Timeframe |
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ADMINISTRATION - Sign-up Deadline: 14th June 23:59 GMT
Seeding: 15th June - 17th June
Brackets: 18th June
QUALIFICATION - Qualification Stage: Single Elimination
Round of 128: 19th June – 25th June
Round of 64: 26th June – 2nd July
Round of 32: 3rd July – 9th July
GOLD LEAGUE - Group Stage: Round Robin
Round 1: 10th July – 16th July
Round 2: 17th July – 23rd July
Round 3: 24th July – 30th July
Knockout Stage: Double Elimination
Winner Bracket:
Quarter Final: 31st July - 6th August
Semi Final: 7th August - 13th August
Winner Bracket Final: 14th August - 20th August | 9th October – 22nd October (LAN)
Loser Bracket:
Round 1: 7th August - 13th August
Round 2: 14th August - 20th August
Round 3: 21th August - 27th August | 9th October – 22nd October (LAN)
Loser Bracket Final: 28th August - 3rd September | 9th October – 22nd October (LAN)
Placement Matches:
5th to 8th Place: 14th August – 27th August
Grand Final:
Grand Final: 4th September - 10th September | 9th October – 22nd October (LAN)
SILVER LEAGUE - Group Stage: Round Robin
Round 1: 17th July – 30th July
Round 2: 17th July – 30th July
Round 3: 31st July - 13th August
Round 4: 31st July - 13th August
Round 5: 14th August – 20th August
Knockout Stage: Single Elimination
Round of 32: 21st August - 3rd September
Round of 16: 4th September - 10th September
Quarter Final: 11th September - 17th September
Semi Final: 18th September - 24th September
Placement Matches:
3rd Place: 25th September - 1st October
Grand Final:
Grand Final: 25th September - 1st October
Administration + Qualification Months May June July August September October Weeks 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 Sign up deadline Seeding Bracket Qualification Stage Round of 128 Round of 64 Round of 32
Gold League Months May June July August September October Weeks 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 Group Stage Round 1 Round 2 Round 3 Knockout Stage Winner Bracket Quarter Final Semi Final Winner Bracket Final Loser Bracket Round 1 Round 2 Round 3 Loser Bracket Final Placement Matches 5th - 8th Place Grand Final Grand Final Silver League Months May June July August September October Weeks 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 Group Stage Round 1 Round 2 Round 3 Round 4 Round 5 Knockout Stage Round of 32 Round of 16 Quarter Final Semi Final Placement Matches 3rd Place Grand Final Grand Final - Sign-up Deadline: 14th June 23:59 GMT
Tournament Brackets |
- Qualification Stage Brackets: Single Elimination - Brackets
- Gold League Group Stage Tables: Round Robin - Brackets
Gold League Knockout Stage Brackets: Double Elimination - Brackets
- Silver League Group Stage Team Distribution: - Team Distribution
Silver League Group Stage Tables Groups A-F: Round Robin - Brackets
Silver League Group Stage Tables Groups G-L: Round Robin - Brackets
Silver League Knockout Stage Brackets: Single Elimination - Brackets
Format |
QUALIFICATION STAGE - Qualification Stage: Single Elimination. Open for all Nations. 16 teams will advance from the Qualification Stage to the Gold League. The teams that did not qualify for the Gold League have the option to enter the Silver League.
GOLD LEAGUE - Group Stage: Round Robin. Consisting of the top 16 teams that survived the Qualification Stage, 4 groups of 4 teams. 8 teams will progress to the Knockout Stage (#1 and #2 of group A-D). The remaining teams will play in the Silver League Knockout Stage for the places 9-16, if they played all games in the group stage.
In the Group Stage teams will be rewarded points based on their performance:
- If the score is 4-0 or 3-1, the winner will receive 3 points and the loser 0 points. (Same goes for 0-4 and 1-3).
- If the score is 2-2, both teams will receive 1 point.
- The teams will first be ranked based on the gathered points.
- If there are 2 or more teams with the same number of points, the game difference (Wins-Losses) will be the deciding factor.
- If game difference cannot decide then the Neustadtl rule will be the deciding factor. This rule means that the sum of defeated opponents' scores plus half the sum of drawn opponents' scores of the teams in question will be added to said team.
- If there is still a tie, the last tie-breaker will be the original seed of the teams.
- Knockout Stage: Double Elimination. Consisting of the top 8 teams that survived the Group Stage.
SILVER LEAGUE - Group Stage: Round Robin. Consisting of the teams that decided to participate in the Silver League after losing in Qualification Stage, 12 groups of 6 teams. 24 teams (#1 and #2 of group A-L) will progress to the Knockout Stage. In the Group Stage teams will be rewarded points based on their performance:
- If the score is 4-0 or 3-1, the winner will receive 3 points and the loser 0 points. (Same goes for 0-4 and 1-3).
- If the score is 2-2, both teams will receive 1 point.
- The teams will first be ranked based on the gathered points.
- If there are 2 or more teams with the same number of points, the game difference (Wins-Losses) will be the deciding factor.
- If game difference cannot decide then the Neustadtl rule will be the deciding factor. This rule means that the sum of defeated opponents' scores plus half the sum of drawn opponents' scores of the teams in question will be added to said team.
- If there is still a tie, the last tie-breaker will be the original seed of the teams.
- Knockout Stage: Single Elimination. Consisting of 32 teams, 24 teams that survived the Silver League Group Stage and the 8 teams that dropped down from the Gold League Group Stage. If less than 8 teams progress from the Gold League Group Stage to the Silver League Knockout Stage, the next highest rated team in the Silver League Group Stage will take its place.
SY Nations Cup 2017 Mod |
- The tournament is to be played on Age of Empires II: The Conquerors with the 1.4 RC UserPatch. All players must also use the SY Nations Cup 2017 Mod, created by Gallas. The mod affects the following aspects:
- Palisade walls, HP reduced from 250 to 200, build time increased from 5 seconds to 6 seconds and cost increased from 2 wood to 3 wood.
- Stone walls, HP reduced from 1800 to 900 in Feudal Age but stays 1800 in Castle/Imperial Age, build time increased from 8 seconds to 10 seconds and cost increased from 5 stone to 7 stone. (HP of the gates are halved in Feudal Age as well).
- Fortified walls, HP stays 3000, build time increased from 8 seconds to 10 seconds and cost increased from 5 stone to 7 stone.
- Market technologies, Coinage moved to Imperial Age and removed Banking completely.
- Base tax, raised the base tax from 30% to 40%.
Match Settings |
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QUALIFICATION STAGE - Round of 128: (Bo3)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 3v3, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 3v3, Home map of whoever won Game 1, Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
Round of 64: (Bo3)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 3v3, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 3v3, Home map of whoever won Game 1, Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
Round of 32: (Bo5)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 3v3, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 3v3, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 3v3, SYNC_Golden_Crater, Hidden Different Civilizations per team.
Game 5: 3v3, SYNC_Cross, Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
GROUP STAGE - The Group Stage (Round Robin) is to be all 4 games played in the following manner:
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team, no Mayans and Mongols.
Game 2: 4v4, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 4v4, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 4v4, Losing team chooses out of SYNC_Bedouins, SYNC_Continental, SYNC_Cross, SYNC_Ghost_Lake, SYNC_Microphone, SYNC_Twin_Puddles, Hidden Different Civilizations per team. (Map cannot be repeated from Game 2 and 3)
If a team offers AW for more than 1 match the team will be disqualified (only counts for Group Stage).
If both teams show no effort in scheduling, the admins reserve the right to list the match as 0-0, with no points awarded to any team.
KNOCKOUT STAGE - WINNER BRACKET
Quarter Final: (Bo5)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team, no Mayans and Mongols.
Game 2: 4v4, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 4v4, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 4v4, SYNC_Nomad_v2, Hidden Different Civilizations per team.
Game 5: 4v4, SYNC_Hideout, Hidden Different Civilizations per team.
Semi Final: (Bo7)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 4v4, Losing team chooses one of SYNC_Mongolia, SYNC_Oasis, SYNC_Scandinavia, SYNC_Shallow_Web, SYNC_Seize_the_Hump, SYNC_Two_Rivers, SYNC_Yucatan, Hidden Different Civilizations per team.
Game 3: 4v4, SYNC_Golden_Hill, Hidden Different Civilizations, choose 4 out of Aztecs, Byzantines, Japanese, Persians, Teutons, Turks and Vikings per team.
Game 4: 4v4, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 4v4, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 4v4, SYNC_Land_Nomad, Team Random.
Game 7: 4v4, SYNC_Team_Acropolis, Team Random.
WB Final: (Bo7)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 4v4, SYNC_Migration, Hidden Different Civilizations per team, no Japanese and Vikings.
Game 3: 4v4, SYNC_Land_Nomad, Hidden Different Civilizations per team.
Game 4: 4v4, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 4v4, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 4v4, SYNC_Microphone, Hidden Different Civilizations per team.
Game 7: 4v4, SYNC_Fortress (Regicide), Hidden Different Civilizations per team.
LOSER BRACKET
Round 1: (Bo5)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team, no Mayans and Mongols.
Game 2: 4v4, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 4v4, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 4v4, SYNC_Decentring, Hidden Different Civilizations, choose 4 out of Aztecs, Britons, Celts, Persians, Spanish and Saracens per team.
Game 5: 4v4, SYNC_Golden_Crater, Hidden Different Civilizations per team.
Round 2: (Bo5)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team, no Huns, Mayans and Mongols.
Game 2: 4v4, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 4v4, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 4v4, SYNC_Chaos_Pit, Team Random.
Game 5: 4v4, SYNC_Two_Rivers, Hidden Different Civilizations per team.
Round 3: (Bo7)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 4v4, Losing team chooses one of SYNC_Cross, SYNC_Fortress (Regicide), SYNC_Mongolia, SYNC_Oasis, SYNC_Shallow_Web, SYNC_Windmill, SYNC_Yucatan, Hidden Different Civilizations per team.
Game 3: 4v4, SYNC_Land_Nomad, Hidden Different Civilizations per team.
Game 4: 4v4, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 4v4, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 4v4, SYNC_Golden_Hill, Team Random.
Game 7: 4v4, SYNC_Hideout, Hidden Different Civilizations per team.
LB Final: (Bo7)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 4v4, SYNC_Migration, Hidden Different Civilizations per team, no Japanese and Vikings.
Game 3: 4v4, SYNC_Land_Nomad, Hidden Different Civilizations per team.
Game 4: 4v4, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 4v4, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 4v4, SYNC_Microphone, Hidden Different Civilizations per team.
Game 7: 4v4, SYNC_Team_Acropolis, Hidden Different Civilizations per team.
PLACEMENT MATCHES - Placement Matches (5th-8th): (Bo7)
Game 1: 4v4, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 4v4, SYNC_Windmill, Hidden Different Civilizations per team, no Mayans and Vikings.
Game 3: 4v4, SYNC_Shallow_Web, Team Random.
Game 4: 4v4, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 4v4, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 4v4, SYNC_Seize_the_Hump, Team Random.
Game 7: 4v4, SYNC_Scandinavia, Hidden Different Civilizations per team.
GRAND FINAL - TBA
GROUP STAGE - The Group Stage (Round Robin) is to be all 4 games played in the following manner:
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team, no Mayans and Mongols.
Game 2: 3v3, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 3v3, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 3v3, Losing team chooses one of SYNC_Bedouins, SYNC_Continental, SYNC_Cross, SYNC_Ghost_Lake, SYNC_Microphone, SYNC_Twin_Puddles, Hidden Different Civilizations per team. (Map cannot be repeated from Game 2 and 3)
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
If a team offers AW for more than 1 match the team will be disqualified (only counts for Group Stage).
If both teams show no effort in scheduling, the admins reserve the right to list the match as 0-0, with no points awarded to any team.
KNOCKOUT STAGE - Round of 32: (Bo5)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team, no Huns, Mayans and Mongols.
Game 2: 3v3, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 3v3, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 3v3, SYNC_Nomad_v2, Team Random.
Game 5: 3v3, SYNC_Yucatan, Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
Round of 16: (Bo5)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team, no Huns, Mayans and Mongols.
Game 2: 3v3, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 3v3, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 3v3, SYNC_Valley, Team Random.
Game 5: 3v3, SYNC_JDGrossrox, Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
Quarter Final: (Bo5)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team, no Huns, Mayans and Mongols.
Game 2: 3v3, Home map of whoever lost Game 1, Hidden Different Civilizations per team.
Game 3: 3v3, Home map of whoever won Game 1, Hidden Different Civilizations per team.
Game 4: 3v3, SYNC_Seize_the_Hump, Team Random.
Game 5: 3v3, SYNC_Twin_Puddles, Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
Semi Final: (Bo7)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 3v3, SYNC_Decentring, Team Random.
Game 3: 3v3, SYNC_Shallow_Web, Hidden Different Civilizations per team.
Game 4: 3v3, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 3v3, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 3v3, SYNC_Microphone, Hidden Different Civilizations per team.
Game 7: 3v3, SYNC_Ghost_Lake, Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
PLACEMENT MATCHES - Placement Matches (3rd Place): (Bo7)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 3v3, SYNC_Windmill, Hidden Different Civilizations per team, no Mayans and Vikings.
Game 3: 3v3, SYNC_Shallow_Web, Team Random.
Game 4: 3v3, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 3v3, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 3v3, SYNC_Chaos_Pit, Team Random.
Game 7: 3v3, SYNC_Fortress (Regicide), Hidden Different Civilizations per team.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
GRAND FINAL - Grand Final: (Bo7)
Game 1: 3v3, SYNC_Arabia, Hidden Different Civilizations per team.
Game 2: 3v3, SYNC_Nomad_v2, Team Random.
Game 3: 3v3, SYNC_Team_Acropolis, Hidden Different Civilizations per team.
Game 4: 3v3, Home map of whoever is losing after Game 3, Hidden Different Civilizations per team.
Game 5: 3v3, Home map of whoever is winning after Game 3, Hidden Different Civilizations per team.
Game 6: 3v3, SYNC_Golden_Crater, Hidden Different Civilizations per team.
Game 7: 3v3, SYNC_Fortress (Regicide), Hidden Different Civilizations per team, no Mayans and Chinese.
The matches are played as 3v3. If both teams agree, it can also be played as a 4v4. If only 1 team wants to play 4v4, the match must be played as 3v3.
- Round of 128: (Bo3)
Tournament Maps |
- Teams may choose any of the following maps as their home map.
- Maps cannot be repeated in a set. That is, a home map may not be the same as a set map or a previously played map, and any game where a losing team may choose from a range of maps, they may not choose a previously played map.
- Every map for Nations Cup 2017 has been created as a custom SYNC_ map and a custom SYNC_ map should be used for every game of the tournament. All of the maps have been created with a view to making them more competitive for high-level play without taking away the randomness which contributes to the enduring popularity of random map gameplay in AoC. A changelog is posted in the Map Guide.
- You can download the complete list of Maps used in the tournament here: SY Nations Cup 2017 Maps.
- SYNC_Arabia
- SYNC_Arena
- SYNC_Baltic
- SYNC_Bedouins
- SYNC_Black_Forest (played as explored)
- SYNC_Chaos_Pit
- SYNC_Continental
- SYNC_Cross
- SYNC_Decentring
- SYNC_Fortress (played as Regicide)
- SYNC_Ghost_Lake
- SYNC_Golden_Crater
- SYNC_Golden_Hill
- SYNC_Hideout
- SYNC_Islands
- SYNC_JDGrossrox
- SYNC_Land_Nomad
- SYNC_Microphone
- SYNC_Migration
- SYNC_Mongolia
- SYNC_Nomad
- SYNC_Nomad_v2
- SYNC_Oasis
- SYNC_Rooster
- SYNC_Scandinavia
- SYNC_Seize_the_Hump
- SYNC_Shallow_Web
- SYNC_Team_Acropolis
- SYNC_Team_Islands
- SYNC_Twin_Puddles
- SYNC_Two_Rivers
- SYNC_Valley
- SYNC_Windmill
- SYNC_Yucatan
Prizes |
- Total Prize Money Gold League: ¥ 200,000 - provided by SY
Total Prize Money Silver League: $ 3,000 - provided by several donators
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PRIZE MONEY GOLD LEAGUE 1st: ¥ 54,000 $ 7,800 2nd: ¥ 42,000 $ 6,100 3rd: ¥ 32,000 $ 4,600 4th: ¥ 24,000 $ 3,500 5th: ¥ 18,000 $ 2,600 6th: ¥ 12,000 $ 1,750 7th: ¥ 10,000 $ 1,450 8th: ¥ 08,000 $ 1,150
Note: Prize money will be paid in CNY. The USD listed behind the CNY are estimates based on the current (19th May) exchange rate, rounded. The final amount in USD may vary from the value listed here, due to fluctuations in the exchange rates.PRIZE MONEY SILVER LEAGUE 1st: $ 00,810 (9th overall) 2nd: $ 00,630 (10th overall) 3rd: $ 00,480 (11th overall) 4th: $ 00,360 (12th overall) 5th: $ 00,180 (13th overall) 6th: $ 00,180 (14th overall) 7th: $ 00,180 (15th overall) 8th: $ 00,180 (16th overall)
Tournament Rules |
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§1 - Respecting Deadlines
All teams must respect the tournament schedule and times for each round. This is a team event and there will be NO exceptions or delays granted to ANY team. No excuse will be accepted for failing to play in the specified time. If the admin staff determine that a team is trying to avoid scheduling and playing the tournament games, the team(s) may be warned, receive an admin loss for the game or match or be disqualified from SY Nations Cup 2017 tournament. In the Knockout Stage, any team offering an Admin Win to its opponent, and not completing any round/games will be penalized 50% of its prize money.
§2 - Admin Times & Replacements
If both teams cannot come to an agreement in scheduling their match, the staff will analyse the situation, schedule and time zones in order to add a viable Admin Time that suits both teams to the best of our ability. Admins will ensure teams are not forced to play games between 2am - 6am local time.
If there is no agreement about the playing time by Wednesday 23.59 GMT, the staff might start interfering in order to get the games scheduled and completed in time.
§3 - Respect & Fairplay
Every team member must respect their opponent. Bad behaviour (determined by staff) will result in a warning and may lead to an immediate disqualification of a whole 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.
Teams are requested to limit the time between games as much as possible to make the experience as smooth for everyone as possible.
§4 - No Smurfing
All team captains have agreed to the No Smurf rule. Each team must submit all relevant player usernames for Admin discussion. Smurfing and account sharing is not allowed. Any discovery of the aforementioned will result in team’s disqualification.
§5 - VCOM Ladder
All games are by default to be played in the Voobly Nations Cup Tournament Lobby using the VCOM Ladder. If both teams agree to play in a different lobby on Voobly, that is accepted as well, please use the Match Stats Only Ladder if the VCOM ladder is not available.
If a game is not recorded, it must be replayed regardless of the result.
§6 - Recorded Games Posting
During the Qualification Stage: immediately after completion of each match, the winning team has to rename the recorded games according to the rules and post them in the SY Nations Cup 2017’s Recorded Games section of that respective round.
Gold League:
For the Group stage and Knockout stage, if there is a disconnection both teams must send the recorded games to
prv_limb in case of disconnections, who will then post all recorded games to avoid any spoilers. More information about this will be given in the respective scheduling threads.
Silver League:
For the Knockout stage, if there is a disconnection both teams must send the recorded games to prv_limb in case of disconnections, who will then post all recorded games to avoid any spoilers. More information about this will be given in the respective scheduling threads.
§7 - Scheduling
All the games must be scheduled and confirmed by both teams in the SY Nations Cup 2017 Scheduling Forums, informing the other team of the exact date and time of the arranged games.
§8 - Restoring
In case of disconnections, the game must be saved and restored. All the .mgz recorded game files (multiple parts of the game before/after drop) must be provided when posting the recorded games.
If restoring is not possible, the recorded game should be provided, along with any additional information to the Administration of the SY Nations Cup 2017 instantly. Subsequently, facts will be analysed and a final decision made.
§9 - Schedule Reliability, Admin Wins, Rescheduling
Once two teams have arranged and confirmed a time to play, the maximum waiting time is 20 minutes. If one of the teams fails to arrive or a team is delaying the start of the match for an invalid reason, 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 the Tournament Lobby Game Room and post the screenshot in Admin Requests topic. This way, tournament admins will know how long the team waited and upon Admins decision, the team that did not come might get an Admin Loss for the games. Do not try to edit time arrangement posts in an attempt to get free wins, because the forum registers the exact date and hour of each edited post. Such actions are considered cheating, and the offender will be punished. It is always in the interest of the tournament to get games played, so if it doesn't delay the tournament, rescheduling would objectively be the better option than Admin Wins. It's the decision of the team who showed up if rescheduling shall happen.
§10 - Prize Money
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.
§11 - Communication
Each team leader must be fluent in English and is responsible for scheduling, possible disputes, and everything else regarding their participation. If a team leader is not fluent in English, they can have an External Operator to represent them during scheduling, recorded game posting and in the SY Nations Cup 2017 tournament in general. The External Operator must be added in the sign-up post.
§12 - Streaming & Spectating
By signing up for the tournament you agree to have all your games streamed and casted by the official streaming team of SY Nations Cup 2017 using the Spectator Mode on Voobly, brought by the UserPatch 1.4 RC version. The streams will always have a delay to avoid cheating, and no other persons are allowed to spectate your game besides the official streamers, tournament admins/advisors, sponsors, or if persons are granted permission by the tournament Administration for a valid reason. There is no assurance of your games being streamed, but the possibility is there at all times.
Spectators are allowed in the game room to spectate a match. Spectator and streamers are requested to respect the players and settings of the match. The teams playing the match always reserve the right to not allow spectators in the game room. No team is allowed to refuse the presence of an official streamer who has identified himself as such and is live on the listed streaming platform at the time. Failing to observe this, will result in possible penalties. List of official streamers for this tournament are listed in Streaming Rules.
§13 - Player Location
If a player has the potential to travel and play games from a different location, that player must request permission from the Admins beforehand. If Admins have any concern over a player's location and have not had a prior request, not only the player(s), but the whole team may be disqualified.
§14 - SY Nations Cup 2017 - Tournament eligibility
Refer to this topic to check if you are eligible to play for a Nation. If you participated in a previous edition of SY Nations Cups for a Nation, you will be bound to that Nation for this edition as well. Up to 6 separate teams may participate from each Nation (A-F). Tournament Admins may assign Team names (A-F) if teams are unable to come to an agreement.
§15 - Voobly Player Flag
Players playing in a match, and therefore representing a Nation, should have the flag of the Nation they are representing set on Voobly before the match starts. This to ensure that all players have the flag of the Nation they are representing in the recorded games. This link can be used to change the flag on your Voobly profile.
§16 - Rules Additions
New rules can be added and current rules can be changed. However, Admins MUST inform the teams about such changes in the SY Nations Cup 2017 Rules & Settings forum. All the latest additions in Rules & Settings will be in red.
Gaming Rules |
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§1 - Game Settings
The game settings must be the following.
Game : Random Map Location : Determined by stage/round, all the additional maps for the tournament can be downloaded here) Size : Determined by stage/round, 6 or 8 player map Difficulty : Standard Resources : Standard Population : 200 Game Speed : Normal Reveal Map : Normal Starting Age : Standard Victory Condition : Conquest Teams 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]
§2 - SYNC Maps
Every map for Nations Cup 2017 has been created as a custom SYNC_ map and a custom SYNC_ map should be used for every game of the tournament.
The teams have to make sure that the correct map has been chosen. Failing to play on the right map will void the result of the games played on the incorrect maps. Games that have been voided have to be played again. This rule will be in effect after the Qualification Stage in both the Gold and Silver League.
§3 - Nomad Starts
In the event of a no-TC start (example: Nomad) - that is a start where players do not have Town Centers but only villagers:
The first buildings constructed must be either a Town Center, Dock, Mill or Lumber camp.
Villager Fights are not allowed before minute 3:30 game time.
No Barracks, no Outpost, no Palisade Wall and no more than one House may be built until the first TC is up.
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 will receive an Admin Loss for that game.
Before minute 3:30 game time it is not allowed to block another TC being built by using villager(s), intentionally killing enemy villagers, boars, sheep or deer. Or sit under an enemy TC to steal sheep. After 3:30 minutes players are free to do any of the above. Breaking these rules will result in an AW for the infringed team.
Killing enemy boar and deer will be defined as: you are not allowed to lame any deer (killing more than 1 deer without taking 20+ food from it) and you are not allowed to kill boars without the intent to harvest the boar yourself for food. (I.e. palisading a villager with the intent to kill simply to deny your opponent from using it)
§4 - Restarts
In a Best of 3 each team is awarded one restart each.
In a All 4 games played each team is awarded one restart each.
In a Best of 5 each team is awarded one restart each.
In a Best of 7 each team is awarded one restart each.
In a Best of 9 each team is awarded one restart each.
A restart must be requested before minute 4:00 game time (remember that this is shorter than real minutes). When a game is restarted, every player must chose the same civilizations as in the previous attempt. It is also not allowed to swap players.
§5 - Bugged Map Restarts
If a player starts with a stuck villager, his team may decide to restart the game, but this must be said during the before minute 1:00 game time. A restart requested due to a stuck villager does not count as one of the restarts awarded before a series.
A team can request bugged map restarts during the first 4 minutes (game time). A restart requested due to a bugged map does not count as one of the restarts awarded before a series. A map counts as bugged if at least one of the following is true, in case of a standard resource start:
- Gold: Less than 4 tiles of a main gold cluster are at least accessible on one side, extra golds are excluded.
- Stone: Less than 2 tiles of a stone cluster are at least accessible on one side, extra stones are excluded.
- Berries: Less than 4 tiles of a berry cluster are at least accessible on one side.
- Animals: Spawned with less than 3 deer or less than 8 sheep or less than 2 boars or one or more of the animal being trapped.
If a player is separated from his teammates, and the 3 or 4 players in a team are unable to connect their walls (fully teamwall) in SYNC_Team_Acropolis or SYNC_Seize_the_Hump, an admin restart can be called to have the game restarted. Restart must be called before minute 4:00 (in-game).
§6 - Deleting Straggler Trees
On the map SYNC_Decentring and SYNC_Team_Acropolis it is strictly forbidden to delete straggler trees from opponents (using the "palisade trick"). On the map SYNC_Decentring it is also forbidden to kill enemy deer by landing villagers on their initial island.
§7 - Hidden Different Civilizations
Hidden Different Civilizations means a civilization must be picked, choosing "Random" or "Team Random" at the start of the game is not allowed.
§8 - Graphical Mods
Any graphic changes that only affects the player's Age of Empires II: The Conquerors are allowed.
§9 - Cheating
Cheating is not allowed under any circumstances. Players using any kind of cheat will be disqualified from the SY Nations Cup 2017 event and banned from future events.
§10 - Automatic Agreement & Punishment
All the game settings provided in this post MUST be followed. Not following them may result in penalties and possibly disqualification.
§11 - Admin Participation
No SY Nations Cup 2017 Tournament Admin is allowed to participate for any team.
Tournament Administration |
- Tournament Administrators:
Tournament Advisors: No Admin decision making