Good morning.
I was hoping to get a little more information about how agriculture will work in the game. I know that it is a business line unto itself, but there’s not much information so far about what you can produce with it, how it’s produced, what it’s used for, how to evaluate it, etc.
To that end, I’d like to present a few questions and thank you in advance for any details you can provide.
Farming:
Husbandry:
I guess that’s enough for now. I’m sure that the answers will bring up more questions. LOL
Thanks again!
Grand Duke of Charles Towne
North American Union Discord: https://discord.gg/sbaQxWG
Southern Colonies Discord: https://discord.gg/XzxPn2M
Hey Heptarch, always the best questions. And right to the core of the game.
This question deserves some general answers first.
All businesses that require land 'plots' (so excluding the finite businesses you can find in a port, such as an Tavern, Hospital or Shipyard) work essentially the same. But there are differences too. And it gets a bit complicated in some cases, because plot businesses and port businesses sometimes overlap in a single business line, so you can have both. For instance: Sea Products both encompasses the Whaling and Fishing business, a port business, as plot businesses such as an Oyster or Lobster farm.
So each gamer has one 'slot' for a business. But nobility gamers (pay to play) can have more slots, depending on their noble rank, and that makes for a Joint Stock Company. So the business line limitation only matters if you have more than one slots, as you can't get your second business in a different business line, and so forth.
How are all businesses the same? You essentially require input, output, labour, knowledge, resources (sometimes rare), facilities, transport, warehousing and market. Those aspects are the same for every business, and the management of a business is, in that sense, the same. So a farm, a orchard or a timberyard, they essentially are managed in the same way.
Agriculture is divided over three business lines: Fruit, Vegetable and Beverage Products, Grain, Beans, Leaves and Fibre Products and Animal Products. (I exclude Sea Products...) Animal Products is not just husbandry, also hunting. (it is possible we alter the categories later on if we decide on optimizations, but you get the idea)
So there is not all the detail in these things you mention, because we wanted to keep it reasonably generic. Otherwise we need to devise a custom build (mini-game) for each business type, and that is simply too much to make. But there are still some details to specific businesses that set them apart.
There is for instance a crop cycle, where you plant and harvest, and if you acquire more fields, you can alternate between them to keep a constant production. But we did not connect that to specific seasons and different growth cycles for different crops, it is a generic model that works the same for all crops at all seasons. Also, because the game is in real-time, we can't make that realistic anyway, that would require months of gaming to produce something.
The produce of the fields, however, is different. There is a spoilage factor. So if you produce Apples or Beef, they last only a few game days, so you need to get them to market fast and you can't warehouse them for very long to wait for the right price. While Coffee Beans or Tobacco keeps a lot longer. So your choice of business does have an effect on the speed you and your competition have to trade at.
There is also a difference in what you can do with your produce. There is a refinement process, and it is up to you to invest in facilities to do this refining, or not. Beef can be salted or smoked to make it last longer. Vegetables can be pickled to keep longer. Etc. But you need more staff, more resources, so you'll have to weigh those investments. But there is more. You can make Apple Cider from those Apples. That's relatively simple, but still requires a Press House and a Barreling House next to your Orchard. And you need products such as Yeast, which you can't make yourself on your Orchard.
If you want to make Beer, it gets a bit more complicated. A Brewery is in the Fruit, Vegetable and Beverage Products business line. But your most important ingredient, Barley Grain, is produced in the Grain, Beans, Leaves and Fibre Products business line. You can't produce the Grain in your own business, you'll have to purchase it. Next you need a Malthouse, a 'Copper', a Hops Yard and a Fermenter Vat to produce beer in steps, which requires things like Sugar, Yeast and Barrels, and only the Beer Wort and Hops you produce yourself. So you can't produce Beer without buying produce externally.
The principle is always the same. You can extend a business with additional facilities to make more of your product, or you can sell raw produce to other gamers, and have them make the final product that can be sold more profitably. Extending a business is a calculation, as it increases cost and management attention. For instance, you can grow Cotton Balls and sell them, simple. Or, if you have a Joint Stock Company, you can also extend with a textile mill. and make Cotton Yarn, Cotton Cloth, and you can even extend with a Ropewalk and create Cotton Rope. So you can create lots of Cotton products. Or extend to Linen and Hemp too, and create a diversified textile or cordage empire, if you have the business slots in your Family Joint Stock Company. Of course you can also leave the growing of crops to others and just buy their produce and make textile.
The animal products are mainly intended for food, hide, fur and byproducts right now (such as Pig or Cow skin for Glue or Eggs, Butter, Feathers, etc.). There is horse production too as there is a market for them, not just the general market, but also for gamers such as the Army and certain businesses, but there is not a better and poorer horse. The details there are the same as a cow, pig or chicken. We might change that when we add playable Cavalry to the Army, but that will certainly not happen until well after launch, if ever.
Climate plays a role, as ports are in different climate zones and not all animals can be kept or crops can be grown in all climates. You can't keep cows in the Arctic or grow White Grapes in the desert.
Additional complexity is that you have to transport your produce to markets and sell it, or store it at an expense and sell it later. You can agree to contracts with other gamers and sell it outside the market, or you can offer it on the (local) market(s). If it requires shipping there is a cost attached. If it requires storage in a warehouse you do not own, there are costs attached too. Of course you can ship yourself, if you can, but there are also shipping companies, and gamers can run those too.
Competition is all about price. The game has more than 600 types of goods, divided in different categories and markets. All these goods are constantly available (if they are indigenous to the climate) and offered by npc businesses. So there is no shortage of goods (as gamers also need them to run things, and running out of resources would be incredibly frustrating). The npc businesses can meet the demand of both the huge citizen market and the gamer needs. But they sell their goods at a stable and pretty high price. If gamers run their business well enough they can easily compete. They then undersell the npc market, up to the point where their goods run out or where the local market is saturated (depending on the population size and daily use). Gamers buy from the same market. So it is easy to compete with npc companies and be very profitable. But if other gamers enter the market with the same category of goods, that will change. If they undercut your price, they sell first. If they sell at exactly the same price, the market is divided. If they offer an alternative product in the same category, the market is divided further, as citizens love diversity.
So production at the lowest cost is important. If you can make your workers efficient by recruiting, managing and training them well, that helps. If you get the right facilities, that helps. For instance: if you have several businesses that can all share one single mill, that saves cost in staff and facilities. If you have the right managers, that helps. If you buy your resources cheap, that helps. If you keep transport and warehouse cost low, that helps. And if you look for good markets to sell, figure out the best price and their saturation point, that helps too. And knowing your competition, that helps tremendously. If you can pick products that are rare and won't quickly be competed with, or you can easily out-compete competitors on price, you might have a good prospect for getting very rich.
Okay then, your turn again, I'm sure I haven't answered all your questions!
If you hadn't guessed yet, I'm the game designer. Ask me anything, that's what I'm here for!
I don’t know about whether I have the best questions. There are a handful of wonderful folks in the community who ask pointed, intelligent questions. I’m glad to be numbered in their ranks, though. I’m sure I speak for all of them when I express my appreciation for your wonderfully detailed answers.
So, if you don’t mind, I first want to synopsize your answers to my questions to make sure I’m understanding them correctly:
Farming:
A gamer who wants to own a farming business can choose from three variants: Fruit, Vegetable and Beverage (hereafter abbreviated FVB), Grain, Beans, Leaves and Fiber (GBLF) and Animal Products (AP). Each business consumes a land plot within a port and each unlocked character has access to one plot.
Since a noble gamer has access to multiple player characters, hence multiple plots, they can own multiple businesses within a given business line with their unlocked characters, but cannot own businesses in different lines (i.e. can own a FVB business, but not an AP). These businesses can span multiple ports, nations and shipping regions.
The farming mechanic is generic, not based on in-game or real life seasons and is not governed by seasonal crop restrictions. Agricultural products do not vary from farm to farm or region to region. An apple from Japan is the same as an apple from New England.
Spoilage is an issue for agricultural products, but can be mitigated by timely sales on the market or refining the products into another product with a longer shelf life. All these products can be stored in warehouses, sold in the local market or shipped to other ports for sale.
Husbandry (Animal Products business line):
Animals produced and harvested in this line are generic animals and their products are also generic. There are no “prize pigs” or “prime steers”. Products in this line are generally limited to food, hide, fur and some byproducts.
It is possible after the game is launched (particularly when playable Cavalry is introduced) that selective breeding for livestock and animals may be introduced, but there are no current plans to do so.
Fair?
Now for a few other questions that occurred to me when I was reading your answers.
Thanks again for all your attention!
Grand Duke of Charles Towne
North American Union Discord: https://discord.gg/sbaQxWG
Southern Colonies Discord: https://discord.gg/XzxPn2M
Posted by: @heptarchFarming:
A gamer who wants to own a farming business can choose from three variants: Fruit, Vegetable and Beverage (hereafter abbreviated FVB), Grain, Beans, Leaves and Fiber (GBLF) and Animal Products (AP). Each business consumes a land plot within a port and each unlocked character has access to one plot.
Since a noble gamer has access to multiple player characters, hence multiple plots, they can own multiple businesses within a given business line with their unlocked characters, but cannot own businesses in different lines (i.e. can own a FVB business, but not an AP). These businesses can span multiple ports, nations and shipping regions.
I retract the bolded area in the quote above. Re-reading what Peter said, then reading the nobility packs again, it became clear to me that it isn't based on a "one plot per unlockable character" system, but rather that nobles have a certain number of business plots they can use based on their rank.
Grand Duke of Charles Towne
North American Union Discord: https://discord.gg/sbaQxWG
Southern Colonies Discord: https://discord.gg/XzxPn2M
Yes, correct on all counts.
A family business can be managed by all family members, it is not bound to one specific character. However, in the case of a Joint Stock Company, which a business becomes at the time it acquires a second business, it needs to appoint a family member a Director General. This character then IS bound to the company as a career, and his/her rank determines how many businesses the family can posses, all the way up to a possible 18 (which would be an extreme number to manage).
At the start of the game a family doesn't posses any business, a plot needs to be purchased from a Governor at a specific port. Depending on the type of business one wants, sometimes it needs to be a specific plot type, which might not be available at all times at all ports. There is the general purpose plot, the agricultural plot, and plots with specific resources, such a an Oak forest or an Iron Deposit. Apart form specific resources, climate also plays a part, not everything is possible in all climates.
Having a plot is just owning a piece of land. The necessary facilities need to be built next. So 'Agricultural land does not a farm make'. More investment is needed to create the business and hire the staff. However, once this is done, upon selling it, you'd sell it with the resources on it (unless you demolish them, you can always re-purpose). Within the business line you choose there will be choices of what kind of specific business the start. But you do need qualifications to do so. For this, prior to creating it, you need to go to University and get a degree in, for instance, Coffee Plantations, Game Hunting, Beer Brewery or Wine Making. In this course all the specific mechanics are explained to you, as well as a piece of history regarding how it really was in the 18th century, and it is finished with an exam.
Starting a business is obviously an expensive thing, and gamers might not have such money in the family, certainly not at the beginning, so they can secure a bank loan to make all the purchases. Nevertheless, you still need to make a profit to pay off the loan, so you do need to make sound business decisions.
There will not be greenhouses in the game, as they only became really (and barely) economically viable in the Victorian age. There would be no way to undersell products on the market with it. Additionally, the climate system is kind of fun, as it encourages trading across world regions. We don't want to shortcircuit that.
Cider, Beer, Red Wine, White Wine, Port, Sherry, there are different beverages to make, which also helps in finding a market. If the local market is saturated with Wines from other gamers, but no-one is selling Port yet, that offers a good way to still sell your black grape product there. But there will not be quality difference in these products. Apples are Apples, Wine is Wine. The reason for that is that we already have over 600 products. If you add gamer customization to that, the amount of products on the market would explosively increase, creating a really complicated and even more difficult to understand market. Variation is nice, but that variation is already present in the choice of products, so we will not (yet) increase that with variations in the individual product values. Maybe in the further future for certain products. Of course this quality variation already exists, in ships and armaments. One flintlock pistol is not like another. And then there are the outfits, which all vary in the way they are composed. So some products do have a lot of variation in themselves, and the name of the maker is attached. It's basically the port businesses that work different to plot businesses.
There is one plot per business. But a plot has slots. So a agricultural plot has slots for things like a threshing mill, a grinding mill, a press, a fermentation house, etc., etc., depending on what type of activity the plot has, you can imagine a mine is entirely different. Each agricultural plot has slots for fields, and those can be four fields right now. If you have a Vineyard, you could grow black grapes or white grapes on different fields, diversifying your output. If you would have a Grain farm, you'd be able to grow a different grain on each field, Wheat, Oat, Barley, Maize, etc. Same applies to fruits, etc. You could also have just one field, or grow the same crop on all fields. It entirely depends on with what you can make the most money. Markets can change, making you decide to try a different crop. The advantage of several fields in operations is more produce, and the use of one singe mill for all of it, lowering the cost of investment. But each facility requires staff to work, the workers are not free, so you need to be sure that you can cover the costs.
So the field produces at certain times, then you need to plan the line, the produce needs to be processed, packed, transported, stored, so running a business is all about planning. You can set all that up, and then keep an eye on the results and keep tweaking. Additionally problems will occur that need management. There are also additions to your plot that are about the welfare of your workers (or slaves.....), increasing their health or safety. Or about increasing productivity, or production. All investments that might yield some effect, but come at a price too. You can also get rid of facilities if they don't pay off.
So why would a certain product be expensive in another region? It not necessarily is. The reason why spices were expensive in the 18th century was because of the enforced monopolies. If those monopolies had not existed, and the market was free for any trader to get spices, the price would have been considerably lower. The 18th century was champion in price manipulation.
The market rules in Rulers of the Sea are quite simple, as far as the selling to the population is concerned. We have pre-set the consumption of each citizen, divided in both lower-, middle- and upper class. Upper class purchases more luxury products for instance, Middle class more materials (as they tend to be the craftspeople), and lower class mostly food (as do the other classes too), etc. So each individual of these classes needs a certain amount of types of goods a day. And they can always get them, but only those made available by the npc companies, at the highest prices. Their happiness is influenced by different things (which influences their migration), and one of those things is budget. If they pay less for their daily consumption they are happier. If gamers offer products cheaper they keep a surplus of their daily budget their wealth grows.
So one thing is that you offer more of one single product cheaper. Say that each citizen group has an alcohol budget. If you undersell the market you can keep selling your cheaper Red Wine until the market is saturated for the day. Some local port markets are small because they have populations of maybe only thousands. Others are huge, especially capitals, as they can have populations numbering in the millions, so you'll never saturate the market if you sell lowest. So there the limit is the amount of your produce until you are all sold out. The problem there is that these huge markets will probably have the most gamers selling, so prices might be lower than elsewhere.
The second factor is variety. There is a calculation factor in how citizens want to spend their money on variety in a certain budget group. So if they just have availability of Red Wine, they will spend the alcohol budget all on red one. But if someone then sells White Wine, or Port, or Sherry, they will start buying that too, diluting the alcohol budget. This depends on both availability and price. If the White Wine is more expensive than Red Wine, that will decrease their sales, but they will still buy it. But if you sell a new product on a market, there will always be sales, and it will always dilute the market. If the new product is cheaper than the existing products in its class, you will even sell a lot more.
As gamers come and go, and populations and class groups migrate and change, and wars happen, this will not be a stable system and require constant attention to check or what worked well yesterday, still works well today. Of course there is also the option to enter into contracts with other gamers, sell directly to them, or have some market intermediary.
Finally you asked what the 'sweet spot' was in as how far we'd want to take the business part of the game. There are two things I think would be really coll to add.
1. Develop plot businesses into locations you can actually visit and manage locally, just as a port business, would be cool. Oversee your plantation, see the staff at work. And then of course you could expand the game play around it to add some more detail and complexity, customizing it a bit further.
2. Pull some more businesses into the ports, so that they are entities you can visit there, all gamers can see. Like the Tailor, Shipyard, Fishing Station, Shipping Company, Hospital, Tavern, etc. That would require making their products more customized and personalized too. Personalizes Wine or Beer, Bread, Pottery, Glassware, Paints and Chemicals, Sailmakers, Textile Mills, etc., etc. We will make the port maps with plenty of facades that could accommodate this in future, so that we can slip those businesses in without having to rebuild anything.
I think I've got all questions answered now.
If you hadn't guessed yet, I'm the game designer. Ask me anything, that's what I'm here for!
You certainly did, Peter. Thank you.
I'm in an odd position... I want to ask all the questions. Get all the answers. But the more I learn about this game the more I want to play it and it's sooooo faaaaar awaaaaaaay. Lol
Seriously, though, absolutely fantastic information and design. Really looking forward to playing.
/insert "Take My Money" gif
Grand Duke of Charles Towne
North American Union Discord: https://discord.gg/sbaQxWG
Southern Colonies Discord: https://discord.gg/XzxPn2M
Well, you can imagine how we feel.....we really want to build this, but the first hurdle is getting the financing done, for which we need a lot of people like you expressing they really want to play it! And for that we need to keep improving the presentation and elements of the design as far as we can with a limited budget.
Next step: YouTube campaign soon....improving website, bringing gamer shares online, so help us spread the word when the time comes, and we'll see what happens when we turn 13K followers into 50K, and grow this forum to a 1000!
If you hadn't guessed yet, I'm the game designer. Ask me anything, that's what I'm here for!
Yeah, I think all my friends are getting tired of hearing me talk about the game. LOL
I just started my Patronage for you guys and I will be encouraging everyone who shows even a mild interest in history, MMOs, management simulator games or the Age of Sail to check this out. It may result in only a small handful of people that stick... but I will be doing my part over the next three years or so.
Shout out to you, though. You've done a wonderful, patient job of representing what this game will be. It's easy to support you guys knowing how passionate you are to make the game we all want to play. Kudos!
Grand Duke of Charles Towne
North American Union Discord: https://discord.gg/sbaQxWG
Southern Colonies Discord: https://discord.gg/XzxPn2M
There is the general purpose plot, the agricultural plot, and plots with specific resources, such a an Oak forest or an Iron Deposit.
1
Specific resource plots are not finite, but they occur in a limited ratio.
How that works is that a specific port has 10 plots available for lease. A port has 3 specific resources (example). An Oak Forest, a Pine Forest and Iron Ore. Of the 10 plots available, 3 have these resources. The rest of the 7 plots are agricultural (which is limited in use by climate) or general purpose. The exact numbers and percentages might change, I use 10 as an example.
So a port gets new plots when the region the port is part of has a percentage of all the plots, let's say 70%, sold. So let's say the region is France, then if 70% of all combined plots of the 5 ports of France are sold, then each port gets another 10 plots to sell (these new plots need clearing before they can be sold, that's up to the Governor).
So if 35 of the 50 plots are sold (of the 5 ports), then 50 more are 'unlocked'. And then again 70% needs to be sold for the next batch of plots are released, and so forth.
Of those 50 plots, every time only 15 are resource plots. It doesn't matter whether they are sold or not for this mechanism. But let's assume everyone wants a resource plot, and the other plots are less popular, this means that the resource plots will be sold out quite quickly every time new plots appear, and yet it will take a long time before enough plots are sold to get another batch of plots freed up again, which then still need to be cleared and put on the market by the Governors. So with this mechanism resources will keep appearing at one time or another, but they will likely be tricky to acquire, especially as long as they are very popular and the market is growing, so no-one offers existing properties for sale.
The idea of this mechanism is to spread gamers out over a region, or several regions. You either have to wait for opportunities in a specific port or even region, or you just visit many ports regularly, and you are bound to find what you are looking for soon enough. That way gamers spread out across the map and resources are experiences as rare, but still achievable to get for anyone with some persistence.
2
You can go the a Governors mansion and see what's for sale, you can also glean the register and see what has been sold, so it won't be difficult to figure out what kind of resources a port has. But there will not be an overall map showing it, we like the idea of gamers having to do some investigations. (I imagine those maps will quickly be made, but wouldn't it be fun if it's in the form of in-game books that gamers can sell, like an Almanac of port resources?)
3
That is not an easy general question to answer, because that will be different per type of business, and also be dependent on the type of choices you make within that business. One single lumberyard will unlikely be able to provide enough wood for one shipbuilder, providing the shipbuilder is an active business. But it also depends on the size of the shipbuilder, the type of projects they churn out, and the types of woods needed, any ship needs different types of wood. If we have a drydock that is producing massive first rate ships of the line continually for navies, that is going to require a massive amount of wood. For such ships literally whole forests had to be harvested. A first rate required about 6000 trees. So it's going to be a big challenge finding enough suppliers for such a project. That's where Joint Stock Companies might become handy, they might have multiple lumberyards of the right wood (let's say White Oak) to supply such a project completely. But all of it depends on many factors.
A business can specialize in different items. Just making muskets or melee weapons doesn't require a lot of metals, but casting cannons is an entirely different game. There is a limit to how many cannon a foundry can produce, but there is also a (very local) limit to how many cannon an arms manufacturer can sell at any time. Of course the trick of the game is to not overproduce and not underproduce, both cost you money. But that kind of just in time delivery is going to be difficult to achieve. For musket production it might be plenty reliable to buy metal on the open market, but for large cannon production you might want to have a reliable supply chain of a series of mines to ensure you're not having to continually scour the markets for metal. Difficulty here: cannons and their parts come in different types of metal, so you need different types of mines to get your supplies. You really need to know what the market wants. Oh, and you need gun carriages too, those are not produced by a foundry. So it's complex.
If you hadn't guessed yet, I'm the game designer. Ask me anything, that's what I'm here for!
So a JSC can really determine what the T2 refining businesses are going to be. If two Grand Dukes decide to manage farms producing Cotton (all in one capital port, or spread among ports of the same nation), the refining businesses don't have much else to do but be in Textiles. Sure there are other port businesses and the specific resource plots like iron we just mentioned, but it would seem Cotton will be the major commodity pouring out of that nation if those Grand Dukes continue snatching up the plots and inserting their 36 businesses.
Cotton is not a limited resource. You can buy an agricultural plot and produce cotton, if the climate is right for it. But if everyone produces cotton, it's not going to do much for the value of cotton. There are a lot of crops you can grow, and a lot of things you can make from them, from the cereals, fibers, grains. From Whisky to Rope to Flour to Textiles like Cotton, Linen, Jute, etc. Those are also not all 'tier 2' business lines. A Sugarcane plantation can also extend their facilities to produce Rum. A Fruit Orchard can expand to create Cider. So it depends a bit on the type of business what products can be produced. In these cases we look more to the reality of 1750, where were things made? Nowadays we have a lot more very specialized factories than then.
My advice to any JSC would be: diversify.
The markets offer all the goods that are needed for gamers or the basic needs of a society. Those will be offered by npc companies at steep prices gamers should easily be able to compete with. If you offer an alternative product that is not on the market, that will always sell better than when it has to compete with an existing product. So if the market already has apples, sell pears. But if the market has both, then sell apples or pears at a lower price than the market.
So just flooding the market with cotton, maybe that's fine if there are a lot of buyers, of you push your products to a multitude of markets, where you out-price everyone. But if these things are not the case, I'd say it is wise to have a broader portfolio of different products in your JSC. Each business line offers quite a wide variety of products.
If you hadn't guessed yet, I'm the game designer. Ask me anything, that's what I'm here for!
March 1, 2020
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The Board is authorized to change these TCA. When a change is made, the Board will immediately notify all the share certificate holders accordingly. The same applies to a change to the Articles of Incorporation of STAK DG. In both case, the Board will inform all share certificate holders in writing, to the (e-mail) addresses referred to in Article 5. For the sake of completeness, a change in the TCA can only be made by unanimous vote in a meeting of the STAK DG Board of Directors, in which all Board Members are present or represented. If not all Members of the Board are present or represented in a Board Meeting in which a proposal to change the TCA is on the agenda, then a second meeting will be convened, to be held within fourteen (14) days after the first, in which, regardless of the number of Board Members present, a valid decision will be made by unanimous vote. Similarly, it can be decided to fully or partially cancel share certificates issued by STAK DG or to dissolve STAK DG. Upon dissolution of STAK DG, all underlying shares will be transferred to the holders of the corresponding share certificates.
Each holder of share certificates is deemed, by obtaining these share certificates (whether or not upon issue), to declare towards STAK DG, the Board and DG BV to be aware of the possible tax consequences of his/her participation in the capital of DG BV through the share certificates and/or exercising his/her rights therefrom. STAK DG and the Board bear no responsibility towards the share certificate holders in this regard.
Insofar as taxes and/or social security contributions are due by STAK DG with regard to acquiring the share certificates by share certificate holders, STAK DG can recover these taxes and/or premiums from the share certificate holder concerned.
Dutch law is applicable to the TCA.
In case of a dispute the Dutch version of the TCA shall prevail.
Welcome to the Rulers of the Sea (hereinafter referred to as “RotS”) Support Community (the ”Community”), a place for discussions and exchange of information related to RotS services. By using the Community you agree to follow these RotS Support Community Guidelines (the “Guidelines”), our Support Community Terms of Services (the “Terms of Services”) and the Privacy Policy (as defined in the Terms of Services).
Deadeye Games B.V. is a private company with limited liability and incorporated under the laws of the Netherlands, having its registered office in The Hague and its principal place of business at XX . Deadeye Games is the developer of the RotS game. Deadeye Games B.V. is sometimes also referred to as “Deadeye Games”; “we”, “us” or “our”.
Keep in mind that most of the information or other material posted in the Community is user generated and not official support provided by us. As with any information or advice, obtained through any medium, you should use your judgment and exercise caution where appropriate, regardless of from whom such material originates. For official support with account related and payment related questions, please submit a ticket to our customer service department using the contact button.
In order to protect the integrity of our users and to maintain the Community as efficient and helpful as possible for the users, we expect you to observe the following rules:
• Before searching for a thread related to your topic or posting a question regarding a problem, try reinstalling the RotS application or check the FAQ.
• Before posting or creating a new thread, make sure the issue you’re experiencing or the question you have is not already posted somewhere in the Community. Multiple threads on the same issue create clutter.
• Avoid double posting. We will delete duplicate threads or posts on the same questions created by a user.
• Make sure that the thread you are posting on is relevant for your issue). Also, make sure that the thread is not outdated or relates to issues that have already been fixed or dealt with by us.
• Please only post information relevant for the thread and avoid discussing personal matters or topics unrelated to our Services.
• Create a new thread or find another related thread if you have multiple queries. Do not add further queries to an existing thread.
• Be careful about the information that you post. Keep in mind that your posts will be available for all users of the Community. We will only remove posts upon your request, as outlined in Section 4 below.
• Always use an appropriate and respectful language when you post information in the Community. Avoid racist, sexist, or otherwise offensive language that could be considered detrimental to other users, or Deadeye Games’ employees or moderators.
• Do not post information or create threads for the promotion or advertisement of commercial products or services.
• In the spirit of integrity, please do not post information such as name, address, personal identification number, social security number, email address, credit card information, or other personal information of other persons. Also make sure that you have all legal rights and/or consents to post any information or other material that you provide or link to through the Community.
• For obvious reasons, do not post links to malware, Trojan viruses, or otherwise malicious content.
• Deadeye Games employees and moderators will identify themselves in the Community by using the Deadeye Games logo as avatars. Do not use any Deadeye Games and/or RotS logo or trade name as your avatar or user name, or otherwise pose as a Deadeye Games employee or moderator when posting in the Community.
Our customer champion and rewards program is based on the amount of “Medals” received and quality of responses by a user. No posting of artificial responses or other manipulation of the reward program is allowed. Please remember that Rots’ decisions relating to rewards will be final and binding.
RotS moderators may remove or edit user posts that, in our sole discretion, violate the Guidelines or the Terms of Services without prior notification to the author. Remember that use of the Community in conflict with the Guidelines or the Terms of Services also may result in immediate termination or suspension of your support account. Please help us to protect integrity and to maintain the Community as helpful as possible by reporting any inappropriate activity or user posts in the Community. Inappropriate content or activity may be reported by using the abuse button under the thread options.
5. Miscellaneous
We may change the Guidelines at any time, at its sole discretion. Any material changes will be communicated to you and your acceptance of and/or continued use of the Community after such notification of change will constitute your acceptance of such changes. In the event of any conflict between the provisions of the Guidelines and the Terms of Services, the provisions of the Terms of Services shall prevail.
Welcome to the Rulers of the Sea (hereinafter referred to as “RotS”) Support Community Terms and Guidelines (the “Community Terms”).
Thanks for choosing the RotS Support Community (the “Community”). The Community is a place for discussions and exchange of information, tips, and other materials related to the RotS Service.
By using the Community, you agree to these Community Terms, our Terms of Services and our Privacy Policy and the Guidelines (the “Terms”).
These Terms constitute a legally binding agreement between you and Deadeye Games B.V, so please read them carefully. If you do not agree to the Terms, please do not use the Community. Some of the terms, such as “RotS Service” used in these Community Terms are defined in our Terms of Services.
Deadeye Games B.V. is a private company with limited liability and incorporated under the laws of the Netherlands, having its registered office in The Hague and its principal place of business at XX. Deadeye Games is the developer of the RotS game. Deadeye Games B.V. is sometimes also referred to as “Deadeye Games”; “we”, “us” or “our”.
In order to use the Community, you must (1) have an existing RotS account; and (2) create a “Community Account” by following the instructions on the Community registration page. You must ensure that your registration information is true, accurate and complete, and that you keep it up to date. We may reclaim or amend your username at any time. It is strictly prohibited to include any information in your profile that suggests you are a Deadeye Games B.V. employee or moderator, or to otherwise pose as such an employee or moderator when using the Community.
Information, advice or other material of any kind posted on the Community (“Content”) is not official support provided by Deadeye Games. For official support with account related and payment related questions, please submit a ticket to our customer service department using the contact button. You acknowledge that opinions expressed in Content on the Community are those of contributors of such Content only and does not reflect the opinions or policies of Deadeye Games or its affiliates or group companies.
You are responsible for all Content that you post on the Community. We do not control and assumes no responsibility for such Content or any Content posted by other users. We reserve the right to moderate the activity on the Community and may remove or edit any Content for any or no reason, including, but not limited to, Content that, in our sole discretion, violates these Community Terms. We may remove or edit such Content without prior notification to the responsible user. Remember that use of the Community in conflict with any of the Terms may result in immediate termination or suspension of your accounts (see the Term and Termination section below). Please help us to protect the integrity of the Community and to ensure that the Community remains as helpful as possible by reporting any inappropriate activity or user posts in the Community.
The integrity and safety of our Community and our users means a lot to us. In order to keep the Community as efficient and helpful as possible, we expect you to observe our Guidelines.
The Community features a reward system whereby RotS, in its sole discretion, may reward users based on their overall contribution to the Community. You acknowledge that our decision in respect of any reward shall be final and binding. We may change or remove the reward system at its discretion from time to time.
You grant us a non-exclusive, royalty-free, perpetual, worldwide license to use, reproduce, modify, make available to the public, publish, translate, create derivative works from and distribute any Content or feedback that you post on or otherwise provide through the Community and to exercise all copyright and publicity rights with respect to such Content or feedback, without any attribution to you.
These Community Terms will become effective in relation to you when you create a RotS Community Account and will remain in effect until you terminate your RotS Community Account or the earlier termination by us thereof. You may terminate your RotS Community Account at any time by contacting us. Without limiting its other rights to terminate access to the Community, we reserves the right to terminate or suspend your RotS Community Account at any time if, in our sole discretion, you are in contravention of any of the Terms. If we terminates or suspends your RotS Community Account for any reason whatsoever, we or other companies of the Deadeye Games Group, shall have no liability or responsibility to you. Please note that if your RotS Community Account is terminated by you or us for any reason, Content that you have posted may be kept in the Community in an anonymized form.
The use of the Community is at your own risk. The Community is provided on an “as is” and “as available” basis. To the fullest extent possible under applicable law, we give no warranty, express or implied, as to the quality, content and availability or fitness for a specific purpose of the Community. In addition, we do not warrant, endorse, guarantee or assume responsibility for any Content posted on the Community or any hyperlinked website. As with any information or advice, obtained through any medium or in any environment, you should use your judgment and exercise caution where appropriate. No advice or information whether oral or in writing obtained by you from us or any other company of the Deadeye Games Group shall create any warranty on behalf of Deadeye Games in this regard.
In no event shall Deadeye Games, its group companies officers, directors, employees, licensors of RotS or any third parties be liable for any direct, indirect, incidental, special or consequential damages (including but not limited to any loss of data, service interruption, computer failure or pecuniary loss) arising out of the use of or inability to use the Community, even if you have advised us about the possibility of such loss, and including any damages resulting therefrom. Your only right with respect to any problems or dissatisfaction with the Community is to terminate your account as set out in Section 9 above and to stop using the Community. Nothing in these Community Terms removes or limits our liability for fraudulent misrepresentation, death or personal injury caused by its negligence.
You agree to indemnify and hold Deadeye Games, the Deadeye Games Group and its officers, directors, employees and licensors harmless from any claim or demand (including but not limited to reasonable legal fees) made by a third party due to or arising out of or related to your violation of these Community Terms or the Guidelines, or your violation of any laws, regulations or third party rights.
We respect intellectual property rights, and expect you to do the same. Please note therefore that the Community is the property of Deadeye Games, its group companies or its licensors and is protected by intellectual property rights (including but not limited to copyright) and that you do not have a right to use the Community in any manner not covered by these Community Terms.
We will make reasonable efforts to keep the Community operational. However, certain technical difficulties or maintenance may, from time to time, result in temporary interruptions. We reserve the right at any time and from time to time to modify or discontinue, temporarily or permanently, the Community or any of its functions and features with or without notice. If we modifies or discontinues the Community for any of the reasons set out above in this Section 14, we or any other company of the Deadeye Games Group, shall have no liability or responsibility to you.
When you sign up for a use the Community, Deadeye Games and its hosting providers may gather, store, share and use your personal data. The privacy and security of your user data is – and will remain – our highest priority. You can read more about our privacy practices in the Privacy Policy, which includes information about your privacy, your rights and how to exercise them.
We may change the Guidelines at any time, at its sole discretion. Any material changes will be communicated to you and your acceptance of and/or continued use of the Community after such notification of change will constitute your acceptance of such changes. Please do not use the Community if you do not agree to the new Terms.
In the event that the Community Terms and Guidelines are translated into other languages and there is a discrepancy between the two language versions, the English language version shall prevail.
We may assign its rights and obligations in connection these Community Terms without restrictions. You may not assign your rights or obligations in connection these Community or your Community Account, or any part thereof, to any third party.
The Community Terms and Guidelines shall be governed and construed in accordance with the laws of applicable to you pursuant to the our Terms of Use. Any dispute, controversy or claim arising out of or in connection with the Community Terms and Guidelines will be subject to the jurisdiction of the court in The Hague.
Thank you for reading our Data Privacy policy carefully. By accepting them you acknowledge that you have read, understood, and agree to be bound by this Data Privacy policy.
Thank you for using Rulers of the Sea. At Rulers of the Sea, we want to give you the best possible gaming experience to ensure that you enjoy our service today, tomorrow, and in the future. To do this we need to understand your gaming habits so we can deliver an exceptional service specifically for you. That said, your privacy and the security of your Personal Data is, and will always be, enormously important to us. So, we want to transparently explain how and why we gather, store, share and use your Personal Data – as well as outline the controls and choices you have around when and how you choose to share your Personal Data.
This is our objective, and this Privacy Policy (“Policy”) will explain exactly what we mean in further detail below.
This Policy sets out the essential details relating to your Personal Data relationship with Deadeye Games B.V., a private company with limited liability and existing under the laws of the Netherlands, having its registered office in The Hague and its principal place of business at XX and developer of the Rulers of the Sea game. The Policy applies to all Rulers of the Sea Services and any associated Services. The terms governing your use of the Rulers of the Sea Services are defined in our Terms of Services (the “Terms of Services”).
From time to time, we may develop new or offer additional Services. If the introduction of these new or additional Services results in any change to the way we collect or process your Personal Data we will provide you with more information and additional terms or policies. Unless stated otherwise when we introduce these new or additional services, they will be subject to this Policy.
The aim of this Policy is to:
We hope this helps you to understand our privacy commitments to you. For information on how to contact us if you ever have any questions or concerns, please see the ‘How to Contact Us’ Section 15 below. Alternatively, if you do not agree with the content of this Policy, then please remember it is your choice whether you want to use the Rulers of the Sea Services.
“Personal Data” is Data that we have collected from you that identifies you, or which, in conjunction with other data that is in our possession, or is likely to come into our possession, may be used to identify you.
“Non-Personal Data”, is information that we have collected from you which cannot be used to identify you.
You may be aware that European Union law, called the General Data Protection Regulation or “GDPR” gives certain rights to individuals in relation to their Personal Data. Accordingly, we have implemented additional transparency and access controls in our Privacy Center to help users take advantage of those rights. As available and except as limited under applicable law, the rights afforded to individuals are:
In order to enable you to exercise these rights with ease and to record your preferences in relation to how Deadeye Games BV uses your Personal Data, we provide you with access to the following settings via your Account Settings page:
The Privacy Center puts you in control of how Rulers of the Sea processes your Personal Data. It provides you with information about what happens if you adjust your settings on your Account Settings page and how to opt out of receiving certain messages from Deadeye Games BV and/or Rulers of the Sea. If we send you electronic marketing messages based on your consent or as otherwise permitted by applicable law, you may, at any time, respectively withdraw such consent or declare your objection (“opt-out”) at no cost. The electronic marketing messages you receive from Deadeye Games BV and/or Rulers of the Sea (e.g. those sent via email) also will include an opt-out mechanism within the message itself (e.g. an unsubscribe link in the emails we send to you).
If you have any questions about your privacy, your rights, or how to exercise them, please contact our Data Protection Officer using the ‘Contact Us’ form on the Privacy Center. We will respond to your request within a reasonable period of time upon verification of your identity. If you are unhappy with the way we are using your Personal Data you can also contact and are free to lodge a complaint with the Dutch Data Protection Authority (Autoriteit Persoongegevens) or your local Data Protection Authority.
We process your Personal Data in the following ways:
If you access or use our Website – when you access or use our website, we may collect certain personal data such as IP address, cookie data, requested file, browser type/version, browser language, operating system, screen resolution, JavaScript active, Java on/off, cookies on/off, colour settings, referral URL, time of access and clicks;
Through your use of the Rulers of the Sea Services – when you use the Rulers of the Sea Services, we collect Personal Data about your use of the Rulers of the Sea Services such as your email address, date of birth, gender and country;
Personal Data collected that enables us to provide you with additional features/functionalities – from time to time, you also may provide us with additional Personal Data or give us your permission to collect additional Personal Data e.g. to provide you with more features or functionalities. As described further below (see Voluntary Data), we will not collect photos, precise mobile device location, voice data, or contacts from your device without your prior consent. You always will have the option to change your mind and withdraw your consent at any time.
In general, we use log files to monitor traffic on our Website and to troubleshoot technical problems. In the event of user abuse of our Website, we may block certain IP addresses.
We (will) use anonymised and aggregated information to optimize your experience of the Rulers of the Sea Services but also for purposes that include testing our IT systems, research, data analysis, creating marketing and promotion models, improving the Rulers of the Sea Services, and developing new features and functionality within the Rulers of the Sea Services.
We use cookies to ensure that you get the most out of the Rulers of the Sea Services. Cookies are small text files that are applied to your Internet enabled device by websites. Cookies allow us to store and then retrieve information on your computer about your visit to our Website (e.g. when you accessed the Website). We may use cookies to deliver content specific to your interest and to monitor Website usage or to simplify your visits to the Rulers of the Sea Services (for example, by remembering your login details).
Please note that the collection of information in this Section 5.1 is not mandatory. Most browsers are automatically set to accept cookies whenever you visit a website. You can disable cookies or set your browser to alert you when cookies are being sent. However, your web experience may be less satisfying without the use of cookies.
The first time you visit our Website you will be presented with a notification that we use cookies. By proceeding to use the Website you are consenting to our use of cookies as described in the Cookie Policy and this Privacy Policy.
For further information, please read our Cookie Policy.
Deadeye Games B.V. may also use its own or third-party proprietary analytic metrics tools and other analytics technologies to collect the data referred to in this Privacy Policy. We may use such technology to deliver content specific to your interest and to monitor usage of the Rulers of the Sea Services.
In addition to Sections 5.1 and 5.2, if we reasonably suspect that any of the Rulers of the Sea Services or your Account is being or has been misused, including without limitation, by virtue of any:
Deadeye Games B.V. may collect further Personal Data and Non-Personal Data to verify or refute such suspicions within the limits of applicable law and taking into account your reasonable data protection interests. We will use this Data to comply with applicable law and enforce our rights under civil and penal law against the respective users.
Optionally you may choose to send crash reports or contact Customer Support for any technical and commercial issues.
In addition to the data collected in Sections 5.1 to 5.3 above, the data provided by you may include:
The collection of the data set out in this Section 5.4 is not mandatory. However, we might not be able to fix bugs or handle the technical and commercial issues you have without this data. For legal reasons this information will be stored as long as your account remains open and for the applicable statues of limitations thereafter.
We have set out in the tables below the categories of Personal Data we collect and process about you:
Categories of Personal Data | Description of category |
Account Registration Data and Commercial transaction | This is the Personal Data that is provided by you or collected by us to enable you to sign up for and use the Rulers of the Sea Services. This includes your email address, date of birth, gender and country. Some of the Personal Data we will ask you to provide is required in order to create your account such as account ID, login ID, display name, password, community moniker, user handle, and referral code. You also have the option to provide us with some additional Personal Data in order to make your account more personalized such as birth date. The exact Personal Data we will collect depends on the type of Rulers of the Sea Services you sign up for (paid or non-paid). |
Personal data collected through your use of the Rulers of the Sea Services
Categories of Personal Data | Description of category |
Rulers of the Sea Service Usage Data | This is the Personal Data that is collected about you when you are using the Rulers of the Sea Services – this may include:
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Categories of Personal Data | Description of category |
Voluntary Mobile Data | In addition to the mobile data we collect to provide you with the Rulers of the Sea Services (outlined above), you also have the option to give us your consent to collect additional Personal Data from your (mobile) device to provide you with features/functionalities that will enhance your Rulers of the Sea Services experiences. We will not access any of the Personal Data listed below without first obtaining your consent:
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Payment Data | We may collect such Personal Data if you sign up for a Trial or purchase any of our Paid Subscriptions (as defined in the Terms of Services) or make other purchases through the Rulers of the Sea Services. The exact personal data collected will vary depending on the payment method (e.g. direct via your mobile phone carrier or by invoice) but will include information such as:
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Marketing Data | This Personal Data is used to enable Deadeye Games B.V. (and our partners / service providers) to send you marketing communications either:
You can find out more about the Personal Data collected and the controls you have in relation to the marketing communications you receive via the Privacy Center. |
When you use or interact with the Rulers of the Sea Services, we use a variety of technologies to process the personal data we collect about you for various reasons. We have set out in the table below the reasons why we process your personal data, the associated legal bases we rely upon to legally permit us to process your personal data, and the categories of personal data (identified in Section 6 ‘What personal data do we collect from you?’) used for these purposes:
Description of why Rulers of the Sea processes your Personal Data (‘processing purpose’) | Legal Basis for the processing purpose | Categories of Personal Data used by Rulers of the Sea for the processing purpose |
To provide, personalize, and improve your experience with the Rulers of the Sea Service and other services and products provided by Deadeye Games B.V., for example by providing customized, personalized, or localized content, features, and advertising on or outside of the Rulers of the Sea Services (including for third party products and services). |
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To understand how you access and use the Rulers of the Sea Services to ensure technical functionality of the Rulers of the Sea Services, develop new products and services, and analyse your use of the Rulers of the Sea Services, including your interaction with applications, advertising, products, and services that are made available, linked to, or offered through the Rulers of the Sea Services. |
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To communicate with you for Rulers of the Sea Services-related purposes. |
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To process your payment to prevent or detect fraud including fraudulent payments and fraudulent use of the Rulers of the Sea Service. |
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To communicate with you, either directly or through one of our partners, for:
via emails, notifications, or other messages, consistent with any permissions you may have communicated to us (e.g., through your Account Settings page). |
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To provide you with features, information, advertising, or other content which is based on your specific location. |
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If you require further information about the balancing test that Rulers of the Sea has undertaken to justify its reliance on the legitimate interest legal basis under GDPR, please see Section 15 ‘How to contact us’ for further details on how to contact us.
We have set out the categories of recipients of the Personal Data collected or generated through your use of the Rulers of the Sea Services. Please note that other than explicitly set out in this Privacy Policy, Deadeye Games B.V. will never share your Personal Information with third parties without your consent.
The following Personal Data will always be publicly available on the Rulers of the Sea Services: your ID and/or username and potentially a profile picture.
The following personal data will only be shared with the categories of recipients outlined in the table below if:
Categories of Recipients | Reason for sharing |
Support Community | When you register for Rulers of the Sea Support Account on the Rulers of the Sea Support Community, we will ask you to create a specific Rulers of the Sea Support Community username. This will be publicly displayed to anyone who accesses the Rulers of the Sea Support Community along with any questions or comments you post. |
Your Rulers of the Sea Followers | There also may be times when you want us to share certain Service Usage Data, specifically information about your use of Rulers of the Sea, with other Rulers of the Sea users known as ‘Your Rulers of the Sea Followers’. |
Learn more about how to manage notifications, your publicly available information, and what you share with others in the ‘Your rights and your preferences: Giving you choice and control’ Section 4 of this Policy and on the Privacy Center.
Categories of Recipients | Reason for sharing |
Service Providers and Others | We may use technical service providers which operate the technical infrastructure that we need to provide the Rulers of the Sea Services; in particular providers which host, store, manage, and maintain the Rulers of the Sea application. We may use technical service providers to help us communicate with you, as described in Section 7 of this Policy. We use marketing (and advertising partners) to show you more tailored content, or to help us understand your use of the Rulers of the Sea Services, to provide you with a better experience. We also may share Personal Data with certain marketing and advertising partners to send you promotional communications about Rulers of the Sea. |
Rulers of the Sea Partners | We might share your Personal Data in a pseudonymised format with marketing partners who help us with promotional efforts and with advertisers that allow us to offer a free service. |
Academic Researchers | We may share your Personal Data for activities such as statistical analysis and academic study but only in a pseudonymised format. |
Other Rulers of the Sea Group Companies | We might share your Personal Data with other Deadeye Games B.V. Group Companies to carry out our daily business operations and to enable us to maintain and provide the Rulers of the Sea Services to you. |
Law Enforcement and Data Protection Authorities | We will share your Personal Data when we in good faith believe it is necessary for us to do so in order to comply with a legal obligation under applicable law, or respond to valid legal process, such as a search warrant, a court order, or a subpoena. We also will share your personal data where we in good faith believe that it is necessary for the purpose of our own, or a third party’s legitimate interest relating to national security, law enforcement, litigation, criminal investigation, protecting the safety of any person, or to prevent death or imminent bodily harm, provided that we deem that such interest is not overridden by your interests or fundamental rights and freedoms requiring the protection of your Personal Data. |
Purchasers of our business | We will share your Personal Data in those cases where we sell or negotiate to sell our business to a buyer or prospective buyer. In this situation, Deadeye Games B.V. will continue to ensure the confidentiality of your Personal Data and give you notice before your Personal Data is transferred to the buyer or becomes subject to a different Privacy Policy. |
We keep your Personal Data only as long as necessary to provide you with the Rulers of the Sea Service and for legitimate and essential business purposes, such as maintaining the performance of the Deadeye Games Services, making data-driven business decisions about new features and offerings, complying with our legal obligations, and resolving disputes. We keep some of your Personal Data for as long as you are a user of the game.
If you request, we will delete or anonymise your Personal Data so that it no longer identifies you, unless, we are legally allowed or required to maintain certain Personal Data, including situations such as the following:
Deadeye Games B.V. might share your Personal Data globally with other companies in the Deadeye Games B.V. Group in order to carry out the activities specified in this Policy. Deadeye Games B.V. may also subcontract processing to, or share your Personal Data with, third parties located in countries other than your home country. Your personal data, therefore, may be subject to privacy laws that are different from those in your country of residence.
Personal Data collected within the European Union and Switzerland may, for example, be transferred to and processed by third parties located in a country outside of the European Union and Switzerland. In such instances Deadeye Games B.V. will ensure that the transfer of your Personal Data is carried out in accordance with applicable privacy laws and, in particular, that appropriate contractual, technical, and organizational measures are in place such as the Standard Contractual Clauses approved by the EU Commission.
For further details of the security measures we use to protect your Personal Data, please see the ‘Keeping your personal data safe’ Section 12 of this Policy.
We may display advertisements from third parties and other content that links to third-party websites. We cannot control or be held responsible for third parties’ privacy practices and content. If you click on a third-party advertisement or link, please understand that you are leaving the Rulers of the Sea Service and any Personal Data you provide will not be covered by this Policy. Please read their privacy policies to find out how they collect process and protect your Personal Data.
We are committed to protecting our users’ Personal Data. We implement appropriate technical and organisational measures to help protect the security of your Personal Data; however, please note that no system is ever completely secure. We have implemented various policies including pseudonymisation, encryption, access, and retention policies to guard against unauthorized access and unnecessary retention of Personal Data in our systems.
Your password protects your user account, so we encourage you to use a unique and strong password, limit access to your computer and browser, and log out after having used the Rulers of the Sea Services.
The Rulers of the Sea Services are not directed to children under the age of 13 years. However, in some countries, stricter age limits may apply under local law. Please see our Terms of Services for further details.
We do not knowingly collect Personal Data from children under 13 years or under the applicable age limit (the “Age Limit”). If you are under the Age Limit, please do not use the Rulers of the Sea Services, and do not provide any Personal Data to us.
If you are a parent of a child under the Age Limit and become aware that your child has provided Personal Data to Rulers of the Sea, please contact us using the form on the Privacy Center, and you may request exercise of your applicable rights detailed in the ‘Your rights and your preferences: Giving you choice and control’ Section 4 of this Policy.
If we learn that we have collected the Personal Data of a child under the age of 13 years, we will take reasonable steps to delete the Personal Data. This may require us to delete the Rulers of the Sea account for that child.
We will occasionally update this Policy. When we make material updates to this Policy, we will provide you with prominent notice as appropriate under the circumstances, e.g., by displaying a prominent notice within the Rulers of the Sea Services or by sending you an email.
Please, therefore, make sure you read any such notice carefully. Annually this Policy will be reviewed for accuracy and changes in GDPR. If no material changes are made, you will not be notified.
If you want to find out more about this Policy and how Deadeye Games B.V. uses your Personal Data, please visit the Privacy Center on RulersoftheSea.com to find out more.
Thank you for reading our Privacy Policy. If you have any questions about this Policy, please contact our Data Protection Officer by using the form on the Privacy Center or by writing to us at address listed in the footer.
Deadeye Games BV is the data processor for the purposes of the personal data processed under this Policy.