. Approval may be made conditional on the builder's modifying, adding or removing, within 30 days, features identified by the Chancellor. If the Chancellor has taken no action for fifteen days following a builder's notice of compliance with a conditional approval, the structure shall be deemed approved. Notices of completion and notices of conditional approval compliance must be accompanied by a screenshot or other visible record of the build.

I agree with your addition explaining that LL land allowance status does not apply to CDS land ownership.

I'll also add your clarification about what constitutes "physically plausable" (BUILDING 1.) to the draft.

And also, I'll add... in BUILDING 4. ...or submerged under

I think that's it . Let me know if not.

Thanks :D

Fern

FernLeissa
FernLeissa
Passionate Protagonist
Passionate Protagonist
Posts: 151
Joined: Thu Jan 07, 2010 11:10 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by FernLeissa »

Hi Delia and Beathan,

I have to confess I wrote the NFS sim-wide covenant last, cuz it sure looked ummmm... "complicated" to me. I absolutely ducked the contemporary structures issue for NFS. I didn't see how to allow some modern builds and yet protect the general medieval, bavarian look of the town. This could be solved by zones (that would mean a current zone map, which we don't seem to have), whereby contemporary builds are allowed only in certain zones. But, if you take a look at the AM sim-wide covenant, you'll see that zoning also adds "length". A number of people have suggested we need to have a shorter/simpler covenant.

I looked again at the roof and floor materials for both NFS and AM. It seems reasonable to expand the Neufreistadt restrictions to at least include the same materials as AM. So I could re-write the roofing and flooring restrictions for NFS as:

Roofing elements can be wood, slate or terracotta shingles or thatch
External flooring elements can be brick, ceramic, stone or wood

As far as the overall, repetitive, maybe boring look of NFS.. I think that's a problem that could be solved by simply introducing a little more variety into the bavarian period homes and shops, as for example Rosie has already done.

Let me know, Delia, if the roof and flooring rewrite is what you had in mind.

Fern

FernLeissa
Rose Springvale
Forum Wizard
Forum Wizard
Posts: 1074
Joined: Tue Nov 28, 2006 12:29 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by Rose Springvale »

What is the justification for limiting skyboxes in Colonia Nova? I think it is the only sim with such limitations, and it just doesn't make sense to me.

Thanks for your work Fern.

FernLeissa
Passionate Protagonist
Passionate Protagonist
Posts: 151
Joined: Thu Jan 07, 2010 11:10 am

Re: CDS Covenant - DRAFT 2011-04-24

Post by FernLeissa »

Hi Rose,

Good question about the skybox restriction in CN. I have no idea. This is a restriction I carried over from the existing covenant because I found that the Colonia Nova zone map also shows this "Skybox zone."

Maybe some long-term NG members could jump in here with a little edification?

If nobody offers a good reason for this atypical arrangement, than I think you are right, we should remove the restriction. I could simply leave in the reference to Zone B, but minus the reference to skyboxes.

This is another of several zone-related issues that should probably also be brought before the NG. We need a little re-zoning on several sims as well as updated zone maps.

Fern

FernLeissa
Beathan
Forum Wizard
Forum Wizard
Posts: 1364
Joined: Sun Oct 29, 2006 3:42 pm

Re: CDS Covenant - DRAFT 2011-04-24

Post by Beathan »

Fern,

I am still not sure I like the automatic "deemed approved" language. When I was a young attorney, I worked with an old fox attorney. We represented loggers. Loggers had to get a logging permit approved before they could log. The application allowed the government to assess environmental impacts before issuing the permit. However, if no action was taken in 30 days, the application was automatically approved. The attorney I was working with developed a trick in which he identified problematic permit applications and submitted them the day after Thanksgiving, which would put the deadline for approval around Christmas. Many of these applications were not processed in time to disapprove them. In one case, this allowed our client to clearcut a watershed for a town's drinking water.

Extreme real life case, but an object lesson for us nonetheless.

Beathan

Let's keep things simple enough to be fair, substantive enough to be effective, and insightful enough to be good.
Post Reply

Return to “Legislative Discussion”