Appendix:Rules

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Rules for the 4chan Cup.

Chapter I: General

General

All people wishing to be involved with the Cup ought to:

  • Read the rules page to ensure that they have a proper grasp of what is expected of them and the rules of the Cup.
  • Not be a dick.
  • Practice good sportsmanship.

Managers and caretakers must:

  • Act in the best interest of their team and the team's fans.
  • Keep their team's roster up to date and in accordance with the wishes of the board.
  • Maintain their team's wiki page.

Additionally, a manager must:

  • Regularly browse the board that they are managing.
  • Have an effective means of contact on the contact page.
  • Have a registered nick on the IRC channel if they wish to live-manage.

Caretakers and managers are expected to do the following in each Cup their team is qualified for:

  • Sign up.
  • Provide valid Proof of Interest for their team if required.

Additionally, a manager is expected to do the following in each Cup their team is qualified for:

  • Ensure the preparation of both a legal tactical and aesthetic export.
  • If a manager is unable to create their own tactical export for any reason, they should contact a member of the 4CCC for assistance.
  • Submit both exports on time.

A manager is encouraged to do following in each Cup their team is qualified for:

  • Prepare and submit tactics for each of their team's matches.
  • Attend each of their team's matches (or leave instructions in a Pastebin if unable).

Definitions

  • '4CCC' is the abbreviated term for The 4chan Cup Committee, The 4chan Cup's governing body.
  • The 'commissioner' is the head of The 4chan Cup Committee.
  • An 'executive action' is any decision made by a member of the 4CCC or a host that was not subject to a formal or informal vote.
  • 'Official tournament' refers to any 4chan Cup event including the Summer Cup, Winter Cup, Spring Babby Cup, Autumn Babby Cup and any qualifying events connected to these tournaments.
  • 'Tactical export' refers to files containing all data relevant to a team's tactical properties.
  • 'Aesthetics export' refers to files containing all data relevant to a team's aesthetic properties.
  • 'Deadline export' refers to the official export that is uploaded a week before an official tournament begins.
  • 'Nightly export' refers to exports managers may submit prior to each matchday in which they can edit their formations and tactical settings to their liking so long as they do not either violate tournament regulations or would no longer match the player information contained in the deadline export.
  • 'Season' refers to the period beginning from the end of one official tournament to the end of the next one.
  • 'Proof of Interest (PoI)' refers to documentation that is required from a team at most every six months in order to be eligible to participate in the 4chan Cup.
  • 'Staff' can refer to testers, managers or board representatives who liaise with their board. An individual is not limited in how many of these roles they may assume.
  • 'Team' refers to a football side connected to a 4chan Cup board (e.g. /3/, /a/, /an/, etc.).
  • 'Board representatives' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
  • 'Manager' refers to a person nominated to provide tactical input during official tournament matches for a 4chan Cup team as well as link the team's official exports.
  • 'Caretaker' refers to board representatives that liaise with a board but cannot seek feedback on or be involved in the creation or manipulation of tactics.
  • 'Tester' refers to a person involved with tactical input for a team while not assuming the manager role.
  • 'Autopilot' refers to a team that does not have an active verified manager but does have at least one caretaker.
  • A 'timeout' refers to a stoppage in play to make changes during a game.

Chapter II: Organisation

4chan Cup Committee (4CCC)

The 4CCC is the organizational body of the 4chan Cup. The main purpose of the 4CCC is organizing the Cup and making executive decisions.

  1. The size of the 4CCC is to be decided on the consensus of the members of the 4CCC and should a consensus not be reached the discretion of the commissioner.
  2. The 4CCC reserves the right to make all executive decisions relating to the cup.
  3. The Commissioner may not manage a team during their tenure.
  4. The 4CCC may veto any executive action of the commissioner as it may deem fit to do so, by the procedure here specified:
    1. Any member of the 4CCC may call for a veto. Another member must second the motion to initiate a vote.
    2. Once initiated, all members of the 4CCC, including the commissioner, have 24 hours to vote yea or nay to the motion. The member who called the vote is responsible for conducting the vote, either by manual tally or by some other measure (such as a polling site). The vote cannot be anonymous. Members may abstain from voting. Abstention is treated as a vote of nay for the purposes of the tally.
    3. The motion must receive at least a 60% vote of yea to affect the veto of an executive action of the commissioner.
    4. If the motion is passed, the commissioner cannot attempt to take the same executive action again at least until the following Cup season.
  5. It being necessary to the ensured prosperity of the Cup, the 4CCC may depose and replace the commissioner as it may deem fit to do so, by the procedure here specified:
    1. No more than once per Cup season, a member of the 4CCC may call for a vote of no confidence in the commissioner. Another member must second the motion to initiate a vote.
    2. The border between seasons is defined as one week after the final match is played.
    3. Once initiated, all members of the 4CCC, including the commissioner, have 24 hours to vote yea or nay to the motion. The member who called the vote is responsible for conducting the vote, either by manual tally or by some other measure (such as a polling site). The vote cannot be anonymous. Members may abstain from voting. Abstention is treated as a vote of nay for the purposes of the tally.
    4. The motion must receive at least a 60% vote of yea to affect the removal of the commissioner.
    5. If the motion is passed, the office of commissioner is immediately vacated. The powers and responsibilities of the commissioner are temporarily assumed by the 4CCC to be handled as a democratic committee. During this temporary transition period, the deposed commissioner remains in the 4CCC, but does not receive a vote in subsequent proceedings.
    6. The 4CCC has one week to replace the deposed commissioner. Members may nominate non-banned individuals to the office of commissioner. A nominee succeeds to the office on a simple majority vote.
      1. At their appointment, the newly elected commissioner makes a determination either to allow the previous commissioner to serve as a voting member of the 4CCC or to remove him or her from the 4CCC and associated groups.
      2. If after one week the 4CCC fails to elect a new commissioner, the deposed commissioner reassumes their position as commissioner. The 4CCC cannot move to depose the commissioner again until at least the next Cup season.

Management and Staff

  1. Managers
    1. Any person wishing to represent their board as a manager must go through the verification process.
      1. A person looking to get verified should contact a current member of the desired team's staff if possible as well as the commissioner.
      2. A person who has already undergone the verification process for a team that has retired may resume management of the same team at a later date with the confirmed notification and consent of the commissioner and any current staff for the team.
      3. A person who has already undergone the verification process to manage another team must have not been active as a manager for their previous team for 6 months and must alert the commissioner before becoming a manager for a different team.
    2. Only the 4CCC has the authority to add or remove another person's name from a team's infobox.
    3. A manager is the team's manager for as long as their name is listed on the team's wiki page in the infobox under IRL manager.
      1. A resigning manager must remove their name from the IRL manager section of the infobox of their team's wiki page.
      2. Managers cannot resign while the team they are affiliated with is participating in an official tournament or else they can be suspended from future tournaments.
    4. Each board can have an unlimited number of staff but all managers must be verified and listed as IRL managers in the infobox on their team wiki page.
    5. Before a team's match it must be made clear to the host which manager if any will be relaying tactical instructions (livemanaging) for a team.
      1. Only one verified manager for each team may relay tactics to the host during a match.
      2. Should an intra-staff disagreement take place during a team's match then it is at the host's discretion to either decide whose commands take precedence or run the team as though no instructions were issued until a consensus between staff is reached.
    6. Should there be a dispute between staff that results in a staff member wishing another staff member to be removed then the procedure varies based on the number of staff.
      1. If there are two members of staff then the 4CCC must be alerted and will make the decision on how to proceed.
      2. If there are more than two members of staff then a vote must be conducted among the staff and its results brought to the attention of the 4CCC and will make the decision on how to proceed.
  2. Caretakers
    1. Any person wishing to represent a board as a caretaker must inform the commissioner of their intent to do so.
    2. A caretaker is not required to list their name in the infobox of their team's wiki page in order to maintain their anonymity.
    3. A caretaker may be an active manager for another team as they are not involved in a team's tactics as caretaker.
    4. A caretaker is the team's caretaker so long as they maintain contact with the commissioner and maintaining caretaking duties for their team.
      1. A team that acquires a verified manager will result in a caretaker no longer holding their position for the duration of the manager's tenure.
      2. A former caretaker is allowed to remain on staff with the team to assist new management in any duties unrelated to tactics.
      3. A caretaker is allowed to become a manager for the team they are caretaking provided they go through the verification process and are not currently managing another team.


Chapter III: Squad

Note: some terms below are from the UK English version of the game. The US English version sometimes uses different terms (e.g. 'condition' instead of 'form').

Squad Composition

  1. Each team must have exactly 23 players in their squad.
    1. A squad must contain at least one player with Goalkeeper (GK) as Registered Position with the Playable Position of GK set to 'A', all other Playable Positions must be set to 'C'.
    2. Outfield players will have their Playable Position set to 'A' to match their Registered Position. All their other Playable Positions must be set to 'C'.
  2. A single player of each squad must be assigned the role of Team Captain and should be designated as such in-game.
  3. Players are categorized as regular, silver, or gold as follows:
    1. Nineteen of the players must be designated regular players. All regular players including keepers must be rated 77 in all stats.
    2. Two outfield players must be designated as silver and be rated 92 in all stats.
    3. Two outfield players must be designated as gold and be rated 99 in all stats.
  4. Silver and gold players are collectively referred to as medal players.

Player Abilities

  1. All players 175cm and below in height may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount. For non-medal players 180 cm and above, their usage and accuracy stats are both capped at 2.
  2. All medal players may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount regardless of height.
  3. All players are allowed to have a lower Attacking Prowess and/or Defensive Prowess, but not higher.
  4. The Form setting must be set to 8 for medal players and 4 for non-medal players.
  5. The Injury Resistance setting can be set to any amount for medal players and must be set to 1 for non-medal players.
  6. A player cannot have more than a set amount of 'cards', known in the game as Player Skills and COM Playing Styles, under the following restrictions:
    1. Each registered goalkeeper can have at most 2 cards.
    2. Each regular outfield player can have at most 4 cards.
    3. Each silver player can have at most 5 cards.
    4. Each gold player can have at most 6 cards.
  7. Medal players may have free trick cards and/or COM Playing Styles, with the conditions shown below. See the trick card section for a list of permitted trick cards. Note that in the event a player has more than the designated trick card/COM Style limit, all but cards under the limit will be counted in their total.
    1. Each regular outfield player can have 2 trick cards.
    2. Each silver player can have 3 trick cards and 1 COM Playing Style.
    3. Each gold player can have 3 trick cards and 2 COM Playing Styles.
  8. The Team Captain is allowed (but not required to have) a free Captaincy card. This card does not count towards any previous limits. All additional Captaincy cards do count towards any previous limits.
  9. Including free cards such as Captaincy and the trick cards, no player can exceed a total of 10 skill cards.
  10. Any player may have the 'Malicia' card free as long as it does not exceed the total above.
  11. Outfield players may have 1 less (non-free) card in exchange for an additional player position set to 'A'. There is no limit to the amount of non-free cards that can be traded for extra 'A' positions. Extra 'A' positions may not be 'GK.'
  12. Each player in the squad may be attributed a Playing Styles.
    1. Playing Styles do not count towards the card limit.

Trick Cards

The following cards are the current legal trick cards.

  • S01: Scissors Feint
  • S02: Double Touch
  • S03: Flip Flap
  • S04: Marseille Turn
  • S05: Sombrero
  • S06: Crossover Turn
  • S07: Cut Behind & Turn
  • S08: Scotch Move
  • S09: Step On Skill
  • S23: Rabona
  • S24: No Look Pass

Height Rules

There are two options managers have for distributing team heights, named for their traditional colouring in height charts.

  1. The "green" heights, giving more total height:
    1. Five players of height exactly 191cm.
    2. Five players of height exactly 185cm.
    3. Seven players of height exactly 180cm.
    4. Six players of height exactly 175cm.
  2. The "red" heights, giving bonuses to shorter non-medal players:
    1. Ten players which are either:
      1. Outfield players of height exactly 185cm.
      2. Goalkeepers of height exactly 189cm.
    2. Seven players of height exactly 180cm.
    3. Six players of height exactly 175cm, non-medal players may receive a +5 bonus to all stats.
  3. Players that are 175cm (regardless of height system) may be set to lower (155-174cm) heights, but they still count as 175cm for height brackets and their "lost" cm cannot be used to make other players taller.
    1. Players who are 175cm may also have one additional card.
  4. Players of height 175cm and below may have 4/4 weak foot accuracy and weak foot usage.
# Height Advantage Total Height (cm)
5x 191cm 955cm Medal Players and Goalkeepers cannot be this height.
5x 185cm 925cm If GK, increase height to 189cm
7x 180cm 1,260cm
6x 175cm 1,050cm Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4190cm
# Stat Advantage Total Height (cm)
10x 185cm 1850cm If GK, increase height to 189cm
7x 180cm 1260cm
6x 175cm 1050cm Regular players in this category may receive a +5 stat boost in all stats
Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4160cm

Other Restrictions

  1. It is illegal to set the player age and weight outside the ranges defined by the game.
  2. Formations and tactics that are not possible to be made in the standard game without the use of external tools are considered illegal and are not allowed in the 4chan cup.
    1. THE FOLLOWING RULING IS ONLY FOR USE IN PES 19: Illegal Formations made within PES 19 are permitted to be used for any PES 19 Competition within the bounds of the PES 19 Illegal Formations Tutorial.
  3. The position of each player on a team's first preset in their deadline export are required to match one of the player's 'A' positions .
  4. Medal players cannot be played as a goalkeeper at any time.
  5. In a team's deadline export all options under "support settings" must be set to OFF except for "switch preset tactic" which must be set to ON.
    1. The support settings may be altered at later points as specified in Chapter V.
  6. The Advanced Instruction "Counter Target" may not be set on any player in the Center Back, Left Back, or Right Back position on any preset in any export.
  7. In case two teams have the same player on their roster, the managers should come to an agreement about it. If an agreement is not reached, the team with the earliest verifiable instance of the name gets the right to use the name.
    1. For the Duration of the 2024 Autumn Babby Cup & 2025 Winter Cup: The Advanced Instruction Centering Targets is banned.

Chapter IV: Tournament

Exports

A team export is valid if it:

  1. Corresponds to the appropriate team and player IDs.
  2. Functions in the current version of PES as specified under Game Version in Section 4.6.
  3. Was not created by creating, transferring, moving, or removing players from the officially assigned team. An export may only use the existing players in the team.
  4. Does not violate the conditions of official deadlines as described in the following section.

Note that an export does not necessarily need to be compliant with the rules as described in Chapter III in order to be considered valid. Any violation of Chapter III which does not cause the export to be ruled invalid per the above is a rule-breaking fault.

Deadlines

Each official tournament is preceded by two (for Elite Cups) or three (for Babby Cups) export deadlines: the preliminary deadline (Babby only), tactical deadline, and final deadline.

  1. For a Babby Cup, the preliminary deadline is on the Saturday three weeks prior to the start of the tournament at 23:59:59 UTC. For an Elite Cup, this deadline coincides with the tactical deadline below.
    1. Verified managers of each team must have placed a link to a valid tactical export on the Exports page, in their appropriate subsection by the specified time. Any submission after 23:59:59 UTC of deadline day will not be accepted. A link to the export on the team page is additional but not a requirement.
    2. Newly established or revived teams, whether managed or autopilot, must demonstrate adequate proof of interest to the 4CCC prior to this deadline to compete in the coming Cup.
    3. Failure to submit an export by the preliminary deadline may result in a deadline violation penalty. Failure to demonstrate proof of interest by the preliminary deadline will result in the team being barred from the competition until the next appropriate Cup.
  2. The tactical deadline is on the Saturday preceding the start of an official tournament at 23:59:59 UTC.
    1. Tactical changes will not be accepted between this deadline and the first match, other than save fixes and aesthetics changes.
    2. The most recent valid export posted by a verified manager will be downloaded for each team. In the case of autopilot teams, exports will be provided by the 4CCC. All other exports are considered invalid.
    3. Following the tactical deadline, all exports will be checked for rule-breaking faults by a body determined by the 4CCC.
      1. Should an export contain rule-breaking faults, the 4CCC will then take the necessary actions to fix these faults with a penalty.
      2. The 4CCC reserves the right to disqualify teams from an Elite Cup should their export be deemed to contain too many faults. In this case a backup will replace that team.
      3. Managers are encouraged to check their own export with the help of the Auto-ATF tool contained within the current Editor before uploading their export.
  3. Within 48 hours of the tactical deadline, a draw will be held to place the teams into groups.
  4. The save fix deadline is on the Wednesday following the prior deadline, at 23:59:59 UTC.
    1. This deadline is typically only used for aesthetic and music exports.
    2. Desired changes to tactical exports can be listed on the designated page of the wiki by a team's manager after the tactical deadline as long as they are "save fixes". A save fix is a change which, when compared to the export available at the tactical deadline, changes only:
      1. Aesthetic settings.
      2. Rule-breaking faults officially identified by the 4CCC. Note that save fixes submitted after the tactical deadline may be subject to deadline violation penalties.
    3. Any other changes listed will lead to the export being ruled invalid.

If a team fails to submit an export before the preliminary deadline (either three weeks prior for a Babby Cup, or one week prior for an Elite Cup), a grace period of 24 hours is available. Teams submitting their exports during the grace period may face:

  1. Loss of any number of voluntary time-outs for some or all games in the tournament.
  2. Loss of the ability to submit nightly exports for some or all games in the tournament.

In addition to the above, teams who fail to submit an export in the grace period may face:

  1. Loss of all management for some or all games in the tournament. (The team will function exactly like any team competing as autopilot, even though it had managers.)
  2. Punitive tactics determined by the 4CCC.
  3. Disqualification from the tournament, to be replaced by the next eligible team.

If punitive actions or lack of posted exports result in a cup having an insufficient number of competitors (at least 32), action will be taken to replace those teams unable to compete.

  1. In a Babby Cup, a select amount of random competitors known as filler teams will fill the remaining spaces.
    1. Eligibility for the filler team draw is determined exclusively by the 4CCC.
    2. If a filler team has a prior export, they will play with that export adjusted by the 4CCC to fit the rules of the cup. If no such exports exist, they will be provided by the 4CCC.
    3. If a filler team advances to an Elite Cup without valid Proof of Interest, they must demonstrate adequate interest as if they were newly joining a Babby Cup in order to compete. If no interest is provided, it will be treated as unable to compete.
  2. For Elite Cups (Summer and Winter), the highest-place finisher from the previous Babby Cup will advance in place of a team which is unable to compete.

Aesthetics

  1. General rules
    1. All aesthetics must not break the rules of conduct of the streaming platform used (Youtube Terms of Use & Twitch Community Guidelines). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
    2. The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'.
      The current Helper is Shakes and the Vice-Helpers are Foreground and Noteperson !!OaxI+wTW5//, who can assume the responsibilities of the Helper if needed to.
      1. The Helper has the same full rights as the host regarding aesthetics.
      2. The Helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in .dds format).
      3. The commissioner maintains executive right over who holds the position of Helper.
      4. Midcup aesthetics should never be sent directly to the Host but to the Helper, only he is allowed to send aesthetic updates to the Host after verifying them.
    3. Managers can request to use a specific kit, ball and/or stadium before every match, but the final decision is up to the Host. The home team is favored over the away team.
  2. Export format
    1. The aesthetic exports must follow the format described by the Aesthetic Export Template as explained here: Aesthetic Exports. Anything indicated as Optional can be also submitted in the initial export, it is recommended to do so.
    2. Broken aesthetics exports not following the rules or which crash the game may be denied. Please check your export for any problems with the automatic compiler linked at the bottom of the Aesthetic Exports page and testing it on PES before submitting it.
    3. Don't include in the aesthetic export blender face folders for players which aren't in the team anymore. (Reason)
  3. Submitting aesthetics
    1. The initial aesthetic exports must be submitted on the Exports page before the aesthetic deadline. In the case of managed teams, this can only be done by the teams' respective managers. A link to the export on the respective team's page is recommended but not a requirement.
      1. Use "--- ________ Aesthetic Export" as main folder name for your export, where --- is the team's name and ________ is the event's name written as year and season (e.g. "MU 2020 Spring Aesthetic Export"), to help distinguish between new and old exports. This folder must be compressed into either zip or 7z format before it's linked on the Exports page.
      2. Use a site like, for example, google drive or mega for uploading exports. Avoid sites featuring ads like mediafire or dropbox, and sites with expiring uploads like puu.sh.
    2. The aesthetics deadline is set to 24 hours before the tactical deadline of every cup.
      This is both a hard deadline and a soft deadline:
      1. When the deadline hits, every custom player model will be accounted for. Any player which doesn't have a custom model at this point will need to be given a custom in-game head in the tactical export by the tactical deadline, otherwise the tactical export will be considered invalid.
      2. Custom models aside, the export can be submit up to one day after the deadline (i.e. before the tactical deadline) with no repercussions, as long as it's complete per the Aesthetic Exports page.
      3. Failing to submit an export by this second deadline might result in the team's previous cup export having to be used.
    3. Midcup aesthetics
      1. Any aesthetics to be added after the deadline, for example additional model folders (i.e. face folders, boot folders or glove folders), have to be delivered via the Mid Cup Aesthetics page. This can be done not only by a team's listed managers but also by anyone who has been preemptively approved by them.
      2. The indicative deadline for submissions of this kind is two hours before the kickoff of the matchday they need to be added for. The Helper will also attempt to add any aesthetics submitted after this time, but no guarantees will be given.
      3. Any initial exports submitted after the aesthetic deadline has passed need to be linked not only on the Exports page but also on the Midcup aesthetics page.
    4. The host or Helper reserve the right to apply any aesthetics updates at their discretion. If an aesthetic element is thought to negatively affect game stability or viewer experience it will not be accepted.
  4. Kits
    1. At minimum a team must have two outfield kits and one goalkeeper kit.
    2. Both outfield kits must be aesthetically distinct, so that there is always a kit combination which does not make it difficult for the viewer to distinguish each team on the pitch during a match.
    3. An exception for the above can be made if the team is using a custom kit model which makes their players look visibly different than every other team's players regardless of color combination.
    4. A team is allowed to have up to seven additional kits, for a total of up to nine kits. Additional goalkeeper kits (up to nine total) can be used if the goalkeeper's kit model is set up for it.
    5. Custom kit models can be denied use by the Host or Helper if they are deemed to make the match hard to follow for the viewers. Setting a team's custom kit models to use the team's regular kit textures dynamically can help prevent this.
    6. Additional kits besides the ones included in the initial export can not be submitted as midcup content. If a team needs to submit a new kit they will have to replace one of their current ones. It is thus recommended to submit nine kits in the initial export, filling the unused slots with a full white texture.
  5. Player models
    1. Every player must have a custom model, whether that is a custom blender model head and/or body, or a set of PES face and hair settings customized via the Edit menu within the game (a.k.a. "custom in-game head").
    2. Setting in-game heads on any players for which blender models have been requested or are works in progress is required in case the models don't get made in time for the match. This only takes a few seconds per player if the available presets are used, and PES gives blender models priority over in-game heads so removing the latter won't be needed. One Placeholder head per team may be allowed on a case-by-case basis dependent on a successfully-argued given reason made for its inclusion by team management.
    3. In the case of the same custom model being used for multiple players, validity and acceptability will be determined on a case-by-case basis. Teams are encouraged not to repeat models between players (especially in the case of boxheads and cardheads, as their textures can very easily be replaced) to prevent any player appearance conflicts.
    4. Whenever a model replaces completely the default body of a player, it should be made in a way that makes it clear what team the player belongs to during the gameplay. This can be aided by adding parts from the team's kit texture to the model so that it has the same colors on it as the rest of the team's players.
    5. Avoid making models that are too distracting or become annoying if shown repeatedly.
    6. Models should not be so large as to cover the ball while the players using them are dribbling. Any large card models placed behind a player should use the "onesided" setting on their shader, which will make them look invisible when seen from behind.
    7. Ultimately exceptions can be made, as long as their provided entertainment value is greater than the difficulties they may introduce when trying to follow the gameplay. This is all subject to the judgement of the Helper, who should be contacted in case of doubts regarding the reasonableness of any aesthetics.
  6. Stadiums
    1. Teams that wish to have their own stadium are advised to 'claim' a slot on the Stadiums page of the current PES version.
    2. Contact the Stadium Helper Noteperson !!OaxI+wTW5// for information about submitting custom stadium elements.
    3. The pitch itself should preferably be in the typical shade of green most pitches share. It must not be too bright or dark to clash with the ball or the players nor they should be too complex or unwatchable in any way.
    4. No elements of the stadium should obscure the pitch during gameplay. This may also apply to realistic stadium shadows, as these tend to be irritating on stream.
    5. Exceptions to these rules may be made if the stadium is supposed to fit a certain theme (e.g. The Void for /x/) after judgement by the Helper.
  7. Other
    1. Every team must have in their wikipage a logo that represents them.
    2. All the aesthetics not described (like Balls) and any general cup aesthetics not related to teams should be submitted directly to the helper and are subject to their judgement.
    3. Consider uploading and linking the original model project files separately on the wiki so other people can reuse them for future versions of PES, even if the file format changes.
    4. The Helper can be contacted for details on any advanced methods mentioned in this section.
  8. File size of aesthetics
    1. Please keep your model folders clean and remove any unused textures and model files.
    2. Avoid having model folders over 10MB in your export and try to keep the final export size (in uncompressed folder format) below 100MB. Zlib some textures if needed.
    3. It is advised to make single color textures as small as possible. For example a pure black texture does not have to be bigger than 64x64 as a 2048x2048 one is just a waste of storage space.
  9. Requests
    1. Any manager can submit requests for new models for their team on the Aesthetics Requests page.
    2. Please keep in mind that there is no guarantee the requests will be fulfilled since taking care of requests is a voluntary job.

Music

  1. Managers are strongly encouraged to submit a music export, which is simply a zip containing mp3s of their team music and possibly a 4ccm file with instructions for Rigdio. Read the page for information on how to compile it.
  2. These exports should be posted on the Exports page at least three days before the first matchday, to allow the Host to prepare any missing exports.
  3. Updated music, including custom single-match anthems or goalhorns, as well as hype videos, must be sent to the host no later than 2 hours before the start of the match day they are intended to be used. Any anthems or goalhorns not included in the initial music export, as well as any hype videos, will not be accepted after this deadline. Match-specific and condition-specific victory anthems are still allowed to be given directly after a team has won a match.
    1. Please prepare and include an edited 4ccm with the added new music, or name the mp3 with the same name as the normal anthem or goalhorn, and preferably test the new music in Rigdio in order to assure that it should work.
  4. Teams that do not submit a music export prior to the start of a cup will instead have their last available music export they submitted being used until a new music export is provided to the current host and/or a member of 4CCC.

Tournament Conduct

  1. Rig Cam is a livestream delay bypass to allow managers and colour commentators to see the match as it happens without delay. Managers should not rely on using the Rig Cam to make their calls unless otherwise stated by either the host or a member of 4CCC.
  2. The communication medium to be used when giving real time tactical instructions to the host is via a private conversation with the host on IRC.
    1. Managers may give purely textual instructions or may use pictorial instructions if necessary.
    2. All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored at the host's discretion.
    3. No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
  3. If a team is unable to nominate a manager to provide real time tactical input for a match then a manager for that team may submit clearly written and/or pictorial instructions in an easily accessible format for the match before the scheduled kickoff time.
    1. If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored at the host's discretion.
    2. If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is ever in attendance to provide instructions in real time then that team will forfeit all offers of tactical input for the duration of the match.
  4. If a nominated manager fails to supply pre-match tactical instructions by the time stated in Chapter V Section 1 but arrives during the course of their match then that manager's ability to provide any tactical instructions for the remainder of the match will be at the host's discretion.
  5. The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming, obnoxious behavior, etc.).

Settings

The current settings as of Autumn 2024 are:

  1. Game version:
    1. Pro Evolution Soccer 2017
    2. Patch 1.01.00 / DLC '4CC Pack' /
    3. Langauge: British English (enGB/eng)
  2. Controller settings: (Need to be done for both home and away controllers)
    1. Role Control: Off (done on the main controller select screen)
    2. Auto Sliding: Assisted
    3. Cursor Change: Semi-Assisted
  3. General settings:
    1. Match Level: Superstar AI
    2. Match Time: 10 min.
    3. Conditions: Random for both Home and Away. In case of a PES crash, the match starts again with the conditions set to normal for all the players.
    4. No. of Substitutions: 4
    5. Injuries: On
  4. Stadium settings:
    1. Time: Night (Day if required by the stadium)
    2. Season: Summer or Winter
    3. Weather: Fine
    4. Length of grass: Normal
    5. Pitch conditions: Normal

Other Game Rules

  1. When a player collects two yellow cards over the course of the tournament, he will be suspended for the match after the match in which he got his second yellow card.
    1. Should a player receive a red card, he will be suspended for the next match.
    2. All collected yellow cards are wiped when the tournament proceeds to the knock-out stage and after the quarterfinals. However, suspensions will not be wiped.
  2. Teams that have not played in the latest Babby Cup will automatically receive a bye into the next full Babby Cup that they are eligible for. This includes teams that fail to qualify for a Babby Cup in its respective Qualifiers, as well as teams that are newly-formed or recently-revived.

Chapter V: Tactical

Nightly exports

  1. Submission
    1. Exports are to be submitted to 4ccexports@gmail.com
    2. Exports must be submitted no later than 2 hours before the beginning of the matchday (if the start time is 17:00 UTC the deadline is 15:00 UTC).
    3. If a team plays more than once on the same matchday the export submitted for the first match will be used.
      1. From the second match onwards any changes that would be required to be defined in the nightly export can be changed in the pregame.
    4. For a team's first match, nightly export submission is not allowed, as their deadline export will be used instead.
      1. If a team playing their first match will play a team that has already played a match in that tournament, they may both submit nightly exports.
    5. Only submit exports for main Cup events to the above export email, exports for invitationals will be ignored.
  2. Formatting of the email.
    1. The export must be sent in as an attachment to the email.
    2. State the team and matchday(s) the export is to be used on in the subject.
    3. Nightly exports are required to follow this naming format: [TEAM]_[Optional Notes] eg. 4CC_nightly export
    4. If the word EXPORT is in the email (not the subject) there will be an automatic reply that the export was received correctly. If you do not receive an automatic reply, contact a member of the 4CCC as soon as possible if you wish for confirmation.
  3. Nightly exports must not:
    1. Change anything other than team tactical instructions (examples of what is not allowed to be changed are player heights, cards, stats, etc).
    2. Pack the export in a .zip, .rar, .7z, or any other archive.
    3. Send a link to the export without also having a version attached to the email.
    4. Send tactical instructions, music, or any extraneous items in the email. They should be submitted to the host directly through an approved management channel as listed in Section 5.2.
  4. If the nightly export violates any of the above rules, it will be ignored, and the team will proceed as if no nightly export was submitted.
  5. If no export is submitted then the team will use their deadline export.

Approved Management Channels

Instructions for a team to be executed on match day must be sent via an approved management channel. These are:

  1. A manager in contact with the host on game day; this is called live-managing.
  2. Written instructions for the team provided in a Pastebin link sent to the host for the current official tournament. Sending the Pastebin to the commissioner is also recommended for assurance.

Pre-Match

Pre-match instructions should be:

  1. Carried out prior to kickoff.
  2. Formatted and written in a way that is easily understandable by the host.
  3. Submitted to the host by the team's manager prior to the beginning of the relevant match.

Pre-match instructions can consist of any combination of the following instructions:

  1. Any number of substitutions.
    1. Correction of tactical settings impacted by a substitution, after all substitutions are complete.
    2. Starting players with the same position may be swapped as if being substituted out and in, but only if there is at least one player of the same position on the bench. This may not be done otherwise.
  2. Configuration of man marking or tight marking.
    1. Tight marking cannot replace an existing Advanced Instruction; it may only be enabled if an Advanced Instruction slot is empty.
  3. Enabling or disabling fluid formation.
  4. Selection of a starting preset.
  5. Adjustment of attack/defence level.
    1. Note this cannot be changed by the host until the match is underway due to the limitations of PES.
  6. If neither team has played a match yet this tournament, changes to the Team Instructions of any presets ands adjustments to the support settings.
    1. If a team is playing their first match against a team that has already played a match in that tournament, they may submit a nightly export, and thus cannot change Team Instructions.
  7. The Copy Preset Tactics function and Change Formation function are not allowed to be used during pre-match.
  8. Instructions that rely on the other team's instructions will be ignored. (e.g. "If we're 2-0 down use these instructions" is okay, "If he changes his attack to wide then do this and this" is not. Requesting to make subs when the other team does so is also an allowed exception.)

Autopilot teams will all have the following pre-match instructions performed by the host automatically:

  1. Set to Preset 1.
  2. Manual subs by best condition.
  3. Right and Left Corner Kickers set to positions dependent on the formation of each team.
    1. Usually these will be wingers such as left/rightbacks and left/right midfielders, but may be other positions with the absence of wingers.
    2. At the discretion of /admin/ an autopilot team may activate +1 at a certain point of the match. (I.E At Kickoff/Down by 2/Half/65/75/etc.) The condition for +1 to be activated on each autopilot team will be explicitly stated on the exports page, upon the tactical export deadline.

Timeouts

A timeout is any pause in the game play requested by team management. Timeouts may be requested by managers through any approved management channel.

Timeouts are divided into free and limited.

  1. A timeout is free if either:
    1. The only actions taken during the timeout are:
      1. Substituting players.
      2. Adjusting Tight Marking, Man-Marking, Defensive, or Counter Target settings if any player affected by the instructions are subbed.
    2. The timeout occurs:
      1. At the half time break or either extra time pause.
      2. Within five in-game minutes of at least one of the following events, once per event:
        1. Conceding a goal.
          1. In this instance it is referred to as a concession timeout.
        2. A player on the team is dismissed (red card).
        3. An injury leaves a player on the team unable to play for the rest of the match.
  2. A timeout is limited if it is not a free timeout. This is also referred to as a voluntary timeout.
    1. Teams may take at most two limited timeouts per match, and may not use limited timeouts in the first 20 minutes of match time.
  3. Autopilot teams are given one free timeout at 65 minutes in-game in order to perform subs for best condition.
    1. In the case a fourth sub is available during extra time, an autopilot team will be given their fourth sub at the start of extra time.

The following changes can only be made during a timeout:

  1. Changing sliders.
  2. Editing man-marking.
  3. Changing set piece takers.
  4. Adjusting all instructions in the support settings section.
  5. Turning fluid formations on or off.
  6. Turning any number of advanced instructions on or off.
  7. Changing a single formation (includes moving players).
    1. If a team has fluid formation enabled they may only edit one of the three formations (at kick-off, in possession, out of possession) of a single preset in any single timeout.
    2. If a team has less than the normal amount of players (e.g. because of a red card) they may edit all three fluid formations of a single preset in a single timeout.
    3. Changing multiple formations will cost multiple timeouts.