Difference between revisions of "Appendix:Rules"

From Rigged Wiki
Jump to navigation Jump to search
(126 intermediate revisions by 15 users not shown)
Line 1: Line 1:
Rules for the [[4chan Cup]].
Rules for the [[4chan Cup]].


==Appendix==
= 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.


*'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.
Additionally, a manager must:  
*'Season' refers to the phase of the year during which one official tournament is the primary focus. A season begins on the day following the previous season's final tournament day and ends on its own final tournament day.
*Regularly browse the board that they are managing.
*'Team' refers to a football side connected to a 4chan Cup board (e.g. [[:/3/]], [[:/a/]], [[:/an/]], etc.).
*Have an effective means of contact on the contact page.
*'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.
*Have a registered nick on the IRC channel if they wish to live-manage.
*'Tester' refers to a person involved with tactical input for a team while not assuming the manager role.
*'Board representatives' liaise with a board and seek feedback on matters regarding but not limited to aesthetics, tactics and squad selection.
Caretakers and managers are expected to do the following in each Cup their team is qualified for:
*'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.
*Sign up.
*'Export' refers to files containing all data relevant to a team's tactical properties.
*Provide valid Proof of Interest for their team if required.
*'Deadline export' refers to the official export that is uploaded a week before an official tournament begins.
*'The game' refers to ''[[Pro Evolution Soccer 2015]]'' as defined under Chapter IV: 4.1.1.
*'Tactical 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.


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


#The 4CCC is the leadership body of the 4chan Cup. The main purpose of the 4CCC is to scribe rules and make executive decisions.
== Definitions ==
#The committee is headed by the individual who assumes primary hosting responsibility for 4chan Cup events - referred to as the 'host' or 'commissioner.'
*''''4CCC'''' is the abbreviated term for The 4chan Cup Committee, The 4chan Cup's governing body.
#The size of the committee is left to the host's discretion.
*The ''''commissioner'''' is the head of The 4chan Cup Committee.
#The host reserves executive right regarding all decisions relating to the cup.
*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.
#The host may not manage a team during his tenure.
*''''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: Staff==
= 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.


#Any person wishing to represent their board and provide tactical input in real time during official matches must go through the verification process.
#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.
##Immediately following verification a manager must place their name and secure tripcode in the infobox on their team page on the wiki using [[Template:Anonymous]].
#The 4CCC reserves the right to make all executive decisions relating to the cup.
##The secure tripcode must not be shared with anyone else under any circumstances. If the manager encounters difficulties involving the tripcode then a member of the 4CCC should be consulted so that manager can be assisted and a new tripcode generated if necessary.
#The Commissioner may not manage a team during their tenure.
#A manager is forbidden from taking up a management role at more than one team whether under a single name or a pseudonym.
#The 4CCC may veto any executive action of the commissioner as it may deem fit to do so, by the procedure here specified:
##Any manager wishing to move from a management role at one board to another must forego participation in the official tournament following resignation. The manager can assume his/her new role on the first day of the season following the foregone tournament.
##Any member of the 4CCC may call for a veto. Another member must second the motion to initiate a vote.
#Managers are forbidden from resigning during an official tournament if the team to which they are affiliated is participating in that tournament.
##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.
#When resigning managers must remove their name from the infobox of their team's wiki page, leaving an edit summary of 'resignation' or similar. Any other resignation announcement (e.g. on 4chan) is allowed but not required.
##The motion must receive at least a 60% vote of yea to affect the veto of an executive action of the commissioner.
#Each board can have an unlimited number of staff but it must be made clear to the host which member(s) of staff assume primary responsibility for the management of a board. These persons will be listed as IRL manager on their team page.
##If the motion is passed, the commissioner cannot attempt to take the same executive action again at least until the following Cup season.
##Only submissions by verified staff members of the team in question will be accepted. This applies but is not limited to exports, aesthetics, and sign-ups.
#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:
##Primary responsibilities refers primarily to giving tactical information to the host.  
##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.
##Only one verified manager may relay tactics to the host during a match.
##The border between seasons is defined as one week after the final match is played.
#During tournament time no single person or group may challenge and override the authority of a participating team's management.
##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.
#If an intra-staff disagreement takes place which acts to the detriment of decision making capability in tournament time then it is at the host's discretion to either decide whose commands take precedence or run the team using default tactical input for their upcoming matches until consensus between staff is formed.
##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 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 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 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 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 III: Squad==
== 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.
 
 
=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'.
#A single player of each squad must be assigned the role of ''Team Captain''.
#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 have their Weak Foot Usage/Weak Foot Accuracy setting set to 4/4. For players 180cm and above, it is set to 2/2.
##Nineteen 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 outfield players and goalkeepers have 77 in all abilities.
##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 following [[Pro Evolution Soccer 2015/Tactical#Player Specific Tactical Options|Playing Styles and Player Skills]] increase or decrease the Combined Ability of a player: ''Weighted Pass'', ''Classic No. 10'', ''The Destroyer'' and ''Offensive Full-back''. No additional ability changes are required to level the Combined Abilities back to their original value.
 
##The Form setting is set to 8 for ''gold'' and ''silver'' players, and 5 for the remaining ''regular'' players .
=== Player Abilities ===
##The Injury Resistance is set to 3 for all players.
#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.
#A player cannot have more than a set amount of 'cards', known in the game as [[Pro Evolution Soccer 2015/Tactical#Player Specific Tactical Options|Player Skills and COM Playing Styles]], under the following restrictions:
#All medal players may have their Weak Foot Usage and Weak Foot Accuracy settings set to any amount regardless of height.
##Each registered goalkeeper can have at most 1 card.
#All players are allowed to have a lower ''Attacking Prowess'' and/or ''Defensive Prowess'', but not higher.
##Each ''regular'' outfield player can have at most 2 cards.
#The Form setting must be set to 8 for medal players and 4 for non-medal players.
##Each ''silver'' player can have at most 3 cards.
#The Injury Resistance setting can be set to any amount for medal players and must be set to 1 for non-medal players.
##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 2021/Tactical#Player Specific Tactical Options|Player Skills and COM Playing Styles]], under the following restrictions:
##The Team Captain gets a free ''Captaincy'' card. This card does not count towards any previous limits. All additional ''Captaincy''-cards do count towards any previous limits.
##Each registered goalkeeper can have at most 2 cards.
#''Silver'' and ''gold'' players cannot substitute the goalkeeper at any moment during the game.
##Each ''regular'' outfield player can have at most 4 cards.
#Each player in the squad may be attributed a [[Pro Evolution Soccer 2015/Tactical#Playing Style|Playing Style]].
##Each ''silver'' player can have at most 5 cards.
##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.
#Non-medal defenders that are registered in a blue position (CB, LB, RB) regardless of height system may receive +5 defensive prowess.
#Any player may have the 'Malicia' card free as long as it does not exceed the total above.
#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 2016/Tactical#Playing Style|Playing Styles]].
##Playing Styles do not count towards the card limit.
##Playing Styles do not count towards the card limit.
==== Trick Cards ====
The following cards are the current legal trick cards.
* S01: Scissors Feint
* S02: 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:
## Three players of height exactly 199cm, gold medals and goalkeepers are forbidden from being this height.
## Six players of height exactly 194cm.
## Four players of height exactly 185cm.
## Five players of height exactly 180cm.
## Five players of height exactly 175cm.
## Non-medal players registered in a red position (CF/SS/RWF/LWF) may receive an additional 5cm of height, except for 194cm players and 199cm players.
# The "red" heights, giving bonuses to shorter non-medal 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, non-medal players may receive a +5 bonus to all stats.
## Non-medal players registered to a red position (CF/SS/LWF/RWF) may receive a +5 boost to all stats, however these players cannot be given any additional A positions. This can stack with the bonus that 175cm players receive.
# Players that are 175cm (regardless of height system) may be set to lower (155-174cm) heights, but they still count as 175cm for height brackets and their "lost" cm '''cannot''' be used to make other players taller.
## 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"|
|-
| 3x
| 199cm
| 597cm
| Gold players and Goalkeepers cannot be this height.
|-|-
| 6x
| 194cm
| 1164cm
|
|-
| 4x
| 185cm
| 740cm
| If GK, increase height to 189cm
|-
| 5x
| 180cm
| 900cm
|
|-
| 5x
| 175cm
| 875cm
| 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'''
| '''4276cm'''
|
|}
{| 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
| Regular players in this category may 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 FOLLOWING RULING IS ONLY FOR USE IN PES 19:''' Illegal Formations made within PES 19 are permitted to be used for any PES 19 Competition within the bounds of the [https://www.youtube.com/watch?v=f9WI0vblCeA PES 19 Illegal Formations Tutorial.]
#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.
#The Advanced Instruction "Counter Target" may not be set on any player in the Center Back, Left Back, or Right Back position on any preset in any export.
#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 4.200cm, with the specified number of players falling into the following height brackets:
###One player of 200-205cm with a stat nerf in every category (see below)
###One player of 195-199cm with a stat nerf in every category (see below)
###Two players of 190-194cm with stat nerf in every category (see below)
####All players 190cm 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 185-189cm
###Seven players of 180-184cm
###Three players of 175-179cm
###Two players of 170-174cm
###One player of 165-169cm
##The combined height of each squad cannot exceed 4.165cm, with the specified number of players falling into the following height brackets:
###Ten players of 185-189cm
###Seven players of 180-184cm
###Three players of 175-179cm
###Two players of 170-174cm
###One player of 165-169cm
(A picture version is provided:)


[[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 2021/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 Saturday three weeks prior to the start of the tournament at 23:59:59 UTC. For an Elite Cup, this deadline coincides with the tactical deadline below.
## 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 Saturday 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 2021#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|Foreground}} 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. In the case of managed teams, this can only be done by the teams' respective managers.''' A link to the export on the respective team's page is recommended but not a requirement.
###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, 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 2021/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. Managers should not rely on using the Rig Cam to make their calls unless otherwise stated by either the host or a member of 4CCC.
#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, obnoxious behavior, etc.).
 
== Settings ==
The current settings as of [[2024 4chan Spring Babby Cup|Spring 2024]] are:
#Game version:
##[[Pro Evolution Soccer 2016]]
##Patch 1.04.00 / DLC [[Pro Evolution Soccer 2016|'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: Superstar AI
##Match Time: 10 min.
##Conditions: Random for both Home and Away. In case of a PES crash, the match starts again with the conditions set to normal for all the players.
##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 (Day if required by the stadium)
##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 the latest Babby Cup will automatically receive a bye into the next full Babby Cup that they are eligible for. This includes teams that fail to qualify for a Babby Cup in its respective Qualifiers, as well as teams that are newly-formed or recently-revived.
 
= Chapter V: Tactical =
 
== Nightly exports ==
# 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 is preceded by two deadlines
Pre-match instructions should be:
###The first deadline is on the Friday two weeks preceding the start of an official tournament at 23:59:59 UTC. Verified managers of each team must have '''placed a link to a valid 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.
#Carried out prior to kickoff.
####Do not combine this export with the aesthetics export.
#Formatted and written in a way that is easily understandable by the host.
###Following the first deadline all exports may be checked for rule-breaking faults by an external body but it is 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.
#Submitted to the host by the team's manager prior to the beginning of the relevant match.  
###The second deadline is on the Wednesday following the first deadline at 23:59:59 UTC. Verified managers of each team must have made their save fixes clear by the specified time. Any submission after 23:59:59 UTC of deadline day will not be accepted.
Pre-match instructions can consist of any combination of the following instructions:
##Teams are not allowed to create, transfer/move nor remove players from their [[Pro Evolution Soccer 2015/Team IDs|officially assigned team]] in the official save and their export. Only use the existing players in your team.
# Any number of substitutions.
###Failure to comply to this can result in your team's export deemed to be invalid.
## Correction of tactical settings impacted by a substitution, after all substitutions are complete.
#Aesthetics
## Starting players with the same position may be swapped as if being substituted out and in, but only if there is at least one player of the same position on the bench. This may not be done otherwise.
##The host can appoint someone who will handle all aesthetics, herein referred to as 'the helper'. The current helper is {{anonymous|Tony|!!YXbPlZYbUui}}.
# Configuration of man marking or tight marking.
###The helper will have the same rights as the host regarding changing and rejecting aesthetics.
## Tight marking cannot replace an existing Advanced Instruction; it may only be enabled if an Advanced Instruction slot is empty.
###The helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in the DDS format)
# Enabling or disabling fluid formation.
###The host maintains executive right over the helper.
# Selection of a starting preset.
###Aesthetics should never be sent directly to the host but to the helper, only he is allowed to send aesthetics (updates) to the host.
# Adjustment of attack/defence level.
##Only the team's listed managers are allowed to submit aesthetics for its own team.
## Note this cannot be changed by the host until the match is underway due to the limitations of PES.
##'''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.
# If neither team has played a match yet this tournament, changes to the Team Instructions of any presets ands adjustments to the support settings.
###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.
## 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.
###Aesthetics to be added after the second deadline can be delivered via the [[Mid Cup Aesthetics]] page.
# The Copy Preset Tactics function and Change Formation function are not allowed to be used during pre-match.
##All general cup aesthetics not relating to teams should be submitted between the first and second deadline directly to the helper.
# Instructions that rely on the other team's instructions will be ignored. (e.g. "If we're 2-0 down use these instructions" is okay, "If he changes his attack to wide then do this and this" is not. Requesting to make subs when the other team does so is also an allowed exception.)
###All general cup aesthetics will be handled by the helper.
Autopilot teams will all have the following pre-match instructions performed by the host automatically:
##Submitted aesthetics will be delivered via the Aesthetics Export Template as explained here: [[Pro Evolution Soccer 2015/AET|Aesthetic Exports]].
# Set to Preset 1.
###Delivering a broken Aesthetics Export Template not following the rules on this page: [[Pro Evolution Soccer 2015/AET|Aesthetic Exports]] will result in your aesthetics being denied.
# Manual subs by best condition.
###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 he 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 will then not fixed and/or included.
# Right and Left Corner Kickers set to positions dependent on the formation of each team.
##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.
## Usually these will be wingers such as left/rightbacks and left/right midfielders, but may be other positions with the absence of wingers.
##Team attire
## At the discretion of /admin/ an autopilot team may activate +1 at a certain point of the match. (I.E At Kickoff/Down by 2/Half/65/75/etc.) The condition for +1 to be activated on each autopilot team will be explicitly stated on the exports page, upon the tactical export deadline.
###As a minimum a team must have two outfield kits and one goalkeeper kit.
###Both outfield kits must be aesthetically distinct, i.e. they must not clash.
####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.
##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.
#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 Spring 2015 are:
###Game version:
####[[Pro Evolution Soccer 2015]]
####Patch 1.03.00 / DLC 3.00
###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: On
####No. of Substitutions: 3
####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. 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.


#Prior to each matchday, managers will have the opportunity to submit a new export for their team in which they may edit their formations and tactical settings to their liking.
Timeouts are divided into '''free''' and '''limited'''.
##Tactical exports must be submitted to 4ccexports@gmail.com no later than 2 hours prior to the beginning of each matchday (The matchday begins at 17:00 UTC, so the deadline will be 15:00 UTC).
# A timeout is free if either:
###State the team and for what day the export is meant in the subject.
## The only actions taken during the timeout are:
###Exports submitted after this deadline will not be accepted under any circumstances.
### Substituting players.
####In the event that a team fails to submit a tactical export prior to their next match, their deadline export will be used instead.
### Adjusting Tight Marking, Man-Marking, Defensive, or Counter Target settings if any player affected by the instructions are subbed.
#####Teams that fail to submit tactical exports for any given match may still live manage that match provided a manager is available to do so. Regular live management rules still apply.
## The timeout occurs:
###The home team of the first match of the day will send their export as ''TEXPORT 01.bin'' and the away team will send their export as ''TEXPORT 02.bin''. The home team of the second match of the day will send their export as ''TEXPORT 03.bin'', the away team will send their export as ''TEXPORT 04.bin'' and so forth.
### At the half time break or either extra time pause.
###Please do not pack the export in a .zip, .rar, .7z or any other archive.
### Within five in-game minutes of at least one of the following events, once per event:
###If the word ''export'' is in the email (not the subject) you should receive an auto-reply that the mail was received correctly.
#### Conceding a goal.
####If you did not get an auto-reply and are not sure whether your export was received correctly, please contact an admin and he will check if the email was received.
##### In this instance it is referred to as a '''concession''' timeout.
##In the event that a team would play more than once during the same matchday, a tactical export for the first match must still be submitted as per the above rules. From the second match onwards, all tactical changes that would under normal circumstances be defined in the tactical export must be sent to the host via IRC and will be applied manually on-stream prior to said match.
#### A player on the team is dismissed (red card).
##These rules do not apply for each team's first match of any given tournament, for which the deadline export will serve as that match's tactical export.
#### An injury leaves a player on the team unable to play for the rest of the match.
###In the event of five-team groups precipitating a staggered schedule, the last team to play their first group stage match will be able to submit a new export for their team without restriction.
# A timeout is limited if it is not a free timeout. This is also referred to as a '''voluntary''' timeout.
##Any attempts to alter information aside from tactical instructions (i.e. player heights, cards, etc) in these exports in such a way that said export would either violate tournament regulations or would no longer match the information contained in the deadline export will result in the team's forfeiture of the current match.
## Teams may take at most two limited timeouts per match, and may not use limited timeouts in the first 20 minutes of match time.
###In addition, the manager or co-manager responsible for emailing the offending export will be permanently banned from participating in all future official 4chan Cup events as well as any provisional tournaments, leagues, or events either that are either directly sanctioned by the 4chan Cup Committee or make use of its resources (such as IRC or the implyingrigged.info Wiki).
# Autopilot teams are given one free timeout at 65 minutes in-game in order to perform subs for best condition.
###Should the team have a co-manager who was verified prior to the start of the tournament in question, they may continue to function as a manager for the remainder of the tournament, though the aforementioned game will still be forfeit. In the event that the team has no remaining verified managers, they will play all remaining matches using the default settings from their deadline export.
## 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.
#Before each match during the pre-match set-up managers are only allowed to (either by live-managing via the IRC, or by leaving a Pastebin of instructions in a message to the the4chancup Skype account - note that any methods aside from these two will be ignored):
##Make substitutions.
###If the ''Auto Lineup Select'' option is used to take care of the players' conditions and the game misplaces players on the pitch (e.g. switching sides on the pitch), the manager may point it out so the host can fix it.
###Fix the Set Piece Takers in the case substitutions have changed them.
##Set up man-marking.
##Make sure Fluid Formations is enabled or disabled for their team.
##Change the captain in case the original designated team captain is not playing.
##Pick a starting preset.
##For the first match of each team in the group stage, teams are allowed to make changes to the Team Instructions of any presets. This will not be allowed from match 2 onwards however, as these changes should be done in the export sent before the matchday.
###In the event of five-team groups precipitating a staggered schedule, the last team to play their first group stage match is not allowed to make any slider changes, but is allowed to send in a special matchday export.
#During the match, each team's manager has two timeouts to use to change their tactical setup at any point in the game.  
##They are encouraged to be expedient as the host reserves the right to continue the match if he deems the pause too lengthy. It is wise to know what you want to change prior to calling a timeout.
##Only the team who called the timeout is allowed to make tactical changes during the timeout.
##Teams are given a free voluntary timeout to use at any point in the match (with the aforementioned rules still applicable) if they wish after:
###Conceding a goal
###A dismissal (red card) for a member of their playing squad
###An injury which leaves a player in their squad unable to continue play for the rest of the match.
##For the free timeout to not count towards the timeout limit, the manager must call it within 5 minutes of regular playtime (in-game timer) resuming after the triggering event. After that, any timeout called (assuming previous conditions are not fulfilled again in that time) will count towards the global timeout limit. 
##Both teams are also given a free voluntary timeout at half time, to change their tactics should they wish to do so. They must let the host know if they intend to do so before the referee has blown for halftime. The timeout is only valid during the halftime break and cannot be saved for later.
###This also applies should the match go to Extra Time. Both Extra Time pauses work the same as the halftime pause.
##Timeouts (not counting free timeouts as specified above) may not be used until at least 20 minutes of match time has elapsed.
##During a timeout a manager may do the following:
###Change sliders
###Edit man-marking
###Change Set Piece Takers
###Turn Offside Trap on or off
###Change the automatic substitutions setting
###Turn Change Preset Tactics on or off
###Enable or disable Fluid Formations
###Change a single formation (includes moving players)
####In the case a team uses Fluid Formations, the manager can edit only one of the three formations (at kick-off, in possession, out of possession) of a single preset.
####Changing multiple formations will cost multiple timeouts.
####In the case a team ends up with less players (red card or an injury leaving a player unable to continue after having used all 3 subs), the manager is allowed to change all three Fluid Formations of a single preset.
##Changing presets during a match does not require a timeout nor does it count toward the timeout limit.
##Substitutions, should they be done manually, do not count towards the timeout limit.
##A manager can leave behind a Pastebin with instructions in a message to the the4chancup Skype account should he be unavailable to live-manage during his game.
###These instructions should be kept simple. The host reserves the right to ignore these instructions should he deem them to be too complex.
###Instructions that rely on actions from the other team's manager 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 host may choose to ignore player movement instructions that are deemed to be unreasonably small and/or wasting time.


[[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 12:02, 4 March 2024

Rules for the 4chan Cup.

Chapter I: General

General

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

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

Managers and caretakers must:

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

Additionally, a manager must:

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

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

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

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

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

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

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

Definitions

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

Chapter II: Organisation

4chan Cup Committee (4CCC)

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

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

Management and Staff

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


Chapter III: Squad

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

Squad Composition

  1. Each team must have exactly 23 players in their squad.
    1. A squad must contain at least one player with Goalkeeper (GK) as Registered Position with the Playable Position of GK set to 'A', all other Playable Positions must be set to 'C'.
    2. Outfield players will have their Playable Position set to 'A' to match their Registered Position. All their other Playable Positions must be set to 'C'.
  2. A single player of each squad must be assigned the role of Team Captain and should be designated as such in-game.
  3. Players are categorized as regular, silver, or gold as follows:
    1. Nineteen of the players must be designated regular players. All regular players including keepers must be rated 77 in all stats.
    2. Two outfield players must be designated as silver and be rated 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 must be set to 8 for medal players and 4 for non-medal players.
  5. The Injury Resistance setting can be set to any amount for medal players and must be set to 1 for non-medal players.
  6. A player cannot have more than a set amount of 'cards', known in the game as Player Skills and COM Playing Styles, under the following restrictions:
    1. Each registered goalkeeper can have at most 2 cards.
    2. Each regular outfield player can have at most 4 cards.
    3. Each silver player can have at most 5 cards.
    4. Each gold player can have at most 6 cards.
  7. Medal players may have free trick cards and/or COM Playing Styles, with the conditions shown below. See the trick card section for a list of permitted trick cards. Note that in the event a player has more than the designated trick card/COM Style limit, all but cards under the limit will be counted in their total.
    1. Each regular outfield player can have 2 trick cards.
    2. Each silver player can have 3 trick cards and 1 COM Playing Style.
    3. Each gold player can have 3 trick cards and 2 COM Playing Styles.
  8. The Team Captain is allowed (but not required to have) a free Captaincy card. This card does not count towards any previous limits. All additional Captaincy cards do count towards any previous limits.
  9. Including free cards such as Captaincy and the trick cards, no player can exceed a total of 10 skill cards.
  10. Non-medal defenders that are registered in a blue position (CB, LB, RB) regardless of height system may receive +5 defensive prowess.
  11. Any player may have the 'Malicia' card free as long as it does not exceed the total above.
  12. 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.'
  13. 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. Three players of height exactly 199cm, gold medals and goalkeepers are forbidden from being this height.
    2. Six players of height exactly 194cm.
    3. Four players of height exactly 185cm.
    4. Five players of height exactly 180cm.
    5. Five players of height exactly 175cm.
    6. Non-medal players registered in a red position (CF/SS/RWF/LWF) may receive an additional 5cm of height, except for 194cm players and 199cm players.
  2. The "red" heights, giving bonuses to shorter non-medal players:
    1. Ten players which are either:
      1. Outfield players of height exactly 185cm.
      2. Goalkeepers of height exactly 189cm.
    2. Seven players of height exactly 180cm.
    3. Six players of height exactly 175cm, non-medal players may receive a +5 bonus to all stats.
    4. Non-medal players registered to a red position (CF/SS/LWF/RWF) may receive a +5 boost to all stats, however these players cannot be given any additional A positions. This can stack with the bonus that 175cm players receive.
  3. Players that are 175cm (regardless of height system) may be set to lower (155-174cm) heights, but they still count as 175cm for height brackets and their "lost" cm cannot be used to make other players taller.
    1. Players who are 175cm may also have one additional card.
  4. Players of height 175cm and below may have 4/4 weak foot accuracy and weak foot usage.
# Height Advantage Total Height (cm)
3x 199cm 597cm Gold players and Goalkeepers cannot be this height.
6x 194cm 1164cm
4x 185cm 740cm If GK, increase height to 189cm
5x 180cm 900cm
5x 175cm 875cm Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4276cm
# Stat Advantage Total Height (cm)
10x 185cm 1850cm If GK, increase height to 189cm
7x 180cm 1260cm
6x 175cm 1050cm Regular players in this category may receive a +5 stat boost in all stats
Players in this category may use 1 additional card
Players in this category may have 4/4 weak foot accuracy/usage
Total Height 4160cm

Other Restrictions

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

Chapter IV: Tournament

Exports

A team export is valid if it:

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

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

Deadlines

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

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

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

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

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

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

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

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

Aesthetics

  1. General rules
    1. All aesthetics must not break the rules of conduct of the streaming platform used (Youtube Terms of Use & Twitch Community Guidelines). By extension, this means no explicit nudity or gore that would make the game likely to be rated 'for adults only' by American standards.
    2. The commissioner can appoint someone who will handle all aesthetics, herein referred to as 'the Helper'.
      The current Helper is Shakes and the Vice-Helpers are Foreground and Noteperson !!OaxI+wTW5//, who can assume the responsibilities of the Helper if needed to.
      1. The Helper has the same full rights as the host regarding aesthetics.
      2. The Helper is allowed to announce rules regarding uploading aesthetics (e.g. all kits needing to be in .dds format).
      3. The commissioner maintains executive right over who holds the position of Helper.
      4. Midcup aesthetics should never be sent directly to the Host but to the Helper, only he is allowed to send aesthetic updates to the Host after verifying them.
    3. Managers can request to use a specific kit, ball and/or stadium before every match, but the final decision is up to the Host. The home team is favored over the away team.
  2. Export format
    1. The aesthetic exports must follow the format described by the Aesthetic Export Template as explained here: Aesthetic Exports. Anything indicated as Optional can be also submitted in the initial export, it is recommended to do so.
    2. Broken aesthetics exports not following the rules or which crash the game may be denied. Please check your export for any problems with the automatic compiler linked at the bottom of the Aesthetic Exports page and testing it on PES before submitting it.
    3. Don't include in the aesthetic export blender face folders for players which aren't in the team anymore. (Reason)
  3. Submitting aesthetics
    1. The initial aesthetic exports must be submitted on the Exports page before the aesthetic deadline. In the case of managed teams, this can only be done by the teams' respective managers. A link to the export on the respective team's page is recommended but not a requirement.
      1. Use "--- ________ Aesthetic Export" as main folder name for your export, where --- is the team's name and ________ is the event's name written as year and season (e.g. "MU 2020 Spring Aesthetic Export"), to help distinguish between new and old exports. This folder must be compressed into 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, it should be made in a way that makes it clear what team the player belongs to during the gameplay. This can be aided by adding parts from the team's kit texture to the model so that it has the same colors on it as the rest of the team's players.
    5. Avoid making models that are too distracting or become annoying if shown repeatedly.
    6. Models should not be so large as to cover the ball while the players using them are dribbling. Any large card models placed behind a player should use the "onesided" setting on their shader, which will make them look invisible when seen from behind.
    7. Ultimately exceptions can be made, as long as their provided entertainment value is greater than the difficulties they may introduce when trying to follow the gameplay. This is all subject to the judgement of the Helper, who should be contacted in case of doubts regarding the reasonableness of any aesthetics.
  6. Stadiums
    1. Teams that wish to have their own stadium are advised to 'claim' a slot on the Stadiums page of the current PES version.
    2. Contact the Stadium Helper Noteperson !!OaxI+wTW5// for information about submitting custom stadium elements.
    3. The pitch itself should preferably be in the typical shade of green most pitches share. It must not be too bright or dark to clash with the ball or the players nor they should be too complex or unwatchable in any way.
    4. No elements of the stadium should obscure the pitch during gameplay. This may also apply to realistic stadium shadows, as these tend to be irritating on stream.
    5. Exceptions to these rules may be made if the stadium is supposed to fit a certain theme (e.g. The Void for /x/) after judgement by the Helper.
  7. Other
    1. Every team must have in their wikipage a logo that represents them.
    2. All the aesthetics not described (like Balls) and any general cup aesthetics not related to teams should be submitted directly to the helper and are subject to their judgement.
    3. Consider uploading and linking the original model project files separately on the wiki so other people can reuse them for future versions of PES, even if the file format changes.
    4. The Helper can be contacted for details on any advanced methods mentioned in this section.
  8. File size of aesthetics
    1. Please keep your model folders clean and remove any unused textures and model files.
    2. Avoid having model folders over 10MB in your export and try to keep the final export size (in uncompressed folder format) below 100MB. Zlib some textures if needed.
    3. It is advised to make single color textures as small as possible. For example a pure black texture does not have to be bigger than 64x64 as a 2048x2048 one is just a waste of storage space.
  9. Requests
    1. Any manager can submit requests for new models for their team on the Aesthetics Requests page.
    2. Please keep in mind that there is no guarantee the requests will be fulfilled since taking care of requests is a voluntary job.

Music

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

Tournament Conduct

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

Settings

The current settings as of Spring 2024 are:

  1. Game version:
    1. Pro Evolution Soccer 2016
    2. Patch 1.04.00 / DLC '4CC Pack' /
    3. Langauge: British English (enGB/eng)
  2. Controller settings: (Need to be done for both home and away controllers)
    1. Role Control: Off (done on the main controller select screen)
    2. Auto Sliding: Assisted
  3. General settings:
    1. Match Level: Superstar AI
    2. Match Time: 10 min.
    3. Conditions: Random for both Home and Away. In case of a PES crash, the match starts again with the conditions set to normal for all the players.
    4. No. of Substitutions: 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 (Day if required by the stadium)
    2. Season: Summer or Winter
    3. Weather: Fine
    4. Length of grass: Normal
    5. Pitch conditions: Normal

Other Game Rules

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

Chapter V: Tactical

Nightly exports

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

Approved Management Channels

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

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

Pre-Match

Pre-match instructions should be:

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

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

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

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

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

Timeouts

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

Timeouts are divided into free and limited.

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

The following changes can only be made during a timeout:

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