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:
Managers and caretakers must:
*Regularly browse the board that they are managing.
*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.
*Maintain their team's wiki page.
*Maintain their team's wiki page.
Additionally, a manager must:
*Regularly browse the board that they are managing.
*Have an effective means of contact on the contact page.
*Have a registered nick on the IRC channel if they wish to live-manage.
*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:
Caretakers and managers are expected to do the following in each Cup their team is qualified for:
*Sign up.
*Sign up.
*Provide valid Proof of Interest for their team if required.
Additionally, a manager is expected to do the following in each Cup their team is qualified for:
*Ensure the preparation of both a legal tactical and aesthetic export.
*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.
*The ''''commissioner'''' is the head of The 4chan Cup Committee.
*The ''''commissioner'''' is the head of The 4chan Cup Committee.
*An ''''executive action'''' is any decision made by a member of the 4CCC or a host that was not subject to a formal or informal vote.
*''''Official tournament'''' refers to any 4chan Cup event including the Summer Cup, Winter Cup, Spring Babby Cup, Autumn Babby Cup and any qualifying events connected to these tournaments.
*''''Tactical export'''' refers to files containing all data relevant to a team's tactical properties.
*''''Aesthetics export'''' refers to files containing all data relevant to a team's aesthetic properties.
*''''Deadline export'''' refers to the official export that is uploaded a week before an official tournament begins.
*''''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 2017]]'' as defined under Chapter IV: 4.1.1.
*''''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.
*''''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.
*''''Season'''' refers to the period beginning from the end of one official tournament to the end of the next one.
*''''Proof of Interest (PoI)'''' refers to documentation that is required from a team at most every six months in order to be eligible to participate in the 4chan Cup.
*''''Staff'''' can refer to testers, managers or board representatives who liaise with their board. An individual is not limited in how many of these roles they may assume.
*''''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.).
*''''Team'''' refers to a football side connected to a 4chan Cup board (e.g. [[:/3/]], [[:/a/]], [[:/an/]], etc.).
*''''Board representatives'''' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
*''''Manager'''' refers to a person nominated to provide tactical input during official tournament matches for a 4chan Cup team as well as link the team's official exports.
*''''Caretaker'''' refers to board representatives that liaise with a board but cannot seek feedback on or be involved in the creation or manipulation of tactics.
*''''Tester'''' refers to a person involved with tactical input for a team while not assuming the manager role.
*''''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.
*''''Autopilot'''' refers to a team that does not have an active verified manager but does have at least one caretaker.
*A ''''timeout'''' refers to a stoppage in play to make changes during a game.


==Chapter 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 ==
#Managers
##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 who has already undergone the verification process for a team that has retired may resume management of the same team at a later date with the confirmed notification and consent of the commissioner and any current staff for the team.
###A person who has already undergone the verification process to manage another team must have not been active as a manager for their previous team for 6 months and must alert the commissioner before becoming a manager for a different team.
##Only the 4CCC has the authority to add or remove another person's name from a team's infobox.
##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.
###A resigning manager must remove their name from the IRL manager section of the infobox of their team's wiki page.
###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.
##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.
##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.
###Only one verified manager for each team may relay tactics to the host during a match.
###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.
##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.
###If there are two members of staff then the 4CCC must be alerted 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.
#Caretakers
##Any person wishing to represent a board as a caretaker must inform the commissioner of their intent to do so.
##A caretaker is not required to list their name in the infobox of their team's wiki page in order to maintain their anonymity.
##A caretaker may be an active manager for another team as they are not involved in a team's tactics as caretaker.
##A caretaker is the team's caretaker so long as they maintain contact with the commissioner and maintaining caretaking duties for their team.
###A team that acquires a verified manager will result in a caretaker no longer holding their position for the duration of the manager's tenure.
###A former caretaker is allowed to remain on staff with the team to assist new management in any duties unrelated to tactics.
###A caretaker is allowed to become a manager for the team they are caretaking provided they go through the verification process and are not currently managing another team.


#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 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.
#Only the 4CCC has the authority to add or remove another person's name from a team's infobox.
#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.
##A resigning manager must remove their name from the IRL manager section of the infobox of their team's wiki page.
##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.
#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.
#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.
##Only one verified manager for each team may relay tactics to the host during a match.
##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.
#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.
##If there are two members of staff then the 4CCC must be alerted 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').''


#Each team must have exactly 23 players in their squad
=== Squad Composition ===
##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'.
#Each team must have exactly 23 players in their squad.
##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 categorized 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 non-medal players 180 cm and above, their usage and accuracy stats are both capped at 2.
##Each registered goalkeeper can have at most 1 card.
#All medal players may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount regardless of height.
##Each ''regular'' outfield player can have at most 2 cards.
#All players are allowed to have a lower ''Attacking Prowess'' and/or ''Defensive Prowess'', but not higher.
##Each ''silver'' player can have at most 3 cards.
#The Form setting is set to 8 for ''medal'' players, and 4 for the remaining ''regular'' players .
###''Silver'' players can be given a single 'trick' card that does not count towards previous limits ('trick' cards are S01-S06 and S17).
#The Injury Resistance setting is set to 3 for medals and 1 for non-medals.
##Each ''gold'' player can have at most 4 cards.
#A player cannot have more than a set amount of 'cards', known in the game as [[Pro Evolution Soccer 2019/Tactical#Player Specific Tactical Options|Player Skills and COM Playing Styles]], under the following restrictions:
###''Gold'' players can be given a single 'trick' card that does not count towards previous limits ('trick' cards are S01-S06 and S17).
##Each registered goalkeeper can have at most 2 cards.
##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.
##Each ''regular'' outfield player can have at most 4 cards.
#''Silver'' and ''gold'' players cannot substitute the goalkeeper at any moment during the game.
##Each ''silver'' player can have at most 5 cards.
#Each player in the squad may be attributed a [[Pro Evolution Soccer 2017/Tactical#Playing Style|Playing Style]].
##Each ''gold'' player can have at most 6 cards.
# Medal players may have free '''trick cards''' and/or '''COM Playing Styles''', with the conditions shown below. See the trick card section for a list of permitted trick cards. Note that in the event a player has more than the designated trick card/COM Style limit, all but cards under the limit will be counted in their total.
##Each ''regular'' outfield player can have 2 trick cards.
##Each ''silver'' player can have 3 trick cards and 1 COM Playing Style.
##Each ''gold'' player can have 3 trick cards and 2 COM Playing Styles.
#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.
#Including free cards such as Captaincy and the trick cards, no player can exceed a total of 10 skill cards.
#Outfield players may have 1 less (non-free) card in exchange for an additional player position set to 'A'. There is no limit to the amount of non-free cards that can be traded for extra 'A' positions. Extra 'A' positions may not be 'GK.'  
#Each player in the squad may be attributed a [[Pro Evolution Soccer 2019/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: Double Touch
* S03: Flip Flap
* S04: Marseille Turn
* S05: Sombrero
* S06: Crossover Turn
* S07: Cut Behind & Turn
* S08: Scotch Move
* S09: Step On Skill
* S23: Rabona
* S24: No Look Pass
=== Height Rules ===
There are two options managers have for distributing team heights, named for their traditional colouring in height charts.
# The "green" heights, giving more total height:
## Six non-medal players of height exactly 199cm.
## Five players of height exactly 185cm.
## Six 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 +5 bonus to all stats.
# The six players that are 199cm (if using the green height system) and the six players that are 175cm (regardless of height system) may be set to lower (194-198cm or 155-174cm) heights, but they still count as 199cm or 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.
{| class="wikitable" style="text-align:center;border:2px solid #c6c6c6;width:55%;background:#d9ead3"
|-
!style="background:#93c47d;width:4%"| #
!style="background:#93c47d;width:18%"| Height Advantage
!style="background:#93c47d;width:15%"| Total Height (cm)
!style="background:#93c47d"|
|-
| 6x
| 199cm
| 1194cm
| Gold players in this category receive a -4 stat reduction in all stats<br>Silver players in this category receive a -2 stat reduction in all stats
|-
| 5x
| 185cm
| 925cm
| If GK, increase height to 189cm
|-
| 6x
| 180cm
| 1080cm
|
|-
| 6x
| 175cm
| 1050cm
| Players in this category may use 1 additional card<br>Players in this category may have 4/4 weak foot accuracy/usage
|-style="background:#d0e0e3;border-top: 2px solid #000"
|
| '''Total Height'''
| '''4219cm'''
|
|}
{| class="wikitable" style="text-align:center;border:2px solid #c6c6c6;width:55%;background:#f9cb9c"
|-
!style="background:#e06666;width:4%"| #
!style="background:#e06666;width:18%"| Stat Advantage
!style="background:#e06666;width:15%"| Total Height (cm)
!style="background:#e06666"|
|-
| 10x
| 185cm
| 1850cm
| If GK, increase height to 189cm
|-
| 7x
| 180cm
| 1260cm
|
|-
| 6x
| 175cm
| 1050cm
| Non-medal players in this category receive a +5 stat boost in all stats<br>Players in this category may use 1 additional card<br>Players in this category may have 4/4 weak foot accuracy/usage
|-style="background:#d0e0e3;border-top: 2px solid #000"
|
| '''Total Height'''
| '''4160cm'''
|
|}
== 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 deadline 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=
 
== 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 2019/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'''.
 
== 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.
# 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.
## 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.
## 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.
## 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.
# The '''tactical deadline''' is on the Friday preceding the start of an official tournament at 23:59:59 UTC.
## Tactical changes will not be accepted between this deadline and the first match, other than save fixes and aesthetics changes.
## '''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.
## Following the tactical deadline, all exports will be checked for rule-breaking faults by a body determined by the 4CCC.
### Should an export contain rule-breaking faults, the 4CCC will then take the necessary actions to fix these faults with a penalty.
### 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.
### Managers are encouraged to check their own export with the help of the [[Pro Evolution Soccer 2019#Useful tools|Auto-ATF tool contained within the current Editor]] before uploading their export.
# Within 48 hours of the tactical deadline, a draw will be held to place the teams into groups.
# The '''save fix deadline''' is on the Wednesday following the prior deadline, at 23:59:59 UTC.
## This deadline is typically only used for aesthetic and music exports.
## 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''':
### Aesthetic settings.
### Rule-breaking faults officially identified by the 4CCC. Note that save fixes submitted after the tactical deadline may be subject to deadline violation penalties.
## 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:
# Loss of any number of voluntary time-outs for some or all games in the tournament.
# 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:
# 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.)
# Punitive tactics determined by the 4CCC.
# 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.
# 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. If no such exports exist, they will be provided by the 4CCC.
## If a filler team advances to an Elite Cup without valid Proof of Interest, they must demonstrate adequate interest as if they were newly joining a Babby Cup in order to compete. If no interest is provided, it will be treated as unable to compete.
# 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] & [https://www.twitch.tv/p/legal/community-guidelines/ Twitch Community Guidelines]). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
##The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'.<br>The current Helper is {{anonymous|Shakes}} and the Vice-Helpers are {{Anonymous|gio|!!up/5f4cJvZ6}} and {{Anonymous|Noteperson|!!OaxI+wTW5//}}, 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.
###Midcup aesthetics should never be sent directly to the Host but to the Helper, only he is allowed to send aesthetic updates to the Host after verifying them.
##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.
#Export format
##The aesthetic exports must follow the format described by the Aesthetic Export Template as explained here: '''[[AET|Aesthetic Exports]]'''. Anything indicated as Optional can be also submitted in the initial export, it is recommended to do so.
##Broken aesthetics exports not following the rules or which crash the game may be denied. Please check your export for any problems with the automatic compiler linked at the bottom of the [[AET|Aesthetic Exports]] page and testing it on PES before submitting it.
##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.}})
#Submitting aesthetics
##'''The initial aesthetic exports must be submitted on the [[Exports]] page before the aesthetic deadline. This can only be done by the teams' respective managers.''' A link to the export on the respective team's page is recommended but not a requirement.
###Use "--- ________ Aesthetic Export" as main folder name for your export, where --- is the team's name and ________ is the event's name written as year and season (e.g. "MU 2020 Spring Aesthetic Export"), to help distinguish between new and old exports. This folder must be compressed into one of the most common formats (7z recommended) before it's linked on the Exports page.
###Use a site like, for example, google drive or mega for uploading exports. Avoid sites featuring ads like mediafire or dropbox and sites with expiring uploads like puu.sh.
##'''The aesthetics deadline is set to 24 hours before the tactical deadline of every cup.'''<br>This is both a hard deadline and a soft deadline:
###When the deadline hits, every custom player model will be accounted for. '''Any player which doesn't have a custom model at this point will need to be given a custom in-game head in the tactical export by the tactical deadline, otherwise the tactical export will be considered invalid.'''
###Custom models aside, the export can be submit up to one day after the deadline (i.e. before the tactical deadline) with no repercussions, as long as it's complete per the [[AET|Aesthetic Exports]] page.
###Failing to submit an export by this second deadline might result in the team's previous cup export having to be used.
##Midcup aesthetics
###Any aesthetics to be added after the deadline, for example additional model folders (i.e. face folders, boot folders or glove folders), have to be delivered via the '''[[Mid Cup Aesthetics]]''' page. This can be done not only by a team's listed managers but also by anyone who has been preemptively approved by them.
###The indicative deadline for submissions of this kind is two hours before the kickoff of the matchday they need to be added for. The Helper will also attempt to add any aesthetics submitted after this time, but no guarantees will be given.
###'''Any initial exports submitted after the aesthetic deadline has passed need to be linked not only on the Exports page but also on the Midcup aesthetics page.'''
##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.
#Kits
##At minimum a team must have two outfield kits and one goalkeeper kit.
##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.
##An exception for the above can be made if the team is using a custom kit model which makes their players look visibly different than every other team's players regardless of color combination.
##A team is allowed to have up to seven additional kits, for a total of up to nine kits. Additional goalkeeper kits (up to nine total) can be used if the goalkeeper's kit model is set up for it.
##Custom kit models can be denied use by the Host or Helper if they are deemed to make the match hard to follow for the viewers. Setting a team's custom kit models to use the team's regular kit textures dynamically can help prevent this.
##Additional kits besides the ones included in the initial export can not be submitted as midcup content. If a team needs to submit a new kit they will have to replace one of their current ones. It is thus recommended to submit nine kits in the initial export, filling the unused slots with a full white texture.
#Player models
##'''Every player must have a custom model, whether that is a custom blender model head and/or body, or a set of PES face and hair settings customized via the Edit menu within the game (a.k.a. "custom in-game head").'''
##Setting in-game heads on any players for which blender models have been requested or are works in progress is required in case the models don't get made in time for the match. This only takes a few seconds per player if the available presets are used, and PES gives blender models priority over in-game heads so removing the latter won't be needed. '''One Placeholder head per team may be allowed on a case-by-case basis dependent on a successfully-argued given reason made for its inclusion by team management.'''
##In the case of the same custom model being used for multiple players, validity and acceptability will be determined on a case-by-case basis. Teams are encouraged not to repeat models between players (especially in the case of boxheads and cardheads, as their textures can very easily be replaced) to prevent any player appearance conflicts.
##Whenever a model replaces completely the default body of a player (a.k.a. full body model, FBM), it should be made in a way that makes it clear what team the player belongs to during the gameplay. This can be aided by adding parts from the team's kit texture to the model so that it has the same colors on it as the rest of the team's players.
##Avoid making models that are too distracting or become annoying if shown repeatedly.
##Models should not be so large as to cover the ball while the players using them are dribbling. Any large card models placed behind a player should use the "onesided" setting on their shader, which will make them look invisible when seen from behind.
##Ultimately exceptions can be made, as long as their provided entertainment value is greater than the difficulties they may introduce when trying to follow the gameplay. This is all subject to the judgement of the Helper, who should be contacted in case of doubts regarding the reasonableness of any aesthetics.
#Stadiums
##Teams that wish to have their own stadium are advised to 'claim' a slot on the [[Pro Evolution Soccer 2019/Stadiums|Stadiums page of the current PES version]].
##Contact the Stadium Helper {{Anonymous|Noteperson|!!OaxI+wTW5//}} for information about submitting custom stadium elements.
##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.
##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.
##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.
#Other
##Every team must have in their wikipage a logo that represents them.
##All the aesthetics not described (like Balls) and any general cup aesthetics not related to teams should be submitted directly to the helper and are subject to their judgement.
##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.
##The Helper can be contacted for details on any advanced methods mentioned in this section.
#File size of aesthetics
##Please keep your model folders clean and remove any unused textures and model files.
##Avoid having model folders over 10MB in your export and try to keep the final export size (in uncompressed folder format) below 100MB. Zlib some textures if needed.
##It is advised to make single color textures as small as possible. For example a pure black texture does not have to be bigger than 64x64 as a 2048x2048 one is just a waste of storage space.
#Requests
##Any manager can submit requests for new models for their team on the [[Aesthetics Requests]] page.
##Please keep in mind that there is no guarantee the requests will be fulfilled since taking care of requests is a voluntary job.
 
== Music ==
#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.
#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.
#Updated music, including custom single-match anthems or goalhorns, as well as hype videos, must be sent to the host no later than 2 hours before the start of the match day they are intended to be used. Any anthems or goalhorns not included in the initial music export, as well as any hype videos, will not be accepted after this deadline. Match-specific and condition-specific victory anthems are still allowed to be given directly after a team has won a match.
##Please prepare and include an edited 4ccm with the added new music, or name the mp3 with the same name as the normal anthem or goalhorn, and preferably test the new music in Rigdio in order to assure that it should work.
#Teams that do not submit a music export prior to the start of a cup will instead have their last available music export they submitted being used until a new music export is provided to the current host and/or a member of 4CCC.
 
== Tournament Conduct ==
#Rig Cam is a livestream delay bypass to allow managers and colour commentators to see the match as it happens without delay. If the Rig Cam is available, and unless otherwise stated by either the host or a member of 4CCC, managers are expected to rely on it to make their calls on time
#The communication medium to be used when giving real time tactical instructions to the host is via a private conversation with the host on IRC.
##Managers may give purely textual instructions or may use pictorial instructions if necessary.
##All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored at the host's discretion.
##No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
#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.
##If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored at the host's discretion.
##If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is ever in attendance to provide instructions in real time then that team will forfeit all offers of tactical input for the duration of the match.
#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.
#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 [[2020 4chan Spring Babby Cup|Spring 2020]] are:
#Game version:
##[[Pro Evolution Soccer 2019]]
##Patch 1.06.00 / DLC [[Pro Evolution Soccer 2019|'4CC Pack']]
##Langauge: British English (enGB/eng)
#Controller settings: (Need to be done for both home and away controllers)
##Role Control: Off (done on the main controller select screen)
##Auto Sliding: Assisted
#General settings:
##Match Level: Legend AI
##Match Time: 10 min.
##Conditions: Random for both Home and Away
##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.
#Teams that have not played in any previous cup in the last six months will automatically receive a bye into the next full Babby Cup that they are eligible for. This includes teams that fail to qualify for a Babby Cup in its respective Qualifiers, as well as teams that are newly-formed or recently-revived.
 
= Chapter V: Tactical =
 
== Nightly exports ==
# Submission
##Exports are to be submitted to 4ccexports@gmail.com
##Exports must be submitted no later than 2 hours before the beginning of the matchday (if the start time is 17:00 UTC the deadline is 15:00 UTC).
##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 to the above export email, 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.
##If the word EXPORT is in the email (not the subject) there will be an automatic reply that the export was received correctly. If you do not receive an automatic reply, contact a member of the 4CCC as soon as possible if you wish for confirmation.
# Nightly exports must '''not''':
## Change anything other than team tactical instructions (examples of what is not allowed to be changed 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.
# If no export is submitted then the team will use their deadline export.


==Chapter IV: Tournament==
== 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 host for the current official tournament. Sending the Pastebin to the commissioner is also recommended for assurance.


#Preparation
== Pre-Match ==
##Each official tournament has a signup period.
Pre-match instructions should be:
###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]].
#Carried out prior to kickoff.
####For Babby Cups (Spring and Autumn) only the {{tt|invited teams|aka competitors}} can sign up.
#Formatted and written in a way that is easily understandable by the host.
#####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.
#Submitted to the host by the team's manager prior to the beginning of the relevant match.  
#####Which teams are eligble for the autopilot draw are decided by the 4CCC. The draw happens along with the draw for the group stage.
Pre-match instructions can consist of any combination of the following instructions:
####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.
# Any number of substitutions.
##At the end of the signup period an official draw will be held on stream dividing all the teams into a group.
## Correction of tactical settings impacted by a substitution, after all substitutions are complete.
##Each official tournament is then preceded by two (export) deadlines.
# Configuration of man marking or tight marking.
###The first deadline is on the Friday preceding the start of an official tournament at 23:59:59 UTC.
## Tight marking cannot replace an existing Advanced Instruction; it may only be enabled if an Advanced Instruction slot is empty.
####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.
# Enabling or disabling fluid formation.
####Following the first deadline all exports will be checked for rule-breaking faults by an external body.
# Selection of a starting preset.
#####Should an export contain rule-breaking faults, the 4CCC will then take the necessary actions to fix these faults with a penalty.
# Adjustment of attack/defence level.
#####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.
## Note this cannot be changed by the host until the match is underway due to the limitations of PES.
#####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.
# 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 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.
## 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.
####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.
# 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.)
###The second deadline is on the Wednesday following the first deadline at 23:59:59 UTC.
Autopilot teams will all have the following pre-match instructions performed by the host automatically:
####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).  
# Set to Preset 1.
####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.
# Manual subs by best condition.
#####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.
# Right and Left Corner Kickers set to positions dependent on the formation of each team.
#####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.
## Usually these will be wingers such as left/rightbacks and left/right midfielders, but may be other positions with the absence of wingers.
##Do not combine the tactical export with the aesthetics export.
##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.
###Failure to comply to this can result in the team's export deemed to be invalid.
#Aesthetics
##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.
##The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'. The current Helper is {{anonymous|Shakes}} who has the Vice-Helper {{anonymous|RamenRaisen}} 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 the .dds format).
###The commissioner maintains executive right over who holds the position of helper.
###Aesthetics should never be sent directly to the host but to the helper, only he is allowed to send aesthetics (updates) to the host.
##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.
###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.
###Aesthetics to be added after the second deadline, including late first exports, have to be delivered via the [[Mid Cup Aesthetics]] page.
##All general cup aesthetics not relating to teams should be submitted directly to the helper before the second deadline.
###All general cup aesthetics will be handled by the helper.
##Submitted aesthetics will be delivered via the Aesthetics Export Template as explained here: [[AET|Aesthetic Exports]].
###Delivering a broken Aesthetics Export Template not following the rules on this page: [[AET|Aesthetic Exports]] may result in your aesthetics being denied.
###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.
##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.
##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.
##Kits
###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.
###Both outfield kits must be aesthetically distinct, i.e. they must not clash with one another or the pitch.
####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.
###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.
##Player aesthetics (heads, gloves and boots)
###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.
###As a guideline, models should generally not exceed roughly 200% width and 200% height of a normal player.
####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.
##Stadiums
###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.
###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.
###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.
###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.
##Other
###All remaining (team) aesthetics that are not described above are subject to the judgement of the Helper.
###Avoid making models that are too distracting or become annoying if shown repeatedly. Make sure to alert the helper about one-time jokes beforehand.
###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.
##File size of aesthetics
###Uncompressed (thus not zlibbed) .dds textures may never exceed the size of 3 MB (3.000.000 bytes).
####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.
###Uncompressed (thus not zlibbed) .model files may never exceed the size of 1 MB (1.000.000 bytes).
####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.
#Tournament conduct
##[[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''.
##The communication medium to be used when giving real time tactical instructions to the host is via a private conversation on IRC.
###Managers may give purely textual instructions or may use pictorial instructions if necessary.
###All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored.
###No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
##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.
###If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored.
###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.
##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.
#Settings
##The current settings as of Winter 2017 are:
###Game version:
####[[Pro Evolution Soccer 2017]]
####Patch 1.02.00 / DLC [[Pro_Evolution_Soccer_2017|'4CC Pack']]
####Langauge: British English (enGB/eng)
###Controller settings: (Need to be done for both home and away controllers)
####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
###Additional gameplay rules:
####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.
####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==
== 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.


#Nightly exports
Timeouts are divided into '''free''' and '''limited'''.
##Where and when to submit a nightly export.
# A timeout is free if either:
###Exports are to be submitted to 4ccexports@gmail.com
## The only actions taken during the timeout are:
###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).
### Substituting players.
###If a team plays more than once on the same matchday the export submitted for the first match will be used.
### Adjusting Tight Marking, Man-Marking, Defensive, or Counter Target settings if any player affected by the instructions are subbed.
####From the second match onwards any changes that would be required to be defined in the nightly export can be changed in the pregame.
## The timeout occurs:
###Nightly exports are not used for a team's first match of the tournament and their deadline export will be used.
### At the half time break or either extra time pause.
####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.
### Within five in-game minutes of at least one of the following events, once per event:
###Only submit exports for main Cup events, exports for invitationals will be ignored.
#### Conceding a goal.
##Formatting of the email.
#### A player on the team is dismissed (red card).
###The export must be sent in as an attatchement to the email.
#### An injury leaves a player on the team unable to play for the rest of the match.
###State the team and matchday(s) the export is to be used on in the subject.
# 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 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.
# Autopilot teams are given one free timeout at 65 minutes in-game in order to perform subs for best condition.
###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.
## In the case a fourth sub is available during extra time, an autopilot team will be given their fourth sub at the start of extra time.
###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 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.

Revision as of 23:08, 30 October 2020

Rules for the 4chan Cup.

Chapter I: General

General

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

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

Managers and caretakers must:

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

Additionally, a manager must:

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

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

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

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

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

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

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

Definitions

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

Chapter II: Organisation

4chan Cup Committee (4CCC)

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

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

Management and Staff

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


Chapter III: Squad

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

Squad Composition

  1. Each team must have exactly 23 players in their squad.
    1. A squad must contain at least one player with Goalkeeper (GK) as Registered Position with the Playable Position of GK set to 'A', all other Playable Positions must be set to 'C'.
    2. Outfield players will have their Playable Position set to 'A' to match their Registered Position. All their other Playable Positions must be set to 'C'.
  2. A single player of each squad must be assigned the role of Team Captain and should be designated as such in-game.
  3. Players are categorized as regular, silver, or gold as follows:
    1. 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 non-medal players 180 cm and above, their usage and accuracy stats are both capped at 2.
  2. All medal players may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount regardless of height.
  3. All players are allowed to have a lower Attacking Prowess and/or Defensive Prowess, but not higher.
  4. The Form setting is set to 8 for medal players, and 4 for the remaining regular players .
  5. The Injury Resistance setting is set to 3 for medals and 1 for non-medals.
  6. A player cannot have more than a set amount of 'cards', known in the game as Player Skills and COM Playing Styles, under the following restrictions:
    1. Each registered goalkeeper can have at most 2 cards.
    2. Each regular outfield player can have at most 4 cards.
    3. Each silver player can have at most 5 cards.
    4. Each gold player can have at most 6 cards.
  7. Medal players may have free trick cards and/or COM Playing Styles, with the conditions shown below. See the trick card section for a list of permitted trick cards. Note that in the event a player has more than the designated trick card/COM Style limit, all but cards under the limit will be counted in their total.
    1. Each regular outfield player can have 2 trick cards.
    2. Each silver player can have 3 trick cards and 1 COM Playing Style.
    3. Each gold player can have 3 trick cards and 2 COM Playing Styles.
  8. The Team Captain is allowed (but not required to have) a free Captaincy card. This card does not count towards any previous limits. All additional Captaincy cards do count towards any previous limits.
  9. Including free cards such as Captaincy and the trick cards, no player can exceed a total of 10 skill cards.
  10. Outfield players may have 1 less (non-free) card in exchange for an additional player position set to 'A'. There is no limit to the amount of non-free cards that can be traded for extra 'A' positions. Extra 'A' positions may not be 'GK.'
  11. Each player in the squad may be attributed a Playing Styles.
    1. Playing Styles do not count towards the card limit.

Trick Cards

The following cards are the current legal trick cards.

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

Height Rules

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

  1. The "green" heights, giving more total height:
    1. Six non-medal players of height exactly 199cm.
    2. Five players of height exactly 185cm.
    3. Six 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 +5 bonus to all stats.
  3. The six players that are 199cm (if using the green height system) and the six players that are 175cm (regardless of height system) may be set to lower (194-198cm or 155-174cm) heights, but they still count as 199cm or 175cm for height brackets and their "lost" cm cannot be used to make other players taller.
    1. Players who are 175cm may also have one additional card.
  4. Players of height 175cm and below may have 4/4 weak foot accuracy and weak foot usage.
# Height Advantage Total Height (cm)
6x 199cm 1194cm Gold players in this category receive a -4 stat reduction in all stats
Silver players in this category receive a -2 stat reduction in all stats
5x 185cm 925cm If GK, increase height to 189cm
6x 180cm 1080cm
6x 175cm 1050cm Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4219cm
# Stat Advantage Total Height (cm)
10x 185cm 1850cm If GK, increase height to 189cm
7x 180cm 1260cm
6x 175cm 1050cm Non-medal players in this category receive a +5 stat boost in all stats
Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4160cm

Other Restrictions

  1. It is illegal to set the player age and weight outside the ranges defined by the game.
  2. Formations and tactics that are not possible to be made in the standard game without the use of external tools are considered illegal and are not allowed in the 4chan cup.
  3. The position of each player on a team's first preset in their deadline export are required to match one of the player's 'A' positions .
  4. Medal players cannot be played as a goalkeeper at any time.
  5. In a team's deadline export all options under "support settings" must be set to OFF except for "switch preset tactic" which must be set to ON.
    1. The support settings may be altered at later points as specified in Chapter V.
  6. 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 contained within the current Editor before uploading their export.
  3. Within 48 hours of the tactical deadline, a draw will be held to place the teams into groups.
  4. The save fix deadline is on the Wednesday following the prior deadline, at 23:59:59 UTC.
    1. This deadline is typically only used for aesthetic and music exports.
    2. Desired changes to tactical exports can be listed on the designated page of the wiki by a team's manager after the tactical deadline as long as they are "save fixes". A save fix is a change which, when compared to the export available at the tactical deadline, changes only:
      1. Aesthetic settings.
      2. Rule-breaking faults officially identified by the 4CCC. Note that save fixes submitted after the tactical deadline may be subject to deadline violation penalties.
    3. Any other changes listed will lead to the export being ruled invalid.

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

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

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

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

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

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

Aesthetics

  1. General rules
    1. All aesthetics must not break the rules of conduct of the streaming platform used (Youtube Terms of Use & Twitch Community Guidelines). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
    2. The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'.
      The current Helper is Shakes and the Vice-Helpers are gio !!up/5f4cJvZ6 and Noteperson !!OaxI+wTW5//, who can assume the responsibilities of the Helper if needed to.
      1. The Helper has the same full rights as the host regarding aesthetics.
      2. The Helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in .dds format).
      3. The commissioner maintains executive right over who holds the position of Helper.
      4. Midcup aesthetics should never be sent directly to the Host but to the Helper, only he is allowed to send aesthetic updates to the Host after verifying them.
    3. Managers can request to use a specific kit, ball and/or stadium before every match, but the final decision is up to the Host. The home team is favored over the away team.
  2. Export format
    1. The aesthetic exports must follow the format described by the Aesthetic Export Template as explained here: Aesthetic Exports. Anything indicated as Optional can be also submitted in the initial export, it is recommended to do so.
    2. Broken aesthetics exports not following the rules or which crash the game may be denied. Please check your export for any problems with the automatic compiler linked at the bottom of the Aesthetic Exports page and testing it on PES before submitting it.
    3. Don't include in the aesthetic export blender face folders for players which aren't in the team anymore. (Reason)
  3. Submitting aesthetics
    1. The initial aesthetic exports must be submitted on the Exports page before the aesthetic deadline. This can only be done by the teams' respective managers. A link to the export on the respective team's page is recommended but not a requirement.
      1. Use "--- ________ Aesthetic Export" as main folder name for your export, where --- is the team's name and ________ is the event's name written as year and season (e.g. "MU 2020 Spring Aesthetic Export"), to help distinguish between new and old exports. This folder must be compressed into one of the most common formats (7z recommended) before it's linked on the Exports page.
      2. Use a site like, for example, google drive or mega for uploading exports. Avoid sites featuring ads like mediafire or dropbox and sites with expiring uploads like puu.sh.
    2. The aesthetics deadline is set to 24 hours before the tactical deadline of every cup.
      This is both a hard deadline and a soft deadline:
      1. When the deadline hits, every custom player model will be accounted for. Any player which doesn't have a custom model at this point will need to be given a custom in-game head in the tactical export by the tactical deadline, otherwise the tactical export will be considered invalid.
      2. Custom models aside, the export can be submit up to one day after the deadline (i.e. before the tactical deadline) with no repercussions, as long as it's complete per the Aesthetic Exports page.
      3. Failing to submit an export by this second deadline might result in the team's previous cup export having to be used.
    3. Midcup aesthetics
      1. Any aesthetics to be added after the deadline, for example additional model folders (i.e. face folders, boot folders or glove folders), have to be delivered via the Mid Cup Aesthetics page. This can be done not only by a team's listed managers but also by anyone who has been preemptively approved by them.
      2. The indicative deadline for submissions of this kind is two hours before the kickoff of the matchday they need to be added for. The Helper will also attempt to add any aesthetics submitted after this time, but no guarantees will be given.
      3. Any initial exports submitted after the aesthetic deadline has passed need to be linked not only on the Exports page but also on the Midcup aesthetics page.
    4. The host or Helper reserve the right to apply any aesthetics updates at their discretion. If an aesthetic element is thought to negatively affect game stability or viewer experience it will not be accepted.
  4. Kits
    1. At minimum a team must have two outfield kits and one goalkeeper kit.
    2. Both outfield kits must be aesthetically distinct, so that there is always a kit combination which does not make it difficult for the viewer to distinguish each team on the pitch during a match.
    3. An exception for the above can be made if the team is using a custom kit model which makes their players look visibly different than every other team's players regardless of color combination.
    4. A team is allowed to have up to seven additional kits, for a total of up to nine kits. Additional goalkeeper kits (up to nine total) can be used if the goalkeeper's kit model is set up for it.
    5. Custom kit models can be denied use by the Host or Helper if they are deemed to make the match hard to follow for the viewers. Setting a team's custom kit models to use the team's regular kit textures dynamically can help prevent this.
    6. Additional kits besides the ones included in the initial export can not be submitted as midcup content. If a team needs to submit a new kit they will have to replace one of their current ones. It is thus recommended to submit nine kits in the initial export, filling the unused slots with a full white texture.
  5. Player models
    1. Every player must have a custom model, whether that is a custom blender model head and/or body, or a set of PES face and hair settings customized via the Edit menu within the game (a.k.a. "custom in-game head").
    2. Setting in-game heads on any players for which blender models have been requested or are works in progress is required in case the models don't get made in time for the match. This only takes a few seconds per player if the available presets are used, and PES gives blender models priority over in-game heads so removing the latter won't be needed. One Placeholder head per team may be allowed on a case-by-case basis dependent on a successfully-argued given reason made for its inclusion by team management.
    3. In the case of the same custom model being used for multiple players, validity and acceptability will be determined on a case-by-case basis. Teams are encouraged not to repeat models between players (especially in the case of boxheads and cardheads, as their textures can very easily be replaced) to prevent any player appearance conflicts.
    4. Whenever a model replaces completely the default body of a player (a.k.a. full body model, FBM), it should be made in a way that makes it clear what team the player belongs to during the gameplay. This can be aided by adding parts from the team's kit texture to the model so that it has the same colors on it as the rest of the team's players.
    5. Avoid making models that are too distracting or become annoying if shown repeatedly.
    6. Models should not be so large as to cover the ball while the players using them are dribbling. Any large card models placed behind a player should use the "onesided" setting on their shader, which will make them look invisible when seen from behind.
    7. Ultimately exceptions can be made, as long as their provided entertainment value is greater than the difficulties they may introduce when trying to follow the gameplay. This is all subject to the judgement of the Helper, who should be contacted in case of doubts regarding the reasonableness of any aesthetics.
  6. Stadiums
    1. Teams that wish to have their own stadium are advised to 'claim' a slot on the Stadiums page of the current PES version.
    2. Contact the Stadium Helper Noteperson !!OaxI+wTW5// for information about submitting custom stadium elements.
    3. The pitch itself should preferably be in the typical shade of green most pitches share. It must not be too bright or dark to clash with the ball or the players nor they should be too complex or unwatchable in any way.
    4. No elements of the stadium should obscure the pitch during gameplay. This may also apply to realistic stadium shadows, as these tend to be irritating on stream.
    5. Exceptions to these rules may be made if the stadium is supposed to fit a certain theme (e.g. The Void for /x/) after judgement by the Helper.
  7. Other
    1. Every team must have in their wikipage a logo that represents them.
    2. All the aesthetics not described (like Balls) and any general cup aesthetics not related to teams should be submitted directly to the helper and are subject to their judgement.
    3. Consider uploading and linking the original model project files separately on the wiki so other people can reuse them for future versions of PES, even if the file format changes.
    4. The Helper can be contacted for details on any advanced methods mentioned in this section.
  8. File size of aesthetics
    1. Please keep your model folders clean and remove any unused textures and model files.
    2. Avoid having model folders over 10MB in your export and try to keep the final export size (in uncompressed folder format) below 100MB. Zlib some textures if needed.
    3. It is advised to make single color textures as small as possible. For example a pure black texture does not have to be bigger than 64x64 as a 2048x2048 one is just a waste of storage space.
  9. Requests
    1. Any manager can submit requests for new models for their team on the Aesthetics Requests page.
    2. Please keep in mind that there is no guarantee the requests will be fulfilled since taking care of requests is a voluntary job.

Music

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

Tournament Conduct

  1. Rig Cam is a livestream delay bypass to allow managers and colour commentators to see the match as it happens without delay. If the Rig Cam is available, and unless otherwise stated by either the host or a member of 4CCC, managers are expected to rely on it to make their calls on time
  2. The communication medium to be used when giving real time tactical instructions to the host is via a private conversation with the host on IRC.
    1. Managers may give purely textual instructions or may use pictorial instructions if necessary.
    2. All instructions must be clear and concise. Failure to produce instructions satisfying this condition will result in those instructions being ignored at the host's discretion.
    3. No instructions may leave tactical decision-making the responsibility of the host. Such instructions will be ignored.
  3. If a team is unable to nominate a manager to provide real time tactical input for a match then a manager for that team may submit clearly written and/or pictorial instructions in an easily accessible format for the match before the scheduled kickoff time.
    1. If the host is unable to decipher said submitted written and/or pictorial instructions then they will be deemed invalid and ignored at the host's discretion.
    2. If a team fails to provide written and/or pictorial instructions by the stated time and no nominated manager is ever in attendance to provide instructions in real time then that team will forfeit all offers of tactical input for the duration of the match.
  4. If a nominated manager fails to supply pre-match tactical instructions by the time stated in Chapter V Section 1 but arrives during the course of their match then that manager's ability to provide any tactical instructions for the remainder of the match will be at the host's discretion.
  5. The host has the authority to ignore any instruction they choose for any reason (e.g. too time consuming).

Settings

The current settings as of Spring 2020 are:

  1. Game version:
    1. Pro Evolution Soccer 2019
    2. Patch 1.06.00 / 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: Legend AI
    2. Match Time: 10 min.
    3. Conditions: Random for both Home and Away
    4. No. of Substitutions: 3 (4 if extra time is enabled for the match, the 4th sub can only be used during extra time)
    5. 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.
  2. Teams that have not played in any previous cup in the last six months will automatically receive a bye into the next full Babby Cup that they are eligible for. This includes teams that fail to qualify for a Babby Cup in its respective Qualifiers, as well as teams that are newly-formed or recently-revived.

Chapter V: Tactical

Nightly exports

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

Approved Management Channels

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

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

Pre-Match

Pre-match instructions should be:

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

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

  1. Any number of substitutions.
    1. Correction of tactical settings impacted by a substitution, after all substitutions are complete.
  2. 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.)

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

  1. Set to Preset 1.
  2. Manual subs by best condition.
  3. Right and Left Corner Kickers set to positions dependent on the formation of each team.
    1. Usually these will be wingers such as left/rightbacks and left/right midfielders, but may be other positions with the absence of wingers.

Timeouts

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

Timeouts are divided into free and limited.

  1. A timeout is free if either:
    1. The only actions taken during the timeout are:
      1. Substituting players.
      2. Adjusting Tight Marking, Man-Marking, Defensive, or Counter Target settings if any player affected by the instructions are subbed.
    2. The timeout occurs:
      1. At the half time break or either extra time pause.
      2. Within five in-game minutes of at least one of the following events, once per event:
        1. Conceding a goal.
        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.
  3. Autopilot teams are given one free timeout at 65 minutes in-game in order to perform subs for best condition.
    1. In the case a fourth sub is available during extra time, an autopilot team will be given their fourth sub at the start of extra time.

The following changes can only be made during a timeout:

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