Post by SirPartyMan on Feb 10, 2007 13:56:48 GMT -5
Dear Friends:
The Forty-third Clan Championship Cup (CCC XLIII) will be held over the weekend of February 16-18, 2007, using CIVILIZATION IV Warlords, latest patch. Please read the rules and schedule carefully.
Please register a minimum of 6 and a maximum of 20 players as replies to this thread anytime prior to Friday, February 16 at 12:01 am. at which time it will be locked. A maximum of 16 clans may enter, first-registered, first-served. There will be 12 events.
The same person can play in a maximum of 5 events (including being a substitute).
To play you must have been a CIV4Players member in good standing for 7 days prior to the CCC.
The winner of CCC XLIII will be the team who has amassed the most points. If there is a tie, after 12 events, a playoff match(es) will determine the winner.
Here is the point system for scoring:
1st Place = 8 points
2nd Place = 5 points
3rd Place = 3 points
4th Place = 1 point
In some events, where there are two equal semi-finalists who come in 3rd and 4th, then each will receive 2 points.
.................................................
Universal Rules (Unless Exception noted): Game mode simultaneous turns, seeding random, Speed Quick, climate temperate, sea level average, and difficulty level Noble. In all Friday games, where Civs are chosen (not random) the order of selection will be based on the results of CCC XLI (the last CIV4 CCC). On all other days, where CIVs are chosen, the order of selection will be based on the currently posted standings on our web page. Where necessary, the top current player rank per team will be the tiebreaker. Selection will then alternate 1-2-1-2, etc. between the two teams. In non-team games where CIVs are chosen, exact duplicates may not be chosen (but two different leaders from same country is ok). In team games, each team can pick each leader just once per team (unless specified otherwise). So, for example, two players on the same team can't both be Ghandi; however, both team can pick one Ghandi. Unless specified differently, the only “OPTIONS” to be chosen are Permanent Alliance for team games, and ALWAYS WAR. Scoring is always standard according to game at end of last turn. In maps where appropriate, areas per player 1, land shape random, neutral territory random. Isthmus, ring, and spoke width 2. For team battleground games: Top/Bottom placement, setting start together. No AI Takeover. NEVER retire (ALT-Q) from game. Unless specified to the contrary, there will be No Barbs. Where available, Resources balanced. Spys may not be used to eject enemy units from your territory, nor used to hide the contents of units being transported. Unless specified otherwise, huts on for ancient starts and off for classical and higher.
..........................................................
Event #1 -- Friday, February 16th at 3:00 pm EST
The Classic Singles Clan Tourney
Players: 1v1
Limit: 120 turns
Timer: fast
Map: Mirror duel , small lakes landmass, low sealevel
reflection type
Civ Choice: Yes, but both can pick same civ.
Elim: 1-city ON
Era: Ancient
No City Razing: Unchecked
Substitutions: no
No Barbs: Checked
.........................................................................................
Event #2
Friday, February 16th at 5:00 pm EST
Friday Future Start
Players: 3v3
Limit: 70 turns
Timer: medium
Map: Small Inland Sea, medium sealevel
Era: Future - space victory is excluded.
Civ choice: yes
Elim: 2 city
No City Razing: Unchecked
Substitutions: Yes
No Barbs: Checked
..........................................................
Event #3 - IRONMAN PRELIMINARY ROUND - Friday, 6:30 pm EST - All Clans must register for Ironman by 6:15 pm EST. If more than 8 teams register for the IRONMAN event in this CCC, there will be a preliminary round to pick the top 8 Finalists for Saturday's match. Otherwise all registrants will play a one round final game Saturday morning (see below). The TD in charge will randomly divide the field into two games. The top 4 finishers in each game advance to Saturday's match.
Timer: Blazing
Limit 120 turns
Map: Wheel Regular if 7-8 players, small if 5-6, normal sea level
Civ choice: random
Era: Ancient
Elim: 2 cities
No City Razing: unchecked
Substitutions: No
.....................................
Event #4
CTON February 16th at 7:30 pm EST - RANDOM Civs - each clan enters 1 player - 2 rounds. TD for Prelim round will divide teams into two groups by a random draw. Top 3 finishers from each Prelim game advance to finals.
Limit: First round 110 turns - second round 130 turns
Timer: blazing
Map: Inland Sea small regular sea level
Civ choice: no/random
Era: Ancient
Elim: 2 city
No City Razing: Unchecked
Substitutions: No
Special: Anonymous
............................................................
Event #5
Saturday, February 17th at 2:00 am EST
3v3 Grudge Match
Players: 3v3
Limit: 85 turns
Timer: medium
Map: Small Ring 3 tile isthmus
Era: Industrial
Civ choice: Yes (except England not allowed)
Elim: 2 city elim
No City razing: unchecked
Substitutions: Yes
..........................................................
Event #3 (continued) - IronMan - Saturday, February 16th at 8:00 am EST. NOTE: There will only be a prequalifier round on Friday night if more than 8 clans enter. This final round, with 8 players starting, will be truly epic style 24/7 until end of game or until a Final Victory condition is reached (subs allowed). The Ironman is to be played according to semi-"Cton" rules. Players may pick any civ they like (duplications allowed in this event only). Teams may only make substitutions a maximum of 3 times in this event, other players should keep count. Quitting/Conceding is strongly discouraged as it is unbalancing. We also discourage excessive/unnecessary substitutions. The substitution limit of 3 will be strictly enforced.
Limit: End of Game or Final Victory Condition (Space, Cultural, Conquest, Domination, Time only)
Timer: blazing
Era: Ancient
Map: Hub standard size , Sea level normal
Civ Choice: Any (Duplicates allowed)
No City Razing: checked
No Barbs: checked
Elim: none
Substitutions: Allowed to a maximum of 3. Players can agree to take 15 minute breaks every 4 hours. If someone must leave the match (or drops), 15 minutes will be allowed for them or their substitution to appear, or that team is disqualified from the remainder of the event.
..........................................
Event #6
Saturday, February 17th, 2007, 11:00am EST
The Saturday Teamer
Players: 4v4
Limit: 110 turns
Timer: fast
Era: Ancient
Map: Regular TBG, regular size map- low sealevel - top v bottom
Civ Choice: yes, and the same LEADER can be chosen by both teams, but only once per team - picking order based on current standings
No City Raising: Unchecked
No Barbs: Checked
Elim: 2-city ON
Substitutions: Yes
...........................................
Event #7:
Saturday, February 17th, 2 pm EST
Saturday Renaissance Era Start:
Players: 3v3
Limit: 90 turns
Timer: fast
Map: Inland Sea - Small sealevel normal
Era: Renaissance
Civ Choice: yes - but Russia excluded
Elim: 2 city
No City Razing: unchecked
Barbs: None
Substitutions: Yes
...................................................
Event #8 - Saturday OCC, 5pm EST
One City Challenge
Limit: 130 turns
Timer: blazing
Map: Round 1: HB Inland Sea V2 on small (6 or fewer) or regular (7 or more) low sea level.
Civ choice: yes - all allowed - duplicates allowed.
One City Challenge - checked
Era: Industrial
Standard OCC Rules
No City Razing: Unchecked
Substitutions: Yes
Plant any time
Special: No nukes, no Internet, space race okay
This will be a two-round event. If more than 7 clans register, the field will be split into two preliminary games randomly by the TD in charge, with the top 3 place finishers in each match advancing to finals. If more than 14 clans register, the field will be split into three preliminary games randomly by the TD in charge, with the top 2 place finishers in each match advancing to finals. The final round match will be played on a small low sea level map.
............................................
Event #9
Sunday, February 18th, 2007 starting 8:00 AM EDT
The Sunday Medieval Clan Tourney
Only the TOP 8 Teams in Points after the first 7 events can compete in this event. Your clan must also have at least 1 point to compete on Sunday. NOTE: If there is a tie for 8th place - here are the tiebreaker rules:
(a) preference will be given to the team with the most 1st places in this CCC, (b) if still a tie, preference will be given to the team with the most 2nd place finishes in this CCC,
and (c) if there is still a tie, it will be determined by the order of finish in CC XXXIX (Last CIV IV CCC),
and (d) if there is still a tie, there will be a random draw conducted by one of the Ladder Admins whose team is not directly involved. The Sunday events will be a maximum of three rounds only.
Players: 3v3
Limit: 95 turns
Timer: Fast
Map: Small Inland Sea, medium sea level
Era: Medieval
Civ Choice: yes
Elim: 2-city ON
No City Razing: Not Checked
No Barbs: Checked
Substitutions: Yes
.............................................................................
Event #10 - Sunday, February 18th, 2007 9:30am EDT
Sunday Classical Start - only the TOP 8 clans can compete in this event (same tiebreaker rules as Event #8).
Players: 3v3
Limit: 100 turns
Timer: fast
Map: Small Balanced
Era: Classical
Civ Choice: yes, same LEADER can be chosen by both
teams, but only one of each LEADER per team. Picking order based on current standings
No City Razing: unchecked
No Barbs: checked
No Huts, please
Elim: 2 city ON
Substitutions: Yes
................................................................................
Event #11 - Sunday, February 18th, 2007 - 11:00 am EDT
Classic RANDOM/RANDOM ERA & CIV 2v2 on a random map. Only the TOP 8 Teams in Points after the first 7 events can compete in this event (see tie breaker rules above).
Limit: 90 turns
Timer: medium
Map: Small Shuffle (ie. RANDOM). Specify CYLINDRICAL map.
Civ Choice: RANDOM
Era: RANDOM
No City Razing: Checked
No Barbs: Checked
Elim: 1-city ON
Substitutions: Yes
..........................................................................
Event #12
Sunday Scenario - February 18th at 12:30 pm EDT
Top 8 Teams Only
One City Challenge - 2v2
Limit: 140 turns
Timer: blazing
Map: HB Inland Sea V2, small size, low sea level
Civ choice: yes (except Russia not allowed and Saladin not allowed)
One City Challenge - checked
Era: Rennaissance
Standard OCC Rules
No City Razing: Unchecked
Substitutions: Yes
Plant any time
Special: No nukes, no Internet.
..................................................................................
If there are any disputes, the TD in charge of that event will make a ruling. If challenged by either side, then a committee of at least 3 Ladder Admins and TD's (from different clans than those directly involved in the dispute) will be called upon to impartially reach a fair decision. All parties are bound by this decision.
NOTE: Players are expected to be in the lobby 15 minutes BEFORE the match starts to handle all registration issues so the events can start promptly. If no one from a clan has registered by the scheduled start time of the tourney, or contacted the TD, the TD will assume that the clan isn't entering that event, and the event will begin as soon as all registered clans have all their players checked-in and available. There is a maximum grace period of 10 minutes for all events and then the TD will close registration. Incomplete teams will be dropped from that event.
Best,
SPM
PS: Please use this thread for posting rosters ONLY. See related thread(s) for comments.
The Forty-third Clan Championship Cup (CCC XLIII) will be held over the weekend of February 16-18, 2007, using CIVILIZATION IV Warlords, latest patch. Please read the rules and schedule carefully.
Please register a minimum of 6 and a maximum of 20 players as replies to this thread anytime prior to Friday, February 16 at 12:01 am. at which time it will be locked. A maximum of 16 clans may enter, first-registered, first-served. There will be 12 events.
The same person can play in a maximum of 5 events (including being a substitute).
To play you must have been a CIV4Players member in good standing for 7 days prior to the CCC.
The winner of CCC XLIII will be the team who has amassed the most points. If there is a tie, after 12 events, a playoff match(es) will determine the winner.
Here is the point system for scoring:
1st Place = 8 points
2nd Place = 5 points
3rd Place = 3 points
4th Place = 1 point
In some events, where there are two equal semi-finalists who come in 3rd and 4th, then each will receive 2 points.
.................................................
Universal Rules (Unless Exception noted): Game mode simultaneous turns, seeding random, Speed Quick, climate temperate, sea level average, and difficulty level Noble. In all Friday games, where Civs are chosen (not random) the order of selection will be based on the results of CCC XLI (the last CIV4 CCC). On all other days, where CIVs are chosen, the order of selection will be based on the currently posted standings on our web page. Where necessary, the top current player rank per team will be the tiebreaker. Selection will then alternate 1-2-1-2, etc. between the two teams. In non-team games where CIVs are chosen, exact duplicates may not be chosen (but two different leaders from same country is ok). In team games, each team can pick each leader just once per team (unless specified otherwise). So, for example, two players on the same team can't both be Ghandi; however, both team can pick one Ghandi. Unless specified differently, the only “OPTIONS” to be chosen are Permanent Alliance for team games, and ALWAYS WAR. Scoring is always standard according to game at end of last turn. In maps where appropriate, areas per player 1, land shape random, neutral territory random. Isthmus, ring, and spoke width 2. For team battleground games: Top/Bottom placement, setting start together. No AI Takeover. NEVER retire (ALT-Q) from game. Unless specified to the contrary, there will be No Barbs. Where available, Resources balanced. Spys may not be used to eject enemy units from your territory, nor used to hide the contents of units being transported. Unless specified otherwise, huts on for ancient starts and off for classical and higher.
..........................................................
Event #1 -- Friday, February 16th at 3:00 pm EST
The Classic Singles Clan Tourney
Players: 1v1
Limit: 120 turns
Timer: fast
Map: Mirror duel , small lakes landmass, low sealevel
reflection type
Civ Choice: Yes, but both can pick same civ.
Elim: 1-city ON
Era: Ancient
No City Razing: Unchecked
Substitutions: no
No Barbs: Checked
.........................................................................................
Event #2
Friday, February 16th at 5:00 pm EST
Friday Future Start
Players: 3v3
Limit: 70 turns
Timer: medium
Map: Small Inland Sea, medium sealevel
Era: Future - space victory is excluded.
Civ choice: yes
Elim: 2 city
No City Razing: Unchecked
Substitutions: Yes
No Barbs: Checked
..........................................................
Event #3 - IRONMAN PRELIMINARY ROUND - Friday, 6:30 pm EST - All Clans must register for Ironman by 6:15 pm EST. If more than 8 teams register for the IRONMAN event in this CCC, there will be a preliminary round to pick the top 8 Finalists for Saturday's match. Otherwise all registrants will play a one round final game Saturday morning (see below). The TD in charge will randomly divide the field into two games. The top 4 finishers in each game advance to Saturday's match.
Timer: Blazing
Limit 120 turns
Map: Wheel Regular if 7-8 players, small if 5-6, normal sea level
Civ choice: random
Era: Ancient
Elim: 2 cities
No City Razing: unchecked
Substitutions: No
.....................................
Event #4
CTON February 16th at 7:30 pm EST - RANDOM Civs - each clan enters 1 player - 2 rounds. TD for Prelim round will divide teams into two groups by a random draw. Top 3 finishers from each Prelim game advance to finals.
Limit: First round 110 turns - second round 130 turns
Timer: blazing
Map: Inland Sea small regular sea level
Civ choice: no/random
Era: Ancient
Elim: 2 city
No City Razing: Unchecked
Substitutions: No
Special: Anonymous
............................................................
Event #5
Saturday, February 17th at 2:00 am EST
3v3 Grudge Match
Players: 3v3
Limit: 85 turns
Timer: medium
Map: Small Ring 3 tile isthmus
Era: Industrial
Civ choice: Yes (except England not allowed)
Elim: 2 city elim
No City razing: unchecked
Substitutions: Yes
..........................................................
Event #3 (continued) - IronMan - Saturday, February 16th at 8:00 am EST. NOTE: There will only be a prequalifier round on Friday night if more than 8 clans enter. This final round, with 8 players starting, will be truly epic style 24/7 until end of game or until a Final Victory condition is reached (subs allowed). The Ironman is to be played according to semi-"Cton" rules. Players may pick any civ they like (duplications allowed in this event only). Teams may only make substitutions a maximum of 3 times in this event, other players should keep count. Quitting/Conceding is strongly discouraged as it is unbalancing. We also discourage excessive/unnecessary substitutions. The substitution limit of 3 will be strictly enforced.
Limit: End of Game or Final Victory Condition (Space, Cultural, Conquest, Domination, Time only)
Timer: blazing
Era: Ancient
Map: Hub standard size , Sea level normal
Civ Choice: Any (Duplicates allowed)
No City Razing: checked
No Barbs: checked
Elim: none
Substitutions: Allowed to a maximum of 3. Players can agree to take 15 minute breaks every 4 hours. If someone must leave the match (or drops), 15 minutes will be allowed for them or their substitution to appear, or that team is disqualified from the remainder of the event.
..........................................
Event #6
Saturday, February 17th, 2007, 11:00am EST
The Saturday Teamer
Players: 4v4
Limit: 110 turns
Timer: fast
Era: Ancient
Map: Regular TBG, regular size map- low sealevel - top v bottom
Civ Choice: yes, and the same LEADER can be chosen by both teams, but only once per team - picking order based on current standings
No City Raising: Unchecked
No Barbs: Checked
Elim: 2-city ON
Substitutions: Yes
...........................................
Event #7:
Saturday, February 17th, 2 pm EST
Saturday Renaissance Era Start:
Players: 3v3
Limit: 90 turns
Timer: fast
Map: Inland Sea - Small sealevel normal
Era: Renaissance
Civ Choice: yes - but Russia excluded
Elim: 2 city
No City Razing: unchecked
Barbs: None
Substitutions: Yes
...................................................
Event #8 - Saturday OCC, 5pm EST
One City Challenge
Limit: 130 turns
Timer: blazing
Map: Round 1: HB Inland Sea V2 on small (6 or fewer) or regular (7 or more) low sea level.
Civ choice: yes - all allowed - duplicates allowed.
One City Challenge - checked
Era: Industrial
Standard OCC Rules
No City Razing: Unchecked
Substitutions: Yes
Plant any time
Special: No nukes, no Internet, space race okay
This will be a two-round event. If more than 7 clans register, the field will be split into two preliminary games randomly by the TD in charge, with the top 3 place finishers in each match advancing to finals. If more than 14 clans register, the field will be split into three preliminary games randomly by the TD in charge, with the top 2 place finishers in each match advancing to finals. The final round match will be played on a small low sea level map.
............................................
Event #9
Sunday, February 18th, 2007 starting 8:00 AM EDT
The Sunday Medieval Clan Tourney
Only the TOP 8 Teams in Points after the first 7 events can compete in this event. Your clan must also have at least 1 point to compete on Sunday. NOTE: If there is a tie for 8th place - here are the tiebreaker rules:
(a) preference will be given to the team with the most 1st places in this CCC, (b) if still a tie, preference will be given to the team with the most 2nd place finishes in this CCC,
and (c) if there is still a tie, it will be determined by the order of finish in CC XXXIX (Last CIV IV CCC),
and (d) if there is still a tie, there will be a random draw conducted by one of the Ladder Admins whose team is not directly involved. The Sunday events will be a maximum of three rounds only.
Players: 3v3
Limit: 95 turns
Timer: Fast
Map: Small Inland Sea, medium sea level
Era: Medieval
Civ Choice: yes
Elim: 2-city ON
No City Razing: Not Checked
No Barbs: Checked
Substitutions: Yes
.............................................................................
Event #10 - Sunday, February 18th, 2007 9:30am EDT
Sunday Classical Start - only the TOP 8 clans can compete in this event (same tiebreaker rules as Event #8).
Players: 3v3
Limit: 100 turns
Timer: fast
Map: Small Balanced
Era: Classical
Civ Choice: yes, same LEADER can be chosen by both
teams, but only one of each LEADER per team. Picking order based on current standings
No City Razing: unchecked
No Barbs: checked
No Huts, please
Elim: 2 city ON
Substitutions: Yes
................................................................................
Event #11 - Sunday, February 18th, 2007 - 11:00 am EDT
Classic RANDOM/RANDOM ERA & CIV 2v2 on a random map. Only the TOP 8 Teams in Points after the first 7 events can compete in this event (see tie breaker rules above).
Limit: 90 turns
Timer: medium
Map: Small Shuffle (ie. RANDOM). Specify CYLINDRICAL map.
Civ Choice: RANDOM
Era: RANDOM
No City Razing: Checked
No Barbs: Checked
Elim: 1-city ON
Substitutions: Yes
..........................................................................
Event #12
Sunday Scenario - February 18th at 12:30 pm EDT
Top 8 Teams Only
One City Challenge - 2v2
Limit: 140 turns
Timer: blazing
Map: HB Inland Sea V2, small size, low sea level
Civ choice: yes (except Russia not allowed and Saladin not allowed)
One City Challenge - checked
Era: Rennaissance
Standard OCC Rules
No City Razing: Unchecked
Substitutions: Yes
Plant any time
Special: No nukes, no Internet.
..................................................................................
If there are any disputes, the TD in charge of that event will make a ruling. If challenged by either side, then a committee of at least 3 Ladder Admins and TD's (from different clans than those directly involved in the dispute) will be called upon to impartially reach a fair decision. All parties are bound by this decision.
NOTE: Players are expected to be in the lobby 15 minutes BEFORE the match starts to handle all registration issues so the events can start promptly. If no one from a clan has registered by the scheduled start time of the tourney, or contacted the TD, the TD will assume that the clan isn't entering that event, and the event will begin as soon as all registered clans have all their players checked-in and available. There is a maximum grace period of 10 minutes for all events and then the TD will close registration. Incomplete teams will be dropped from that event.
Best,
SPM
PS: Please use this thread for posting rosters ONLY. See related thread(s) for comments.