Contracts

A written contract means that there is a legal agreement involved. The advantage for the company is that the worker is locked in to

the agreed amount of money and cannot demand pay rises if he becomes more popular. The worker also cannot simply walk out,

they must at least hand in their notice first. The advantage for the worker is that if they are released then they are entitled to be paid

compensation. Written deals can only be renegotiated in the final 28 days of the deal.

A handshake deal, on the other hand, is not legally binding and so is much looser. Both the company and worker can choose to end

the deal at any point, so there is little security involved. As a result, the worker is also free to ask for pay rises whenever he or she

wants. Handshake deals can be renegotiated at any time.

### Stored Templates

Stored templates allow you to save and apply specific contract offers thus speeding up the negotiating process. You can apply, save,

and delete them via the on-screen buttons when negotiating with a worker. The amount, downside, and signing bonus are not

included as they are so specific to the worker and company being used, but all other terms are.

Stored templates become available to all players in all games, irrespective of the database being used.

### Exclusive Contracts

An exclusive contract means that the worker is tied to that employer and cannot work elsewhere unless specifically allowed to (such

as being loaned out). Generally speaking it is written contracts that tend to be exclusive, as an exclusive handshake deal, by its

nature, is quite unstable as rivals can make exclusive contract offers of their own at any point.

If a worker signs an exclusive deal then they must automatically hand in their notice to all their other existing employers who do not

have an iron clad clause in place.

### Ongoing Contracts

Handshake deals have the option of having their length defined as being 'ongoing'. This means that the contract does not have an

expiry date and will run until either the company or worker decides to end it (at which point a standard one month notice period

would begin).

It should be noted that workers can choose to move on during gameplay without necessarily being unhappy, so if they hand in their

notice it is not always a reflection on how they have been treated; often they will simply have decided to look for new challenges.

Most smaller Al companies will use ongoing contracts because of the flexibility they give.

### Iron Clad Clause

An iron clad clause (known as the 'non compete clause' in previous games) is effectively extra security for a company; it means that

the worker is prohibited from handing in their notice. As a result, the only way that the worker can leave the company is if the

contract expires or the company chooses to terminate the deal. Because of their prohibitive nature, workers will always expect a

better deal (usually more money) to make up for the disadvantage of signing an iron clad contract.

Iron clad clauses are only allowed for written contracts as handshake deals lack the legality to enforce the terms.

### Contract Pay

Pay can either be monthly or per show.

Monthly pay, as the name suggests, means that the worker gets a set amount each month irrespective of how many (if any) shows he

works during that month. The worker gets paid on a daily basis (one twenty-eighth of the total amount each day) under this system.

If a worker is to be paid per show, he gets a set amount for any show that he appears on. The amount is the same regardless of how

much or little the worker does on the show, it will be the same whether he gives a one minute interview or wrestles three long bouts.

The one exception to this is Tour shows; as these are effectively glorified house shows and the workers aren't expected to work at

anywhere near full tilt, their pay per show is only 25% of its normal value.

When filling in a worker's pay in the editor, you may leave the field blank - the game will automatically work out the recommended

level when a new game is created. This is the recommended way of doing it as it means the values will be scaled correctly to the

game's financial structure.

### Downside Agreements

A downside agreement is a minimum amount of money that a worker is guaranteed to get each month. For example, if a worker has

a downside agreement of $1000 and at the end of the month he has only earned $200 from that employer, he is entitled to be paid

$800 to make up the difference. However, if he had already earned $2000 then he gets nothing extra as he has already made (more

than) the minimum amount.

Downside agreements are only used for contracts in which the worker is being paid per show, this is because a monthly pay structure

has a downside agreement inherently built into it. Because it guarantees money even when they're not working, downside

agreements are very attractive to workers and can be powerful incentives when negotiating contracts.

Generally speaking, workers who are asking for $100 or less per show, or who are working for a company that is below Big size, will

not expect a downside (although they'll be pleased if you do offer one!). Those working for a Big company will expect a downside

roughly equivalent to working three shows a month, for a Large company this rises to four shows a month, while those working for

Titanic companies will expect four and a half shows' worth. Workers who are being employed specifically to be special attractions or

nostalgia acts will usually be happy to work without a downside as they know that they are likely to be used sparingly.

### Notice Periods

If a worker chooses to hand in his notice, whether that is because he wants to leave or because he must leave because of a contract

he has signed elsewhere, the notice period is always 28 days regardless of what type of contract he has. If the worker had less than

28 days remaining, the lesser value is used.

It is important to remember that in some cases the worker can choose not to bother working a notice period, such as if he was

working under a handshake deal (although, unless there were morale issues, workers will always choose to act professionally and

work their notice period), in which case they leave immediately.

It is also worth noting that, unlike in previous TEW games, a worker who signs an exclusive deal does not have to wait for his

handshake deals to end before beginning his new job; as a result it is perfectly possible for a worker to fulfil his notice period for his

handshake deals while beginning his exclusive deal elsewhere.

### Release Costs

If a company releases a worker from a written contract then they must pay them compensation. The way this is calculated depends

on whether they are paid monthly or not.

If the worker is paid monthly, the compensation amount is their next six months' worth of monthly pay; if they have less than six

months remaining on their contract then they only get that amount. So, for example, if a worker had one month remaining on his

contract and earned $10,000 a month then the compensation is $10,000. If they had ten years left then the compensation would be

$60,000 (six months multiplied by their monthly pay).

If the worker is paid per show, the compensation amount is calculated in the same way as the monthly version but uses their

downside agreement rather than their monthly pay; if they do not have a downside then they are not eligible for any compensation.

The release costs are ignored in some special situations, for example if the worker breached the contract (by sitting it out), requested

his release, or was involved in firable behaviour such as getting into a scandal or other legal trouble.

### Momentum

Momentum measures how successful the worker has been recently (in kayfabe terms). Numerous losses, beatings, and humiliations

will lower the score; victories in matches or angles will raise it. A negative score creates a 'stigma' and this means that the worker

will struggle to gain popularity until he has been 'built back up'.

### Contract Roles

A worker may have anywhere from zero to eight roles on the roster. This tells the game how they are to be used. Whichever roles

are selected cannot conflict with the worker's 'master list' (the roles given in his profile) but do not have to match; i.e. a worker

cannot be a Wrestler in a contract if he or she does not have Wrestler ticked in their profile, but having Wrestler ticked in their profile

does not mean that they must be a Wrestler in a contract.

### Roster Usage

Roster usage is what positions the worker is contracted for. Workers will follow this very strictly, and so you will be unable to put

them in a different position unless you re-negotiate the contract.

Please note that Al-controlled companies do not take the intended role settings into account.

## Intended Role

The intended role is the way in which the company has promised to use the worker. Each different type has different benefits or

drawbacks, except for 'Normal' which is entirely neutral.

### Normal

A normal intended role is entirely neutral, having no benefits or drawbacks, and is what the vast majority of workers will be

contracted for.

### Icon

Icons will expect to be used on virtually every show and will be less tolerant of defeats.

### Gatekeeper

Gatekeepers will rarely complain at losing to people at their level or above.

### Passing The Torch

Torch Passers will be happy with a limited schedule and putting over other workers.

### Future Main Eventer

Future Main Eventers will expect to be used heavily and not to be losing very often to lower-level workers.

### Backbone

Backbone workers will expect to be used heavily but will be happy to put other people over quite a lot.

### Blue Chipper

Blue Chippers will be expecting to beat most workers who are at a lower level than them.

### Nostalgia Act

Nostalgia Acts will not mind only appearing very rarely and will be happy to put most other workers over.

## Incentives

### Creative Control

If a worker has creative control then he has the power to reject proposals - such as matches, angles, or specific finishes - whenever

he wants.

Because of its power, offering a creative control clause is a big incentive and will make a contract offer seem more lucrative to a

worker.

### Hiring Veto

If a worker has a hiring veto then he can block the company from hiring anyone he wants. This only applies to hiring, not contract

extensions.

### Wage Matching

If a worker has wage matching then if anybody is signed or re-signed to the same type of contract as him for a higher wage then his

own wages are automatically increased to match their amount.

### Merchandise Cut

The merchandise cut is the percentage of net sales that the worker gets from his individual merchandise, assuming that the company

is running a good enough operation to be selling worker-specific merchandise.

### Bonus Type

The bonus type is how often the worker will get a bonus payment. Per Show means that the bonus will be paid for every event or TV

show appearance, whereas Per Event and Per TV Show limit the bonus to only those specific types.

### Bonus Amount

The bonus amount is how much the worker will get from the Bonus Type clause; it is a percentage of his pay value.