Difference between revisions of "Appendix:Rules"

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Rules for the [[4chan Cup]].
Rules for the [[4chan Cup]].


==General==
= Chapter I: General =
 
== General ==
All people wishing to be involved with the Cup ought to:
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.
*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.
*Not be a dick.
*practice good sportsmanship.
*Practice good sportsmanship.
   
   
A manager must:
A manager must:
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*Act in the best interest of their team and the team's fans.
*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.
*Keep their team's roster up to date and in accordance with the wishes of the board.
*Have an effective means on contact on the contact page.
*Have an effective means of contact on the contact page.
*Maintain their team's wiki page.
*Maintain their team's wiki page.
*Have a registered nick on the IRC channel if they wish to live-manage.
*Have a registered nick on the IRC channel if they wish to live-manage.
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*Sign up.
*Sign up.
*Ensure the preparation of both a legal tactical and aesthetic export.
*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 shoul- contact a member of the 4CCC for assistance.
*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.
*Submit both exports on time.
   
   
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*Attend each of their team's matches (or leave instructions in a Pastebin if unable).
*Attend each of their team's matches (or leave instructions in a Pastebin if unable).


==Appendix==
== Definitions ==
 
*''''4CCC'''' is the abbreviated term for The 4chan Cup Committee, The 4chan Cup's governing body.
*''''4CCC'''' is the abbreviated term for The 4chan Cup Committee, The 4chan Cup's governing body.
*''''Board representatives'''' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
*''''Board representatives'''' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
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*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.
*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.
*''''Export'''' refers to files containing all data relevant to a team's tactical properties.
*''''Export'''' refers to files containing all data relevant to a team's tactical properties.
*''''The game'''' refers to ''[[Pro Evolution Soccer 2017]]'' as defined under Chapter IV: 4.1.1.
*''''The game'''' refers to ''[[{{PES}}]]'' as defined under Section 4.6.
*''''Host'''' refers to the person responsible for streaming any given official tournament.
*''''Host'''' refers to the person responsible for streaming any given official tournament.
*''''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.
*''''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.
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*A ''''timeout'''' refers to a stoppage in play requested by a team's manager to make changes during a game.
*A ''''timeout'''' refers to a stoppage in play requested by a team's manager to make changes during a game.


==Chapter I: 4chan Cup Committee (4CCC)==
= 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.


#The 4CCC is the organizational body of the 4chan Cup. The main purpose of the 4CCC is organizing the Cup and making executive decisions.
#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.
#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.
#The 4CCC reserves the right to make all executive decisions relating to the cup.
#The 4CCC reserves the right to make all executive decisions relating to the cup.
#The Commissioner may not manage a team during their tenure.
#The Commissioner may not manage a team during their tenure.
#The 4CCC may veto any executive action of the host as it may deem fit to do so, by the procedure here specified:
#The 4CCC may veto any executive action of the commissioner as it may deem fit to do so, by the procedure here specified:
##Any member of the 4CCC may call for a veto. Another member must second the motion to initiate a vote.
##Any member of the 4CCC may call for a veto. Another member must second the motion to initiate a vote.
##Once initiated, all members of the 4CCC, including the host, 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.
##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.
##The motion must receive at least a 60% vote of yea to affect the veto of an executive action of the host.
##The motion must receive at least a 60% vote of yea to affect the veto of an executive action of the commissioner.
##If the motion is passed, the host cannot attempt to take the same executive action again at least until the following Cup season.
##If the motion is passed, the commissioner cannot attempt to take the same executive action again at least until the following Cup season.
#It being necessary to the ensured prosperity of the Cup, the 4CCC may depose and replace the host as it may deem fit to do so, by the procedure here specified:
#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:
##No more than once per Cup season, a member of the 4CCC may call for a vote of no confidence in the host. Another member must second the motion to initiate a vote.
##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.
##The border between seasons is defined as one week after the final match is played.
##The border between seasons is defined as one week after the final match is played.
##Once initiated, all members of the 4CCC, including the host, 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.
##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.
##The motion must receive at least a 60% vote of yea to affect the removal of the host.
##The motion must receive at least a 60% vote of yea to affect the removal of the commissioner.
##If the motion is passed, the office of host is immediately vacated. The powers and responsibilities of the host are temporarily assumed by the 4CCC to be handled as a democratic committee. During this temporary transition period, the deposed host remains in the 4CCC, but does not receive a vote in subsequent proceedings.
##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.
##The 4CCC has one week to replace the deposed host. Members may nominate non-banned individuals to the office of host. A nominee succeeds to the office on a simple majority vote.
##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.
###At their appointment, the newly elected host makes a determination either to allow the previous host to serve as a voting member of the 4CCC or to remove him or her from the 4CCC and associated groups.
###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.
###If after one week the 4CCC fails to elect a new host, the deposed host reassumes their position as host. The 4CCC cannot move to depose the host again until at least the next Cup season.
###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.
 
==Chapter II: Staff==


== Management and Staff ==
#Any person wishing to represent their board as a manager must go through the verification process.
#Any person wishing to represent their board as a manager must go through the verification process.
##A person looking to get verified should contact a current member of the desired team's staff if possible as well as the commissioner.
##A person looking to get verified should contact a current member of the desired team's staff if possible as well as the commissioner.
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##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.
##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.


==Chapter III: Squad==
=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').''
''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 ==
#Each team must have exactly 23 players in their squad
#Each team must have exactly 23 players in their squad
##A squad must contain '''at least''' two players with Goalkeeper (GK) as ''Registered Position'' with the ''Playable Position'' of GK set to 'A', all other ''Playable Positions'' must be set to 'C'.
##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'.
##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'.
##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'.
###Outfield players in the "red" height system who are 179cm or below may have a second ''Playable Position'' set to 'A'.
#A single player of each squad must be assigned the role of ''Team Captain'' and should be designated as such in-game.
#A single player of each squad must be assigned the role of ''Team Captain'' and should be designated as such in-game.
#Player abilities (stats):
#Players are categorised as '''regular''', '''silver''', or '''gold''' as follows:
##All players 179cm and below in height may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount. For players 180 cm and above, their usage and accuracy stats are both capped at 2.
##19 of the players must be designated ''regular'' players. All ''regular'' players including keepers must be rated 77 in all stats.
##19 of the players must be designated ''regular'' players. All ''regular'' players including keepers must be rated 77 in all stats.
##Two outfield players must be designated as ''silver'' and be rated 88 in all stats.
##Two outfield players must be designated as ''silver'' and be rated 88 in all stats.
##Two outfield players must be designated as ''gold'' and be rated 99 in all stats.
##Two outfield players must be designated as ''gold'' and be rated 99 in all stats.
##All players are allowed to have a lower ''Attacking Prowess'' and/or ''Defensive Prowess'', but not higher.
#Silver and gold players are collectively referred to as '''medal players'''.
##The Form setting is set to 8 for ''gold'' and ''silver'' players, and 4 for the remaining ''regular'' players .
 
##The Injury Resistance is set to 3 for all players.
== Player Abilities ==
#A player cannot have more than a set amount of 'cards', known in the game as [[Pro Evolution Soccer 2017/Tactical#Player Specific Tactical Options|Player Skills and COM Playing Styles]], under the following restrictions:
#All players 175cm and below in height may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount. For players 180 cm and above, their usage and accuracy stats are both capped at 2.
#All players are allowed to have a lower ''Attacking Prowess'' and/or ''Defensive Prowess'', but not higher.
#The Form setting is set to 8 for ''medal'' players, and 4 for the remaining ''regular'' players .
#The Injury Resistance setting is set to 3 for all players.
#A player cannot have more than a set amount of 'cards', known in the game as [[Pro Evolution Soccer 2016/Tactical#Player Specific Tactical Options|Player Skills and COM Playing Styles]], under the following restrictions:
##Each registered goalkeeper can have at most 1 card.
##Each registered goalkeeper can have at most 1 card.
##Each ''regular'' outfield player can have at most 2 cards.
##Each ''regular'' outfield player can have at most 2 cards.
##Each ''silver'' player can have at most 3 cards.
##Each ''silver'' player can have at most 3 cards.
###''Silver'' players can be given a single 'trick' card that does not count towards previous limits ('trick' cards are S01-S06 and S17).
##Each ''gold'' player can have at most 4 cards.
##Each ''gold'' player can have at most 4 cards.
###''Gold'' players can be given a single 'trick' card that does not count towards previous limits ('trick' cards are S01-S06 and S17).
# Each medal player may add one '''trick card''' without it being counted against their total. See Section 3.2.1 for a list of permitted trick cards. Note that in the event a player has more than one trick card, all but one will be counted in their total.
##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.
# 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.
#''Silver'' and ''gold'' players cannot substitute the goalkeeper at any moment during the game.
# Outfield players may have 1 less card in exchange for an additional player position set to 'A'. This extra position may not be 'GK.'  
#Each player in the squad may be attributed a [[Pro Evolution Soccer 2017/Tactical#Playing Style|Playing Style]].
#Each player in the squad may be attributed a [[Pro Evolution Soccer 2016/Tactical#Playing Style|Playing Styles]].
##Playing Styles do not count towards the card limit.
##Playing Styles do not count towards the card limit.
=== Trick Cards ===
The following cards are the current legal trick cards.
* S01: Scissors Feint
* S02: Flip Flap
* S03: Marseille Turn
* S04: Sombrero
* S05: Cut Behind & Turn
* S06: Scotch Move
* S17: Rabona
== Height Rules ==
There are two options managers have for distributing team heights, named for their traditional colouring in height charts.
# The "green" heights, giving more total height:
## Five non-medal players of height exactly 194cm.
## Five players which are either:
### Outfield players of height exactly 185cm.
### Goalkeepers of height exactly 189cm.
## Seven players of height exactly 180cm.
## Six players of height exactly 175cm.
# The "red" heights, giving bonuses to shorter nonmedal players:
## Ten players which are either:
### Outfield players of height exactly 185cm.
### Goalkeepers of height exactly 189cm.
## Seven players of height exactly 180cm.
## Six players of height exactly 175cm, with non-medals receiving a +3 bonus to all stats.
# The six players that are 175cm 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.
## Players who are 175cm may also have one additional card.
# Players of height 175cm and below may have 4/4 weak foot accuracy and weak foot usage.
[[File:NewerHeightRules.png|Height Rules for 2018 Winter Cup and on]]
== Other Restrictions ==
#It is illegal to set the player age and weight outside the ranges defined by the game.
#It is illegal to set the player age and weight outside the ranges defined by the game.
#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.
#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.
#The position of each player on a team's first preset in their export are required to match one of the player's 'A' positions.
#The position of each player on a team's first preset in their export are required to match one of the player's 'A' positions.
#''Medal'' players cannot be played as a goalkeeper at any time.
#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.
##The support settings may be altered at later points as specified in Chapter V.
#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.
#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.
#There are two options managers have for distributing team heights:
##The combined height of each squad cannot exceed 4,220 cm, with the specified number of players falling into the following height brackets (these are the "green" heights):
###One player of 200-205 cm with a stat nerf in every category (see below)
###One player of 195-199 cm with a stat nerf in every category (see below)
###Two players of 190-194 cm with stat nerf in every category (see below)
####All players 190 cm and above are subject to a variable stat nerf - golds are -5 (94 instead of 99), silvers are -4 (84 instead of 88) and regular players are -3 (74 instead of 77)
###Six players of 185-189 cm
###Seven players of 180-184 cm
###Six players of 175-179cm
##The combined height of each squad cannot exceed 4,185 cm, with the specified number of players falling into the following height brackets (these are the "red" heights):
###Ten players of 185-189 cm
###Seven players of 180-184 cm
###Six players of 175-179cm
##The six players that are 175-179cm 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.


[[File:NewHeightRules.png|Height Rules]]
=Chapter IV: Tournament=


==Chapter IV: Tournament==
== Exports ==
A team export is '''valid''' if it:
# Corresponds to the appropriate team and player IDs.
# Functions in the current version of PES as specified under Game Version in Section 4.6.
# Was not created by creating, transferring, moving, or removing players from the [[Pro Evolution Soccer 2016/Team IDs|officially assigned team]]. An export may only use the existing players in the team.
# 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'''.


#Preparation
== Deadlines ==
##Each official tournament has a signup period.
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.
###During this period an official manager of the team can sign up their team on the [[Signups|signups page]] for that cup. The opening of the signups will be announced via [[Template:News/Manager|Manager News]] on the [[Main Page]].
# For a Babby Cup, the '''preliminary deadline''' is on the Friday 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.
####For Babby Cups (Spring and Autumn) only the {{tt|invited teams|aka competitors}} can sign up.
## 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.
#####Should there not be enough signups for a Babby Cup, a select amount of random competitors that did not sign up will then fill up the open spots (called 'autopilot teams'). These teams will play with their latest official export adjusted to the rules of that cup, as well as some disadvantages decided by the 4CCC. If no such exports exist, it will be made by the 4CCC.
## 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.
#####Which teams are eligble for the autopilot draw are decided by the 4CCC. The draw happens along with the draw for the group stage.
## 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.
####For Elite Cups (Summer and Winter) only the {{tt|invited teams|aka competitors}} and {{tt|the top five teams that did not promote or get relegated to qualifiers|17th to 21st place, assuming those five did not get demoted}} in the previous Babby Cup. These last five teams will be treated as a backup.
# The '''tactical deadline''' is on the Friday preceding the start of an official tournament at 23:59:59 UTC.
##At the end of the signup period an official draw will be held on stream dividing all the teams into a group.
## Tactical changes will not be accepted between this deadline and the first match, other than save fixes and aesthetics changes.
##Each official tournament is then preceded by two (export) deadlines.
## '''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.
###The first deadline is on the Friday preceding the start of an official tournament at 23:59:59 UTC.
## Following the tactical deadline, all exports will be checked for rule-breaking faults by a body determined by the 4CCC.
####Verified managers of each team must have '''placed a link to a valid tactical export on their board's team page on the wiki''' 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 [[Exports]] page is additional but not a requirement.
### Should an export contain rule-breaking faults, the 4CCC will then take the necessary actions to fix these faults with a penalty.
####Following the first deadline all exports will be checked for rule-breaking faults by an external body.
### 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.
#####Should an export contain rule-breaking faults, the 4CCC will then take the necessary actions to fix these faults with a penalty.
### Managers are encouraged to check their own export with the help of the [[Auto-ATF|Auto-ATF tool]] before uploading their export.
#####The 4CCC reserves the right to disqualify teams for an Elite Cup should their export be deemed to contain too many faults. In this case a backup will replace that team.
# Within 48 hours of the tactical deadline, a draw will be held to place the teams into groups.
#####Managers are encouraged to check their own export with the help of the [[Pro_Evolution_Soccer_2017/Auto-ATF|Auto-ATF tool]] before uploading their export.
# The '''save fix deadline''' is on the Wednesday following the prior deadline, at 23:59:59 UTC.
####If a team fails to submit an export before the first deadline then that team may be disqualified in favour of a backup team or given an additional 24 hours to submit an export. Should that extra time be granted severe penalties will be applied.
## This deadline is typically only used for aesthetic and music exports.
####Penalties to late teams can range from loss of any number of timeouts, loss of the ability to send in nightly exports, stat nerfs to players, or any combination of the three.
## 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''':
###The second deadline is on the Wednesday following the first deadline at 23:59:59 UTC.
### Aesthetic settings.
####This deadline is only used for aesthetics exports and in the case a large amount of teams have sent in an export with rule-breaking faults. (e.g. due to a broken Auto-ATF tool or incorrect rules on this page).  
### Rule-breaking faults officially identified by the 4CCC. Note that save fixes submitted after the tactical deadline may be subject to deadline violation penalties.
####Should there be the need of the use of the second deadline for tactical exports, then this will be announced via a Manager News post on the wiki main page.
## Any other changes listed will lead to the export being ruled invalid.
#####It is then the primary responsibility of the team's managers to ensure any errors, rule-breaking or otherwise, in their export are made clear on the appropriate [[Save Fixes]] page on the wiki should the second deadline be used for save fixes.
 
#####It is forbidden to change playstyles or add cards via save fixes. Cards can only be removed. Any requests to change or swap cards will result in the removal of the requested card.
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:
##Do not combine the tactical export with the aesthetics export.
# Loss of any number of voluntary time-outs for some or all games in the tournament.
##Teams are not allowed to create, transfer/move nor remove players from their [[Pro Evolution Soccer 2017/Team IDs|officially assigned team]] in the official save and their export. Only use the existing players in the team.
# Loss of the ability to submit nightly exports for some or all games in the tournament.
###Failure to comply to this can result in the team's export deemed to be invalid.
In addition to the above, teams who fail to submit an export in the grace period may face:
#Aesthetics
# 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.)
##All aesthetics must not break the rules of conduct of the streaming platform used ([http://www.twitch.tv/p/rules-of-conduct/ Twitch Rules of Conduct]/[http://help.hitbox.tv/customer/en/portal/articles/1913327-what-can-and-can-t-i-stream-on-hitbox- Hitbox Rules on streaming content]). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
# Stat or height nerfs to players.
##The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'. The current Helper is {{anonymous|Shakes}}.
# Punitive tactics determined by the 4CCC.
###The helper has the same full rights as the host regarding aesthetics.
# Disqualification from the tournament, to be replaced by the next eligible team.
###The helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in the .dds format).
 
###The commissioner maintains executive right over who holds the position of helper.
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.
###Aesthetics should never be sent directly to the host but to the helper, only he is allowed to send aesthetics (updates) to the host.
# In a Babby Cup, a select amount of random competitors known as '''filler teams''' will fill the remaining spaces.
## Eligibility for the filler team draw is determined exclusively by the 4CCC.
## 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, possibly with additional penalties. If no such exports exist, they will be provided by the 4CCC.
## If an filler team advances to an Elite Cup, they must demonstrate adequate interest as if they were newly joining a Babby Cup in order to compete. If no interest is provied, it will be treated as unable to compete.
# 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 ==
#General rules
##All aesthetics must not break the rules of conduct of the streaming platform used ([https://www.youtube.com/t/terms Youtube Terms of Use]). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
##The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'. The current Helper is {{anonymous|Shakes}} and the Vice-Helper is {{anonymous|RamenRaisin}}, who can assume the responsibilities of the Helper if needed to.
###The Helper has the same full rights as the host regarding aesthetics.
###The Helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in .dds format).
###The commissioner maintains executive right over who holds the position of Helper.
###Additional 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.
##Only the team's listed managers are allowed to submit aesthetics for their own team.
##Only the team's listed managers are allowed to submit aesthetics for their own team.
##'''All aesthetics relating to teams should be submitted by the first deadline on the respective team's page''' and should be clearly labeled. A link to the export on the [[Exports]] page is additional but not a requirement.
##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.
###Aesthetics submissions are permitted at the helper's discretion after the first and before the second deadline, on the condition that the helper is notified about such a submission before the first deadline. These exports have to be put on the team page.
#Submitting aesthetics
###Aesthetics to be added after the second deadline, including late first exports, have to be delivered via the [[Mid Cup Aesthetics]] page.
##'''All the aesthetic exports with the various teams' aesthetics should be submit on the [[Exports]] page before the aesthetic deadline.''' A link to the export on the respective team's page is recommended but not a requirement.
##All general cup aesthetics not relating to teams should be submitted directly to the helper before the second deadline.
###The exports should follow the format described by the Aesthetics Export Template as explained here: [[AET|Aesthetic Exports]].
###All general cup aesthetics will be handled by the helper.
###Broken aesthetics exports not following the rules may be denied. Please check your export for errors with the automatic compiler linked in the [[AET|Aesthetic Exports]] page before submitting it.
##Submitted aesthetics will be delivered via the Aesthetics Export Template as explained here: [[AET|Aesthetic Exports]].
###Please use "--- Aesthetic Export for ________" as main folder name for your export, where --- is the team's name and ________ is the event's name (e.g. "GD Aesthetic Export for Winter 18"), to help distinguish between new and old exports.
###Delivering a broken Aesthetics Export Template not following the rules on this page: [[AET|Aesthetic Exports]] may result in your aesthetics being denied.
###The exports should contain at minimum a working Note txt and the kits and portraits the team will use. Including face folders is recommended but optional. Additional face folders can be submit freely after the deadline.
###Aesthetics Exports submitted before the first deadline will be checked as soon as possible after the deadline. The helper will then make a spreadsheet listing all broken and/or missing stuff they could find. The team's listed managers can then list and link all fixes on the [[Save Fixes]] page of the upcoming cup before the second deadline. Everything not listed may not be fixed and/or included.
###Don't include in the aesthetic export blender face folders for players which aren't in the team anymore. ({{tt|Reason|Should the players replacing them end up using faces made ingame, these won't show up since pes will prioritize the old blender faces. Removing these old faces would require remaking the whole aesthetics pack and having everyone download it again.}})
##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.
###Please use google drive, mega or puu.sh for uploading exports. Avoid hosting sites featuring ads.
##Managers can request to use a specific kit, ball and/or stadium for an upcoming game, but the final decision is up to the host. The home team is favoured over the away team.
##'''The aesthetics deadline is set to 24 hours after the tactical deadline of every cup.'''
##Kits
###This is not a hard deadline, it's indicative. Exports can be submitted up to about two hours after the deadline without penalties.
###As a minimum a team must have two outfield kits and one goalkeeper kit. These three kits have to be normal kits and cannot be custom models.
###Managers who find themselves unable to submit an aesthetic export in time should let the Helper know about it as soon as possible.
###Both outfield kits must be aesthetically distinct, i.e. they must not clash with one another or the pitch.
###Aesthetics to be added after the deadline, including additional face folders and late exports, have to be delivered via the [[Mid Cup Aesthetics]] page. The indicative deadline for submissions of this kind is one day before the kickoff of the matchday they need to be added for. The Helper will also attempt to add any aesthetics submit after this time, but no guarantees will be given.
####A kit clash can be regarded as any combination of kits which would make it difficult for the viewer to distinguish each team on the pitch during a match.
##Balls and any general cup aesthetics not related to teams should be submitted directly to the helper.
###A team is allowed to have up to seven extra outfield kits (extra goalkeeper kits is not possible). However, custom collar models can be denied use by the host if they are deemed to make the match hard to follow for the viewers.
##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.
##Player aesthetics (heads, gloves and boots)
#Kits
###Player aesthetics should focus on the head (hands and feet for gloves and boots respectively) of the player rather than obscuring their body. This is to ensure that gameplay can be easily followed.
##At a minimum a team must have two outfield kits and one goalkeeper kit.
###As a guideline, models should generally not exceed roughly 200% width and 200% height of a normal player.
##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.
####Ultimately, exceptions for both LODs and high-detail models can be made, as long as their provided entertainment values greater than the difficulties they may introduce when trying to follow the gameplay. This is all subject to the judgement of the Helper.
##A team is allowed to have up to seven extra outfield kits (extra goalkeeper kits are not usable from PES16 on).
##Stadiums
##Customized kit models can be denied use by the Host if they are deemed to make the match hard to follow for the viewers.
###Teams that wish to have their own stadium are advised to 'claim' a slot on the [[Pro_Evolution_Soccer_2017/Stadiums|Stadiums page of the current PES version]]. Files in an aesthetic export for a specific stadium which has not been claimed by the team will be ignored.
#Player aesthetics
###The pitch itself should 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.
##Every player must have a unique model, be it a custom blender head or body, or a set of PES face and hair settings customized via the Edit menu of the game (a.k.a "ingame head").
###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.
##Setting ingame heads on any players for which blender models have been requested is recommended in case the blenders 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 ingame heads so removing the latter won't be needed.
###Some exceptions to these rules may be made if the stadium is supposed to fit a certain theme (e.g. The Void for /x/) after a judgement by the Helper.
##'''Aesthetic-related penalties may be applied to teams which leave players with Placeholder heads'''.
##Other
##Models should not be so large as to cover the ball while the players using them are dribbling.
###All remaining (team) aesthetics that are not described above are subject to the judgement of the Helper.
##Whenever a model replaces completely the default body and kit of a player, it should be made in a way that makes it clear what team the player belongs to during the gameplay. In PES16 and PES17 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. The Helper can be contacted for details on this method.
###Avoid making models that are too distracting or become annoying if shown repeatedly. Make sure to alert the helper about one-time jokes beforehand.
##Avoid making models that are too distracting or become annoying if shown repeatedly.
###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.
##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 about the reasonableness of any aesthetics.
##File size of aesthetics
#Stadiums
###Uncompressed (thus not zlibbed) .dds textures may never exceed the size of 3 MB (3.000.000 bytes).
##Teams that wish to have their own stadium are advised to 'claim' a slot on the [[Pro_Evolution_Soccer_2016/Stadiums|Stadiums page of the current PES version]].
####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 32*32 as a 2048*2048 one is just a waste of memory.
##Contact the Stadium Helper {{anonymous|Dag}} for information about submitting custom stadium elements.
###Uncompressed (thus not zlibbed) .model files may never exceed the size of 1 MB (1.000.000 bytes).
##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.
####It is advised to keep aesthetics as simple and their file size as small as possible, as this might avoid reworking them should a future version of PES introduce unforeseen limitations.
##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.
#Tournament conduct
##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.
##[[Rig Cam]]: Skype may be used to livestream the match for the commentators and managers (only the managers of teams who are playing at that moment) to bypass the stream delay. If the Rig Cam is available, managers are expected to rely on it to make their calls on time. Their microphone has to be muted at all times. The official skype account is ''the4chancup''.
#Other
##The communication medium to be used when giving real time tactical instructions to the host is via a private conversation on IRC.
##All the aesthetics not described (like Balls) above are subject to the judgement of the Helper.
###Managers may give purely textual instructions or may use pictorial instructions if necessary.
##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.
###All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored.
#File size of aesthetics
###No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
##Please keep your face folders clean and remove any unused textures and model files, especially edithair files.
##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 clear written and/or pictorial instructions in an easily accessible format for the match before the scheduled kickoff time.
##Avoid having face folders over 10MB in your export and try to keep the final export size (in folder format) below 100MB. Zlib some textures if needed.
###If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored.
##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 memory.
###If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is in attendance to provide instructions in real time then that team will forfeit all offers of tactical input for the duration of the match.
#Requests
##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.
##Any manager can submit requests for new models for their team on the [[Aesthetics_Requests|Aesthetics Requests]] page.
#Settings
##Please keep in mind that there's no guarantee the requests will be fulfilled since taking care of requests is a voluntary job.
##The current settings as of Winter 2017 are:
#Music Exports
###Game version:
##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.
####[[Pro Evolution Soccer 2017]]
##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.
####Patch 1.02.00 / DLC [[Pro_Evolution_Soccer_2017|'4CC Pack']]
##Sending the Host separate links for custom single-match anthems or goalhorns right before a match (or sooner, if possible) is allowed, but please prepare and include an edited 4ccm or name the mp3 with the same name as the normal anthem or goalhorn.
####Langauge: British English (enGB/eng)
 
###Controller settings: (Need to be done for both home and away controllers)
== Tournament Conduct ==
####Role Control: Off (done on the main controller select screen)
#[[Rig Cam]]: Skype or Discord may be used to livestream the match for the commentators and managers (only the managers of teams who are playing at that moment) to bypass the stream delay. If the Rig Cam is available, managers are expected to rely on it to make their calls on time. Their microphone has to be muted at all times. The official Skype account is ''the4chancup''. The official Discord account is ''the 4chan cup#0170''.
####Auto Sliding: Assisted
#The communication medium to be used when giving real time tactical instructions to the host is via a private conversation on IRC.
###General settings:
##Managers may give purely textual instructions or may use pictorial instructions if necessary.
####Match Level: Super Star AI
##All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored.
####Match Time: 10 min.
##No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
####Conditions: Random for both Home and Away
#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.
####Player Emotions: Off
##If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored.
####No. of Substitutions: 3 (4 if extra time is enabled for the match, the 4th sub can only be used during extra time)
##If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is in attendance to provide instructions in real time then that team will forfeit all offers of tactical input for the duration of the match.
####Injuries: On
#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.
###Stadium settings:
#The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming).
####Time: Night
 
####Season: Summer or Winter
== Settings ==
####Weather: Fine
The current settings as of Winter 2019 are:
####Length of grass: Normal
#Game version:
####Pitch conditions: Normal
##[[Pro Evolution Soccer 2016]]
###Additional gameplay rules:
##Patch 1.04.00 / DLC [[Pro_Evolution_Soccer_2016|'4CC Pack']]
####When a player collects two yellow over the course of the tournament, he will be suspended for the match after the match in which he got his second yellow card.
##Langauge: British English (enGB/eng)
####Should a player receive a red card, he will be suspended for the next match.
#Controller settings: (Need to be done for both home and away controllers)
####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.
##Role Control: Off (done on the main controller select screen)
##Auto Sliding: Assisted
#General settings:
##Match Level: Super Star AI
##Match Time: 10 min.
##Conditions: Random for both Home and Away
##Player Emotions: Off
##No. of Substitutions: 3 (4 if extra time is enabled for the match, the 4th sub can only be used during extra time)
##Injuries: On
#Stadium settings:
##Time: Night
##Season: Summer or Winter
##Weather: Fine
##Length of grass: Normal
##Pitch conditions: Normal
 
== Other Game Rules ==
#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.
## Should a player receive a red card, he will be suspended for the next match.
## 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.
 
= Chapter V: Tactical =
 
== Nightly exports ==
# Submission
##Exports are to be submitted to 4ccexports@gmail.com
##Exports must be submitted no later than 2 hours before the begining of the matchday (if the start time is 17:00 UTC the deadline is 15:00 UTC).
##If a team plays more than once on the same matchday the export submitted for the first match will be used.
###From the second match onwards any changes that would be required to be defined in the nightly export can be changed in the pregame.
##For a team's first match, nightly export submission is not allowed, as their deadline export will be used instead.
###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.
##Only submit exports for main Cup events, exports for invitationals will be ignored.
#Formatting of the email.
##The export must be sent in as an attachment to the email.
##State the team and matchday(s) the export is to be used on in the subject.
##The home team of the first match of the day will send their export as TEXPORT00000000 and the away team will send their export as TEXPORT00000001. The home team of the second match of the day will send their export as TEXPORT00000002, the away team will send their export as TEXPORT00000003 and so forth. Please note that PES17 uses hexadecimal filenames.
##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, contact a member of the 4CCC as soon as possible.
##If no export is submitted then the team will use their deadline export.
# Nightly exports must '''not''':
## Change anything other than tactical instructions (examples of what not to change are player heights, cards, stats, etc).
## Pack the export in a .zip, .rar, .7z, or any other archive.
## Send a link to the export without also having a version attached to the email.
## 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.
# 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.
 
== Approved Management Channels ==
Instructions for a team to be executed on match day must be sent via an '''approved management channel'''. These are:
# A manager in contact with the host on game day; this is called '''live-managing'''.
# Written instructions for the team provided in a Pastebin link sent to the official 4CC Discord account (the 4chan cup#0170). Sending the Pastebin to the host for the current official tournament is also recommended for assurance.
## The 4cc Skype account (the4chancup) may be used instead of Discord on some matchdays. If it is there will be an announcement before kickoff to send instructions there instead.
 
== Pre-Match ==
Pre-match instructions should be:
#Carried out prior to kickoff.
#Easily understandable, ideally constructed using [https://pastebin.com/waMxFPNM this template].
#Submitted to the host by the team's manager.
#Submitted before the start of the matchday.
Pre-match instructions can consist of any combination of the following instructions:
# Any number of substitutions.
## Correction of tactical settings impacted by a substitution, after all substitutions are complete.
# Configuration of man marking or tight marking.
## Tight marking cannot replace an existing Advanced Instruction; it may only be enabled if an Advanced Instruction slot is empty.
# Enabling or disabling fluid formation.
# Selection of a starting preset.
# Adjustment of attack/defence level.
## Note this cannot be changed by the host until the match is underway due to the limitations of PES.
# If neither team has played a match yet this tournament, changes to the Team Instructions of any presets ands adjustments to the support settings.
## 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.
# 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.)
 
== 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.


==Chapter V: Tactical==
Timeouts are divided into '''free''' and '''limited'''.
# A timeout is free if either:
## The only actions taken during the timeout are:
### Substituting players.
### Adjusting tight marking, man-marking, or counter target settings if any player affected by the instructions are subbed.
## The timeout occurs:
### At the half time break or either extra time pause.
### Within five in-game minutes of at least one of the following events, once per event:
#### Conceding a goal.
#### A player on the team is dismissed (red card).
#### An injury leaves a player on the team unable to play for the rest of the match.
# A timeout is limited if it is not a free timeout. Teams may take at most two limited timeouts per match, and may not use limited timeouts in the first 20 minutes of match time.


#Nightly exports
The following changes can only be made during a timeout:
##Where and when to submit a nightly export.
# Changing sliders.
###Exports are to be submitted to 4ccexports@gmail.com
# Editing man-marking.
###Exports must be submitted no later than 2 hours before the begining of the matchday (if the start time is 17:00 UTC the deadline is 15:00 UTC).
# Changing set piece takers.
###If a team plays more than once on the same matchday the export submitted for the first match will be used.
# Adjusting all instructions in the support settings section.
####From the second match onwards any changes that would be required to be defined in the nightly export can be changed in the pregame.
# Turning fluid formations on or off.
###Nightly exports are not used for a team's first match of the tournament and their deadline export will be used.
# Turning any number of advanced instructions on or off.
####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.
# Changing a single formation (includes moving players).
###Only submit exports for main Cup events, exports for invitationals will be ignored.
## 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.
##Formatting of the email.
## 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.
###The export must be sent in as an attatchement to the email.
## Changing multiple formations will cost multiple timeouts.
###State the team and matchday(s) the export is to be used on in the subject.
###The home team of the first match of the day will send their export as TEXPORT00000000 and the away team will send their export as TEXPORT00000001. The home team of the second match of the day will send their export as TEXPORT00000002, the away team will send their export as TEXPORT00000003 and so forth. Please note that PES17 uses hexadecimal filenames.
###If the word EXPORT is in the email (not the subject) there will be an automatic reply that the export was recieved correctly, if you do not, contact a member of /merit/ as soon as possible.
###If no export is submitted then the team will use their deadline export with the regular livemanagement rules still applying.
##What not to do.
###Do not change anything other than tactical instructions (examples of what not to change are player heights, cards, stats, etc).
###Do not pack the export in a .zip, .rar, .7z, or any other archive.
###Do not send a link to the export without also having a version attatched to the email.
###Do not send tactical instructions, music, or any extraneous items in the email and instead send those to the host.
##If the nightly export breaks the above rules then the export will be rejected and the team's deadline export will be used instead with the normal livemanagement rules applying.
#During the pre-match set-up managers are allowed to (by live-managing via the IRC, or by leaving written instructions before the match in a Pastebin sent to the official Cup Skype account (the4chancup) ONLY):
##Make substitutions.
###Should substitutions indirectly affect any other tactical setting that setting may be fixed.
##Set up man-marking or tight marking (if there is an unused advance instruction slot).
##enable or disable fluid formation.
##Pick a starting preset.
##Change the attack/defence level of their team.
###Note this cannot be changed by the host until the match is underway due to the limitations of PES.
##For the first match of each team in a tournament teams are allowed to make changes to the Team Instructions of any presets.
###If a team is playing their first match against a team that has already played a match in that tournament they may not make these changes as they are instead allowed to submit a nightly export.
#During a match managers have two timeouts to make changes to their tactical setup (they can be requested as part of live-managing via the IRC, or through leaving written instructions before the match in a Pastebin sent to the official Cup Skype account (the4chancup) ONLY).
##Only the team calling a timeout can make changes during the timeout, if the other side also wishes to make changes they may expend a timeout to do so.
##Teams are given free voluntary timeouts (which must be requested within 5 in-game minutes of the event) after:
###Conceding a goal.
###A player on the team is dismissed (red card).
###An injury leaves the player unable to play for the rest of the match.
###At the half time break and both extra time pauses.
##Timeouts that are not the free timeouts listed above may not be used until at least 20 minutes of match time have elapsed.
##The following changes can only be made during a timeout:
###Changing sliders.
###Editing man-marking.
###Changing set piece takers.
###Adjusting all instructions in the support settings section.
###Turning fluid formations on or off.
###Turning any number of advanced instructions on or off.
###Changing a single formation (includes moving players).
####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.
#####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.
####Changing multiple formations will cost multiple timeouts.
##The following changes do not require a timeout:
###Changing presets.
###Substituting players.
###Adjusting tight marking, man-marking, or counter target settings if any player affected by the instructions are subbed.
###Changing the attack/defence level.
##The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming).


[[Category:4chan Cup]]
The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming).

Revision as of 01:41, 13 April 2019

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.

A manager must:

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

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

  • Sign up.
  • 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.
  • 'Board representatives' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
  • The 'commissioner' is the head of The 4chan Cup Committee.
  • 'Deadline export' refers to the official export that is uploaded a week before an official tournament begins.
  • 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.
  • 'Export' refers to files containing all data relevant to a team's tactical properties.
  • 'The game' refers to Pro Evolution Soccer 2018 as defined under Section 4.6.
  • 'Host' refers to the person responsible for streaming any given official tournament.
  • '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.
  • '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.
  • '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.
  • 'Season' refers to the period beginning from the end of one official tournament to the end of the next one.
  • '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.).
  • 'Tester' refers to a person involved with tactical input for a team while not assuming the manager role.
  • A 'timeout' refers to a stoppage in play requested by a team's manager 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. 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 to manage another team must have not been active as a manager for their previous team for 2 cup seasons 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.

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 categorised as regular, silver, or gold as follows:
    1. 19 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 88 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 players 180 cm and above, their usage and accuracy stats are both capped at 2.
  2. All players are allowed to have a lower Attacking Prowess and/or Defensive Prowess, but not higher.
  3. The Form setting is set to 8 for medal players, and 4 for the remaining regular players .
  4. The Injury Resistance setting is set to 3 for all players.
  5. 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 1 card.
    2. Each regular outfield player can have at most 2 cards.
    3. Each silver player can have at most 3 cards.
    4. Each gold player can have at most 4 cards.
  6. Each medal player may add one trick card without it being counted against their total. See Section 3.2.1 for a list of permitted trick cards. Note that in the event a player has more than one trick card, all but one will be counted in their total.
  7. 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.
  8. Outfield players may have 1 less card in exchange for an additional player position set to 'A'. This extra position may not be 'GK.'
  9. 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: Flip Flap
  • S03: Marseille Turn
  • S04: Sombrero
  • S05: Cut Behind & Turn
  • S06: Scotch Move
  • S17: Rabona

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 non-medal players of height exactly 194cm.
    2. Five players which are either:
      1. Outfield players of height exactly 185cm.
      2. Goalkeepers of height exactly 189cm.
    3. Seven players of height exactly 180cm.
    4. Six players of height exactly 175cm.
  2. The "red" heights, giving bonuses to shorter nonmedal 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, with non-medals receiving a +3 bonus to all stats.
  3. The six players that are 175cm 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 Rules for 2018 Winter Cup and on

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.
  3. The position of each player on a team's first preset in their 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. 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.

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 Friday 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 Friday 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 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. Stat or height nerfs to players.
  3. Punitive tactics determined by the 4CCC.
  4. 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, possibly with additional penalties. If no such exports exist, they will be provided by the 4CCC.
    3. If an filler team advances to an Elite Cup, they must demonstrate adequate interest as if they were newly joining a Babby Cup in order to compete. If no interest is provied, 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). 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-Helper is RamenRaisin, 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. Additional 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. Only the team's listed managers are allowed to submit aesthetics for their own team.
    4. 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. Submitting aesthetics
    1. All the aesthetic exports with the various teams' aesthetics should be submit on the Exports page before the aesthetic deadline. A link to the export on the respective team's page is recommended but not a requirement.
      1. The exports should follow the format described by the Aesthetics Export Template as explained here: Aesthetic Exports.
      2. Broken aesthetics exports not following the rules may be denied. Please check your export for errors with the automatic compiler linked in the Aesthetic Exports page before submitting it.
      3. Please use "--- Aesthetic Export for ________" as main folder name for your export, where --- is the team's name and ________ is the event's name (e.g. "GD Aesthetic Export for Winter 18"), to help distinguish between new and old exports.
      4. The exports should contain at minimum a working Note txt and the kits and portraits the team will use. Including face folders is recommended but optional. Additional face folders can be submit freely after the deadline.
      5. Don't include in the aesthetic export blender face folders for players which aren't in the team anymore. (Reason)
      6. Please use google drive, mega or puu.sh for uploading exports. Avoid hosting sites featuring ads.
    2. The aesthetics deadline is set to 24 hours after the tactical deadline of every cup.
      1. This is not a hard deadline, it's indicative. Exports can be submitted up to about two hours after the deadline without penalties.
      2. Managers who find themselves unable to submit an aesthetic export in time should let the Helper know about it as soon as possible.
      3. Aesthetics to be added after the deadline, including additional face folders and late exports, have to be delivered via the Mid Cup Aesthetics page. The indicative deadline for submissions of this kind is one day before the kickoff of the matchday they need to be added for. The Helper will also attempt to add any aesthetics submit after this time, but no guarantees will be given.
    3. Balls and any general cup aesthetics not related to teams should be submitted directly to the helper.
    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.
  3. Kits
    1. At a 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. A team is allowed to have up to seven extra outfield kits (extra goalkeeper kits are not usable from PES16 on).
    4. Customized kit models can be denied use by the Host if they are deemed to make the match hard to follow for the viewers.
  4. Player aesthetics
    1. Every player must have a unique model, be it a custom blender head or body, or a set of PES face and hair settings customized via the Edit menu of the game (a.k.a "ingame head").
    2. Setting ingame heads on any players for which blender models have been requested is recommended in case the blenders 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 ingame heads so removing the latter won't be needed.
    3. Aesthetic-related penalties may be applied to teams which leave players with Placeholder heads.
    4. Models should not be so large as to cover the ball while the players using them are dribbling.
    5. Whenever a model replaces completely the default body and kit of a player, it should be made in a way that makes it clear what team the player belongs to during the gameplay. In PES16 and PES17 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. The Helper can be contacted for details on this method.
    6. Avoid making models that are too distracting or become annoying if shown repeatedly.
    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 about the reasonableness of any aesthetics.
  5. 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 Dag 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.
  6. Other
    1. All the aesthetics not described (like Balls) above are subject to the judgement of the Helper.
    2. 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.
  7. File size of aesthetics
    1. Please keep your face folders clean and remove any unused textures and model files, especially edithair files.
    2. Avoid having face folders over 10MB in your export and try to keep the final export size (in 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 memory.
  8. 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's no guarantee the requests will be fulfilled since taking care of requests is a voluntary job.
  9. Music Exports
    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. Sending the Host separate links for custom single-match anthems or goalhorns right before a match (or sooner, if possible) is allowed, but please prepare and include an edited 4ccm or name the mp3 with the same name as the normal anthem or goalhorn.

Tournament Conduct

  1. Rig Cam: Skype or Discord may be used to livestream the match for the commentators and managers (only the managers of teams who are playing at that moment) to bypass the stream delay. If the Rig Cam is available, managers are expected to rely on it to make their calls on time. Their microphone has to be muted at all times. The official Skype account is the4chancup. The official Discord account is the 4chan cup#0170.
  2. The communication medium to be used when giving real time tactical instructions to the host is via a private conversation 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.
    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.
    2. If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is 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).

Settings

The current settings as of Winter 2019 are:

  1. Game version:
    1. Pro Evolution Soccer 2016
    2. Patch 1.04.00 / 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. General settings:
    1. Match Level: Super Star AI
    2. Match Time: 10 min.
    3. Conditions: Random for both Home and Away
    4. Player Emotions: Off
    5. No. of Substitutions: 3 (4 if extra time is enabled for the match, the 4th sub can only be used during extra time)
    6. Injuries: On
  4. Stadium settings:
    1. Time: Night
    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.

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 begining 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, 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. The home team of the first match of the day will send their export as TEXPORT00000000 and the away team will send their export as TEXPORT00000001. The home team of the second match of the day will send their export as TEXPORT00000002, the away team will send their export as TEXPORT00000003 and so forth. Please note that PES17 uses hexadecimal filenames.
    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, contact a member of the 4CCC as soon as possible.
    5. If no export is submitted then the team will use their deadline export.
  3. Nightly exports must not:
    1. Change anything other than tactical instructions (examples of what not to change 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.

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 official 4CC Discord account (the 4chan cup#0170). Sending the Pastebin to the host for the current official tournament is also recommended for assurance.
    1. The 4cc Skype account (the4chancup) may be used instead of Discord on some matchdays. If it is there will be an announcement before kickoff to send instructions there instead.

Pre-Match

Pre-match instructions should be:

  1. Carried out prior to kickoff.
  2. Easily understandable, ideally constructed using this template.
  3. Submitted to the host by the team's manager.
  4. Submitted before the start of the matchday.

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. 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. 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.)

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, 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.
        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. Teams may take at most two limited timeouts per match, and may not use limited timeouts in the first 20 minutes of match 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.

The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming).