
The Medieval Wars 2013 |
:arrow: Dates
Qualification Stage:
Round 1: July 1 - July 7
Round 2: July 8 - July 14
Group Stage:
Round 1: July 15 - July 21
Round 2: July 22 - July 28
Round 3: July 29 - August 4
Final Stage:
Round 1: August 5 - August 11
Round 2: August 12 - August 18
Semifinal: August 19 - September 1
Grand Finals, 3rd place: - September 2 - September 15
Dreamteam Match: To be decided
:arrow: Spots
There are 104 open slots, where 8 teams will be invited. Which teams are invited will be announced after sign-ups are closed.
:arrow: Brackets
Qualification Stage bracket: - link coming -
Group Stage tables: - link coming -
Final Stage bracket: bracket: - link coming -
Format and Settings |
The tournament is to be played on Age of Empires II: The Conquerors with the 1.3 Userpatch.
The tournament will consist of three stages: Qualification Stage, Group Stage and Final Stage. In addition there will be played a Dreamteam match at the end of the tournament.
The 8 invited teams advance directly to Group Stage and are seeded each in one group based on their estimated strength, past achievements, and average rating. All the other participating teams must go through the Qualification Stage. This stage is played as a single elimination bracket and teams are seeded based on the stated criteria. The victorious 24 teams out of the 96 then advance to Group Stage, where they join the 8 invited teams. The duration of the Qualification Stage is 2 rounds.
The Group Stage consists of 8 groups with 4 teams per group. It is played as round robin, with each game representing one point (see Group Stage settings below for more information). The two teams with the highest number of points in each group advance to the Final Stage. If teams in 2nd and 3rd place have the same number of points, their match against each other determines who advances.
Example:
Team 1 12 points
Team 2 9 points
Team 3 9 points
Team 2 vs Team 3 2:3
Team 3 advances.
The Final Stage is played as a standard single elimination bracket, starting with the 16 teams who advanced from Group Stage. An extra match between the losing semifinalists determines 3rd and 4th place. The losing quarterfinalists enter an additional 4-team single elimination bracket over two rounds to determine 5th, 6th, 7th, and 8th place.
The Qualification Stage:
The Qualification Stage is to be played as a Bo3 in the following manner:
Game 1: 3v3, Light Random v2, Mirrored Civilizations
Game 2: 3v3, Home map of whoever lost Game 1, Free Choice of Civilizations
Game 3: 3v3, Home map of whoever won Game 1, Free Choice of Civilizations
- If the score is 2:0/0:2, the last map does not need to be played.
Group Stage:
The Group Stage is to be played as a round robin with 5 games per round in the following manner:
Game 1: 3v3, Light Random v2, Mirrored Civilizations
Game 2: 3v3/4v4, Map: Home map of whoever lost Game 1, Free Choice of Civilizations
Game 3: 3v3/4v4, Map: Home map of whoever won Game 1, Free Choice of Civilizations
Game 4: 2x Simultaneous 2v2 + 1x 2v2 between the winners (if needed), Map: Arabia, 1 Civilization Choice for each team
Game 5: 3v3, Map: Arabia, Mirrored Civilizations
- All games in this round must be played.
- Game 2, Game 3: The team choosing their home map may choose whether they want to play it as 3v3 or 4v4.
- Game 4: Two 2v2 games are played simultaneously by a total of 4 players on each team. If one team's players win both of the simultaneous 2v2, that team receives a point for Game 4. If the score is 1:1, the winning teams of the simultaneous 2v2 face each other, the winner of that game determines the winner of Game 4 and the one point. Both teams pick one civilization each, which the other team must mirror. The losing team decides who picks a civilization first. The two chosen civilizations must be different.
Which 2 players face each other in the simultaneous matches is determined by rule #21 (see below for more information).
Example:
Team 1 picks Teutons
Team 2 picks Chinese
The two players from each team must use both Teutons and Chinese.
Final Stage:
The Final Stage is to be played as a Bo7, Bo9, and Bo11 in the following manner:
Final Stage 1/8 (round 1):
Game 1: 3v3, Map: Slippery Springs, Mirrored Civilizations
Game 2: 3v3/4v4, Map: Home map of whoever lost Game 1, Free Choice of Civilizations
Game 3: 3v3/4v4, Map: Home map of whoever won Game 1, Free Choice of Civilizations
Game 4: 3x Simultaneous 1v1s, Maps: Arabia, Arena, Mediterranean, Free Choice of Civilizations
Game 5: 2x Simultaneous 2v2 + 1x 2v2 between the winners (if needed), Map: Arabia, 1 Civilization Choice for each team
Game 6: 3v3, Map: Land Nomad, Mirrored Civilizations
Game 7: 3v3, Map: Arabia, Free Choice of Civilizations
Final Stage Quarterfinals (round 2):
Game 1: 3v3, Map: Golden Hill, Mirrored Civilizations
Game 2: 3v3/4v4, Map: Home map of whoever lost Game 1, Free Choice of Civilizations
Game 3: 3v3/4v4, Map: Home map of whoever won Game 1, Free Choice of Civilizations
Game 4: 3x Simultaneous 1v1s, Maps: Arabia, Arena, Mediterranean, Free Choice of Civilizations
Game 5: 2x Simultaneous 2v2 + 1x 2v2 between the winners (if needed), Map: Arabia, 1 civilization choice for each team
Game 6: 3v3, Map: Team Islands, Mirrored Civilizations
Game 7: 3v3, Map: Oasis, Free Choice of Civilizations
Final Stage Semifinals (round 3):
Game 1: 3v3, Map: Land of Lakes, Mirrored Civilizations
Game 2: 3v3/4v4, Map: Home map of whoever lost Game 1, Free Choice of Civilizations
Game 3: 3v3/4v4, Map: Home map of whoever won Game 1, Free Choice of Civilizations
Game 4: 3x Simultaneous 1v1s, Maps: Arabia, Arena, Mediterranean, Free Choice of Civilizations
Game 5: 2x Simultaneous 2v2 + 1x 2v2 between the winners (if needed), Map: Arabia, 1 civilization choice for each team
Game 6: 3v3, Maps: Black Forest(Explored), Plains_v4, Scandinavia - Each team vetoes one map, Free Choice of Civilizations
Game 7: 4v4, Map: Arabia, Chinese + Mayans + Mongols + Huns
Game 8: 3v3, Migration, Free Choice of Civilizations
Game 9: 3v3, Map: Yucatan, Mirrored Civilizations
Final Stage 3rd place match (Round 4):
Game 1: 4v4, Map: Arabia, Free Choice of Civilizations
Game 2: 3v3/4v4, Map: Home map of whoever lost Game 1, Free Choice of Civilizations
Game 3: 3v3/4v4, Map: Home map of whoever won Game 1, Free Choice of Civilizations
Game 4: 3x Simultaneous 1v1s, Maps: Arabia, Arena, Mediterranean, Free Choice of Civilizations
Game 5: 2x Simultaneous 2v2 + 1x 2v2 between the winners (if needed), Map: Arabia, 1 civilization choice for each team
Game 6: 4v4, Map: Regicide Fortress, Free Choice of Civilizations
Game 7: 3v3, Map: Atacama, Mirrored Civilizations
Game 8: 3v3, Maps: Highland, Mediterranean, Mongolia - Each team vetoes one map, Free Choice of Civilizations
Game 9: 3v3, Map: Arena, Free Choice of Civilizations
Grand Finals match (Round 4):
Game 1: 4v4, Map: Arabia, Free Choice of Civilizations
Game 2: 3v3/4v4, Map: Home map of whoever lost Game 1, Free Choice of Civilizations
Game 3: 3v3/4v4, Map: Home map of whoever won Game 1, Free Choice of Civilizations
Game 4: 3x Simultaneous 1v1s, Maps: Arabia, Arena, Mediterranean, Free Choice of Civilizations
Game 5: 2x Simultaneous 2v2 + 1x 2v2 between the winners (if needed), Map: Arabia, 1 civilization choice for each team
Game 6: 3v3, Map: Sand Maze, Mirrored Civilizations
Game 7: 4v4, Map: Regicide Fortress, Free Choice of Civilizations
Game 8: 3v3, Map: Nomad, Free Choice of Civilizations
Game 9: 3v3, Map: Rooster, Free Choice of Civilizations
Game 10: 3v3, Maps: Continental, Ghost Lake, Yucatan - Each team vetoes one map, Mirrored Civilizations
Game 11: 4v4, Map: Arabia, Chinese + Mayans + Mongols + Huns
The additional single-elimination bracket for 5th, 6th, 7th, and 8th place follows the settings of the first 7 matches in the Semi-Finals and 3rd place match.
- The settings include set Light Random v2 maps. - You can find information on the Light Random v2 map and download it and its individual maps here: viewtopic.php?f=103&t=70297
- If one team has won enough games which makes it impossible for the opponent to even it out, the remaining games does not have to be played.
- Game 2, Game 3: The team choosing their home map may choose whether they want to play it as 3v3 or 4v4.
- Game 4: Three 1v1 games are played simultaneously by a total of 3 players on each team. Whichever team wins more of these games receives 1 point for Game 4. Which players face each other is determined by rule #21 (see below for more information).
- Game 5: Two 2v2 games are played simultaneously by a total of 4 players on each team. If one team's players win both of the simultaneous 2v2, that team receives a point for Game 4. If the score is 1:1, the winning teams of the simultaneous 2v2 face each other, the winner of that game determines the winner of Game 4 and the one point. Both teams pick one civilization each, which the other team must mirror. The losing team decides who picks a civilization first. The two chosen civilizations must be different.
Which 2 players face each other in the simultaneous matches is determined by rule #21 (see below for more information).
- In Games where the veto system is included, the losing team is the team to veto their map last(see rule #22 for more information.).
The Dreamteam Match:
At the end of the tournament, the victorious team will be invited to play against a team whose players will be voted by the community.
Maps, Settings and Prize will be set at a later stage in the tournament.
Home map pool:
- Players may choose any of the following maps as their home map regardless of whether it has been picked by the other player.
- You can find information on the Light Random v2 map and download it and its individual maps here: viewtopic.php?f=103&t=70297
- You can download the complete list of Maps and Home Maps used in the tournament here: viewtopic.php?f=717&t=89761
Arabia
Archipelago
Arena
Atacama
Atlantean Relics
Baltic
Bigfoot
Black Forest (Explored)
Border Dispute
Continental
Crater Lake
Double Migration
BCC3 Fortress(played as Regicide)
Ghost Lake
Gold Rush
Golden Hill
Green Arabia
Hamburger
Highland
Hills
Islands
Land Nomad(The Tribal Wars)
Land of Lakes
Meatballs_v2
Mediterranean
Microphone
Migration
Mongolia
Nomad
Oasis
Paved Highland
Plains_v4
Rooster
Sand Maze
Scandinavia
Sealed Islands
Slippery Springs
Soul
Stardom
Team Islands
Tentacle Isle
Tsunami
Yucatan
Prizes - 10 000$ |
1st: - 3250$
2nd: - 2250$
3rd: - 1250$
4th: - 950$
5th: - 600$
6th: - 450$
7th: - 350$
8th: - 200$
Total Prize Money: 10 000$
The remaining funds goes toward the Dreamteam Match and transfer deductions.
The Medieval Wars 2013 - Administration |
The administrators will organize the The Medieval Wars 2013 tournament and will help players in various situations.
Tournament Administrator:
(czech) The_Prophet


Tournament Moderators:




The Medieval Wars 2013 - OFFICIAL RULES |
I. Simple Rules |
The Simple Rules will provide a general overview of the tournament. However, it is strongly recommended that players read the complete list of rules as admins' decisions will be made in accordance with those rules.
#01. Every participant must respect their opponent. Any insult, racism or flaming will not be tolerated.
#02. Every participant must have the correct installation of the Age of Empires II: The Conquerors 1.3 version.
#04. Smurfing and account sharing is not allowed.
#05. All games are by default to be played in the Voobly Tournament Lobby ( :arrow: Link). If both teams agree or if playing in Voobly is somehow not possible, the games may be played either with a different client ( :arrow: Link to Game Ranger) or via IP.
#07. a) Immediately after two teams have finished a match, each team prepares their recorded games (1 set of recorded games from one of their players' point of view), properly renamed and zipped and the team on the left (see rule #07. c) ) then makes a thread in the recorded games forums, uploads both POVs, and states the result using a spoiler tag.
Example:
Team Red vs Team Blue played a match and the score is 2:3. Right after the last map is finished, one of the players on team Red (this does not have to be the Leader) renames and zips his/her recorded games. At the same time, one of the players on team Blue renames and zips his/her records. Team Blue sends their files to team Red/team Red's external operator (you can use e-mail, MSN, file-sharing websites such as http://2shared.com/, http://www.4shared.com/, http://www.mediafire.com/ etc..) and team Red/their External Operator then makes a topic in the Recorded Games section, attaches both files (Red's POV and Blue's POV) and states the result "Red vs Blue
2:3
Important:
:arrow: If one of the teams fails to provide their POV right after the match, a Penalty Point may be given depending on the circumstances.
:arrow: If the team on the left doesn't receive the other team's POV, they should not post their POV alone but notify one of the admins.
:arrow: Both teams' recorded games must be provided and posted immediately after the match.
#07. b) Before posting, the recorded game files must be renamed in the following format: TMW2013 Stage Round# TeamA(POV) vs TeamB Game# Map.mgz (or TMW2013 Stage Round# TeamA vs TeamB (POV) Game# Map.mgz, depending whose point of view the recorded game is from), and packed inside one ZIP file named TMW2013 Stage Round# TeamA(POV) vs TeamB.zip (or TMW2013 Stage Round# TeamA vs TeamB (POV).zip). If games aren't renamed correctly (or not packed), result won't be accepted till the games are renamed/packed according to the given format.
Game naming examples:
TMW2013 Qualification R1 Ren (POV) vs Stimpy G1 Arabia.mgz
TMW2013 Qualification R1 Ren (POV) vs Stimpy G2 Continental.mgz
TMW2013 Qualification R1 Ren (POV) vs Stimpy G3 Arena.mgz
TMW2013 Group A R1 Ren (POV) vs Stimpy G1 Arabia.mgz
TMW2013 Final R1 Ren (POV) vs Stimpy G1 Arabia.mgz
TMW2013 Grand Finals R1 Ren (POV) vs Stimpy G1 Arabia.mgz
Pack naming examples:
TMW2013 Qualification R1 Ren (POV) vs Stimpy.zip
TMW2013 Group A R1 Ren (POV) vs Stimpy.zip
TMW2013 Final R1 Ren (POV) vs Stimpy.zip
TMW2013 Grand Finals R1 Ren (POV) vs Stimpy.zip
(All of the above are from Ren's point of view)
#07. c) For each round (regardless of stage), a topic with a list of all matches that are to be played in that round will be created by Admins in the appropriate scheduling forums. The teams on the left side will be written in bold to indicate it is their duty to post recorded games for that round (as specified in #07. a) ).
#09. In case of disconnections, if the game dropped before the 10th minute of the game, it must be saved and replayed, otherwise it must be restored right after the drop and "record game" must be checked when restoring. All of the mgz recorded game files (multiple parts of the game before/after drop) must be provided to prove a team's victory.
#20. The game settings must be the following.
Game : Random Map
Map Style : Standard/Custom
Location : Determined by stage/round. All of the maps for the tournament can be downloaded here: viewtopic.php?f=717&t=89761
Size : 1v1, Tiny. - 2v2, Medium. - 3v3, Normal. - 4v4, Large.
Difficulty : Standard
Resources : Standard
Population : 200
Game Speed : Normal
Reveal Map : Normal
Starting Age : Standard
Victory Condition : Conquest (unless stated otherwise in the settings)
Team Together : [X] Yes
All techs : [ ] No
Allow Cheats : [ ] No
Lock Teams : [X] Yes
Lock Speed : [X] Yes
Record Game : [X] Yes
Single Building Queue [SQ]
[linethru]Multiple Building Queue [MQ][/linethru]
#23. In the event of a no-TC start (Land Nomad, Nomad) - that is a start where players do not have Town Centers, but only villagers:
a) the first buildings constructed must be either a Town Center, Lumber Camp or a Dock.
b) No Barracks, no Palisade Wall and no more than one House may be built until the first TC is up.
c) No TC fighting is allowed. If it happens the game must be replayed. Should the administration decide that a TC fight occurred intentionally, the team responsible will receive an admin loss for that game.
d) No fighting is allowed until all the involved players' TC are up.
e) If a player starts with a stuck villager, their team may decide to restart the game, but this must be stated during the first 5 minutes. A restart requested due to a stuck villager does not count as one of the restarts per game each player is given, as specified in rule #24.
#24. Restarts
Qualification Stage: 2 restarts for both teams
Group Stage: 3 restarts for both teams
Final Stage BO7: 5 restarts
Final Stage BO9: 6 restarts
Final Stage BO11: 7 restarts
A restart must be requested before the 5 minute mark in the game by telling the other team "restart" and resigning. Games that are restarted must be posted as well. When a game is restarted, the players and their civilisations must be the same as in the previous attempt. If a restart is requested in Light Random v2, the map that was generated must be repeated.
Restarts are not available for all of the 1v1 and 2v2 games played throughout the tournament. The set amount of restarts can only be used for 3v3 and 4v4 games. However rule #25 is still in affect for both the 1v1 and 2v2 games.
II. Complete Rules |
1. General Rules |
#01. Every participant must respect their opponent. Bad behavior (determined by staff) will result in a warning and may lead to an immediate disqualification of a player or their team. This tournament values not only great skills, but also sportsmanship and fairness. Any insult, racism or flaming will not be tolerated. Laming and mind games in game are allowed, it is part of the game.
#02. Every participant must have the correct installation of the Age of Empires II: The Conquerors 1.3 version.
#03. A team must try their best to schedule and play their match against the opposing teams. If the staff determines that a team is trying to avoid scheduling and playing the tournament games, the team may be warned, receive an admin loss for the game or match or be disqualified from the The Medieval Wars 2013 tournament.
#04. If players cannot come to an agreement in scheduling their match, the match is to be played at the default Admin Time, which is Sunday 13 GMT unless stated otherwise by admins or moderators of the tournament.
#05. a) Smurfing and account sharing is not allowed.
#05. b) Each person can play in the tournament using only one nickname. If a player is caught using more than one nickname in the tournament, but was not smurfing (therefore played himself/herself, however with a different nickname), the player will be warned and all games that he played with the wrong nickname will count as an admin loss. A second warning for using a different nickname will result in the player's disqualification.
#05. c) The nicknames provided and listed in the Sign-ups must be exactly the same as the ones used in the agreed game lobby and in-game, so the Voobly accounts which are signed up must not have its nicknames changed for the duration of the tournament. If a player is caught changing their nickname, they will be warned.
#06. All games are by default to be played in the Voobly Tournament Lobby ( :arrow: Link). If both teams agree or if playing in Voobly is somehow not possible, the games may be played either with a different client ( :arrow: Link to Game Ranger) or via IP.
#07. #07. a) Immediately after two teams have finished a match, each team prepares their recorded games (1 set of recorded games from one of their players' point of view), properly renamed and zipped and the team on the left (see rule #07. c) ) then makes a thread in the recorded games forums, uploads both POVs, and states the result using a spoiler tag.
Example:
Team Red vs Team Blue played a match and the score is 2:3. Right after the last map is finished, one of the players on team Red (this does not have to be the Leader) renames and zips his/her recorded games. At the same time, one of the players on team Blue renames and zips his/her records. Team Blue sends their files to team Red/team Red's external operator (you can use e-mail, MSN, file-sharing websites such as http://2shared.com/, http://www.4shared.com/, http://www.mediafire.com/ etc..) and team Red/their External Operator then makes a topic in the Recorded Games section, attaches both files (Red's POV and Blue's POV) and states the result "Red vs Blue
2:3
Important:
:arrow: If one of the teams fails to provide their POV right after the match, a Penalty Point may be given depending on the circumstances.
:arrow: If the team on the left doesn't receive the other team's POV, they should not post their POV alone but notify one of the admins.
:arrow: Both teams' recorded games must be provided and posted immediately after the match.
#07. b) Before posting, the recorded game files must be renamed in the following format: TMW2013 Stage Round# TeamA(POV) vs TeamB Game# Map.mgz (or TMW2013 Stage Round# TeamA vs TeamB (POV) Game# Map.mgz, depending whose point of view the recorded game is from), and packed inside one ZIP file named TMW2013 Stage Round# TeamA(POV) vs TeamB.zip (or TMW2013 Stage Round# TeamA vs TeamB (POV).zip). If games aren't renamed correctly (or not packed), result won't be accepted till the games are renamed/packed according to the given format.
Game naming examples:
TMW2013 Qualification R1 Ren (POV) vs Stimpy G1 Arabia.mgz
TMW2013 Qualification R1 Ren (POV) vs Stimpy G2 Continental.mgz
TMW2013 Qualification R1 Ren (POV) vs Stimpy G3 Arena.mgz
TMW2013 Group A R1 Ren (POV) vs Stimpy G1 Arabia.mgz
TMW2013 Final R1 Ren (POV) vs Stimpy G1 Arabia.mgz
TMW2013 Grand Finals R1 Ren (POV) vs Stimpy G1 Arabia.mgz
Pack naming examples:
TMW2013 Qualification R1 Ren (POV) vs Stimpy.zip
TMW2013 Group A R1 Ren (POV) vs Stimpy.zip
TMW2013 Final R1 Ren (POV) vs Stimpy.zip
TMW2013 Grand Finals R1 Ren (POV) vs Stimpy.zip
(All of the above are from Ren's point of view)
#07. c) For each round (regardless of stage), a topic with a list of all matches that are to be played in that round will be created by Admins in the appropriate scheduling forums. The teams on the left side will be written in bold to indicate it is their duty to post recorded games for that round (as specified in #07. a) ).
#08. a) Extra weeks can only be given upon admin decision and they must be requested before Thursday 23.59GMT.
#08. b) All the games must be scheduled and confirmed by both teams in the The Medieval Wars 2013 Scheduling forums ( :arrow: Link, informing the other team of the exact date and time of the arranged games.
#08. c) If there is no agreement about the playing time by Thursday 23.59 GMT, the match will be played at the default Admin TIme unless decided otherwise by Admins or Moderators of the tournament (see Rule #04).
#09. In case of disconnections, if the game dropped before the 10th minute of the game, it must be saved and played again, otherwise it must be restored right after the drop and "record game" must be checked when restoring. All of the mgz recorded game files (multiple parts of the game before/after drop) must be provided to prove a team's victory.
If restoring is not possible, the recorded game should be posted in the The Medieval Wars 2013 Recorded Games forums ( :arrow: Link), and The Medieval Wars 2013 admins should be informed about the case immediately. Subsequently, facts will be analyzed and a final decision made.
If there is a reason to believe that the disconnection was made on purpose, the Tournament Admins need to be informed and a final decision will be taken after all the facts have been checked/cleared by the Tournament Admins. Remember to make sure that you have "Multi" folder in your "SaveGame" folder and that your restore function is working as specified in rule #12.
#10. Once two teams have arranged and confirmed a time to play, the maximum waiting time is 30 minutes. If one of the teams fails to arrive, the waiting team must take a screenshot showing http://www.worldtimeserver.com/current_time_in_UTC.aspx (so the current time is clearly visible) with Tournament Lobby Game Room, and post the screenshot in Admin Win Requests topic, with a link to the post in the Scheduling forums where the game time was arranged and confirmed. The screenshot must show enough players (players of the team that is ready and waiting) to start the scheduled game. This way, tournament admins will know how long the team waited and upon Admins decision the team that did not arrive gets an Admin Loss for the games. Do not try to edit time arrangement posts in an attempt to get free wins, because our forum registers the exact date and hour of each edited post. Such actions are considered cheating, and the offender will be punished according to the rules.
#11. Prizes will be sent via PayPal. If the recipients do not use/have PayPal, the prizes will be sent by other means. However, certain fees may be deducted from the amount.
#12. Before The Medieval Wars 2013 begins, all participating players need to test their restore game function. If they cannot restore games, they must re-install AoK/AoC and make sure their restore function is working properly.
#13. If a game is not recorded, it must be replayed.
#14. Each team must have one Team Leader who is fluent in English. Each team’s Team Leader is responsible for scheduling, possible disputes and everything else regarding their team. If a Team Leader is not fluent in English, a team can have an External Operator who assumes this role as specified in Rule #15. Only Team Leaders or External Operators are allowed to schedule unless otherwise agreed with the administration.
#15. In case none of the members in a team are fluent in English, each team is allowed to have an External Operator for scheduling and communication with the Tournament Staff and other teams. The operator may schedule games for multiple teams but is not allowed to play for them. He may, however, play for a team which he is a member of (like everyone else, he may be a member of one team only).
If a team has an external operator, they must provide their AoCZone account and contact details when signing up.
An External Operator has to follow the official rules of The Medieval Wars 2013. If he does not follow the official rules of The Medieval Wars 2013 he or she will be disqualified. Then the team of the disqualified External Operator must choose another person as their External Operator within 3 days. If the team could not find a new External Operator, that team will be disqualified.
#16. If a team is out of the tournament (no matter if they got disqualified or left on their own), all of their games already played in the current round and games they have yet to play will be set to an admin loss.
#17. To sign up for The Medieval Wars 2013, the team's leader or the team's External Operator must provide the following information in a PM to AoCZone.
Full Team name:
Team Tag:
Team Leader information:
- AoCZone username:
- Voobly username:
- Voobly Profile Link:
- Full name:
- Address (street, city, country):
- Timezone:
- IP address - obtained by checking http://www.whatismyip.com/:
- Email:
- MSN/Skype:
External Operator information (Only needed if the Team Leader is not fluent in English - see Rule #15):
- AoCZone username:
- Full name:
- Address (street, city, country):
- Timezone:
- IP address - obtained by checking http://www.whatismyip.com/:
- Email:
- MSN/Skype:
Players information (minimum: 4, maximum: 10):
Player 1:
- AoCZone username:
- Voobly username:
- Voobly Profile Link:
- Full name:
- Address (street, city, country):
- Timezone:
- IP address - obtained by checking http://www.whatismyip.com/:
- AoCZone username:
- Voobly username:
- Voobly Profile Link:
- Full name:
- Address (street, city, country):
- Timezone:
- IP address - obtained by checking http://www.whatismyip.com/:
AoCZone will not intentionally sell, share, or distribute your personal information to third parties, except as required by law.
If any player is playing in a different location than specified in the registration, it must be announced in the scheduling thread and also in a PM to one of the Admins by no later than Thursday 23.59 GMT of the week they will play these games. In the PM the new location and IP address must be provided. If during a tournament match some IPs or locations are found to be different, showing the above rule was not adhered to, that player will be punished for smurfing.
Admins realise that some people have dynamic IPs where parts of the IP can change, this will be taken into consideration.
Every week a member of the AoCZone staff will PM each team leader/external operator with the IPs of the other team's players that they are playing against in that round. These IP's are not to be made public under any circumstances and are sent for the sole purpose of eliminating smurfing.
If clear evidence arises which shows a team leader/external operator sharing these IPs with anyone else, that team will be disqualified.
No roster changes (such as adding an extra player) are allowed once the tournament has started.
#18. New rules can be added and current rules can be changed. However, Admins MUST inform all participants about such changes in the The Medieval Wars 2013 Rules, Settings and General Discussion forum. All the latest additions in Rules / Settings will be in red.
#19. By signing-up for the tournament, you automatically agree with all the Tournament Rules and Settings.
2. Gaming Rules |
#20. The game settings must be the following.
Game : Random Map
Map Style : Standard/Custom
Location : Determined by stage/round, all of the maps for the tournament can be downloaded here: viewtopic.php?f=717&t=89761
Size : 1v1, Tiny. - 2v2, Medium. - 3v3, Normal. - 4v4, Large.
Difficulty : Standard
Resources : Standard
Population : 200
Game Speed : Normal
Reveal Map : Normal
Starting Age : Standard
Victory Condition : Conquest (unless stated otherwise in the settings)
Team Together : [X] Yes
All techs : [ ] No
Allow Cheats : [ ] No
Lock Teams : [X] Yes
Lock Speed : [X] Yes
Record Game : [X] Yes
Single Building Queue [SQ]
[linethru]Multiple Building Queue [MQ][/linethru]
#21. a) For Game 4 in Final Stage, each team must select three of their players to play simultaneous 1v1 games. The team that is currently in the lead is first to reveal which of their players will play which maps, the other team then reveals their players. Once the players are revealed, the decision may not be changed.
#21. b) For Game 4 in Group Stage and Game 5 in Final Stage, each team must select two pairs of players to play simultaneous 2v2 games. The team that currently is in the lead (In Final stage: the team that won the last game) reveals their teams A and B first. The other team then reveals their own. In the mentioned games, the teams will face each other as follows: Team 1 A vs Team 2 B, Team 2 A vs Team 1 B. If the score is 1:1, the winners will then play against other. If a team doesn't have enough players to form two 2v2 teams, the game they're unable to play counts as an admin loss.
#21. c) For Game 4 in Group Stage and Game 5 in Final Stage, both teams picks one civilization each, which the other team must mirror. The losing team decides who picks a civilization first. The two chosen civilizations must be different.
Example:
Team A 2:1 Team B
Team B Captain: We want to pick last.
Team A picks Teutons
Team B picks Chinese
The two players from each team must use both Teutons and Chinese in their game.
#22. The Final Stage includes settings where both teams veto one map each. How this works: Teams are given 3 maps to choose from, and taking it in turns they "reject" which map they do not want to play until there is only one left. That map is then selected for the game. The team behind in score is the team to veto last.
Example:
Final Stage Semifinals (round 3):
Game 6: 3v3, Maps: Black Forest, Ghost Lake, Scandinavia - Each team vetoes one map, Free Choice of Civilizations
Team A 2:3 Team B
Team B vetoes Black Forest
Team A vetoes Ghost Lake
Scandinavia is the map to be played.
#23. In the event of a no-TC start (Land Nomad, Nomad) - that is a start where players do not have Town Centers, but only villagers:
a) the first buildings constructed must be either a Town Center, Lumber Camp or a Dock.
b) No Barracks, no Palisade Wall and no more than one House may be build until the first TC is up.
c) No TC fighting is allowed. If it happens the game must be replayed. Should the administration decide that a TC fight occurred intentionally, the team responsible will receive an admin loss for that game.
d) No fighting is allowed until all the involved players' TC are up.
e) If a player starts with a stuck villager, their team may decide to restart the game, but this must be said during the first 5 minutes. A restart requested due to a stuck villager does not count as one of the restarts per game each player is given, as specified in rule #23.
#24. Restarts
Qualification Stage: 2 restarts for both teams
Group Stage: 3 restarts for both teams
Final Stage BO7: 5 restarts
Final Stage BO9: 6 restarts
Final Stage BO11: 7 restarts
A restart must be requested before the 5 minute mark in the game by telling the other team "restart" and resigning. Games that are restarted must be posted as well. When a game is restarted, the players and their civilisations must be the same as in the previous attempt. If a restart is requested in Light Random v2, the map that was generated must be repeated.
Restarts are not available for all of the 1v1 and 2v2 games played throughout the tournament. The set amount of restarts can only be used for 3v3 and 4v4 games. However rule #25 is still in affect for both the 1v1 and 2v2 games.
#25. a) If a player starts with a trapped villager, that means one or more villagers of that player are surrounded by objects and unable to leave that area, the player's team may request a trapped villager restart within the first five gaming minutes by chatting "trapped villager" and resigning. That game will be restarted and it will not count as the restart given to each team in #24. If a player lies about a trapped villager, their team will receive an admin loss for that game.
#25. b) If a player starts with trapped starting resources (by starting resources we consider: starting sheep/turkeys, main gold, main stone), that means the player's starting sheep or main gold/stone are surrounded by objects and cannot be used, the player's team may request a bugged map restart within the first five gaming minutes by chatting "bugged map" and resigning. That game will be restarted and it will not count as the restart given to each team in #24. If a player lies about a bugged map, their team will receive an admin loss for that game. If the situation is disputable, the tournament administrators will make the final decision.
#25. c) If an obviously bugged map is generated, the game will be restarted and it will not count as the restart given to each team in #24. What falls under this category are only the critical cases. Eg. a player/team missing resources, highly unfair positioning, a player completely surrounded by forest etc. The players themselves should determine whether the map is giving one side a critical disadvantage. In case of dispute, this determination will be made by the Tournament Admins.
#26 a) ***** Wood ( :arrow: Version 1 and :arrow: Version 2) and Bamboo Lover ( :arrow: You can find it here) are allowed and is not considered cheating.
You can also install them through Voobly, ***** Wood ( :arrow: You can find the Voobly version here) and Bamboo Lover ( :arrow: You can find the Voobly version here)
#26. b) The Dark Grey Patch ( :arrow: You can find it here). the Grey to Black Patch ( :arrow: You can find it here) or the Pink Pony Patch ( :arrow: You can find it here) are allowed.
You can also install The Dark Grey Patch and the Pink Pony Patch through Voobly. The Dark Grey Patch ( :arrow: You can find the Voobly version here) and Pink Pony ( :arrow: You can find the Voobly version here)
#26. c) No Desert Patch ( :arrow: You can find it here) and Remove Snow Patch ( :arrow: You can find it here) are allowed.
You can also install them through Voobly, No Desert Patch ( :arrow: You can find the Voobly version here) and No Snow Patch ( :arrow: You can find the Voobly version here)
#26. d) Any graphic changes that affect only the player's Age of Empires II: The Conquerors are allowed.
#27. Cheating is not allowed under any circumstances. Players involved in any kind of cheating will be disqualified from The Medieval Wars 2013 along with their teams and banned from future AoCZone events, as well as the AoCZone forums.
#28. All the game settings provided in this post MUST be followed. Not following them may result in a Penalty Point (PP) or other punishments. Receiving 3 Penalty Points (PP) will result in a team's disqualification.
#29. Light Random v2 and its individual maps have been updated. The map Atlantic has been removed and replaced by Hills. Meatballs map has been updated to version 2. All teams are required to download the new versions and use these for all future rounds, starting with Group Stage. All the links above have been updated. Failing to use the updated version of the maps may result in a Penalty Point (PP) or other punishment.
Changes:
- Atlantic has been removed and replaced by a new map: Hills
- Meatballs' gold placement has been fixed
- Both of these changes have been implemented into Light Random (AoCZ) v2.rms