Rules and Regulations

Official rules and regulations active from the 2007 season.

## 1. Season Format (Revised for 2008)

The season will consist of **18** races and will be run in blocks of three races to allow for commentary and general admin to take place. Managers will therefore be asked for selections for three races at once along with any tokens they wish to spend before the block of races.

The calendar will be based on real life seasons, but for 2008, managers can vote on which circuits will feature on the calendar.

### 1.1 Race Weekend

Where possible, there will be one race per week (unless a test session is scheduled).

Before each race weekend, the managers will be asked to provide their 'setup' which will include which tyre compound they want to run for the race weekend and which aspect they want their test driver to focus on. Tyre compounds are as follows:

* Soft Compound: +80 Qualifying Performance
* Medium Compound: +40 Qualifying Performance, +40 Race Performance
* Hard Compound: +80 Race Performance

Each team must use each compound at least **five** times throughout the season. Teams who fail to submit their tyre compounds before deadlines will not receive performance benefits, and it will count towards whichever compound has been least used.

#### 1.1.1 Free Practice

Each race weekend starts with a **30** minute free practice session

For each race weekend managers can choose one focus for their testing session which each have their own benefit as listed below:

* Engine Power = +1 BHP
* Reliability = - 50 points
* Aerodynamics = +10 driver ability (Both)
* 1 Lap Pace = +15 driver ability (Quali) -5 driver variance
* Race Pace = +15 driver ability (Race) -5 driver variance

A set-up bonus is available every race weekend during free practice. The closer a team's two drivers' times are the better the reward. The top **three** teams get a **50** driver performance bonus and an **eight** BHP boost for qualifying and the race whilst places 4th to 6th get a **25** driver performance bonus and a **four** BHP boost. Set-up bonuses do not carry over to the next race.

Free practice will be driven by a team's 2nd race driver and test driver.

#### 1.1.3 Race

Races are run at 100% race distance with points being awarded to the top 10 finishers as below:

 **Points** |  25

From 2004 to 2006, the following points system was used:

 **Points** |  10

## 2. Performances

### 2.1 Team Performances

Each team performance is calculated based on their position in the previous year's Constructor's Championship, as well as which engine, fuel supplier, tyre supplier, technical director and brake manufacturer they use along with their pre-season testing plans.

Team are awarded the following base BHP values according to their final positions:

* 1st - 741
* 2nd - 740
* 3rd - 739
* 4th - 738
* 5th - 737
* 6th - 736
* 7th - 735
* 8th - 734
* 9th - 733
* 10th - 732
* 11th - 731

Every team starts the season with a base reliability value of **3000**.

### 2.2 Driver Performances

#### Mid Season Boosts

Performance points are awarded to all finishers in all three sessions during a race weekend.

All performance points earned in practice will go into the driver’s qualifying and race performance (Test Drivers only)

All performance points earned in qualifying will go into the driver’s qualifying performance

All performance points earned in the race will go into the driver’s race performance.

#### End of Season Performance Boosts

At the end of each season, the amount of performance points each driver has earned during the season is divided by **10** to level the field.

Additional performance points are also awarded for seasons completed, victories, podiums, points total, fastest laps, pole positions, and for winning the Drivers Championship (IRL not included).

Drivers also receive performance boosts for starting races and taking part in Free Practice and Testing Sessions.

Performance points are deducted if a driver fails to finish a race and as the driver ages.

### 2.3 Test Sessions

Every team has the opportunity to take part in Pre-Season and Mid-Season test sessions that occur throughout the season.

At a test session, teams can choose to run two of six different programs:

* Engine Power = +2 BHP
* Reliability = -100 points
* Aerodynamics = +20 driver ability (Both)
* 1 Lap Pace = +30 driver ability (Quali), -10 driver variance
* Race Pace = +30 driver ability (Race), -10 driver variance

Testing will be attended by all three drivers of each team.

### 2.4. Upgrade System (New for 2008)

Managers will now be able to upgrade their car and drivers throughout the season.

Each team will start with **100** upgrade tokens to spend as they wish. These can be spent at **six** different periods in the season:

* Pre-Season
* After 3 races
* After 6 races
* After 9 races
* After 12 races
* After 15 races

Managers can choose from the following upgrades:

* Engine BHP
* Reliability
* Brakes
* Tyres
* Driver Ability

Managers can spend as many tokens as they wish at any one time but there is a **75** limit per upgrade. Tokens can also be purchased with **10** tokens equaling £1 million. The effectiveness of tokens used will increase the further into the season when they're used.

## 3. Drivers

Teams need two race drivers and one test driver. Teams sign drivers and parts via a DM auction.  Managers will be notified if they have been outbid.  Bidding ends when the deadline passes. Any teams who have not completed their teams by this point will be given the highest paid driver based on their remaining budget.

Drivers can be swapped around as much as you want. All driver contracts are one year and the drivers will become available for negotiation at different times during the season. Usually, the driver will accept the highest bid but a small “home team discount” will be given to their current team if they’re happy with their current team. Drivers can become unhappy if they’re demoted to a test driver for example. Drivers can be released from their contracts with no penalty because the salaries are paid in full at the start of the season. Replacement drivers will be paid pro-rated (for example a driver’s salary is 5M and there’s 50% of the season remaining, he will be paid 2.5M)

### 3.1 Pay drivers

Some drivers have sponsors who will pay you for hiring these drivers. For example, if you hire a pay driver whose sponsors pay 4m and the salary you give out to them is 3m, you’ll get 1M. If you offer the same driver 6m salary, you’ll have to pay 2m. Pay drivers can't be fired during the season. Sponsor payouts are factored into the price of the driver on the drivers market.

## 4. Prize money

Teams will get prize money from race weekends and at the end of the season.

### 4.1 Race weekend

The prize money for race weekends will be handed out as follows based on a drivers finishing position in the race:

* 1st £2.2M
* 2nd £2.1m
* 3rd £2m
* 4th £1.9m
* 5th £1.8m
* 6th £1.7m
* 7th £1.6m
* 8th £1.5m
* 9th £1.4m
* 10th £1.3m
* 11th £1.2m
* 12th £1.1m
* 13th £1m
* 14th £900k
* 15th £800k
* 16th £700k
* 17th £600k
* 18th £500k
* 19th £400k
* 20th £300k
* 21st £200k
* 22nd £100k
* DNF £0

### 4.2 End of the season

* 1st £50M
* 2nd £45M
* 3rd £40M
* 4th £37M
* 5th £35M
* 6th £33M
* 7th £30M
* 8th £27M
* 9th £25M
* 10th £22M
* 11th £20M

## 5. Activity

All managers are subject to an activity check. Managers who fail to post for **four** consecutive races (without notification) will lose **one** BHP point for each Grand Prix event missed and run the risk of losing their teams.