Pirate Code
Las' updat'd: Mar 28 2021, 12:35:01 (currently out of date!)

1. Overview

Grand Prix Racin' Online be a web based motor sport management game, where ye get t' control 'n influence a racin' crew o' yer owns. Sign drivers, technical directors, 'n staff. Negotiate wit' sponsors, 'n other managers t' form teams. Set up yer car fer qualifyin' 'n th' race, 'n set yer strategy in order t' become th' best manager 'n win th' Elite group title.

1.1 Format

Th' highest level o' th' game be Elite, below this, are 5 Master groups, followed by 25 Pro groups, 125 Amateur groups 'n 625 Rookie groups. All th' groups form a 5 level pyramid where each level corresponds t' th' respective crew wit' Elite on top, followed by Master, Pro, Amateur 'n Rookie. When a manager boards th' game, they board in th' lowest Rookie crew 'n thar task be t' make thar way t' Elite t' achieve th' ultimate goal o' becomin' th' World Champion.

1.2 boat races

Every week, on Tuesday 'n Friday evenin' at 20:00 CET (Central European Time = GMT+1) we simulate a race, which ye can watch unfold live on th' internet whilst ye can chat t' rival managers in our forum or chat cabin.

1.3 Becoming a Manager

Th' first task be t' register fer an account. When ye register, ye will board yer name (ye must give us yer real name) 'n then be transferred t' th' first stage o' th' waitin' list where ye wait fer account approval. Once we approve yer account ye will be transferred t' th' second stage o' th' waitin' list where ye will wait fer a free spot in th' game t' appear. Once this has appeared ye will board a Rookie group 'n are ready t' begin yer career.

1.4 The beginning stages

Ye will start in one o' th' Rookie groups, th' lowest level in th' game. Ye will receive $30,000,000, a standard ('n pretty bad) helmsman, 'n a level 1 car if ye join afore th' first race o' th' season, otherwise yer doubloons will be reduced dependin' on th' number o' races left in th' season. Spend this doubloons carefully, th' only doubloons ye receive from now on will be wha' ye earn wit' yer performance as a manager.

1.5 Points system

We use the old Formula 1 point scoring system where managers in positions 1-8 get 10-8-6-5-4-3-2-1 points respectively.

2. Preparing to race

Afore ye can participate in a race, thar are a number o' thin's ye must do t' make sure ye be prepared 'n t' give yourself th' best chance o' doin' well.

2.1 Be updatin' yer ship

Here ye can spend doubloons t' improve yer car. How ye improve yer car be up t' ye. Th' screen shows yer current car characteristics, 'n th' part levels 'n wear o' yer current car configuration. Ye can perform one o' th' followin' actions on each part:

• Leave th' part as 'tis.
• Buy a new lower level part (Wear reduces t' naught)
• Buy a new higher level part (Wear reduces t' naught)
• Downgrade t' a lower part (Wear reduction be shown afore downgradin')

Th' "Total Costs" box at th' bottom will keep a runnin' total o' th' cost o' all th' changes ye wish t' make. Ye can also see yer current balance at th' bottom.

Note: Once ye skewer update car, ye cannot change any further parts 'til aft th' race so do all th' upgrades ye wants t' do in one go.

2.2 Practice and Qualify

When you are satisfied with your car preparation for the next race, you can proceed to the track. At the top of the screen is a rundown of all the laps you have completed, with the settings you used, the lap time, and the amount of time the driver lost due to errors.

The left-hand side of the screen shows the circuit this race will take place on and its characteristics. It also shows the best qualifying lap, and the best race lap.

The bottom left of the screen shows the weather forecast for the entire weekend, this may be useful when choosing your tyres and planning your pit strategy later.

In practice, you have 8 laps to try and achieve the best set up you can get. You must enter a setup for your car, and select a type of tyre to do a lap on. The risk setting only affects the qualifying lap. Only select "Qualify" lap type if you are satisfied with your setup as once you have done your qualifying lap you cannot do more practice laps.

With each practice lap your driver will give feedback about how close to the setup they want you are with your settings. Some drivers are better than others at finding their perfect setup, you’ll need to experiment a little to find out how to find the best setup.

Once you have used all your practice laps or are satisfied with your setup, select a qualifying lap. Choose your tyres carefully, as this is the dry tyre compound you will use for the rest of the Grand Prix weekend including the race. The risk setting will affect this qualifying lap, experiment to find out the best setting.

Now you must complete your Qualify 2 lap, but this one is different, you do this lap with the fuel you will start the race with in the car (so naturally your time will be slower). This lap is combined with your first lap to produce your final qualifying time. There are no more opportunities for you to practice or get feedback from your driver. You can use your settings from the previous qualifying lap by clicking the “Get settings from Qualify 1” button, or you can alter your settings if you think you have better settings. Choose your fuel for the first stint of the race and select your risk and drive the lap.

You can check your current grid position on the “Starting Grid” page.

Note: Every practice lap will cost you $50.000 and every qualifying lap $100.000.

2.3 Driver race risks 'n helmsman energy level

Every helmsman has a special attribute called helmsman energy. It defines th' condition o' th' helmsman 'n be directly related t' how hard th' helmsman can afford t' push th' car in th' next race. Th' higher risks ye loot in th' race, th' faster th' helmsman energy will drop durin' th' race. If yer helmsman energy drops t' 0%, yer helmsman will complete th' remainin' laps o' th' race wit' no risks at a slower pace. Dependin' on thar skills, some drivers may be better at preservin' thar energy durin' a race. On th' other hand some tracks may be more demandin' than others fer th' drivers. 'tis important t' note that mighty few drivers can drive a whole race wit' maximum risks! In between races, yer helmsman will slowly recover energy. 'tis mighty important fer ye t' estimate how fast his energy will recover between races 'n wha' risks he will be capable o' lootin' in th' next race without runnin' out o' energy. Th' energy level will nah affect th' helmsman pace in practice, qualifyin' 'n testin', however yer helmsman will lose some energy durin' his qualifyin' laps.

2.4 Race setup & strategy

This is where you confirm your car setup and strategy for the race. You can take your setup from either Qualify 1 or Qualify 2 or you can put a new one in. You must also specify the amount of fuel you wish to leave each pit stop with and the tyres you put on the car in the pits. You also need to decide how hard your driver is going to try to overtake, defend his position and set fast laps as well as how hard he pushes when there is a problem and how aggressive he will be at the start of the race.

Once you are happy with your setup for the race, confirm your settings. You can confirm your settings as many times as you like until the end of the qualifying session which is 1 hour and 30 minutes before the race start.

Remember you set your first stint fuel load in Qualifying 2, this is why you cannot change it, and your dry tyre compound was chosen in Qualifying 1, which is why you only have a choice of one dry tyre and wet tyres.

2.5 Sails

Each season ye can sign a tyre contract wit' one o' six different tyre suppliers: Pipirelli, Yokomama, Dunnolop, Badyear, Michelini 'n Bridgerock. Managers in Rookie 'n Amateur groups may only use Pipirelli tyres (th' cheapest sutler) 'n th' contract will be automatically signed fer them at th' start o' th' season. Once a contract be signed, it cannot be cancelled or changed 'til th' end o' th' ongoin' season. Each o' th' tyre suppliers will provide ye wit' four different dry tyre compounds fer each race: Extra Soft, Soft, Medium 'n Hard, as well as one wet tyre compound. Th' softer th' compound th' faster 'twill go but th' less distance 'twill cover afore it wears out. Ye needs t' find out fer yourself how long tyres last.

2.6 Fuel

Nah every car consumes fuel at th' same rate, 'n nah every helmsman uses th' same amount o' fuel, it depends on thar drivin' style, ye needs t' find out how much fuel yer car 'n helmsman uses t' get th' best strategy available, th' more fuel ye 'ave on board th' slower yer car will be.

2.7 Notes about strategy

• If 'tis rainin', we assume th' whole circu'tis wet.
• Obviously different tyre compounds perform better in different temperatures.
• Some drivers cannot take as much risk as other drivers without makin' mistakes.
• Th' fuel level ye set fer a pit avast be th' fuel level yer car will leave th' pits wi' in its fuel tank.
• In case yer car has more than th' set amount o' fuel in th' tank when 't comes fer a pitstop, nay fuel be added (or taken ou')
• In case ye be havin' completed Qualifyin' 1, but didna manage t' complete Qualifyin' 2, ye will still be allowed t' race, but will start from th' aft o' th' grid, usin' th' car setup from Qualifyin' 1 an' a default fuel load o' 80 litres fer th' first stint.

2.8 Deadline fer qualifyin' 'n settin' up yer race setup 'n strategy

Th' deadline fer qualifyin' 'n settin' up yer race setup 'n strategy be 1 hour 'n 30 minutes afore th' start o' th' race. Ye can nah do any changes aft th' deadline has passed!

2.9 Server availability and race postponement

If thar be a significant ser'er downtime or ser'er downtime occurs within 2 hours o' th' qualifyin' deadline then th' next race may be postponed at th' discretion o' th' GPRO administrators. Th' administrators will evaluate th' benefits o' suspendin' th' race on an swabbie race basis. Th' outcome o' a race postponement may be one o' th' followin' dependin' on th' severity an' nature o' th' ser'er downtime:

• qualifyin' deadline be extended by up t' 2 hours an' th' race be delayed by th' same amount o' time
• th' race be postponed by 24 hours
• th' race be rescheduled fer th' next racin' tide (Toosdee or Fridee)

3. Staff

Afore every race ye 'ave th' opportunity t' sign a new helmsman or Technical Director. Drivers 'n Technical Directors loot thar decisions between 19:00 'n 21:00 CET on Mondays 'n Thursdays. 'twill cost ye $500,000 t' make a public offer t' a helmsman, 'n anyone can make an offer t' any staff hand as long as th' o'erall ain't too high fer th' group they be in. Be careful 'cause once ye make th' offer ye will pay th' $500,000 'n 'twon't be refunded if ye scuttle th' offer. Once th' deadline fer makin' offers closes th' staff will look at all th' offers, 'n decide based on a number o' factors (which again are up t' ye t' discover) which offer be th' best. If ye be successful in signin' a helmsman or technical director, ye will pay th' current helmsman or technical director a compensation equal t' half thar bounty, fer however many races are left on thar current contract.

3.1 Driver

Yer helmsman has a ratin' called an "o'erall" which be based upon a combination o' his skills. These skills determine a number o' different factors in th' game. Th' most obvious be how fast they can drive th' car. However, th' speed at which a helmsman can go ain't th' same in every situation, 'n some drivers may be better than others dependin' on th' conditions. A helmsman be also nah jus' about wha' happens on th' track, some drivers 'ave other skills which make them a better investment. 'tis up t' ye t' determine wha' type o' helmsman ye wants, 'n how different skills influence wha' happens durin' th' course o' a season. Th' followin' limits o' helmsman o'erall apply fer th' different classes:

• Managers in Master groups cannot offer contracts t' drivers wit' o'erall higher than 160
• Managers in Pro groups cannot offer contracts t' drivers wit' o'erall higher than 135
• Managers in Amateur groups cannot offer contracts t' drivers wit' o'erall higher than 110
• Managers in Rookie groups cannot offer contracts t' drivers wit' o'erall higher than 85

If durin' th' season reset (right aft promotion/relegation) th' helmsman o' a manager relegated t' a lower crew be exceedin' th' above limits then th' helmsman will leave 'im (no matter wha' th' o'erall o' th' helmsman will be when th' season reset be completed). Th' same applies even t' Rookie managers who do nah promote t' th' Amateur crew 'n who 'ave drivers wit' o'erall higher than 85.

If ye let yer helmsman's contract t' run out 'n don't sign a new helmsman afore th' race then ye won't be able t' qualify 'n participate in th' race!

As drivers age they will start losin' some o' thar abilities aft every race at th' age o' 35. Th' older they get th' faster they will lose skills. At th' start o' every season drivers wit' many races behind thar back 'n drivers older than 38 years will make a decision if they will retire at th' end o' th' season. Thar decision t' retire at th' end o' th' season will be shown on thar profile.

3.2 Technical director

The technical director is an important part of the setup of your team. Again, they have an “overall” attribute which gives a general idea of their ability. The R&D skills affect the setup of your car, but obviously they all have different effects on different areas of the car. The Pit Coordination affects the time it takes for your pit staff to service your car when it pits. The options for signing a Technical Director are the same as those for signing a driver, the only difference is that it is not possible to renew the contract of a Technical Director. This is because they are not trainable so it would be unfair for one manager to tie up a TD for a long period of time.

Technical directors also have an age attribute but unlike drivers they do not lose any skills as they get older. At the start of every season technical directors with many races behind their back and technical directors older than 70 years will make a decision if they will retire at the end of the season. Their decision to retire at the end of the season will be shown on their profile.

The following limits for technical directors apply for the different classes:

• Managers in Master groups cannot offer contracts to technical directors with overall higher than 120
• Managers in Pro groups cannot offer contracts to technical directors with overall higher than 90
• Managers in Amateur and Rookie groups cannot offer contracts to technical directors

If at the start of the season the overall of the technical director of a manager relegated to a Master or Pro group exceeds the limit for that class then he will lose his technical director. The same applies for managers relegated to Amateur groups regardless the overall of the technical director.

3.3 Making staff offers and staff decisions (markets)

When you need a new driver or you want to replace your old one you will have to make an offer to one of the available drivers on the market. The same applies to technical directors.

You can make up to 4 offers before each staff decision but keep in mind every offer costs at least $500.000 (depending on the type of offer) and to change an offer you will need to remove the old one and make a new one costing you additional money. It doesn't matter to what staff the offers are directed, you could make 3 offers to drivers and one to a technical director, or 2 offers to drivers and 2 to technical directors. The maximum bonuses that you can offer to drivers and technical directors depend on your current money balance. If your balance is negative you will not be able to offer any bonuses at all.

When making an offer the signing fee may not exceed 300% of the salary in your offer. If you are successful in your offers with for example 2 drivers, you will get the driver with the offer with higher priority and the other one will be canceled automatically.

The drivers and technical directors will take a decision on Monday and Thursday (1 day before every race) between 19:00 and 21:00 CET and no offers can be made during that time. For more details on when the next staff decision will happen please check "Your offers" page.

3.4 General staff and facilities

Next t' a dri'er an' possibly a technical director ye need general staff an' facilities. Staff be nay characterized in number o' staff, but in th' level o' skills. Some staff skills be variable wi' certain events, things ye do (or don’t). Other staff skills be trainable. Th' better yer staff, th' more salary ye pay. Ye can train staff only once per race, but trainin' be limited by th' level o' yer facilities. Th' average level o' yer facilities determines th' limit o' how much ye can train yer staff. This also means that if ye be havin' trained staff t' th' current maximum level, but downgrade a facility (decrease its level below a certain value) yer staff skills will start t' drop as well. Staff be important fer th' various steps in th' process o' convertin' test points into new car character points, but also fer pit stops an' sponsor deals.

Ye start ou' wi' nay facilities at all. Th' better yer facilities, th' more ye pay fer maintenance per race. Ye can upgrade or downgrade facilities once per race. If ye like t' change several facilities at th' same time, ye need t' do 't ary th' same time (like updatin' car parts). Facilities can help in th' process o' R&D or engineerin' or improve th' pit stops or commercial aspects. Th' facilities which help in th' process o' R&D or engineerin' work together in a similar way as th' R&D skills o' th' TD. O'er time th' level o' yer facilities will deteriorate an' if ye want t' keep them at th' same level ye will be havin' t' upgrade them again.

Th' followin' limits o' facility levels apply fer th' different classes:

• Managers in Master squadrons cannot buy facilities above level 80
• Managers in Pro squadrons cannot buy facilities above level 60
• Managers in Amateur squadrons cannot buy facilities above level 40
• Managers in Rookie squadrons cannot buy facilities above level 20

If at th' start o' th' season a manager who relegated t' a lower class has facilities that exceed th' above limits then they be automatically sold at half price.

4. Research, development, facilities & testin'.

4.1 Car character

Yer car be characterized by 3 values: power (P), handlin' (H) 'n acceleration (A). Circuits are also characterized in th' same way. A car wit' a certain character will perform better on a circuit o' th' same type. Individual car parts make up th' car character. E.g., th' better th' engine, th' more points ye get fer power. Th' 11 different parts all add differently t' th' car character points. If all parts are equal level, then ye car be balanced (B) in character. Through testin' 'n R&D ye can get additional points per character.

4.2 Testing

In between races ye can do testin'. Testin' can be done fer 2 reasons. Th' first reason be t' learn a few thin's about th' game. Th' other reason be that ye can develop yer car. Testin' gives ye test points. These test points are converted through a series o' steps t' additional car character points. These car character points are added t' th' points ye 'ave through car parts 'n they will make yer car faster. Testin' also affects certain helmsman attributes as well as technical director’s attributes 'n staff. Testin' can be done several times in between races. E.g. ye could go testin', then update car, then test again. Testin' costs $1.000.000 per test session 'n 'twill put wear on yer car parts! Ye cannot test wit' a car havin' any car part o'er 90% wear or when yer balance be negative.

4.3 The testing session

When testing you can setup the car in similar way to practice. You also can set a priority, which will set the focus of the knowledge you gain about the car. The focus ‘test car limits’ will not give you much knowledge, but is most likely to result in a very good lap time. The focus on ‘setup tuning’ will give you detailed feedback on car setup. You can run 100 laps at maximum and do a maximum of 10 stints. You need to choose how long (number of laps) your stint is, minimum is 5 laps and maximum is 50 laps. Out lap and in lap are not taken in account. If you run out of fuel or if your tyres don't hold the complete stint or if you otherwise fail to run all laps you had preset, the laps you did not drive will still be subtracted from the remaining total of test laps.

4.4 Research & development

While driving test laps, you get knowledge about the car on three areas: power, handling and acceleration. This knowledge is shown in test points. The number of test points you gain depends on the focus of testing, the number of laps done, your driver, your technical director and staff. What follows is a fully automatic process which turns the test points into car character points. In more detail it works like this. You test and get test points. Next, you race and after the race the knowledge is (automatically) converted to new ideas (R&D points). This conversion depends on your technical director, staff and facilities. You do not have to have a TD or facilities to be able to do Research & Development. After each race, your new ideas (R&D points) are turned into production (engineering points). The success of this (automatic) conversion depends again on your technical director, staff and facilities. Again, you do not have to have a technical director or facilities to be able to do engineering. After each race, the engineering points are (automatically) converted into new part details ready to be fitted on the car (car character points). The success of this conversion depends on how many additional car character points through testing you already had per car character. The more points you already have, the harder it will be to gain new points.

It is important to know that the points you have gained through the process testing, R&D and engineering slowly decrease over time. If you stop testing, your additional car character points will decrease to 0. Of course, the other car character points from the car parts are not affected. There is no limit to how many additional points you can get through testing and R&D. Car points will be carried over at the end of the season, but you will lose some before the start of next season.

5. Doubloons

Thar are various methods o' makin' doubloons in this game, 'n we recommend ye t' try 'n get hold o' as much doubloons as possible!

5.1 Sponsors

Sponsors will pay you a predetermined amount of money each race. It is up to you to negotiate a deal with sponsors. The way in which you negotiate and the type of sponsor you negotiate with will determine exactly how much money they are willing to pay you, so if they ask questions about your plans, think carefully before answering. Every sponsor is represented by few attributes:

• Finances: Represents the financial power of the sponsor.
• Expectations: This attribute shows how good results the sponsor expects from the team they are negotiating with.
• Patience: Represents the patience of the sponsor. The higher the patience the higher the chance that the sponsor is willing to make compromises about the contract details during the negotiation process.
• Reputation: Represents the reputation of the sponsor. The higher the reputation the less is the chance the sponsor to throw a surprise at you.
• Image: Represents the overall image of the company on the sponsor market.
• Negotiation: This attribute shows how smooth the negotiations with the sponsor normally flow.

A sponsor pulling back from a negotiation or canceling an active contract are both situations directly related to the way you negotiated the contract with the sponsor. After each race the sponsors will pay the money directly to you, and depending on your results, they may even throw a few surprises at you!

5.2 Race costs

Every race, ye will pay a bounty t' yer helmsman, technical director 'n staff as well as maintenance costs fer yer facilities, in addition t' any costs ye paid from updatin' yer car. Details o' payments can be found in th' race analysis page 'n th' economy history page.

5.3 Race income

Aft every race ye will be rewarded fer yer startin' position 'n fer yer final race position wit' doubloons dependin' on th' crew ye be racin' in. Th' higher ye finish th' more doubloons ye be paid. Th' income fer yer startin' position be given accordin' t' th' followin' table:

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
The income from the race is calculated according to the 90% race distance rule (explained below) and the following table:

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

90% race distance rule: If ye don't cover 90% o' th' race distance (as determined in th' race summary) ye will receive only 50% o' th' race income accordin' t' th' table above.

Note that th' 90% race distance be calculated on th' total number o' laps fer a race 'n then rounded down t' a whole lap number. If th' race be fer instance 55 laps long, th' cut off point be calculated as follows: 55*0.9 = 49.5 ~ 49 laps, meanin' that ye needs t' complete 49 laps in this race t' be inside th' 90% distance rule.

Example: If ye finished in 40th position in Elite 'n didn' cover 90% o' th' race distance ye will get only $5.500.000 fer yer race position. This rule does nah apply t' Rookie groups.

Thar be also an extra bonus o' $1.000.000 available fer fastest lap in th' race.

5.4 Final standings

At th' end o' th' season (aft th' last race), th' top 10 managers in th' standin's will be rewarded wit' additional doubloons bonus (dependin' on th' crew they be racin' in) accordin' t' th' followin' table:


5.5 Negative balance

There are a few drawbacks to going into negative balance. You will not be able to:

• buy new parts for your car
• train your driver
• make any testing
• train your staff
• upgrade your facilities
• extend your driver's contract
• make offers to good drivers depending on the class you are racing in:
• if you are in the Elite group you won't be able to offer contracts to drivers with overall higher than 110
• if you are in a Master group you won't be able to offer contracts to drivers with overall higher than 100
• if you are in a Pro group you won't be able to offer contracts to drivers with overall higher than 90
• if you are in an Amateur group you won't be able to offer contracts to drivers with overall higher than 80
• if you are in a Rookie group you won't be able to offer contracts to drivers with overall higher than 70
• make offers to technical directors
• offer bonuses to drivers

Besides, if your balance is less than $-15.000.000:

• Your technical director (if you have one) will leave your team
• Your driver and staff motivation will drop to 0
• You will not be able to make driver offers with a salary higher than the minimal salary the driver is asking

5.6 Cup competition and cup bonus

The cup competition is a side competition within your own group based on the 17 races in the season and consisting of 6 stages each of which can earn you a small financial bonus. The cup competition works according to the following scheme:

• The first 32 managers in the season standings after Race 2 will take part in cup competition (this is considered stage 1). The initial pairing after Race 2 will be done as follows: the first 8 of the season standings after Race 2 will be seeded like in any common knockout system whereas all others will be randomly assigned.
• Each of the next stages of cup consist of 3 races: 1/16 (races 3-5), 1/8 (races 6-8), 1/4 (races 9-11), 1/2 (races 12-14), cup final (races 15-17). To win a stage a manager has to beat his opponent in at least 2 of the 3 races included in the stage and will then advance to the next stage of the cup.
• If two rivals have 1 win each and both miss one race the winner will be the one who has higher season standings position.
• If both managers miss 3 races then noone will go further in the cup net. Their potential opponent won't have a rival on the next stage.
• For each cup stage you go through you will win a small financial bonus. The amount of the bonus depends on the class you are racing in:

Elite: $1.000.000 per stage
Master: $900.000 per stage
Pro: $800.000 per stage
Amateur: $700.000 per stage
Rookie: $600.000 per stage

6. Teams

A crew be a group o' managers who 'ave decided t' compete together. Thar points are combined dependin' on thar group, t' give a crew score, which be used t' compete against other teams. Ye can either join an existin' crew, create yer owns crew or commandeer an inactive crew.

6.1 Creating a team

Only managers in Elite, Master, Pro 'n Amateur groups can create a crew. Creatin' a crew will cost ye $5,000,000. Ye get t' choose yer owns crew name 'n are responsible fer allowin' other managers into yer crew. Managers will apply t' join yer crew, 'n ye must choose whether t' allow them t' join or refuse them entry. If ye refuse them, they will nah be able t' re-apply fer 2 weeks. If ye accept them, they will fill up one o' yer roster spots; ye 'ave a maximum o' 9 free roster spots. Ye must 'ave a positive balance t' create a crew.

A crew will continue t' exist, as long as thar be at least 1 manager in th' crew. When a crew leader makes thar decision about yer application t' join thar crew, ye will be notified o' thar decision through th' mailbox. Offensive, rude, or otherwise inappropriate crew names will be scuttled, 'n th' manager may be punished, if in doubt, ask an administrator afore boardin' yer name. Th' decision o' th' administrators be final.

6.2 Joining a team

Joinin' a crew will cost ye $3.000.000. Ye must apply t' a crew, where th' leader will either approve or refuse ye. If ye be approved ye will loot th' next available roster spot. Ye may only apply t' a maximum o' 3 teams at any one time. It ain't allowed t' join a crew aft Race 17 o' th' season, if yer positive balance can nah cover th' cost fer it.

6.3 Leaving a team

A crew hand can only leave a crew if he resigns from th' crew or if th' crew leader kicks 'im out o' th' crew fer inactivity ('tis possible only aft 4 races o' inactivity). If a crew hand leaves a crew, he/she will nah get back th' doubloons fer joinin' th' crew. If a crew hand leaves a crew, all crew hands below 'im/her on th' roster will move up a ship. If a crew leader resigns, th' crew hand at roster position #2 will be promoted t' crew leader 'n th' crew name will remain th' same. Further more when a crew hand leaves th' crew fer some reason durin' th' season, th' crew will lose th' crew points earned by th' hand durin' that season.

6.4 Team earnings

At th' end o' th' season (aft promotion/relegation be done) every crew will receive $40.000 fer every crew point scored durin' th' season. Th' total doubloons will then be divided equally between th' current hands o' th' crew.

As crew hands participate in races durin' th' season thar crew points are added t' th' crew total. Unlike th' individual championship system, th' crew championship system awards points t' all crew hands that finish races between position 1 'n 30 inclusive. Th' formula fer gained crew points in a race fer a crew hand be: TeamPoints = (31-RacePosition)/3 * GroupWeight, where GroupWeight be 1 fer Elite group, 0.8 fer Master groups, 0.6 fer Pro groups, 0.4 fer Amateur groups 'n 0.2 fer Rookie groups. All this brin's t' crew points gains as in th' followin' table:

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
If a manager decides t' reset his account t' Rookie 'n has scored crew points fer his crew, aft th' last race o' th' season th' crew will be stripped o' all crew points scored by th' manager durin' th' season. Further more, only loyal crew hands wit' th' more than (th' equivalent o') 3 full seasons (51 races) in th' crew will score full crew points. If a hand has less time spent in th' crew they will score 25% o' crew points fer th' first 17 races, 50% o' crew points up t' 34 races, 'n 75% o' th' crew points up t' 51 races wit' th' crew. In order t' encourage acceptance o' new fresh crimps t' th' teams, this does nah apply t' Rookie 'n Amateur managers, who will always score full crew points fer thar crew. Note that teams consistin' o' jus' one manager (th' team leader) will nay be considered bein' real teams an' therefore will nay score any points fer th' teams championship. Further more in order t' earn team points at least 2 members o' th' team be havin' t' participate in th' race (in case jus' one manager participates in th' race th' team will nay get any points).

6.5 Inactivity in teams

If at any time durin' th' season ye wench 4 consecutive races then fer every next race ye wench ye will be moved one spot down in yer crew. This applies both t' crew leaders 'n normal hands o' th' crew 'n does nah depend on th' group ye be racin' in. Fer example if ye be at spot #4 in th' crew 'n ye wench 6 races in a row ye will be automatically moved t' spot #6, as a result th' manager who previously had spot #5 will now 'ave spot #4 'n th' manager that was in spot #6 will now be in spot #5.

6.6 Team vote out

In cases when th' crew leader decides that a crew hand does nah fulfil th' requirements o' th' crew fer some reason, he or she may start a crew "vote out" against th' crew hand. A vote out will cost th' crew leader $3.000.000 t' initiate, 'n an additional $1.000.000 will be paid by each crew hand who participates in th' vote out (includin' th' crew leader). When at least 8 crew hands 'ave participated in th' vote out 'tis considered successful 'n th' crew leader will be given starb'rd t' kick out th' voted out manager from th' crew. A crew vote outspans o'er two weeks time from th' day 'twas initiated 'n only one crew hand can be voted out at any time. Note that team members who joined the team less than 17 races ago cannot participate in vote outs.

7. End of Season

Aft th' last race o' th' season th' top 10 bonus be bein' rewarded t' th' top 10 managers in every group (look at point 5.4 above) aft which we board a wee break, usually a couple o' days, but sometimes maybe more or less. Durin' this time, all race setup pages close 'n no further crew decisions can be made, however ye can still view th' standin's, car level 'n financial data. At some point followin' this, th' end o' season script will be run, which will perform th' followin' tasks.

7.1 Promotion/Relegation

Th' top 3 managers in each group (excludin' Elite) will be promoted t' a randomly assigned group, one level above th' level they be currently at. Th' bottom 15 managers from each group (excludin' Rookie) will be relegated t' th' level below. Any manager, who finishes in th' top 3, but wit' a negative balance, will nah be promoted, 'n instead, th' next highest manager wit' a positive balance will be promoted in his/her ship. Any manager who finishes wit' a negative balance shall be relegated t' th' division below. Th' highest placed manager in th' relegation zone will remain in thar group as a result. In th' lower levels (Pro, Amateur 'n Rookie) extra promotion spots may occur if managers get retired, reset t' Rookie, or scuttled due t' inactivity in th' levels above. T' make sure ye be nah in an additional promotion spot ye can check th' "All promotions" page at any time durin' th' season.

Note that in th' case when th' groups structure o' th' game be under ongoin' expansion or reduction, a different number o' managers may be promoted or relegated in th' different classes o' th' game. T' avoid any confusion, make sure ye check th' span o' th' promotion/relegation zone in th' standin's o' yer owns group. In th' lower levels (Pro, Amateur an' Rookie) extra promotion spots may occur if managers get retired, reset t' Rookie, or deleted due t' inactivity in th' levels above. T' make sure ye be nay in an additional promotion spot ye can check th' "All promotions" page at any time durin' th' season.

Note that in case when th' groups structure o' th' game be under ongoin' expansion, a different number o' managers may be promoted in th' different classes o' th' game.T' avoid any confusion, make sure ye check th' span o' th' promotion/relegation zone in th' standin's o' yer owns group.

7.2 Other matters

When the End of Season script runs, the wear on all parts is reset to zero, and all your parts remain at the level they were the previous season (except in the Rookie groups). Any manager with a negative balance will automatically sell their parts and facilities at half price, starting with the highest levels, until they reach a positive balance. In case the manager's balance is still negative after this, then the manager will get a donation from GPRO FIA which will cover his remaining debt and he/she will start the new season with $0. In the next step managers will get taxed according to point 7.3 below.

For managers in the Rookie groups money balance, car parts, staff and facilities, sponsors negotiations, car character points etc. will be reset at the start of every season. The only thing that rookie managers get to keep between the seasons is the driver if his overall does not exceed 85.

Points money and team money earned in the previous season will be paid to all managers.

The accounts for all managers in Rookie will be reset.

All managers who qualified for all 17 races in the previous season will get a bonus of $5.000.000 (including managers in Rookie).

Every manager who scored more than 50 points durin' th' season 'n doesn't promote from Rookie (by finishin' th' season in negative), will start next season wit' a financial penalty worth $200.000 fer every point he scored above 50 points in th' previous season. Th' amount will be deducted from th' startin' balance fer th' new season (aft th' season reset).

7.3 Taxes

7.3.1 Relegation taxes

Managers who relegate t' a lower class will get taxed as follows:

Fer a relegation from Elite t' Master 70% o' th' treasure above $50.000.000 be paid as tax.

Fer a relegation from Master t' Pro 70% o' th' treasure above $40.000.000 be paid as tax.

Fer a relegation from Pro t' Amateur 70% o' th' treasure above $30.000.000 be paid as tax.

Example: if ye relegate wi' $100.000.000 from Elite t' Master, ye will be havin' t' pay 70% o' $50.000.000 which be $35.000.000 in relegation taxes.

Th' 70% taxes fer relegatin' managers be applied before th' casual 25% taxes (explained below) which apply fer all managers who be havin' more than $50.000.000 after th' season reset.

7.3.2 Casual taxes

Managers will get taxed on treasure o'er $50.000.000 at a rate o' 25%. Fer example a manager wi' $65.000.000 will get taxed as follows:

$65.000.000 - $50.000.000 = $15.000.000

25% o' $15.000.000 be $3.750.000. So th' manager would pay $3.750.000 in tax at th' end o' th' season.

8. Miscellaneous

8.1 Inactivity and retiring from the game

Managers in Rookie who wench 3 consecutive races 'n who 'ave done in total 0 GPRO races since they joined will be scuttled from th' game immediately, otherwise, they will be scuttled if they wench 5 consecutive races 'n if thar are managers on th' waitin' list waitin' fer a free spot. At th' end o' th' season managers in Amateur who didn' race th' last 6 races o' th' season, managers in Pro who didn' race th' last 9 races o' th' season, managers in Master who didn' race th' last 12 races o' th' season 'n managers in Elite who didn' race th' last 15 races o' th' season will be scuttled from th' game afore th' next season starts. In case th' needs arises more players from Pro, Amateur 'n Rookie groups may be promoted in order t' fill any free places in th' higher groups.

'tis also possible t' request t' be retired at th' end o' th' season. 'tis possible only if ye send a request t' one o' th' administrators afore th' end o' Race 16 o' th' ongoin' season.

8.2 Resetting your account

If ye be in Rookie 'n 'ave done less than 17 races ye can reset yer account by usin' th' "Account Reset" option in th' "Account settin's" page. In case ye 'ave done 17 or more races ye 'ave t' wait fer th' next season t' start 'n since all accounts in Rookie are reset at th' season start 'tis yer only chance t' 'ave yer account reset. Use th' remainder o' th' season t' experiment 'n t' learn!

If ye be in Amateur, Pro, Master or Elite 'n wants t' 'ave yer account reset ye can use th' "Account Reset" option in th' "Account settin's" page afore th' end o' Race 15 o' th' ongoin' season. Ye will be moved t' one o' th' Rookie groups 'n yer account will get reset when th' new season starts. Ye will also lose yer current helmsman (if ye 'ave one) irrespective o' his o'erall.

8.3 Lettin' another manager take care o' yer account

'tis possible t' let another manager t' loot care o' yer account (while fer example bein' on a holiday), only if ye set up th' holiday period 'n th' responsible manager in advance accordin' t' th' instructions on th' holiday page. Once 'tis done thar be no needs t' provide yer login details t' th' manager lootin' care o' yer account. Th' manager lootin' care o' yer account will be able t' login into yer account from th' holiday page 'til th' holiday period be o'er or cancelled by ye. Any violation o' th' guidelines established on th' holiday page may be punished wit' cancellation o' all th' accounts involved.

8.4 Multiple accounts

Thar may be only one account per player, 'n one player per 'puter. Multiple accounts are nah allowed! If we notice at any time that a scallywag has more than one account, or more than one account be bein' used on th' same 'puter (except in th' case described in 8.3) then we reserve our right t' close one or both accounts without prior warnin'.

9. Community

Th' community be an important part o' GPRO, we wants t' 'ave an excitin' 'n vibrant community 'n we 'ave provided three ways o' communicatin' wit' yer fellow managers.

9.1 Forums

Any user, who be registered 'n approved by th' administrators, be entitled t' use th' forums. Th' official language o' th' forums be English. Other languages may be spoken in th' national forums only. Th' rules fer th' forum are:

• No offensive or rude language
• No insultin' other managers
• No religious, political or otherwise inappropriate material
• No discussions related t' illegal distribution o' copyrighted software or th' use o' such software
• No advertisements (unless previously approved by th' GPRO Crew)
• No postin' o' referral links o' any kind (includin' any links or references t' blacklisted websites)
• No revealin' detailed information about th' game
• Do nah post private messages on th' forums without prior consent o' th' sender (if ye feel that a private message ye received be in any way offensive or inappropriate ye should loot it up wit' a hand o' th' GPRO crew directly)
• Post threads in th' commandeer forum
• Th' moderator's decision be final

9.2 Chat room

The official language of the chat room is English. No other languages should be spoken whilst in the public chat room. It is strictly forbidden to impersonate a member of GPRO staff in the chat room. The rules for the chat room are the same as those for the forums.

9.3 Private messages (Mailbox)

Ye can send private messages t' all managers, moderators 'n administrators through th' internal mailbox. Th' rules ye should abide by when usin' th' mailbox are th' followin':

• No offensive or rude language
• No insultin' o' other managers
• No advertisements o' any kind

Pirate Code
Las' updat'd: Mar 28 2021, 12:35:01 (currently out of date!)