✓Anti-Toxic-Culture AI

City Rulebook

The full rules for the city. Read them, follow them, and keep the roleplay fair and immersive for everyone — especially beginners.

1. Zero-Tolerance & General Conduct

The foundation of the whole city. These apply everywhere, at all times, with no "but the situation was different" exceptions.

  • Punishment ladder. Rule-breaking leads to warnings, then 720-minute (12-hour) "island" banishments, then permanent bans. Repeat or severe offences skip straight to the harsher tiers. Ignorance of a rule is never a defence — reading this book is your responsibility.
  • Be a good person. Be polite and treat other players well, ESPECIALLY beginners. The tone you set is the tone the whole server inherits.
  • No permission abuse. Any permission/perm abuse results in an immediate ban. Titles, roles, and tools are earned and exist to serve the community, never to be exploited for personal advantage.
  • No disrespect / Dark RP. Disrespecting other players is strictly forbidden. "It's just roleplay" does not license cruelty, slurs, or harassment aimed at a real person.
  • Zero discrimination. All forms of discrimination, racism, homophobia, and sexual abuse are forbidden — in voice, text, names, or actions. This is a permanent-ban category.
  • No real-money trading (RMT). Selling in-game items, money, or accounts for real-life money results in a permanent ban. Buying is treated the same as selling.
  • Respect the city. Disrespecting the city or advertising/promoting other servers is forbidden.
  • No rival cities. Creating or organising a competing city is forbidden; everyone involved can be banned after review by Management.

Why: these rules protect the one thing the server can't replace — a community people want to spend time in. Toxicity drives players away faster than any glitch.

How to report: capture a clip or screenshot showing the behaviour and the offender's name, then file a report through the staff channel. Real-person harassment and discrimination should be reported immediately, not saved for later.

2. Combat & Roleplay Rules

Combat only works when everyone treats their character as a real life with real stakes. These rules keep fights earned, fair, and rooted in story.

  • No RDM (Random Deathmatch). Killing without a valid roleplay reason is forbidden. A "reason" means a build-up that the victim could reasonably understand — not a drive-by on a stranger.
  • No VDM (Vehicle Deathmatch). Using a vehicle as a weapon — ramming, running people down — is forbidden.
  • New Life Rule (NLR). After your character is killed, you must forget all events from the last 30 minutes leading to your death. You cannot return to the scene, reclaim your items, or take revenge on those involved. Revenge killing is forbidden.
  • Fear RP. Value your character's life as if it were the only one you have. If a gun is pointed at you at close range, you are afraid — comply realistically instead of pulling out a weapon and "tanking" shots.
  • "Get Out of the Car" rule. A genuine chase MUST happen before anyone can order someone out of a vehicle. Forcing it without a chase is forbidden.
  • Surrender or flee. When you are approached or robbed you have exactly two options: surrender and follow the roleplay, or flee and initiate a chase. Standing still and instantly drawing a weapon is neither.

Why: RDM/VDM and revenge kills erase other people's stories without consent. Fear RP is what makes a robbery tense instead of a coin-flip shootout.

Examples:

  • Allowed: you are robbed at gunpoint, you put your hands up, comply, and report afterward if a rule was broken.
  • Not allowed: you respawn and immediately drive back to kill the person who robbed you (NLR + revenge).

How to report: a clip showing the lead-up is essential — staff need to see there was (or wasn't) a valid RP reason and whether NLR was broken.

3. Weapon Zones

Which guns are legal depends entirely on where you are. Know the zone before you draw.

  • SOUTH zone: only pistols are allowed (e.g. Five-Seven, Glock, M1911). High rate-of-fire pistols such as the AP-Pistol are also permitted. (See section 11 — assault rifles in the South are a hard ban.)
  • SOUTH domination areas: all weapons are allowed. This is the ONLY exception to the South pistols-only rule.
  • NORTH zone: all weapons are allowed, for both robberies and hostile encounters.

Why: the South is the beginner-heavy, high-traffic side of the map. Keeping it pistols-only stops new players from being farmed by rifles and keeps fights survivable.

Quick reference:

  • South, normal area → pistols only.
  • South, active domination → anything.
  • North → anything.

4. Street Actions & Kidnappings

Rules for crime that spills onto the streets — chases, robberies, and grabbing players.

  • No shootouts on roads. Endless highway/street shootouts result in a 720-minute island banishment. Take fights off the main routes (see sections 13–14).
  • Protected players. It is forbidden to kidnap or rob beginners, on-duty paramedics, and on-duty mechanics. These roles keep the city running and learning.
  • No vehicles in robbery locations. Do not enter robbery interiors/locations with vehicles.
  • Wanted system. Illegal acts mark you as "wanted" on the police map for 10 minutes. You may keep fleeing until the timer expires; survive it and the heat clears.
  • Blip actions notify police. Small, medium, and large marked actions automatically alert the police — expect a response.
  • Calling for backup. Criminals may request help from members of their own organisation and lead a chase to a strategic spot for a gunfight, rather than dragging it across the whole map.
  • Record everything. All participants should keep recordings of street actions to resolve disputes later.

Why: road shootouts wreck immersion and traffic for uninvolved players, and protected roles exist so beginners and support players aren't bullied out of the game.

How to report: clips that show the location (was it a main road?) and who started the action are what staff rely on.

5. Marked / Blip Actions

"Blip" actions are sanctioned robberies that ping the police. They scale by size, and the player/officer caps matter — bringing too many people is itself a break.

  • SMALL-SCALE. No scheduling or negotiation. Pistols only. Criminals 2–4, Police max 6. After the time limit, police must rush if they have equal or more officers. Maximum wait after blowing the safe is 10 minutes, then criminals may flee.
  • MEDIUM-SCALE. No scheduling, no negotiation required. Pistols only (rifles only if police agree). Criminals 4–8, Police max 11 (police must always field 3 more than the criminals). Police rush after the time limit at equal/greater numbers. Maximum 10-minute wait after the safe, then flee.
  • LARGE-SCALE. Must be scheduled at least 4 hours in advance. Negotiation is mandatory. Criminals 10–20, Police up to 5 more than criminals. All weapons allowed. Police may use 1 Eagle (air support) and 2 armored vehicles. Up to 5 criminals may be positioned outside the location — except at Niobium, where none are allowed outside. Police must rush after the limit at equal/greater numbers.

Why: the caps and timers keep big robberies from turning into hours-long stalemates or 30-versus-2 pile-ons. Scheduling large actions gives both sides a fair chance to organise.

At a glance:

  • Small → 2–4 crims, pistols, no schedule.
  • Medium → 4–8 crims, police +3, pistols (rifles only by police agreement).
  • Large → 10–20 crims, 4h notice, negotiation required, all weapons.

6. Police Rules

Officers carry the most authority, so they're held to the strictest standard. Power without restraint is just toxicity in a uniform.

  • Code 0 / patrol. A patrol needs at least 2 officers, at least one of Soldier rank or higher. An officer may only approach suspects with a numerical advantage of at least one more officer than suspects.
  • Cuff first. Handcuff a suspect before any safety check, and act quickly to prevent intervention.
  • Valid suspicion only. A backpack or a gang shirt is NOT a reason to stop someone. A stop needs clear suspicion — a visible mask, a holster, or deliberately concealing clothing.
  • Mandatory search triggers. Wearing a mask or holster requires a search. Officers who behave toxically during a stop receive a warning.
  • When stops are allowed. Police may only perform stops during robbery hours, respecting South/North region hours, and only while honouring the "Get Out and Fight" rule.

Why: if police could stop anyone for any reason, civilian RP would collapse. Probable cause keeps the city feeling like a city, not a checkpoint.

How to report toxic policing: record the stop. Staff look at whether suspicion was valid, whether cuffing/searching followed procedure, and the officer's conduct.

7. Hostage Rules

Hostages are a negotiation tool, not a toy. Misusing a captured player is one of the fastest ways to ruin someone else's session.

  • No friendly hostages. It is forbidden to use members of your own gang or your friends as hostages to game the system.
  • Negotiation only. Hostages exist solely for negotiation during an action. Using them for anything else is prohibited.
  • No robbing hostages. You may temporarily remove dangerous items, but you must return them when the hostage is released. Looting hostages is banned.
  • No unconscious hostages. Taking unconscious people as hostages is extremely forbidden — even with adrenaline or a medic reviving them for the purpose.
  • Timing. Kidnapping is only allowed during robbery hours.

Why: a hostage is a real player whose time you're holding. The rules make sure that time buys genuine RP, not free loot or a hostage farm.

8. Invasions

Invasions are large, scheduled gang-versus-gang events with their own strict fairness rules.

  • Cooldown. A gang gets a 30-day period between invasions. Warrants are announced at least 24 hours ahead off-RP; delegates notify the defending gang 1 hour before in-game so leaders may choose to surrender.
  • Full contingent, no allies. Both sides bring their maximum roster. Gang alliances are forbidden during invasions — it's strictly the two gangs involved.
  • Position rules. No snipers on rooftops or in helicopters for either side. Unconscious players must stay where they fall until the invasion is over.
  • Recovery. A defeated gang has 48 hours to schedule a recovery attempt against the Police Department.

Why: the cooldowns, notice periods, and no-alliance rules stop invasions from becoming endless, lopsided sieges and give a losing gang a clear path back.

9. Gangs & Alliances

When gangs can and can't team up. The core principle: one alliance, and never for kidnaps or invasions.

  • Blip actions. Alliances are allowed, but you are limited to ONE alliance at a time.
  • Small actions. Alliances allowed (e.g. small stores, liquor stores), respecting the action rules in section 5.
  • Large actions. Alliances only allowed during raids.
  • Street actions. Gangs may unite when giving or receiving a robbery command, and for QRR (backup) when a gang is short on members. All allied members must wear the same outfit so everyone can tell who's who.
  • Kidnapping. Gang alliances are forbidden.
  • QRR / backup. Actions cannot happen right next to other gangs, to prevent endless backup chains. Gang alliances are forbidden during city events.

Why: unlimited alliances would let one mega-coalition dominate every action. The single-alliance cap and matching-outfit rule keep fights readable and balanced.

10. Technical & Anti-Cheat

The integrity rules. Breaking these isn't "tricky play" — it's cheating, and it's treated as such.

  • No combat logging (CL). Disconnecting while involved in an action is forbidden. Crashes happen; reconnect and finish the RP.
  • No bugs, glitches, or exploits. Using game bugs, map glitches, or external programs to gain an advantage is forbidden.
  • No modified operating systems (e.g. ReviOS) that strip anti-cheat protections.
  • Keep Windows Defender installed. It must not be uninstalled.
  • No helping cheaters. Assisting a cheater — covering for them, sharing tools — results in an immediate permanent ban.

Why: anti-cheat rules protect every honest fight on the server. One exploiter can invalidate dozens of legitimate outcomes.

How to report: clips of the suspicious behaviour plus the player's name. Don't accuse publicly — send it to staff so it can be reviewed fairly.

11. South Assault-Rifle Ban (server-specific)

A hard, server-specific reinforcement of the South weapon zone. There is no grey area here.

  • Assault rifles are NOT allowed in the SOUTH — this includes PERM (earned/donor) guns.
  • ARs are ONLY allowed in the South if you are inside an active DOMINATION.
  • Allowed weapons for the South: pistols only.
  • Anyone caught using an assault rifle in the city outside the permitted case may face INSTANT ISLAND. Keep it fair for everyone.

Why: the South is where beginners learn. Rifles there turn the learning zone into a slaughterhouse and push new players off the server.

12. OOC at the Pier (server-specific)

  • Out-of-character (OOC) talk at the Pier needs to stop — it ruins immersion for the beginners who gather there.
  • If a report of OOC at the Pier is received, warnings will be given out.

Why: the Pier is a first-impression spot for new players. Breaking character there is the quickest way to make the world feel fake.

How to report: a short clip of the OOC chatter at the Pier is enough for staff to issue a warning.

13. HMP — The Prison Is Off-Limits (server-specific)

  • HMP (the prison) is OFF-LIMITS. If you go there and shoot someone, you will be islanded for RDM — including the HMP car park.
  • All shootouts and fights must take place in low-populated areas, alleyways, parking lots, or designated red-zone PvP areas such as Blue Garage, Eclipse, and similar locations.
  • "Someone shot me first" does not unlock HMP. Disengage and report instead of returning fire there.

Why: the prison is a sensitive, scripted area. Fighting there breaks ongoing RP for everyone inside and is treated as random killing.

14. No Street Action on Main Roads & Compounds (server-specific)

  • There is to be NO street action on main roads, at PBC, or at any other compounds.
  • This covers pistols, assault rifles, baseball bats, knives, fists, or any similar weapon. Punching or fighting on a main road also counts as street activity and is not allowed.
  • All shootouts, fights, and street activities must take place in low-populated areas, alleyways, parking lots, or designated red-zone PvP areas such as Blue Garage, Eclipse, and similar locations.

Why: main roads and compounds are shared, high-traffic spaces. Keeping violence out of them protects the experience of uninvolved players just trying to drive or trade.

15. Protecting New Players (server-specific)

The server's mission rule. Beginners are the future of the city — guarding them is everyone's job, not just staff's.

  • Anyone found spreading misinformation to newer players, or encouraging beginners to break rules to do their dirty work, will be punished accordingly.
  • Taking advantage of inexperienced players to dodge responsibility will not be tolerated.
  • Keep all roleplay realistic, fair, and respectful to the wider community, and avoid disrupting high-traffic areas for other players.

Why: every veteran was a beginner once. A city that protects its newcomers grows; a city that farms them dies.

How to report: if you see a beginner being misled or pressured into a rule-break, grab a clip and flag it to staff — the person doing the manipulating is the one at fault, not the new player.

Guidance only — staff decisions are final.