Hello. I am wondering how exactly NPC's will function in this game. I have found bits of information in other threads but nothing in great detail (forgive me if I missed something). My main concern with these questions is the effect NPC's will have on the economy. But before I get too specific, I will start with some general questions to help better understand the game mechanics.
1) Will players be able to visually tell the difference between a NPC and another player? (This goes for land and sea)
2) Will all NPC's be tied to actual players and their businesses? Or will some NPC's be on loops to help populate the world? If the latter, what is the extent of player interaction with these NPC's? (this also goes for land and sea)
3) What are NPC roles in the market? Will they only buy/sell goods for other players (such as buy/sell contracts)? Or will there be some sort of a "quick buy/sell" feature? If the latter, how will this affect supply/demand?
4) I read that there will be NPC shipping companies to transport goods between ports... will these ships be raid-able in the open world? If so, what is their difficulty in combat and what sort of insurance is offered for the players employing these services?
There are different NPC types in the game, so we can't give a general answer.
Firstly there are the CWS characters (you can use 'search forum' on that, there's lots written). They are the crew/worker/soldier characters, that come in all types of specialisations and levels. They are all unique, with their own histories and progress, you can find them in recruitment pools and hire them, and they circulate from gamer to gamer (unless they die). They are your staff, the characters you manage. They do not freely roam the world, but you can see them in your barracks, on your ship, in your business, etc., once you hired them. But in interaction, individually you manage them on paper, so at a desk. Basically.
Then there is the world population to manage. This is mainly a concern of the government. These are statistical presences. The Home Secretary, for instance, can see there are a two million people in a nation, or the Governor can see there are twenty thousand in a port. Of these people, that get born, die, migrate, they can see statistical data such as origin, average age, class (upper, middle and lower). They do not see personal records of these people. Although all characters in a port, including the recruitment pools, the cws characters, the gamers, count towards the population statistics, these are obviously the largest group. The total numbers determine the size of the market, the size of consumption, the size of collected taxes, etc. These citizens need to be managed by the government to keep them happy, policies of healthcare, education, infrastructure and taxes need to be set so they won't emigrate or die too young, and remain the good taxpayers you need. Their statistics influence what you see on the streets. Poverty and illness if you spend little on things like healthcare, sewers, waste management, etc, etc. Lower levels of education in the recruitment pools if you spend less on education, and more begging children in the streets. Or when you have significant immigration, you'll see more people of different origins in the streets. And so forth.
But these statistical npc's do not have individual records, although those that have, everyone that lives in a port, is added to their statistical numbers, and their statistics influence a lot of things.
Then there are the npc's in the streets and interiors. As said, there is a relation between them and the population statistics. But they are otherwise the npc's you know from other games. They walk the streets and are busy with their daily activities. Most you can't interact with. They just do their thing, have a bit of a monologue or conversations going on. Like a street scene in an Assassins Creed game. We'll localise their 'utterances' as much as possible. But some offer access to interaction. Like the market stall npc's. An npc behind a bar. An npc behind a desk in the post office. Etc. These give access to interactions such as market trading. When you interact with them it takes you to a ledger to browse, etc.
Peppered through these street and interior npc's will be some easter egg npc's. Like famous historical characters of the day. Maybe reading a book, browsing a store, in conversation. That's just for fun and immersion.
Easter egg npc's are also among the cws characters. Those have special properties. And they will move more often from employ yo employ. These famous historical characters might not yet be famous, and work jobs. A famous Admiral still a young officer, etc.
We will also create npc's that simulate gamers. This is a programme to combat the 'empty world' feeling so many MMORPG's suffer. We are a particularly large world, so there will be areas or ports where at any one time very few gamers might be present. We still want to give the impression that they are, so that you at least don't know for sure. SO we will simulate npc's to walk around and do business in the 'standard npc crowd' like gamers. They behave more erratic, they go about their business, and when you are in their proximity and chat, they can provide an answer (chatbot). So it will be hard for you to identify whether this is a real gamer or not. We have some technical solutions to make this realistic. Additionally we'll give some npc's chatbot functionality, like an Innkeeper for instance. Or a trader. Or an official. So you can go there and have a funny chat. You will know it's not a gamer, but it's still funny, and it might feel a bit like a real person.
Then there are the placeholder npc's. These take in positions that are vacant because no gamer holds them. These positions are then essentially run by AI. But the vacancy is filled by a placeholder. This npc has a real record and identity, and you can even correspond with them (we'll use chatbot functionality again). It will not be clear to you whether they are real or not.
So whomever you encounter on the streets or interiors, there are no flying names above their heads. NPC's appear just like gamers do. You might identify gamers by behaviour or clothing, or by proximity chat. But when you meet up with others, it's clever to agree a place and say what you are wearing, because they will otherwise be hard to spot.
The same applies to ships, they are perpetually present and there is no outward difference between an AI operated ship or a gamer ship. In fact, all ships at sea are unique, capture one and you have a 'one of a kind' (unique name and properties).
And finally: there will be npc companies. All port businesses will be run by npc placeholders. And there are npc plot businesses for all goods of necessity. The reason for this is so that your market never runs out of necessary goods. Otherwise you'll find you might not be able to produce with your business, because worldwide no gamer is making Green Vitriol. So all neccesary things are on the market, but NPC companies produce very inefficiently, so at very high prices that gamer companies can easily beat. The same applies to shipping companies. There ares basic shipping facilities, always, by npc companies. But again, very expensive. Gamers can easily compete.
Okay, I think that's about it.
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Wow that was a very detailed response! Thank you very much for your time and attention Peter!
I am excited about these Easter Egg characters and will be looking into the CWS articles. Before I wrote this post I was searching the forum for "NPC" and "AI" keywords, hence why I did not find much.
I love the idea of not being able to tell the difference between AI and players (it is true immersion!). It gives the opportunity to distinguish yourself by personalizing your character/ship. Only downside is I could see it being frustrating at times if you are specifically looking for players to attack (privateering/bounty hunting for example) but I suppose it is the trade-off for true immersion.
One last question...
Regarding the NPC ships in the ocean... can you elaborate a little more as to what we should expect to see? For example, will there be random NPC ships/fleets sailing around primarily to provide a PvE battle experience? Will they be actively attacking players? Or are they mostly passive/merchant vessels?
Thanks again, I get more excited about this game the more I read!
We will have some tooling to identify ships easier, because identifying individual ships would indeed be hard, as you state. They would have their name on the stern, but you can only see that at a certain angle, and also screen resolutions of gamers might be different, giving an unfair advantage (that is not very realistic).
So you can spot ships visually and also recognise nation flags. You won't see any HUD with names floating above them. But a Captain also has a naval telescope, and if you decide to train that on a ship, and keep it on there for a few seconds, the name and nation will appear, and the colour text shows whether it is an ally, neutral or enemy vessel (as if its recognition comes to you, as it would in real life, Captains knew their ships).
Below is an example of how that will look (never mind that a French ship is identifies as English).
NPC ships will never be Pirates. All Pirates are gamers.
NPC ships may be Navy, as a Navy can also employ NPC Captains. Those AI operated ships can be deployed by the Navy in Squadrons, but will not have the initiative gamer Captains would have. They will be sailing convoys or patrols, protecting areas, and they will engage hostiles. For you, of course, it will not be obvious they are NPC. Gamers will be better Captains, but the advantage of NPC Captains is their reliability. They don't go offline, they will tirelessly fullfill their task.
NPC ships will never be Fishermen or Whalers, that is an exclusive trade for gamers.
NPC ships can certainly be traders. Those traders sail the trade routes. They will not attack (nor will gamer traders). But they will defend themselves (or run). We will not 'spawn' ships. These ships have unique names, are uniquely built, have a unique NPC Captain (CWS character) on board, and will do routes. These could very well be ships from gamer shipping companies that sail with NPC Captains. Or they are one of the NPC companies that does shipping. If NPC run ships are taken out, we'll periodically generate new ones from the database and replenish.
Since they do not randomly spawn but are really present for routes, you could even tag along with one for some joint protection. And Governors can also organise convoys, so there can be safety in that too.
And just to be clear, your ship can also be AI controlled when you retire and your first officer takes over. So imagine you want to run cargo with your ship, work for a shipping company, you can set routes, and run them when you're online or offline. When you log in you could do some adjustments, repairs, management, etc. When you're offline you could have your first officer continue, so your ship doesn't sit still and just costs money. Of course, when you're offline, you do have to hope nothing unexpected happens.
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Okay, after a debate on discord (prompted by Banished's Chapter 2 post) I feel obliged to follow up on this issue here.
The debated topic: Being able to tell the difference between AI and players
Peter has stated in several posts now that there will be no visible distinction between the 2. This for the most part is fine; player ships and AI ships will both be unique and valuable, AI will be transporting goods for players in the open world, and AI will be controlling players' ships while the player captain is "sleeping". From a privateering prospective, this is fine; Players who wish to hurt another nation economically can do so by raiding enemy nation's player and NPC ships. Every ship destroyed/captured will need to be rebuilt and every good lost will be directly taken out of the market/production.
This is where we start running into issues:
These ships have unique names, are uniquely built, have a unique NPC Captain (CWS character) on board, and will do routes. These could very well be ships from gamer shipping companies that sail with NPC Captains. Or they are one of the NPC companies that does shipping. If NPC run ships are taken out, we'll periodically generate new ones from the database and replenish.
NPC run ships that replenish after being sunk have no impact on the enemy nation's economy (from what I can tell). If we can not distinguish between these ships and other ships, then privateering (and PvP in general) loses its luster. It is not as simple as recognizing the difference between AI and player captains because some AI run ships can still have an economic impact if captured (as mentioned before, AI can be controlling a players ship and/or transporting a player's cargo for them on a NPC ship). This issue is amplified when it comes to fighting NPC battle ships. Imagine spending an hour fighting an enemy, losing half your crew and almost sinking... only to find out the ship you just sunk was actually just an NPC ship that respawns after getting sunk. Even worse, imagine never truly knowing that any of your actions had any effect in the game at all. (ok getting a little extreme here!)
With that said (I hope my reasoning was clear), I see 3 simple ways to avoid these issues:
1) Make every NPC ship bear an economic risk on its own nation's economy (sensible suggestion)
2) Take the respawning NPC ships off the sea entirely. (My preferred outcome, but know for many reasons it will never happen)
3) Allow players to somehow recognize useless AI ships on the sea. (happy medium)
I am sure Peter or others can come up with options 4, 5, and 6 (and I hope they do) and I am sure that some will say there is no problem here at all. The point I am trying to make is that with the mechanics as they are now, many privateers and pirates will feel like they are wasting their time attacking ships on the sea. This is not some ploy to make it easier to grief players or anything like that, it is simply about managing expectations and valuing our time spent in the game.
Okay, this is a complicated matter. It's all different to what you might have imagined, for the game is quite complex in this area.
Let me make clear upfront: whatever effect your actions have on an economy (and almost all your actions have an effect), you will never be able to tell what they are. This is because our design is very complex. I think even we will hardly be able to explain the economic trends to you, because our system is simply too elaborate and complex.
Each nation has a full economic system, with a whole array of influences and drivers, dependent on behaviours of unpredictable gamers, and then we stack 152 nations on top of each other, all interdependent. That creates a huge complexity that you might very well compare to the real world economy. A transaction in China might influence the economy in New England. The butterfly effect, chaos theory. The only reasonable way to explain the economies of nations will be through macro-economics.
I'm just saying you, nor we, can possibly know what the capture of one single ship is going to be on a single nation economy anyway. There is no way you will ever be able to tell. But you can safely assume it's a disadvantageous effect for them.
As to ships on the sea:
First thing you have to remember, is that our map is absolutely huge. You can sail hours from one port to the next (on far destinations). No fast travel. Without npc ships you are never going to meet a single ship in the ocean in whole regions. The North Sea will be pretty busy, but the Bering Sea, there will be few players there. Without npc ships this means a virtually empty world. This would not be realistic, because the emptiness of the world would then depend on where gamers choose to settle, not on where actual populations used to live. Even if a nation has no gamers, but still a population of a million citizens, would it be realistic that not a ship is there to be seen?
So no npc ships would make for a bizarre world. But also an uninteresting world. We want the travel itself to have interest. That happens in part because of events on board. But in part also because of events at sea. Weather and ships. So in game mechanics there are usually conventions of how often you have to encounter something until it becomes really boring. Not ever seeing a ship at sea, that is generally going to make game play suffer. So there needs to be a general frequency of you seeing a sail at the horizon, at least when you are in 'shipping lanes', following the trade wind routes.
So all this has little to do with PvE and PvP battles, but simply with realistic and fun game play. So we will pepper the trade routes with a decent frequency of npc ships. So you will occasionally see one (apart from gamers). To keep the interest.
But everything in the game is interconnected in some way, and has an effect. The effects are often statistical.
The economy of a nation is largely driven not by gamers, but by npc entities. This is because our base market, the sales to the general (virtual) population, is driven by npc sales. You can read more about that in different topics. But essentially, you compete with these npc companies by selling below their price (which should be easy). But obviously, these npc companies sell, and those sales result in taxes. Trade tax over their sold goods, and income tax over all those citizens that have jobs. And those are the main contributors to a nation's tax income, which fuels your nation, and it's army, navy, defences.
So how do we connect that to what happens in the world? By taking the statistics of what happens at sea, and using those to input into the economy. NPC ships of a nation at sea are representations of that nation. If they get hurt often, let's say due to a war 20% of them are captured or sunk, than that value is a penalty value for the economy of that nation. On sales, and subsequent taxes.
This also results in reports a government can see. The Admiralty Board gets periodic updates of how many nation ships are lost, and in which areas. If they see excessive loss in a certain area, they can decide to patrol it, to station Squadrons there and to set up convoys. So this is very much what the daily activity of the Admiralty is. Looking at this data and adjusting their activities, ordering the navy around. And if it is specific Piracy, they might send Frigates that way to find and root out the Pirates.
So all these npc ships are part of an integrated system that both impacts the economy, and forms the dally activity of the Admiralty Board. It's the basis of the navy activity to manage these realities.
So we're not, in that sense, a traditional PvE/PvP drop-in naval battle game, and it is important to realise that. Rulers of the Sea is a complex historical simulator. So gamers that are really in it for the (realistic) battles alone, that is fine, but they are also all small cogs in a very large machine. And without them knowing, on a macro level other gamers are overlooking their world and moving bigger pieces to manage it. So if you commit a lot of Piracy in a region, after a few days you might suddenly find a few navies have taken attention and made it their purpose to get rid of you. And you might never know your actions made it all the way to the top of the Admiralty of a nation.
And for this reason, npc and real gamer distinction of ships is not important, in fact, it would make you select your victims in an unintended way. It's fun you don't know, you might get some unwelcome surprises that way. And as you correctly pointed out, often a gamer ship will also be AI, because they might be sailing off-line.
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March 1, 2020
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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.
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.
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 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:
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.
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:|
|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:
|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:|
|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).|
|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.|
|To communicate with you for Rulers of the Sea Services-related purposes.|
|To process your payment to prevent or detect fraud including fraudulent payments and fraudulent use of the Rulers of the Sea Service.|
|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).
|To provide you with features, information, advertising, or other content which is based on your specific location.|
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.
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.
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.
Deadeye Games BV is the data processor for the purposes of the personal data processed under this Policy.