Database
An international cup gathers teams from several leagues. You name it, say who qualifies, and how they play.
What players see: MSI, Worlds. Pack id worlds.
Must match the sum of qualifying slots below.
Worlds is tier 1; secondary international cups use their actual game tier.
Minimum rest days between fixtures for the same team; those following calendar days are also blocked.
These are the game calendar group and order, not weekday names. Existing calendar_slots remain preserved on save.
Worlds and MSI already have a recipe in the game. A new cup should be built from stages: groups, Swiss, knockout.
Effective schedule preview: phases begin on matchday 1 and last begin on matchday 1; configured span 1 matchdays, plus 3 minimum rest days between team fixtures.
Teams enter the first stage. The best move on. The last stage decides the winner.
Regular season, groups, finals — whatever you call this stretch.
Every team plays the others. The table decides who goes on.
1 is the opening of this split. Later stages must start on a later day than the one before.
How long each match in this stage is.
This stage decides the winner. Nobody moves on after it.
Who plays here
The first stage usually takes every team in the competition.
Seed group is only for events with a play-in and a main draw. Leave it empty for a normal league.
Every cup has a main draw. Turn on a play-in only if some regions must win an extra round to reach it — Worlds, not First Stand.
Pick each league that sends teams, how many, and whether they go to the main draw or the play-in.
External-rights cups do not require platform feeder slots; their mode is preserved in the manifest.
Qualifying slots add up to 0, but the cup has 8 teams. Make them match.
What each place is paid when the cup ends. The game uses these amounts, not a separate headline total.
Pinned entrants are applied by the game before qualification seed ordering. Use stable team IDs and keep each slot unique.