PART 2 - OVERVIEW
The year is 1952. Velkarja surely has undergone a transformation since we last looked at it in 1946. The Karvelian empire is a distant past. The forming of the DEFREPU soon after the collapse of the empire meant that all the former states have a solid partnership instead of rivalry, cooperating for free trade, peace and a defense alliance. The economy has steadily improved and on the whole, you probably have a better life in Velkarja now than you had under the Karvelian empire. With the help of DEFREPU funding, Velkarja kind of shocked the world with one of the world’s most modern jetfighters, and the copper mining in Karsfjell has a promising future. There are now equal rights to education, because Velkarja “needs educated people to build a modern society”. Fuel rationing finally has ended, and cars are turning from a novelty into something you see quite a lot of on the roads. Life could not be better, right?
But let’s flip the cards. There is a growing dissatisfaction among some people that “temporary” prime minister Pavel Ilves promised democratic elections in 1946, yet by 1952 no elections have taken place, always with the excuse that “first we have to build a strong state”, also people are being put in jail for “anti-Velkarjan behaviour” and we can’t truely speak about a “free press”. On the other hand, some people have the totally opposite opinion, seeing Ilves as “the father of the modern nation”. The roads and rail are still subpar, electricity and telephone network still leaves much to be desired especially in the rural areas. Young men are drafted for an armed conflict that some people thinks that Karslavia and Brzovia-Bohemisk should solve all by themselves. There is also a growing dissatisfaction among some people that Velkarja is getting into high tech prestige project. like fighter jets, not to mention FM radio whose practical future many still question, while some people does not even get way more basic needs met. Finally, the explosion of imperial time warship Michail III was according to some people the proof that this society does not value human lives and has nothing against sacrificing some of them on the altar of the Velkarjan state.
It is certainly not only fun and games in Velkarja by 1952. Some people are satisfied while some are not, like in more or less any society. But it becomes clear when you look at it that as we speak, Velkarja appears stable, but beneath the surface many of the country’s fundamental political and social questions remain unresolved.
PART 2 - RULES
General rules for entries and submissions
- The car has to be created in sandbox in the current stable release (Al-Rilma)
- Submissions via DMs on the forums to me, only. All further communication via DM during this challenge should be held inside the same “conversation”. If you have submitted earlier, submit in the same conversation as you have submitted for in previous rounds. DO NOT start a new message thread, it will be very cluttered for me to keep track of then.
- All cars for one round should be sent inside the same message. No resubmissions.
- If you haven’t registered via the form, do it before sending in entries. Only cars from brands registered in the form are allowed, except for the bonus submission.
- Max 3 entries + 1 bonus entry. Bonus entries only allowed if you have sent in at least one car for the round.
Car rules
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Trim and variant year should be set to 1952. Model and family can be older.
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Fuel availability - Low quality unleaded is available to everyone, as well as leaded regular that is 20% more expensive though, which will be taken into consideration
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No emissions rules yet in 1952.
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At least one muffler.
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Only street types (non-race ones) tires allowed. Radials will get a $200 service cost penalty (you won’t get a discount on an exotic Duchemin X in Velkarja) but be allowed.
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It is 1952, so no aerodynamic devices yet. Offroad skidtray undertray allowed.
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No regulations regarding safety yet.
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Maximum techpool $3.2m combined for car and engine. No negative techpool, and in none of the areas should the techpool be lowered more than 6 steps compared to last round (I don’t think it will be relevant for this round, but still starts adding this as a rule now) . The same techpool should be used for all the cars being sent in, even if they are from different brands since techpool will be locked to the actual company. A screenshot of the techpool you intend to use should be sent in for every round, for multiple reasons. Any car not using that techpool will be adjusted to that, which may result in your car behaving differently or losing tech, which ultimately might lead to your brand getting a bad reputation. It is also to keep track of the techpool used between rounds, since there is going to be restrictions about lowering the TP too much in any segment compared to the round before. It will also help if creator has TP passing the limit but host gets a car over the limit, which have happened before. Also, please read the techpool discussion two posts below this before you send in your vehicle, thanks.
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Interiors are not mandatory and won’t be judged.
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ATS allowed for stuff that can’t be achieved via engineering as long as it isn’t something extreme making the car look like something it isn’t.
Regulations regarding (visual) car equipment
- The car should have one or more, symmetrically placed pair(s) of circular headlights, visible straight from the front, placed outside the centerline of the car, lens colour should be white. Placing them behind mesh or cover glass is allowed as long as they are still visible and doesn’t emit illegal colours. Hidden headlights are allowed.
- The car should have at least one, symmetrically placed pair of taillights, on each corner of the vehicle, visible straight from the rear. Lens colour should be red.
- The car should have at least one, symmetrically placed pair of brake lights, visible straight from the rear. Lens colour should be red. Combining brake lights and tail lights are allowed.
- The car should have turn signals visible straight from the front and straight from the rear, symmetrically placed and clearly indicating which way a vehicle is going to turn. Turn signals visible from the front should be white or amber. Turn signals visible from the rear should be red or amber. Combining turn signals with taillights and/or brake lights in the rear is allowed. Semaphores are allowed, if it may be unclear where a retracted semaphore is mounted you can always show me in DM when sending the vehicle in. Mounting a turn signal fixture on the side of the car visible from both front and rear is allowed.
- One, or a pair of backup lights, are allowed but not mandatory. Lens colour should be white.
- One, or a pair of front fog lights are allowed but not mandatory. Lens colour should be yellow.
- Side marker lights are allowed but not mandatory. Lens colour should be amber.
- The car should have at least one wiper, that is in reach for cleaning the field of vision in front of the driver (in right hand traffic). The only exception are open top cars that does not have a windshield, or where it is obvious that it could be easily folded or removed.
- A rear license plate is required, a front one is allowed. If you want to do them as correct as possible, here is a guide for the new for 1952 plates, but if someone does not bother it won’t mean any consequences, so it is really just to give the challenge some spice.
- Take an US size plate (any. Does not have to be this one).
- Set the colour of the face to a black paint (000000), 0 flake, 0 pearl, 0.65 shine.
- Use this font resized to 0.2 height and 0.2 width, put the text “VELKARJA” at the top and “STATE OF DEFREPU” at the bottom.
- Use the same font but at default size (1x1x1) to make the actual letters and numbers. The plate format is as following:
Letter 1: Region. A, B, C= Skärvala, F, G, H= Svelmark, L, M, N= Ránmark, Q, R, S= Kainmark, V, W, X= Karsfjell
Letter 2: Any A-Z letter except for “I”.
Number: Up to 3 numbers. If using a lower number, the format is for example “1” or “12”, not “001” or “012”.
Although the license plate thing is mostly for fun…
Taxation rules
Since nothing magical has happened that improves the bad infrastructure since 1946, for 1952 vehicle taxation will be introduced in Velkarja. It will work as follows:
CLASS A: Vehicles that does not qualify for either Class B or Class C. Those cars will get a 5% sales tax on the price, then a yearly tax of 500 Velkarjan Mark (for some reason 1 VEM will always trade for 1 AMU just for the ease of it, lol).
CLASS B: Vehicles that does not qualify for class A, but that fulfills any of those requirements:
- Has at least seating for seven (+ seats will count) or
- Has a body the game classifies as van or pickup or
- Has a length that does not exceed 475 cm and has a width that does not exceed 170 cm and has a displacement that does not exceed 2500 cc and has a power output that does not exceed 75 hp.
Those cars will get a 2.5% sales tax on the price, then a yearly tax of 250 VEM.
CLASS C: Vehicles regardless of type that has a length that does not exceed 375 cm and has a width that does not exceed 150 cm and has a displacement that does not exceed 1000 cc and has a power output that does not exceed 30 hp. Those cars will still be free from taxation.
And no, you won’t get a free pass by trying to for example cheat by using a 7 seater MPV and 3Ding a 2 seater coupé body on it, any questionable vehicle will be moved into a higher taxation class unless you can REALLY prove it should not be there. As long as it looks pretty regular I will just go by game stats though, not using the tape measure because you mounted the bumper 2 cm too far outwards on an otherwise rather untouched body.
Details surrounding the submission
- Naming scheme: For car #1, Model / trim name “SOV2A - username / name of the car”. For #2, “SOV2B - username / name of the car”. For #3, SOV2C - username / name of the car". Same applies to engine family and variant, except that it should be the name of the engine there.
- An ad should be put up in the thread for all of your cars for the round. It does not have to be complicated, BUT on the other hand a really great ad can boost your brand identity (as well as one that backfires can hurt it).
Details surrounding the bonus submission
- Since the next round will be held in 1959, the trim year has to be between 1952 and 1958.
- More or less the only strict rule is that the object should NOT be a car or light duty commercial vehicle. Vehicles the game aren’t intended to build are OK, as well as other objects (but I will be the judge here, if I find the object unsuitable I will not review it. Adult contents, things that were impossible to produce with the tech of the era, pure nonsense, you get it).
- This is more or less design only since the game is not great at engineering wheelbarrows or toasters. Don’t sweat the engineering.
- The bonus submission does not have to be from a brand related to your car brands.
- An ad is required just like for your cars, and the more challenging to understand what the product is, the more an ad that actually explains it will come in handy.
- The bonus submission should be sent in with the car(s) to be valid. The naming scheme should be "SOV2X - Username / Name of your product).
Submission start: 7th of july, 6 PM CEST
Submission end: 31st of july, 6 PM CEST



