Rules and Settings
1. Time frame:
March 28: Announcement, Sign-up starts, map creation contest starts
April 04: Map pack v1 available in the mod center
April 07: Map contest ends
April 06: show match
April 09, 21:00 GMT: Sign-up deadline
April 10, 20:00 GMT: Seeding
April 11: Brackets
April 12: QF R1 starts
April 12/13: Map pack v2 ready
April 12-20: QF R1, Max 28 teams
Until April 28: QF R2, Max 20 teams
April 30-May 10: Ro16, 16 teams
May 15+16: Ro8, 8 teams - live at 14 and 18 GMT each day
May 22: Semifinals, 4 teams - live at 12 and ~17 GMT
May 23: Finals, 2 teams - live at 14 GMT
In case any other big tournament is announced later to also occupy the same weekend as our semifinals and finals, a delay will be considered
2. Brackets:
The link to the brackets will appear here after the seeding.
3. Match Settings
Map pack v1.1/v1.2 will be used for the qualifiers.
The “fixed map” maps for Ro16-Finals will be updated once map pack v2 is complete.
4. Maps:
Map pack v1:
Map pack v2 includes additional maps from the contest and be used starting in the Ro16:
Additional maps of Map pack v2:
5. Civilisation Pools:
1. Atacama: Aztecs, Mayans, Incas, Spanish, Portuguese, Japanese, Khmer
2. Gobi: Mongols, Chinese, Koreans, Tatars, Huns, Cumans, Slavs
3. Taklamakan: Chinese, Mongols, Koreans, Tatars, Turks, Indians, Persians
4. Karoo: Malians, Ethiopians, Berbers, Portuguese, Burgundians, Sicilians, Goths
5. Jalapão: Aztecs, Mayans, Incas, Spanish, Portuguese, Sicilians, Italians
6. Mount Bromo: Malay, Burmese, Vietnamese, Teutons, Japanese, Indians, Khmer
7. Simpson Desert: Britons, Franks, Teutons, Burgundians, Malay, Magyars, Celts
8. Umm al Samim: Persians, Saracens, Vikings, Bulgarians, Byzantines, Italians, Ethiopians
9. Thar Desert: Indians, Saracens, Burmese, Britons, Vietnamese, Turks, Berbers
10. Sonora: Aztecs, Mayans, Britons, Spanish, Lithuanians, Koreans, Khmer
11. Pamir Mountains: Cumans, Bulgarians, Persians, Turks, Mongols, Huns, Slavs
12. Pag: Celts, Lithuanians, Italians, Byzantines, Magyars, Bulgarians, Goths
13. Ounianga: Berbers, Malians, Saracens, Ethiopians, Franks, Byzantines, Goths
14. Arctic Circle: Vikings, Lithuanians, Sicilians, Slavs, Burgundians, Teutons, Celts
15. Painted Desert: Incas, Chinese, Aztecs, Japanese, Magyars, Franks, Vikings
16. Red Sand: Cumans, Tatars, Turks, Persians, Indians, Huns, Burmese
6. Prize Pool:
The current prize pool is completely funded by SeanT. If you want to further contribute to it, please message @Huehuecoyotl22.
Prize money distribution
- 1st place: $1800
- 2nd place: $1200
- 3rd+4th: 2x $600
- 5th-8th: 4x $300
- 9th-16th: 8x $150
Additional money used for map contest, admin salary, show match and map testing.
7. Tournament Rules:
Seeding:
• The 3 highest-rated players of your team signed up will be used for seeding.
• Seeding will be based on
◦ Age of Empires II: Definitive Edition ratings
▪ 50 % current RM 1v1 rating at the end on 2021-04-10 20:00 GMT.
▪ 50 % highest reached RM 1v1 rating on 2021-04-10 20:00 GMT.
A team beating a higher-seeded team prior to the round of 16 will obtain the seed of the team they beat. This is important, since seed 1-6 start in the Ro16 and seed 7-12 in the qualifier's 2nd round.
7.1. General Rules:
• Game & Patch: All games must be played on Age of Empires II: Definitive Edition, using the current version.
• Respect & Sportsmanship: All participants, streamers and administrators must respect each other. Bad behaviour, insults or racism will not be tolerated. Great sportsmanship is expected from all players.
• Smurfing: Players must use their primary account - smurfing and account sharing is prohibited. Players must use the nickname they signed up with.
• Game Modifications: Players are allowed to use any graphical mods that are available in the official mod workshop.
• Cheating: Cheating or hacking is not allowed under any circumstances. Players found using any kind of cheat or hack will be disqualified. Communicating with people during a game, other than your currently playing allies, currently playing opponents or tournament administrators is strictly forbidden. Receiving any information from third parties will lead to disqualification.
• Cooperation: All participants must cooperate with a proper attitude and assist in any situation or incident they are involved in to ensure that the event runs smoothly.
• Communication: During the tournament and registration period, players must regularly check AoEZone.net and Discord for private messages and new information in the corresponding sub-forums. Players may also be reached on other platforms such as Steam or Discord, if deemed necessary.
• R ecorded games: Recorded games from both players/teams have to be sent to Huehuecoyotl22 (@Huehuecoyotl22 on AoeZone, or Huehuecoyotl22#3717 on Discord) or Lord Patito (@Lord_patito on AoEZone Lord patito#1970 on Discord.
• Maps: Maps may be updated during the event if deemed necessary.
• Penalties: In case of a rule being broken by a team or player, the incident will be reviewed internally amongst the tournament administrators, and a sufficient penalty will be determined.
7.2. Game Rules:
• Game Restarts: Players/Teams have 1 restart per set available.
• Admin Restarts: In the case of a bugged map, the player or team whose resources are bugged may request a free restart.
A restart must be requested no later than 4 in-game minutes. It is the players own responsibility to determine if their map is bugged; however, players are allowed to pause the game and ask the tournament administrator for help determining the situation.
After a restart chosen by a player (not admin restart), civilisations must remain the same. If it is a "map pack" game, use the "map pack" file again, which may or may not result in a different map.
In case of an admin restart, the civilisation also must remain the same, but the map must remain the same too.
• A bugged map is defined when: 1. Less than 50% of the sides on a player-specific gold are accessible. Extra golds that don’t belong to a particular player are excluded. 2. Less than 50% of the sides on a player-specific stone are accessible. Extra stones that don’t belong to a particular player are excluded. 3. Less than 50% of the sides on a player-specific forage bushes are accessible. Extra forage bushes that don’t belong to a particular player are excluded. 4. Any herdable or wild animal that belong to a player is trapped or in any way inaccessible. 5. Any player-controlled units are trapped or in any way inaccessible.
7.2a. Slinging:
• 1. In Feudal Age sling is forbidden. 2. In Castle Age you may sling another player who is still in Dark Age or Feudal Age. 3. In Imperial Age there are no restrictions.
7.2b. Trading:
• It is not allowed to intentionally place markets in both ends of a trade route in order to increase the trade income by trading with adjacent markets or skip the first trip.
7.2c. Straggler Trees:
• Players are not allowed to delete the straggler trees which spawn within 8 tiles of an opposing player’s town center. This rule does not apply if the straggler tree, which is being deleted, forms part of a wall for the defending player.
7.2d. Regarding Nomad start maps:
• You are not allowed to attack an enemy villager within the first 3 minutes of game time, unless that villager is constructing a building (house, wall, barracks, dock etc.) in close range of your own building(s).
7.2e. Animal Laming:
Stealing or killing a boar (or equivalent) or sheep (or equivalent) of another player is forbidden. If there are extra boars/sheep around the map or in the center of the map, meaning that those are not clearly connected to one player, this does not apply to them.
7.3. Lobby Settings:
• Both teams are equally responsible for making sure the lobby settings are correct.
• Wrong settings will result in a game being restarted completely.
• Pre-Lobby:
◦ The lobby must be hosted publicly.
◦ Please set a spectator delay of minimum 1 minute, maximum 6 minutes. Please be aware that a higher delay might influence admin (restart) decisions, as watching admins will have the same delay.
◦ “Hidden Civilisations” must be enabled, unless the specific bracket sign-up topic states otherwise.
◦ The host of the game must be considerate and choose a game server that is as fair as possible for both teams.
• In-Game Lobby:
◦ The in-game lobby settings must be set to the settings shown below. Take a moment and make sure that all settings are correct before every game.
▪ Data mod: Definitive set
▪ Game mod: Random map (only for Fortress: choose Regicide)
▪ Map style: Custom
▪ Location: [map name]
▪ Map size: according to game mode (1v1 = tiny; 3v3 =normal)
▪ AI Difficulty : Standard
▪ Population : 200
▪ Game Speed : Normal
▪ Reveal Map : Standard
▪ Starting Age : Standard
▪ Victory Condition : Conquest
▪ Team Together : [X] Yes
▪ All Techs : [ ] No
▪ Allow Cheats : [ ] No
▪ Lock Teams : [X] Yes
▪ Lock Speed : [X] Yes
▪ Record Game : [X] Yes
▪ Multi Building Queue : [MQ]
▪ Team position [X] Yes for 3v3 // [ ] No for 1v1
7.4. Recorded Games:
• All games during the entire event must be recorded.
• In case of a game crash or de-synchronisation, the game must be saved and restored.
• The recorded games must be adequately labelled to indicate the correct game number.
• Potential restarts must be included.
• The uploaded games may include fake or duplicate games to prevent spoilers.
7.5. Scheduling:
• Players must use the scheduling sub-forum to communicate and confirm times with their opponents. They are allowed to schedule outside of the topics, however, the confirmed time must be posted there.
• Players must provide all available times as early, and schedule as efficiently, as possible throughout the entire event.
• If a player/team fails to show up to an arranged and confirmed game within 30 minutes, it will result in an automatic loss; unless both teams agree to reschedule within the given time frame of the specific round.
7.6. Streaming:
• Streaming is completely open.
• POV streaming is allowed. A spectator delay and stream delay is recommended to prevent cheating.
Administrators:
@Huehuecoyotl22, Discord Huehuecoyotl22#3717
@Lord_patito patito, Discord Lord patito#1970
@DaisyChain, Discord: DaisyChain#3437 (Sand League)
1. Time frame:
March 28: Announcement, Sign-up starts, map creation contest starts
April 04: Map pack v1 available in the mod center
April 07: Map contest ends
April 06: show match
April 09, 21:00 GMT: Sign-up deadline
April 10, 20:00 GMT: Seeding
April 11: Brackets
April 12: QF R1 starts
April 12/13: Map pack v2 ready
April 12-20: QF R1, Max 28 teams
Until April 28: QF R2, Max 20 teams
April 30-May 10: Ro16, 16 teams
May 15+16: Ro8, 8 teams - live at 14 and 18 GMT each day
May 22: Semifinals, 4 teams - live at 12 and ~17 GMT
May 23: Finals, 2 teams - live at 14 GMT
In case any other big tournament is announced later to also occupy the same weekend as our semifinals and finals, a delay will be considered
2. Brackets:
The link to the brackets will appear here after the seeding.
3. Match Settings
Qualifiers: 28 teams → 14+6
Round 1:
Best of 3, map pack v1.1, map pack v1.1, Gobi (civ pool 2).
Seed 7-12 (6 teams) start in round 2
Round 2: 20 teams → 10+6
Best of 5
Game 1: Map pack v1.2, free hidden civilisations
Game 2: 3 1v1 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 2.1 and 2.2
2.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
2.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
2.3 Map pack v1.2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 3: Map pack v1.2, free hidden civilisations, no repetition from game 1
Game 4: Umm al Samim (civ pool 8)
Game 5: Simpson Desert (civ pool 7)
Highest 6 seeds start in Ro16
Round 1:
Best of 3, map pack v1.1, map pack v1.1, Gobi (civ pool 2).
Seed 7-12 (6 teams) start in round 2
Round 2: 20 teams → 10+6
Best of 5
Game 1: Map pack v1.2, free hidden civilisations
Game 2: 3 1v1 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 2.1 and 2.2
2.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
2.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
2.3 Map pack v1.2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 3: Map pack v1.2, free hidden civilisations, no repetition from game 1
Game 4: Umm al Samim (civ pool 8)
Game 5: Simpson Desert (civ pool 7)
Highest 6 seeds start in Ro16
Ro16: starting with map pack v2
Ro16, Best of 5:
Game 1: Map pack v2, free hidden civilisations
Game 2: 1v1 Bo3 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 2.1 and 2.2
2.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
2.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
2.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 3: Map pack v2, free hidden civilisations, no repetition from game 1
Game 4: Ounianga (civ pool 13)
Game 5: Thar Desert (civ pool 9)
Ro8, Best of 5:
Game 1: Map pack v2, free hidden civilisations
Game 2: 1v1 Bo3 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 2.1 and 2.2
2.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
2.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
2.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 3: Map pack v2, free hidden civilisations, no repetition from game 1
Game 4: Pag (civ pool 12)
Game 5: Red Sand (civ pool 16)
Semifinals Best of 7.
Game 1: Map pack v2, free hidden civilisations, but no civilisation twice in one team in one game.
Game 2: Map pack v2, free hidden civilisations, no repetition from game 1
Game 3: 3 1v1 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 3.1 and 3.2
3.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
3.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
3.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 4: Danakil (civ pool: Ethiopians, Malians, Berbers, Italians, Saracens, Persians, Chinese)
Game 5: Arctic Circle (civ pool 14)
Game 6: Sonora (civ pool 10)
Game 7: Red Sand (civ pool 16)
Finals Best of 7.
Game 1: Map pack v2, free hidden civilisations, but no civilisation twice in one team in one game.
Game 2: Map pack v2, free hidden civilisations, no repetition from game 1
Game 3: 3 1v1 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 3.1 and 3.2
3.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
3.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
3.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 4: Danakil (civ pool: Ethiopians, Malians, Berbers, Italians, Saracens, Persians, Chinese)
Game 5: Thar Desert (civ pool 9)
Game 6: Pag (civ pool 12)
Game 7: Gobi (civ pool 2)
Ro16, Best of 5:
Game 1: Map pack v2, free hidden civilisations
Game 2: 1v1 Bo3 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 2.1 and 2.2
2.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
2.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
2.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 3: Map pack v2, free hidden civilisations, no repetition from game 1
Game 4: Ounianga (civ pool 13)
Game 5: Thar Desert (civ pool 9)
Ro8, Best of 5:
Game 1: Map pack v2, free hidden civilisations
Game 2: 1v1 Bo3 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 2.1 and 2.2
2.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
2.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
2.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 3: Map pack v2, free hidden civilisations, no repetition from game 1
Game 4: Pag (civ pool 12)
Game 5: Red Sand (civ pool 16)
Semifinals Best of 7.
Game 1: Map pack v2, free hidden civilisations, but no civilisation twice in one team in one game.
Game 2: Map pack v2, free hidden civilisations, no repetition from game 1
Game 3: 3 1v1 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 3.1 and 3.2
3.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
3.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
3.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 4: Danakil (civ pool: Ethiopians, Malians, Berbers, Italians, Saracens, Persians, Chinese)
Game 5: Arctic Circle (civ pool 14)
Game 6: Sonora (civ pool 10)
Game 7: Red Sand (civ pool 16)
Finals Best of 7.
Game 1: Map pack v2, free hidden civilisations, but no civilisation twice in one team in one game.
Game 2: Map pack v2, free hidden civilisations, no repetition from game 1
Game 3: 3 1v1 (3 different players per team). Home maps have civ pools. Civilisations are free hidden pick in game 3.1 and 3.2
3.1 Team A (higher seed) chooses 1 map and one player, then team B chooses the player to face team A’s player 1
3.2 Team B (lower seed) chooses 1 map and one player, then team A chooses the player to face team B’s player 2
3.3 Map pack v2, random mirror civilisations – not played if both previous 1v1s are won by the same team.
Game 4: Danakil (civ pool: Ethiopians, Malians, Berbers, Italians, Saracens, Persians, Chinese)
Game 5: Thar Desert (civ pool 9)
Game 6: Pag (civ pool 12)
Game 7: Gobi (civ pool 2)
Map pack v1.1/v1.2 will be used for the qualifiers.
The “fixed map” maps for Ro16-Finals will be updated once map pack v2 is complete.
4. Maps:
Map pack v1:
- Atacama (original by Mr ED, modified by Huehuecoyotl22 & TheMadCADer)
- Gobi (original by TheMadCADer, modified by Huehuecoyotl22)
- Taklamakan (Arabia-clone with some terrain and wildlife changes)
- Karoo (new map by Cebdos & HenkDeSuperNerd)
- Jalapão (new map by Chrazini)
- Mount Bromo (new map by HenkDeSuperNerd)
- Simpson Desert (by TheMadCADer, modified version of Outback Rumble’s “Outback”)
- Umm al Samim (new map by Zetnus)
Map pack v2 includes additional maps from the contest and be used starting in the Ro16:
Additional maps of Map pack v2:
- Disko Island (Arctic Circle) (by TheMadCADer)
- Ounianga (by MingudaiLee)
- Pag (by Zetnus)
- Painted Desert (by green eggs)
- Pamir Mountains (by Zetnus)
- Kyzylkum (Red Sand) Desert (by MyteaLancer)
- Sonora (by TheMadCADer)
- Thar Desert (by Rorrik)
5. Civilisation Pools:
1. Atacama: Aztecs, Mayans, Incas, Spanish, Portuguese, Japanese, Khmer
2. Gobi: Mongols, Chinese, Koreans, Tatars, Huns, Cumans, Slavs
3. Taklamakan: Chinese, Mongols, Koreans, Tatars, Turks, Indians, Persians
4. Karoo: Malians, Ethiopians, Berbers, Portuguese, Burgundians, Sicilians, Goths
5. Jalapão: Aztecs, Mayans, Incas, Spanish, Portuguese, Sicilians, Italians
6. Mount Bromo: Malay, Burmese, Vietnamese, Teutons, Japanese, Indians, Khmer
7. Simpson Desert: Britons, Franks, Teutons, Burgundians, Malay, Magyars, Celts
8. Umm al Samim: Persians, Saracens, Vikings, Bulgarians, Byzantines, Italians, Ethiopians
9. Thar Desert: Indians, Saracens, Burmese, Britons, Vietnamese, Turks, Berbers
10. Sonora: Aztecs, Mayans, Britons, Spanish, Lithuanians, Koreans, Khmer
11. Pamir Mountains: Cumans, Bulgarians, Persians, Turks, Mongols, Huns, Slavs
12. Pag: Celts, Lithuanians, Italians, Byzantines, Magyars, Bulgarians, Goths
13. Ounianga: Berbers, Malians, Saracens, Ethiopians, Franks, Byzantines, Goths
14. Arctic Circle: Vikings, Lithuanians, Sicilians, Slavs, Burgundians, Teutons, Celts
15. Painted Desert: Incas, Chinese, Aztecs, Japanese, Magyars, Franks, Vikings
16. Red Sand: Cumans, Tatars, Turks, Persians, Indians, Huns, Burmese
6. Prize Pool:
The current prize pool is completely funded by SeanT. If you want to further contribute to it, please message @Huehuecoyotl22.
Prize money distribution
- 1st place: $1800
- 2nd place: $1200
- 3rd+4th: 2x $600
- 5th-8th: 4x $300
- 9th-16th: 8x $150
Additional money used for map contest, admin salary, show match and map testing.
7. Tournament Rules:
Seeding:
• The 3 highest-rated players of your team signed up will be used for seeding.
• Seeding will be based on
◦ Age of Empires II: Definitive Edition ratings
▪ 50 % current RM 1v1 rating at the end on 2021-04-10 20:00 GMT.
▪ 50 % highest reached RM 1v1 rating on 2021-04-10 20:00 GMT.
A team beating a higher-seeded team prior to the round of 16 will obtain the seed of the team they beat. This is important, since seed 1-6 start in the Ro16 and seed 7-12 in the qualifier's 2nd round.
7.1. General Rules:
• Game & Patch: All games must be played on Age of Empires II: Definitive Edition, using the current version.
• Respect & Sportsmanship: All participants, streamers and administrators must respect each other. Bad behaviour, insults or racism will not be tolerated. Great sportsmanship is expected from all players.
• Smurfing: Players must use their primary account - smurfing and account sharing is prohibited. Players must use the nickname they signed up with.
• Game Modifications: Players are allowed to use any graphical mods that are available in the official mod workshop.
• Cheating: Cheating or hacking is not allowed under any circumstances. Players found using any kind of cheat or hack will be disqualified. Communicating with people during a game, other than your currently playing allies, currently playing opponents or tournament administrators is strictly forbidden. Receiving any information from third parties will lead to disqualification.
• Cooperation: All participants must cooperate with a proper attitude and assist in any situation or incident they are involved in to ensure that the event runs smoothly.
• Communication: During the tournament and registration period, players must regularly check AoEZone.net and Discord for private messages and new information in the corresponding sub-forums. Players may also be reached on other platforms such as Steam or Discord, if deemed necessary.
• R ecorded games: Recorded games from both players/teams have to be sent to Huehuecoyotl22 (@Huehuecoyotl22 on AoeZone, or Huehuecoyotl22#3717 on Discord) or Lord Patito (@Lord_patito on AoEZone Lord patito#1970 on Discord.
• Maps: Maps may be updated during the event if deemed necessary.
• Penalties: In case of a rule being broken by a team or player, the incident will be reviewed internally amongst the tournament administrators, and a sufficient penalty will be determined.
7.2. Game Rules:
• Game Restarts: Players/Teams have 1 restart per set available.
• Admin Restarts: In the case of a bugged map, the player or team whose resources are bugged may request a free restart.
A restart must be requested no later than 4 in-game minutes. It is the players own responsibility to determine if their map is bugged; however, players are allowed to pause the game and ask the tournament administrator for help determining the situation.
After a restart chosen by a player (not admin restart), civilisations must remain the same. If it is a "map pack" game, use the "map pack" file again, which may or may not result in a different map.
In case of an admin restart, the civilisation also must remain the same, but the map must remain the same too.
• A bugged map is defined when: 1. Less than 50% of the sides on a player-specific gold are accessible. Extra golds that don’t belong to a particular player are excluded. 2. Less than 50% of the sides on a player-specific stone are accessible. Extra stones that don’t belong to a particular player are excluded. 3. Less than 50% of the sides on a player-specific forage bushes are accessible. Extra forage bushes that don’t belong to a particular player are excluded. 4. Any herdable or wild animal that belong to a player is trapped or in any way inaccessible. 5. Any player-controlled units are trapped or in any way inaccessible.
7.2a. Slinging:
• 1. In Feudal Age sling is forbidden. 2. In Castle Age you may sling another player who is still in Dark Age or Feudal Age. 3. In Imperial Age there are no restrictions.
7.2b. Trading:
• It is not allowed to intentionally place markets in both ends of a trade route in order to increase the trade income by trading with adjacent markets or skip the first trip.
7.2c. Straggler Trees:
• Players are not allowed to delete the straggler trees which spawn within 8 tiles of an opposing player’s town center. This rule does not apply if the straggler tree, which is being deleted, forms part of a wall for the defending player.
7.2d. Regarding Nomad start maps:
• You are not allowed to attack an enemy villager within the first 3 minutes of game time, unless that villager is constructing a building (house, wall, barracks, dock etc.) in close range of your own building(s).
7.2e. Animal Laming:
Stealing or killing a boar (or equivalent) or sheep (or equivalent) of another player is forbidden. If there are extra boars/sheep around the map or in the center of the map, meaning that those are not clearly connected to one player, this does not apply to them.
7.3. Lobby Settings:
• Both teams are equally responsible for making sure the lobby settings are correct.
• Wrong settings will result in a game being restarted completely.
• Pre-Lobby:
◦ The lobby must be hosted publicly.
◦ Please set a spectator delay of minimum 1 minute, maximum 6 minutes. Please be aware that a higher delay might influence admin (restart) decisions, as watching admins will have the same delay.
◦ “Hidden Civilisations” must be enabled, unless the specific bracket sign-up topic states otherwise.
◦ The host of the game must be considerate and choose a game server that is as fair as possible for both teams.
• In-Game Lobby:
◦ The in-game lobby settings must be set to the settings shown below. Take a moment and make sure that all settings are correct before every game.
▪ Data mod: Definitive set
▪ Game mod: Random map (only for Fortress: choose Regicide)
▪ Map style: Custom
▪ Location: [map name]
▪ Map size: according to game mode (1v1 = tiny; 3v3 =normal)
▪ AI Difficulty : Standard
▪ Population : 200
▪ Game Speed : Normal
▪ Reveal Map : Standard
▪ Starting Age : Standard
▪ Victory Condition : Conquest
▪ Team Together : [X] Yes
▪ All Techs : [ ] No
▪ Allow Cheats : [ ] No
▪ Lock Teams : [X] Yes
▪ Lock Speed : [X] Yes
▪ Record Game : [X] Yes
▪ Multi Building Queue : [MQ]
▪ Team position [X] Yes for 3v3 // [ ] No for 1v1
If the team position checkbox is selected in lobby, players with cool colours (1,3,5) will be together and face the team with warm colours (2,4,6), meaning it works the same way as in ranked games.
7.4. Recorded Games:
• All games during the entire event must be recorded.
• In case of a game crash or de-synchronisation, the game must be saved and restored.
• The recorded games must be adequately labelled to indicate the correct game number.
• Potential restarts must be included.
• The uploaded games may include fake or duplicate games to prevent spoilers.
7.5. Scheduling:
• Players must use the scheduling sub-forum to communicate and confirm times with their opponents. They are allowed to schedule outside of the topics, however, the confirmed time must be posted there.
• Players must provide all available times as early, and schedule as efficiently, as possible throughout the entire event.
• If a player/team fails to show up to an arranged and confirmed game within 30 minutes, it will result in an automatic loss; unless both teams agree to reschedule within the given time frame of the specific round.
7.6. Streaming:
• Streaming is completely open.
• POV streaming is allowed. A spectator delay and stream delay is recommended to prevent cheating.
Administrators:
@Huehuecoyotl22, Discord Huehuecoyotl22#3717
@Lord_patito patito, Discord Lord patito#1970
@DaisyChain, Discord: DaisyChain#3437 (Sand League)
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