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Turtlerose Standard Contract

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Turtlerose Standard Contract

Post  W.U. on Fri Jan 21, 2011 8:39 am

This is the TSC (Turtlerose Standard Contract), to be used in most unit-renting operations, at the discretion of the current Turtlerose Ruler. By agreeing to the contract, a Side agrees to uphold ALL of the contract's terms.

1- Units that are to be rented are to be kept under the control of Turtlerose, unless the renting Side is given permission to control the units by the current Turtlerose Ruler. If a Unit should croak, be turned or any other effect that causes them to no longer be controlled by Turtlerose, the Side that is currently renting these units is contractually obliged to reimburse the equivalency of three Turns worth of the Unit's rent to Turtlerose. This applies to every rented unit individually. As an example, should three units with a rent of 5 schmuckers each croak while under contract, the Side renting them is to reimburse Turtlerose the equivalency of three Turns worth of rent for each of the three units, which would add up to a total of 45 schmuckers.

2- A Unit's rent is equal to it's upkeep with an added X percent. X being a variable number to be decided when the contract is first drafted.

3- A Side may terminate its contract at any time with no further costs. However, the units that were being rented with said contract before termination of the same will retreat immediately, and attempt no interference whatsoever in the event of an ongoing conflict involving the Side that terminated its contract. Turtlerose's Ruler may also, at any time, terminate any contract Turtlerose has with any Side, for any reason whatsoever.

4- Should a renting Side refuse to pay the rent for any reason, all Turtlerose units under contract by that Side will immediately retreat, become hostile to the previously renting Side, or, in the case of an ongoing conflict involving the previously renting Side, immediately ally with the opposing Side, and take the payment by force. The Ruler of Turtlerose will decide which of the three options cited above are to be applied on a case-by-case basis.

5- A contract is to be enforced as it is for it's duration. This applies to both Turtlerose and the Side renting the units. If changes are made to the TSC after a contract is signed, these changes are not retroactive. Any future contracts made after the changes will be subject to them, however.

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I think it's pretty solid. Any comments/loopholes/suggestions?
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Re: Turtlerose Standard Contract

Post  doom3607 on Fri Jan 21, 2011 1:51 pm

Comments: The Vaygr have no need for puny mercenaries. Unless you want to become Clan Turtlerose, of course. The United Clans could use the cash flow.
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Re: Turtlerose Standard Contract

Post  HerbieRai on Fri Jan 21, 2011 2:06 pm

small comment, I'm not sure how much business you'll get if you can break the contract at any time. People are going to hire you for more troops, and they're not going to want to stand for them leaving when there needed most. You should be more loyal than a natural ally.

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Re: Turtlerose Standard Contract

Post  W.U. on Sun Jan 23, 2011 10:00 am

HerbieRai wrote:small comment, I'm not sure how much business you'll get if you can break the contract at any time. People are going to hire you for more troops, and they're not going to want to stand for them leaving when there needed most. You should be more loyal than a natural ally.

Since both sides can do it, it's not that bad. The other Side also has a chance to try to screw me over. I'd make more money if I was loyal to the contract, and it's less risky for them if they uphold their end.
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Re: Turtlerose Standard Contract

Post  Nihila on Thu Jan 27, 2011 5:40 am

Also, units are gonna croak--that's just a side effect of the combat system. Given the choice between a certainty of paying 3*(upkeep+X) to you or a chance of paying 5*1.25*upkeep for Squeejee's, and that's only if I'm particularly careless, and if I don't bother to pay a little extra per turn for the insurance clause.

Yeah. Bit of a no-brainer.
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