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	<id>https://wiki.hattrick.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hay+txa</id>
	<title>Hattrick - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hattrick.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hay+txa"/>
	<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/wiki/Special:Contributions/Hay_txa"/>
	<updated>2026-09-15T23:25:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=46205</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=46205"/>
		<updated>2007-02-16T06:09:29Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Boo!&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42688</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42688"/>
		<updated>2007-01-05T06:13:14Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Boo!&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42687</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42687"/>
		<updated>2007-01-05T06:12:47Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Boo! :-)&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42686</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42686"/>
		<updated>2007-01-05T06:12:20Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Boo!&#039;&#039;&#039; == &lt;br /&gt;
== &#039;&#039;&#039;:-)&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42684</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42684"/>
		<updated>2007-01-05T06:07:37Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Boo!&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42682</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42682"/>
		<updated>2007-01-05T06:06:36Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|&lt;br /&gt;
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|&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42681</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42681"/>
		<updated>2007-01-05T06:04:16Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;What cha lookin at ?&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42550</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42550"/>
		<updated>2007-01-04T11:33:12Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Boo!&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42549</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42549"/>
		<updated>2007-01-04T11:32:46Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Boo!&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42548</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42548"/>
		<updated>2007-01-04T11:32:05Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;== Boo! ==&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42547</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42547"/>
		<updated>2007-01-04T11:31:20Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
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&#039;&#039;&#039;V&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bo!&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42546</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42546"/>
		<updated>2007-01-04T11:27:09Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
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 Bo!&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42545</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42545"/>
		<updated>2007-01-04T11:25:16Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
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== &#039;&#039;&#039;V&#039;&#039;&#039; ==&lt;br /&gt;
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Bo.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42544</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42544"/>
		<updated>2007-01-04T11:19:41Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
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    \/&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42541</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42541"/>
		<updated>2007-01-04T11:08:36Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Boo!&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42539</id>
		<title>User:Hay txa</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=User:Hay_txa&amp;diff=42539"/>
		<updated>2007-01-04T11:07:54Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bo&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Abbreviations&amp;diff=10071</id>
		<title>Abbreviations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Abbreviations&amp;diff=10071"/>
		<updated>2005-12-02T04:09:38Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* T */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
A number of abbreviations are used in the Hattrick [[conference|conferences]].  Here are some of the most common.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
*AIM - [[AIM|Attack in the Middle]]&lt;br /&gt;
*AOW - [[AOW|Attack on Wings]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
*BTL - [[Between the Lines]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
*CA -  [[Counter Attack]]&lt;br /&gt;
*CD - [[Central Defender]]&lt;br /&gt;
*CHPP - [[CHPP|Certified Hattrick Product Provider]]&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
*DotS - [[Dancing In The Streets]]&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
*ECD - [[Extra]] [[Central Defender]]&lt;br /&gt;
*EFW - [[Extra]] [[Forward]]&lt;br /&gt;
*EIM - [[Extra]] [[Inner Midfielder]] (also: XIM)&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
*FED - [[Federation]]&lt;br /&gt;
*FTW - [[Forward]] [[Toward Wing]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
*GK - [[Goalkeeper]]&lt;br /&gt;
*GM - [[GameMasters|GameMaster]]&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
*HAM - [[Hattrick Assistant Manager]]&lt;br /&gt;
*HB - [[Hattrick Buddy]]&lt;br /&gt;
*HM - [[Hattrick Manager]]&lt;br /&gt;
*HO - [[Hattrick Organizer]]&lt;br /&gt;
*HOL - [[Skills#Sponsors_.26_supporters|High On Life]]&lt;br /&gt;
*HT - [[Hattrick]], also [[Hattrick Team]]&lt;br /&gt;
*HT-ML - [[Hattrick Markup Language]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
*IM - [[Inner Midfielder]]&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
*LA - [[Language Administrator]]&lt;br /&gt;
*LS - [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&lt;br /&gt;
*MLC - [[Manager License Challenge]]&lt;br /&gt;
*MOD - [[Moderator]], also: Mod&lt;br /&gt;
*MOTS - [[Match of the Season]]&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
*NT - [[National Teams|National Team]]&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
*OCD - [[Offensive]] [[Central Defender]]&lt;br /&gt;
*OWB - [[Offensive]] [[Wing Back]]&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
&lt;br /&gt;
*PC - [[Tactics#Play Creatively | Play Creatively]]&lt;br /&gt;
*PIC - [[Play it Cool]]&lt;br /&gt;
*PIN - [[Play it Normal]]&lt;br /&gt;
*PM - [[Players#Playmaking | Playmaking]]&lt;br /&gt;
*POE - [[Skills#Team_spirit|Paradise on Earth]]&lt;br /&gt;
*PPP - [[Tactics#Pressing|Press]], [[Play it Cool|PIC]] and Pray&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
*SE - [[Special Event]]&lt;br /&gt;
*SP - [[Players#Set Pieces|Set Pieces]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
*TC - [[Transfer compare|Transfer Compare]]&lt;br /&gt;
*TS - [[Skills#Team_spirit|Team Spirit]]&lt;br /&gt;
*TSI - [[Total Skill Index]]&lt;br /&gt;
*TL - [[Transfer List]]&lt;br /&gt;
*TPE - [[Transfer Price Evaluation]], some [[Helper Applications]] offer this functionality&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
*U20 - [[U-20]] Team&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
*WB - [[Wingback]]&lt;br /&gt;
*WC - [[World Cup]]&lt;br /&gt;
*WO - [[Walk Over]]&lt;br /&gt;
*WOC - [[Skills#Team_spirit|Walking On Clouds]]&lt;br /&gt;
*WTM - [[Winger Toward Middle]]&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
*XIM - See [[Abbreviations#E|EIM]]&lt;br /&gt;
*XP - [[Experience]]&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
*YP - [[Youth]] Pull&lt;br /&gt;
*YS - [[Youth]] Squad&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=For_Newbies&amp;diff=4301</id>
		<title>For Newbies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=For_Newbies&amp;diff=4301"/>
		<updated>2005-11-26T04:55:08Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: Newpagename moved to For Newbies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=For_Newbies&amp;diff=4300</id>
		<title>For Newbies</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=For_Newbies&amp;diff=4300"/>
		<updated>2005-11-26T04:54:06Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: */Newbies/*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Youth&amp;diff=2147</id>
		<title>Youth</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Youth&amp;diff=2147"/>
		<updated>2005-11-24T23:45:51Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Youth Squad and Players ==&lt;br /&gt;
&lt;br /&gt;
You can acquire a new player each week by moving a junior player up into the senior squad. The better the youth squad activities are, the better the chances of the junior player succeeding. You don&#039;t have any choice in what kind of junior player you&#039;ll get, apart from choosing between a goalkeeper or an outfield player. Don&#039;t count on receiving top-notch players each week. Most junior players you try out won&#039;t qualify for the team. If you have one or two of them moving directly up into the team you should be satisfied - think about how things work in reality!&lt;br /&gt;
&lt;br /&gt;
Most clubs put a lot of money into their youth squad, but there are also those who spend less money or none at all, buying reinforcements from the transfer lists instead. However, if you do decide to build up your junior player structure, be prepared that it might take some time before your investment pays off with reasonably able juniors. You may find there&#039;s little point in moving juniors up if your youth squad status is &amp;quot;poor&amp;quot;, for instance.&lt;br /&gt;
&lt;br /&gt;
Every week you&#039;re allowed to make a large (20 000 €), medium (10 000 €), or small (5 000 €) investment in your junior squad. Many small investments are more efficient than a few large ones. In other words, it&#039;s wise to make long-term plans - if you&#039;re willing to invest a lot of future funds into increasing junior player activities, large investments can be a way to get results quickly. If you want to build up a decent structure gradually, without spending too much money, make a small investment each week. The upkeep of the youth squad won&#039;t automatically cost you anything, but if you don&#039;t make sure of regular funding, the structure will deteriorate quite rapidly. Once the level of the youth squad has dropped, it will take a long time to raise it again. &lt;br /&gt;
&lt;br /&gt;
You&#039;re only able to promote one junior player per week. If you don&#039;t change the amount, the amount invested the previous week will be drawn.&lt;br /&gt;
&lt;br /&gt;
It&#039;ll cost the club 2 000 € to move a junior up.&lt;br /&gt;
&lt;br /&gt;
Information on your youth squad activities can be found in the &amp;quot;Your club&amp;quot; menu, under &amp;quot;The Club&amp;quot; caption. This is also where you enter the amount of money you want invested into the youth squad, and where you move them up from, each week.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Staff&amp;diff=2140</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Staff&amp;diff=2140"/>
		<updated>2005-11-24T23:40:31Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Staff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a wide variety of specialists available to your club. They help manage different things, but each costs you 1 500 US$ a week.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no limit to the amount of employees you can hire, but the effect of every additional specialist recedes successively. Two assistant coaches are better than one, but the effect is definitely not doubled. Having four specialists is slightly better than having two, but again doesn&#039;t double the effect. The following specialists are available: &lt;br /&gt;
&lt;br /&gt;
;Goalkeeping coach: Improves your goalkeeper form, and goalkeeping skills. &lt;br /&gt;
&lt;br /&gt;
;Assistant coach: Same effect as if you had a more skilled coach, meaning your outfield players&#039; form improves and they get more out of training sessions. The coach&#039;s abilities for leadership are unaffected, though. &lt;br /&gt;
&lt;br /&gt;
;Sports psychologist: Increases confidence and, to a degree, team spirit. &lt;br /&gt;
&lt;br /&gt;
;Spokesperson: Improves supporter and sponsor attitude towards the club. &lt;br /&gt;
&lt;br /&gt;
;Economist: If you have many debts or many funds available, you can hire an economist to reduce your interest rates, or invest your surplus. &lt;br /&gt;
&lt;br /&gt;
;Physiotherapist: Reduces chances of injuries. &lt;br /&gt;
&lt;br /&gt;
;Doctor: Helps injured players rehabilitate faster. &lt;br /&gt;
&lt;br /&gt;
It&#039;ll cost you 1 500 US$ to fire a specialist. If you have more than ten specialists of the same kind (goalkeeping and assistant coaches are, for this purpose, counted as the same type) problems with cooperation may occur, possibly causing negative effects on the team atmosphere, economic setbacks, or similar - including a loss of training. For every specialist above the first ten, the risks and negative effects increase.&lt;br /&gt;
&lt;br /&gt;
The amount of specialists employed can be checked under &amp;quot;The Club&amp;quot; caption in the &amp;quot;Your Club&amp;quot; menu. This is also where you hire and fire specialists.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2126</id>
		<title>Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2126"/>
		<updated>2005-11-24T23:35:48Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* Play Creatively */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are Tactics ==&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
== Tactic Types ==&lt;br /&gt;
&lt;br /&gt;
* Counter-Attacks (CA)&lt;br /&gt;
* Pressing&lt;br /&gt;
* Attack in Middle ([[AIM]])&lt;br /&gt;
* Attack on Wings ([[AOW]])&lt;br /&gt;
* Play Creatively (PC)&lt;br /&gt;
&lt;br /&gt;
Each tactic uses skills of your players to combine for an effective tactical method against your opponents.&lt;br /&gt;
&lt;br /&gt;
=== Counter-Attacks ===&lt;br /&gt;
&lt;br /&gt;
There are 2 kinds of counter attacks (CA). The most common is the normal CA. The more rare kind is the random CA or special CA as it&#039;s also been called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To get normal CAs you need to choose to play the tactic. In addition it only works if you don&#039;t win the midfield.&lt;br /&gt;
&lt;br /&gt;
There is a penalty to using CA. It reduces your midfield rating by 7%. Calculated in possession this means about 1,8% if you were close to winning the midfield, less if you have a much weaker midfield than your opponent. If you only would get around 10% possession playing normal, you only lose about 0,5% playing CA. If you win the midfield playing CA the loss in possession increases, but you don&#039;t get any normal CAs, just the penalty.&lt;br /&gt;
&lt;br /&gt;
Which midfield rating counts? Before calculating midfield penalties from CA and PIC or after? Nobody knows for sure, but statistical data indicate that the midfield need to be weaker before calculating the penalties in order for normal CA to work. &lt;br /&gt;
&lt;br /&gt;
What about MOTS and CA? Can you have a weaker midfield without MOTS and win midfield with MOTS and still have a working CA? The statistical data is very limited in this area as very few MOTS and CA at the same time. Until otherwise proved, it would be prudent to expect it not to work and that CA requires a team to lose midfield both before and after penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
How many CA&#039;s can you get in a single match? As with so many other things this is a secret HT keeps to themselves. Before random CAs were implemented 3 CAs was the highest recorded number and that was a fairly frequent number. It was then believed that 3 was a maximum number. After random CAs were implemented a few matches with 4 CAs have been recorded. It seems likely that they are caused by the team getting both normal and random CAs, but there&#039;s so far no way of knowing for sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Random CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike the normal CA you don&#039;t need to play CA tactic to get a random CA, and you can also get it when you win midfield. They are much less frequent than normal CAs, but if you have a relatively strong defense they do appear from time to time. Thay can of course also appear even if you play CA tactic, but there is no way yet of telling which kind you get. Not that it really matter either.&lt;br /&gt;
&lt;br /&gt;
How many random CAs can you get in a match. The highest known number so far is 3. That&#039;s a very high number in a single match for a type of chance that&#039;s rare to start with, so don&#039;t expect to see it happen to you. So far it&#039;s only 2 known matches where it&#039;s occured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No CAs, normal or random, are special events (SE). They are continued regular attacks. That means in order to get a CA, you first have to stop an attack. That requires you to have a relatively strong defense compared to your opponents attack (or a lot of luck). Any stopped attack can be converted to a CA. We know for sure that your CA skill have a major impact on your ability to convert a stopped attack to a CA. Other factors that &#039;&#039;&#039;may&#039;&#039;&#039; play a part are by how much the attack missed and how many CAs you&#039;ve already had in that match.&lt;br /&gt;
&lt;br /&gt;
A formula may look someting like:&lt;br /&gt;
&lt;br /&gt;
Chance of converting = K + (CA skill * F) + miss percentage -(X*P)&lt;br /&gt;
&lt;br /&gt;
K = Fixed base percentage&lt;br /&gt;
F = Multiplier percentage for CA skill&lt;br /&gt;
X = Number of CAs already achieved in the match.&lt;br /&gt;
P = Penalty percentage for previous CAs in the match&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CA skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CA skill is calculated from the skills of all playing defenders and defenders only. A base number is calculated from adding the values of their defending skills and their passing skills. Passing skills are multiplied by 2. This base number is modified by the players form and experience and the result is a CA skill which appears to be completely linear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PolarBear --[[User:80.190.240.126|80.190.240.126]] 22:17, 24 November 2005 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pressing ===&lt;br /&gt;
&lt;br /&gt;
Pressing means that all of your players try to put pressure on their opponents. They also put slightly more effort into breaking up your opponent&#039;s attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that it will drain the stamina of your players faster than normal. &lt;br /&gt;
&lt;br /&gt;
Two things can greatly increase your chances of successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players. If a player has the &amp;quot;Powerful&amp;quot; specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the &amp;quot;pressing skill&amp;quot;, so the more tired your players get, the less able they are to put pressure on their opponents. As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness. When calculating this &amp;quot;Pressing&amp;quot; skill, the experience bonus is added for each outfield player, as normal. &lt;br /&gt;
&lt;br /&gt;
Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report. You will never find out which team could have benefited from the chance.&lt;br /&gt;
&lt;br /&gt;
It is perfectly possible for both teams to play Pressing. The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled. &lt;br /&gt;
&lt;br /&gt;
Counter-attacks&lt;br /&gt;
With counter-attacks, when your opponents fails to score from an attack, you get a chance to launch a counter-attack. Only one of the teams can use this benefit, namely the team that is not dominating the midfield. If you are dominating the midfield, then you will just suffer the disadvantage (see below) of this tactic.&lt;br /&gt;
&lt;br /&gt;
On the other hand, this tactic can be very useful if you have a strong defence and a good attack but your midfield is bad. This is especially so if your opponent has the opposite situation, as a good midfield and ineffective attack is a way of ensuring that you give your opponent a lot of missed chances from which to counter-attack.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that you lose 7% of your midfield capacity. &lt;br /&gt;
&lt;br /&gt;
Your ability to counter-attack, assuming you lose the midfield battle, depends on the total sum of the defending and passing skills of the defenders on your team. Only defenders count, so if you play a 5-4-1, you will have the defender and passing skills of 5 of your players contributing to your counter-attacking ability. &lt;br /&gt;
&lt;br /&gt;
Passing skill is twice as important as defender skill when calculating your counter-attack ability! &lt;br /&gt;
&lt;br /&gt;
When calculating your counter-attacking skill, an experience bonus is added for each defender, as with everything else.&lt;br /&gt;
&lt;br /&gt;
If you manage to launch a counter-attack, it is reported as either a missed chance or a goal.&lt;br /&gt;
&lt;br /&gt;
It should be noted that any team can experience counter-attack events, even if they don&#039;t select that tactic. Further, these &amp;quot;tactic-independent&amp;quot; counter-attacks do not require the team to have an inferior midfield. However the chances of them occurring in a non-counter-attacking team are slim.&lt;br /&gt;
&lt;br /&gt;
=== Attack in Middle ===&lt;br /&gt;
&lt;br /&gt;
When using AIM, your team attempts to make more of your attacks down the centre of the pitch, at the expense of attacks on the wings. In other words, you trade attacks down the wings for attacks through the centre. You get a straight one for one exchange, so the total number of attacks remains constant.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that your wing defence gets somewhat worse.&lt;br /&gt;
&lt;br /&gt;
Your ability to turn wing attacks into attacks through the middle is influenced by the total passing skill of all your outfield players. When calculating your AIM skill, an experience bonus is added for each involved player, as normal. &lt;br /&gt;
&lt;br /&gt;
With an exceptional AIM skill, you will get something like 40% more attacks through the middle. To qualify for &amp;quot;exceptional&amp;quot;, more is required of teams in a top level game than in a Divison IV fixture, and the same relative level is taken into account for the other tactic types as well. At a minimum you are guaranteed to get 20% more attack through the middle. Depending on your AIM skill, you will end up somewhere in between these two extremes.&lt;br /&gt;
&lt;br /&gt;
The AIM tactic is not reported with events like counter-attacks, and lost opportunities are detailed only for the tactics above. The only indication that a player is using AIM is at the start of the game report and in the match ratings. The game, however, keeps adding a modifier throughout the match.&lt;br /&gt;
&lt;br /&gt;
=== Attack on Wings ===&lt;br /&gt;
&lt;br /&gt;
This works in the same way as AIM, only in reverse. Instead of more attacks coming in the center, you get more of your attacks on the wings.&lt;br /&gt;
&lt;br /&gt;
Similarly to AIM, the disadvantage is that it weakens your central defence.&lt;br /&gt;
&lt;br /&gt;
=== Play Creatively ===&lt;br /&gt;
&lt;br /&gt;
When you use Play Creatively, there is a greater chance that special events (both positive and negative) will occur for both teams during the match. If both teams use Play Creatively, the chance for special events will be even greater.&lt;br /&gt;
&lt;br /&gt;
The downside is that teams playing creatively will be less focused on the defense, thus losing some defensive ability.&lt;br /&gt;
&lt;br /&gt;
Playing creatively will probably be good for SE-optimized teams (i.e. for teams that have many players with specialties).&lt;br /&gt;
&lt;br /&gt;
== Tactics and Training == &lt;br /&gt;
Certain training routines work well with tactics.  &lt;br /&gt;
&lt;br /&gt;
=== Tactics for Scoring Trainers ===&lt;br /&gt;
&lt;br /&gt;
As a scoring trainer, you&#039;ll find that your tactics are rather limited, as you need to strengthen your midfield while playing 3 forwards. The most common formation using 3 forwards is the 3-4-3 with 3 IMs and a winger (which is usually a WTM). The most common variations of the 3-4-3 are:&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation A&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation B&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.IM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first formation gives you decent wing defence, which is useful against winger trainers, people playing forwards towards wing or anybody that has a decent wing attack (unless you&#039;re trying to guess the side you&#039;ll opponent will play his wing). It&#039;s the usual &amp;quot;all round&amp;quot; formation.&lt;br /&gt;
The second formation works well against most teams who concentrate on centre attack (other scoring trainers, notably), but it leaves you relatively weak in wing defense.&lt;br /&gt;
If the use of tactics like [[AIM]] and [[AOW]] is worth its drawbacks it&#039;s still open for discussion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General tips&#039;&#039;&#039;&lt;br /&gt;
Before each game examine your oppostion, and if it&#039;s got strong midfield, but weak attack, consider playing with an OCD or with CA (if you have the proper defenders, of course; CA can be especially lethal with the 4-3-3 and 5-3-2 formations). If its attack is strong, play your inner mids defensive, and if its defence is strong, play your inner mids offensive.&lt;br /&gt;
Generally speaking, try to find the opponent&#039;s weak spot and hit there. If the opponent has no wing defence, use a FTW or an offensive winger. If you&#039;re simply superior to your opponent in something and he can do nothing about it, insist on it and think what your opponent might do to counter your advantage. For example, if you have a better midfield than your opponent, consider that he might play counterattack, so strengthen either your back-line or your attack.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
* [http://hem.passagen.se/hammervald/abc_of_tactics_index.htm ABC of tactics]&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2124</id>
		<title>Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2124"/>
		<updated>2005-11-24T23:35:03Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* Attack on Wings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are Tactics ==&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
== Tactic Types ==&lt;br /&gt;
&lt;br /&gt;
* Counter-Attacks (CA)&lt;br /&gt;
* Pressing&lt;br /&gt;
* Attack in Middle ([[AIM]])&lt;br /&gt;
* Attack on Wings ([[AOW]])&lt;br /&gt;
* Play Creatively (PC)&lt;br /&gt;
&lt;br /&gt;
Each tactic uses skills of your players to combine for an effective tactical method against your opponents.&lt;br /&gt;
&lt;br /&gt;
=== Counter-Attacks ===&lt;br /&gt;
&lt;br /&gt;
There are 2 kinds of counter attacks (CA). The most common is the normal CA. The more rare kind is the random CA or special CA as it&#039;s also been called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To get normal CAs you need to choose to play the tactic. In addition it only works if you don&#039;t win the midfield.&lt;br /&gt;
&lt;br /&gt;
There is a penalty to using CA. It reduces your midfield rating by 7%. Calculated in possession this means about 1,8% if you were close to winning the midfield, less if you have a much weaker midfield than your opponent. If you only would get around 10% possession playing normal, you only lose about 0,5% playing CA. If you win the midfield playing CA the loss in possession increases, but you don&#039;t get any normal CAs, just the penalty.&lt;br /&gt;
&lt;br /&gt;
Which midfield rating counts? Before calculating midfield penalties from CA and PIC or after? Nobody knows for sure, but statistical data indicate that the midfield need to be weaker before calculating the penalties in order for normal CA to work. &lt;br /&gt;
&lt;br /&gt;
What about MOTS and CA? Can you have a weaker midfield without MOTS and win midfield with MOTS and still have a working CA? The statistical data is very limited in this area as very few MOTS and CA at the same time. Until otherwise proved, it would be prudent to expect it not to work and that CA requires a team to lose midfield both before and after penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
How many CA&#039;s can you get in a single match? As with so many other things this is a secret HT keeps to themselves. Before random CAs were implemented 3 CAs was the highest recorded number and that was a fairly frequent number. It was then believed that 3 was a maximum number. After random CAs were implemented a few matches with 4 CAs have been recorded. It seems likely that they are caused by the team getting both normal and random CAs, but there&#039;s so far no way of knowing for sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Random CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike the normal CA you don&#039;t need to play CA tactic to get a random CA, and you can also get it when you win midfield. They are much less frequent than normal CAs, but if you have a relatively strong defense they do appear from time to time. Thay can of course also appear even if you play CA tactic, but there is no way yet of telling which kind you get. Not that it really matter either.&lt;br /&gt;
&lt;br /&gt;
How many random CAs can you get in a match. The highest known number so far is 3. That&#039;s a very high number in a single match for a type of chance that&#039;s rare to start with, so don&#039;t expect to see it happen to you. So far it&#039;s only 2 known matches where it&#039;s occured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No CAs, normal or random, are special events (SE). They are continued regular attacks. That means in order to get a CA, you first have to stop an attack. That requires you to have a relatively strong defense compared to your opponents attack (or a lot of luck). Any stopped attack can be converted to a CA. We know for sure that your CA skill have a major impact on your ability to convert a stopped attack to a CA. Other factors that &#039;&#039;&#039;may&#039;&#039;&#039; play a part are by how much the attack missed and how many CAs you&#039;ve already had in that match.&lt;br /&gt;
&lt;br /&gt;
A formula may look someting like:&lt;br /&gt;
&lt;br /&gt;
Chance of converting = K + (CA skill * F) + miss percentage -(X*P)&lt;br /&gt;
&lt;br /&gt;
K = Fixed base percentage&lt;br /&gt;
F = Multiplier percentage for CA skill&lt;br /&gt;
X = Number of CAs already achieved in the match.&lt;br /&gt;
P = Penalty percentage for previous CAs in the match&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CA skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CA skill is calculated from the skills of all playing defenders and defenders only. A base number is calculated from adding the values of their defending skills and their passing skills. Passing skills are multiplied by 2. This base number is modified by the players form and experience and the result is a CA skill which appears to be completely linear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PolarBear --[[User:80.190.240.126|80.190.240.126]] 22:17, 24 November 2005 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pressing ===&lt;br /&gt;
&lt;br /&gt;
Pressing means that all of your players try to put pressure on their opponents. They also put slightly more effort into breaking up your opponent&#039;s attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that it will drain the stamina of your players faster than normal. &lt;br /&gt;
&lt;br /&gt;
Two things can greatly increase your chances of successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players. If a player has the &amp;quot;Powerful&amp;quot; specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the &amp;quot;pressing skill&amp;quot;, so the more tired your players get, the less able they are to put pressure on their opponents. As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness. When calculating this &amp;quot;Pressing&amp;quot; skill, the experience bonus is added for each outfield player, as normal. &lt;br /&gt;
&lt;br /&gt;
Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report. You will never find out which team could have benefited from the chance.&lt;br /&gt;
&lt;br /&gt;
It is perfectly possible for both teams to play Pressing. The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled. &lt;br /&gt;
&lt;br /&gt;
Counter-attacks&lt;br /&gt;
With counter-attacks, when your opponents fails to score from an attack, you get a chance to launch a counter-attack. Only one of the teams can use this benefit, namely the team that is not dominating the midfield. If you are dominating the midfield, then you will just suffer the disadvantage (see below) of this tactic.&lt;br /&gt;
&lt;br /&gt;
On the other hand, this tactic can be very useful if you have a strong defence and a good attack but your midfield is bad. This is especially so if your opponent has the opposite situation, as a good midfield and ineffective attack is a way of ensuring that you give your opponent a lot of missed chances from which to counter-attack.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that you lose 7% of your midfield capacity. &lt;br /&gt;
&lt;br /&gt;
Your ability to counter-attack, assuming you lose the midfield battle, depends on the total sum of the defending and passing skills of the defenders on your team. Only defenders count, so if you play a 5-4-1, you will have the defender and passing skills of 5 of your players contributing to your counter-attacking ability. &lt;br /&gt;
&lt;br /&gt;
Passing skill is twice as important as defender skill when calculating your counter-attack ability! &lt;br /&gt;
&lt;br /&gt;
When calculating your counter-attacking skill, an experience bonus is added for each defender, as with everything else.&lt;br /&gt;
&lt;br /&gt;
If you manage to launch a counter-attack, it is reported as either a missed chance or a goal.&lt;br /&gt;
&lt;br /&gt;
It should be noted that any team can experience counter-attack events, even if they don&#039;t select that tactic. Further, these &amp;quot;tactic-independent&amp;quot; counter-attacks do not require the team to have an inferior midfield. However the chances of them occurring in a non-counter-attacking team are slim.&lt;br /&gt;
&lt;br /&gt;
=== Attack in Middle ===&lt;br /&gt;
&lt;br /&gt;
When using AIM, your team attempts to make more of your attacks down the centre of the pitch, at the expense of attacks on the wings. In other words, you trade attacks down the wings for attacks through the centre. You get a straight one for one exchange, so the total number of attacks remains constant.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that your wing defence gets somewhat worse.&lt;br /&gt;
&lt;br /&gt;
Your ability to turn wing attacks into attacks through the middle is influenced by the total passing skill of all your outfield players. When calculating your AIM skill, an experience bonus is added for each involved player, as normal. &lt;br /&gt;
&lt;br /&gt;
With an exceptional AIM skill, you will get something like 40% more attacks through the middle. To qualify for &amp;quot;exceptional&amp;quot;, more is required of teams in a top level game than in a Divison IV fixture, and the same relative level is taken into account for the other tactic types as well. At a minimum you are guaranteed to get 20% more attack through the middle. Depending on your AIM skill, you will end up somewhere in between these two extremes.&lt;br /&gt;
&lt;br /&gt;
The AIM tactic is not reported with events like counter-attacks, and lost opportunities are detailed only for the tactics above. The only indication that a player is using AIM is at the start of the game report and in the match ratings. The game, however, keeps adding a modifier throughout the match.&lt;br /&gt;
&lt;br /&gt;
=== Attack on Wings ===&lt;br /&gt;
&lt;br /&gt;
This works in the same way as AIM, only in reverse. Instead of more attacks coming in the center, you get more of your attacks on the wings.&lt;br /&gt;
&lt;br /&gt;
Similarly to AIM, the disadvantage is that it weakens your central defence.&lt;br /&gt;
&lt;br /&gt;
=== Play Creatively ===&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
== Tactics and Training == &lt;br /&gt;
Certain training routines work well with tactics.  &lt;br /&gt;
&lt;br /&gt;
=== Tactics for Scoring Trainers ===&lt;br /&gt;
&lt;br /&gt;
As a scoring trainer, you&#039;ll find that your tactics are rather limited, as you need to strengthen your midfield while playing 3 forwards. The most common formation using 3 forwards is the 3-4-3 with 3 IMs and a winger (which is usually a WTM). The most common variations of the 3-4-3 are:&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation A&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation B&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.IM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first formation gives you decent wing defence, which is useful against winger trainers, people playing forwards towards wing or anybody that has a decent wing attack (unless you&#039;re trying to guess the side you&#039;ll opponent will play his wing). It&#039;s the usual &amp;quot;all round&amp;quot; formation.&lt;br /&gt;
The second formation works well against most teams who concentrate on centre attack (other scoring trainers, notably), but it leaves you relatively weak in wing defense.&lt;br /&gt;
If the use of tactics like [[AIM]] and [[AOW]] is worth its drawbacks it&#039;s still open for discussion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General tips&#039;&#039;&#039;&lt;br /&gt;
Before each game examine your oppostion, and if it&#039;s got strong midfield, but weak attack, consider playing with an OCD or with CA (if you have the proper defenders, of course; CA can be especially lethal with the 4-3-3 and 5-3-2 formations). If its attack is strong, play your inner mids defensive, and if its defence is strong, play your inner mids offensive.&lt;br /&gt;
Generally speaking, try to find the opponent&#039;s weak spot and hit there. If the opponent has no wing defence, use a FTW or an offensive winger. If you&#039;re simply superior to your opponent in something and he can do nothing about it, insist on it and think what your opponent might do to counter your advantage. For example, if you have a better midfield than your opponent, consider that he might play counterattack, so strengthen either your back-line or your attack.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
* [http://hem.passagen.se/hammervald/abc_of_tactics_index.htm ABC of tactics]&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2122</id>
		<title>Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2122"/>
		<updated>2005-11-24T23:34:42Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* Attack in Middle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are Tactics ==&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
== Tactic Types ==&lt;br /&gt;
&lt;br /&gt;
* Counter-Attacks (CA)&lt;br /&gt;
* Pressing&lt;br /&gt;
* Attack in Middle ([[AIM]])&lt;br /&gt;
* Attack on Wings ([[AOW]])&lt;br /&gt;
* Play Creatively (PC)&lt;br /&gt;
&lt;br /&gt;
Each tactic uses skills of your players to combine for an effective tactical method against your opponents.&lt;br /&gt;
&lt;br /&gt;
=== Counter-Attacks ===&lt;br /&gt;
&lt;br /&gt;
There are 2 kinds of counter attacks (CA). The most common is the normal CA. The more rare kind is the random CA or special CA as it&#039;s also been called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To get normal CAs you need to choose to play the tactic. In addition it only works if you don&#039;t win the midfield.&lt;br /&gt;
&lt;br /&gt;
There is a penalty to using CA. It reduces your midfield rating by 7%. Calculated in possession this means about 1,8% if you were close to winning the midfield, less if you have a much weaker midfield than your opponent. If you only would get around 10% possession playing normal, you only lose about 0,5% playing CA. If you win the midfield playing CA the loss in possession increases, but you don&#039;t get any normal CAs, just the penalty.&lt;br /&gt;
&lt;br /&gt;
Which midfield rating counts? Before calculating midfield penalties from CA and PIC or after? Nobody knows for sure, but statistical data indicate that the midfield need to be weaker before calculating the penalties in order for normal CA to work. &lt;br /&gt;
&lt;br /&gt;
What about MOTS and CA? Can you have a weaker midfield without MOTS and win midfield with MOTS and still have a working CA? The statistical data is very limited in this area as very few MOTS and CA at the same time. Until otherwise proved, it would be prudent to expect it not to work and that CA requires a team to lose midfield both before and after penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
How many CA&#039;s can you get in a single match? As with so many other things this is a secret HT keeps to themselves. Before random CAs were implemented 3 CAs was the highest recorded number and that was a fairly frequent number. It was then believed that 3 was a maximum number. After random CAs were implemented a few matches with 4 CAs have been recorded. It seems likely that they are caused by the team getting both normal and random CAs, but there&#039;s so far no way of knowing for sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Random CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike the normal CA you don&#039;t need to play CA tactic to get a random CA, and you can also get it when you win midfield. They are much less frequent than normal CAs, but if you have a relatively strong defense they do appear from time to time. Thay can of course also appear even if you play CA tactic, but there is no way yet of telling which kind you get. Not that it really matter either.&lt;br /&gt;
&lt;br /&gt;
How many random CAs can you get in a match. The highest known number so far is 3. That&#039;s a very high number in a single match for a type of chance that&#039;s rare to start with, so don&#039;t expect to see it happen to you. So far it&#039;s only 2 known matches where it&#039;s occured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No CAs, normal or random, are special events (SE). They are continued regular attacks. That means in order to get a CA, you first have to stop an attack. That requires you to have a relatively strong defense compared to your opponents attack (or a lot of luck). Any stopped attack can be converted to a CA. We know for sure that your CA skill have a major impact on your ability to convert a stopped attack to a CA. Other factors that &#039;&#039;&#039;may&#039;&#039;&#039; play a part are by how much the attack missed and how many CAs you&#039;ve already had in that match.&lt;br /&gt;
&lt;br /&gt;
A formula may look someting like:&lt;br /&gt;
&lt;br /&gt;
Chance of converting = K + (CA skill * F) + miss percentage -(X*P)&lt;br /&gt;
&lt;br /&gt;
K = Fixed base percentage&lt;br /&gt;
F = Multiplier percentage for CA skill&lt;br /&gt;
X = Number of CAs already achieved in the match.&lt;br /&gt;
P = Penalty percentage for previous CAs in the match&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CA skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CA skill is calculated from the skills of all playing defenders and defenders only. A base number is calculated from adding the values of their defending skills and their passing skills. Passing skills are multiplied by 2. This base number is modified by the players form and experience and the result is a CA skill which appears to be completely linear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PolarBear --[[User:80.190.240.126|80.190.240.126]] 22:17, 24 November 2005 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pressing ===&lt;br /&gt;
&lt;br /&gt;
Pressing means that all of your players try to put pressure on their opponents. They also put slightly more effort into breaking up your opponent&#039;s attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that it will drain the stamina of your players faster than normal. &lt;br /&gt;
&lt;br /&gt;
Two things can greatly increase your chances of successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players. If a player has the &amp;quot;Powerful&amp;quot; specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the &amp;quot;pressing skill&amp;quot;, so the more tired your players get, the less able they are to put pressure on their opponents. As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness. When calculating this &amp;quot;Pressing&amp;quot; skill, the experience bonus is added for each outfield player, as normal. &lt;br /&gt;
&lt;br /&gt;
Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report. You will never find out which team could have benefited from the chance.&lt;br /&gt;
&lt;br /&gt;
It is perfectly possible for both teams to play Pressing. The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled. &lt;br /&gt;
&lt;br /&gt;
Counter-attacks&lt;br /&gt;
With counter-attacks, when your opponents fails to score from an attack, you get a chance to launch a counter-attack. Only one of the teams can use this benefit, namely the team that is not dominating the midfield. If you are dominating the midfield, then you will just suffer the disadvantage (see below) of this tactic.&lt;br /&gt;
&lt;br /&gt;
On the other hand, this tactic can be very useful if you have a strong defence and a good attack but your midfield is bad. This is especially so if your opponent has the opposite situation, as a good midfield and ineffective attack is a way of ensuring that you give your opponent a lot of missed chances from which to counter-attack.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that you lose 7% of your midfield capacity. &lt;br /&gt;
&lt;br /&gt;
Your ability to counter-attack, assuming you lose the midfield battle, depends on the total sum of the defending and passing skills of the defenders on your team. Only defenders count, so if you play a 5-4-1, you will have the defender and passing skills of 5 of your players contributing to your counter-attacking ability. &lt;br /&gt;
&lt;br /&gt;
Passing skill is twice as important as defender skill when calculating your counter-attack ability! &lt;br /&gt;
&lt;br /&gt;
When calculating your counter-attacking skill, an experience bonus is added for each defender, as with everything else.&lt;br /&gt;
&lt;br /&gt;
If you manage to launch a counter-attack, it is reported as either a missed chance or a goal.&lt;br /&gt;
&lt;br /&gt;
It should be noted that any team can experience counter-attack events, even if they don&#039;t select that tactic. Further, these &amp;quot;tactic-independent&amp;quot; counter-attacks do not require the team to have an inferior midfield. However the chances of them occurring in a non-counter-attacking team are slim.&lt;br /&gt;
&lt;br /&gt;
=== Attack in Middle ===&lt;br /&gt;
&lt;br /&gt;
When using AIM, your team attempts to make more of your attacks down the centre of the pitch, at the expense of attacks on the wings. In other words, you trade attacks down the wings for attacks through the centre. You get a straight one for one exchange, so the total number of attacks remains constant.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that your wing defence gets somewhat worse.&lt;br /&gt;
&lt;br /&gt;
Your ability to turn wing attacks into attacks through the middle is influenced by the total passing skill of all your outfield players. When calculating your AIM skill, an experience bonus is added for each involved player, as normal. &lt;br /&gt;
&lt;br /&gt;
With an exceptional AIM skill, you will get something like 40% more attacks through the middle. To qualify for &amp;quot;exceptional&amp;quot;, more is required of teams in a top level game than in a Divison IV fixture, and the same relative level is taken into account for the other tactic types as well. At a minimum you are guaranteed to get 20% more attack through the middle. Depending on your AIM skill, you will end up somewhere in between these two extremes.&lt;br /&gt;
&lt;br /&gt;
The AIM tactic is not reported with events like counter-attacks, and lost opportunities are detailed only for the tactics above. The only indication that a player is using AIM is at the start of the game report and in the match ratings. The game, however, keeps adding a modifier throughout the match.&lt;br /&gt;
&lt;br /&gt;
=== Attack on Wings ===&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
=== Play Creatively ===&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
== Tactics and Training == &lt;br /&gt;
Certain training routines work well with tactics.  &lt;br /&gt;
&lt;br /&gt;
=== Tactics for Scoring Trainers ===&lt;br /&gt;
&lt;br /&gt;
As a scoring trainer, you&#039;ll find that your tactics are rather limited, as you need to strengthen your midfield while playing 3 forwards. The most common formation using 3 forwards is the 3-4-3 with 3 IMs and a winger (which is usually a WTM). The most common variations of the 3-4-3 are:&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation A&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation B&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.IM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first formation gives you decent wing defence, which is useful against winger trainers, people playing forwards towards wing or anybody that has a decent wing attack (unless you&#039;re trying to guess the side you&#039;ll opponent will play his wing). It&#039;s the usual &amp;quot;all round&amp;quot; formation.&lt;br /&gt;
The second formation works well against most teams who concentrate on centre attack (other scoring trainers, notably), but it leaves you relatively weak in wing defense.&lt;br /&gt;
If the use of tactics like [[AIM]] and [[AOW]] is worth its drawbacks it&#039;s still open for discussion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General tips&#039;&#039;&#039;&lt;br /&gt;
Before each game examine your oppostion, and if it&#039;s got strong midfield, but weak attack, consider playing with an OCD or with CA (if you have the proper defenders, of course; CA can be especially lethal with the 4-3-3 and 5-3-2 formations). If its attack is strong, play your inner mids defensive, and if its defence is strong, play your inner mids offensive.&lt;br /&gt;
Generally speaking, try to find the opponent&#039;s weak spot and hit there. If the opponent has no wing defence, use a FTW or an offensive winger. If you&#039;re simply superior to your opponent in something and he can do nothing about it, insist on it and think what your opponent might do to counter your advantage. For example, if you have a better midfield than your opponent, consider that he might play counterattack, so strengthen either your back-line or your attack.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
* [http://hem.passagen.se/hammervald/abc_of_tactics_index.htm ABC of tactics]&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2120</id>
		<title>Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Tactics&amp;diff=2120"/>
		<updated>2005-11-24T23:34:14Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* Pressing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are Tactics ==&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
== Tactic Types ==&lt;br /&gt;
&lt;br /&gt;
* Counter-Attacks (CA)&lt;br /&gt;
* Pressing&lt;br /&gt;
* Attack in Middle ([[AIM]])&lt;br /&gt;
* Attack on Wings ([[AOW]])&lt;br /&gt;
* Play Creatively (PC)&lt;br /&gt;
&lt;br /&gt;
Each tactic uses skills of your players to combine for an effective tactical method against your opponents.&lt;br /&gt;
&lt;br /&gt;
=== Counter-Attacks ===&lt;br /&gt;
&lt;br /&gt;
There are 2 kinds of counter attacks (CA). The most common is the normal CA. The more rare kind is the random CA or special CA as it&#039;s also been called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To get normal CAs you need to choose to play the tactic. In addition it only works if you don&#039;t win the midfield.&lt;br /&gt;
&lt;br /&gt;
There is a penalty to using CA. It reduces your midfield rating by 7%. Calculated in possession this means about 1,8% if you were close to winning the midfield, less if you have a much weaker midfield than your opponent. If you only would get around 10% possession playing normal, you only lose about 0,5% playing CA. If you win the midfield playing CA the loss in possession increases, but you don&#039;t get any normal CAs, just the penalty.&lt;br /&gt;
&lt;br /&gt;
Which midfield rating counts? Before calculating midfield penalties from CA and PIC or after? Nobody knows for sure, but statistical data indicate that the midfield need to be weaker before calculating the penalties in order for normal CA to work. &lt;br /&gt;
&lt;br /&gt;
What about MOTS and CA? Can you have a weaker midfield without MOTS and win midfield with MOTS and still have a working CA? The statistical data is very limited in this area as very few MOTS and CA at the same time. Until otherwise proved, it would be prudent to expect it not to work and that CA requires a team to lose midfield both before and after penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
How many CA&#039;s can you get in a single match? As with so many other things this is a secret HT keeps to themselves. Before random CAs were implemented 3 CAs was the highest recorded number and that was a fairly frequent number. It was then believed that 3 was a maximum number. After random CAs were implemented a few matches with 4 CAs have been recorded. It seems likely that they are caused by the team getting both normal and random CAs, but there&#039;s so far no way of knowing for sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Random CA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike the normal CA you don&#039;t need to play CA tactic to get a random CA, and you can also get it when you win midfield. They are much less frequent than normal CAs, but if you have a relatively strong defense they do appear from time to time. Thay can of course also appear even if you play CA tactic, but there is no way yet of telling which kind you get. Not that it really matter either.&lt;br /&gt;
&lt;br /&gt;
How many random CAs can you get in a match. The highest known number so far is 3. That&#039;s a very high number in a single match for a type of chance that&#039;s rare to start with, so don&#039;t expect to see it happen to you. So far it&#039;s only 2 known matches where it&#039;s occured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No CAs, normal or random, are special events (SE). They are continued regular attacks. That means in order to get a CA, you first have to stop an attack. That requires you to have a relatively strong defense compared to your opponents attack (or a lot of luck). Any stopped attack can be converted to a CA. We know for sure that your CA skill have a major impact on your ability to convert a stopped attack to a CA. Other factors that &#039;&#039;&#039;may&#039;&#039;&#039; play a part are by how much the attack missed and how many CAs you&#039;ve already had in that match.&lt;br /&gt;
&lt;br /&gt;
A formula may look someting like:&lt;br /&gt;
&lt;br /&gt;
Chance of converting = K + (CA skill * F) + miss percentage -(X*P)&lt;br /&gt;
&lt;br /&gt;
K = Fixed base percentage&lt;br /&gt;
F = Multiplier percentage for CA skill&lt;br /&gt;
X = Number of CAs already achieved in the match.&lt;br /&gt;
P = Penalty percentage for previous CAs in the match&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CA skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CA skill is calculated from the skills of all playing defenders and defenders only. A base number is calculated from adding the values of their defending skills and their passing skills. Passing skills are multiplied by 2. This base number is modified by the players form and experience and the result is a CA skill which appears to be completely linear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PolarBear --[[User:80.190.240.126|80.190.240.126]] 22:17, 24 November 2005 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Pressing ===&lt;br /&gt;
&lt;br /&gt;
Pressing means that all of your players try to put pressure on their opponents. They also put slightly more effort into breaking up your opponent&#039;s attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that it will drain the stamina of your players faster than normal. &lt;br /&gt;
&lt;br /&gt;
Two things can greatly increase your chances of successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players. If a player has the &amp;quot;Powerful&amp;quot; specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the &amp;quot;pressing skill&amp;quot;, so the more tired your players get, the less able they are to put pressure on their opponents. As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness. When calculating this &amp;quot;Pressing&amp;quot; skill, the experience bonus is added for each outfield player, as normal. &lt;br /&gt;
&lt;br /&gt;
Whenever a potential chance is foiled by a team using the Pressing tactic, it is reported in the match report. You will never find out which team could have benefited from the chance.&lt;br /&gt;
&lt;br /&gt;
It is perfectly possible for both teams to play Pressing. The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled. &lt;br /&gt;
&lt;br /&gt;
Counter-attacks&lt;br /&gt;
With counter-attacks, when your opponents fails to score from an attack, you get a chance to launch a counter-attack. Only one of the teams can use this benefit, namely the team that is not dominating the midfield. If you are dominating the midfield, then you will just suffer the disadvantage (see below) of this tactic.&lt;br /&gt;
&lt;br /&gt;
On the other hand, this tactic can be very useful if you have a strong defence and a good attack but your midfield is bad. This is especially so if your opponent has the opposite situation, as a good midfield and ineffective attack is a way of ensuring that you give your opponent a lot of missed chances from which to counter-attack.&lt;br /&gt;
&lt;br /&gt;
The disadvantage of this tactic is that you lose 7% of your midfield capacity. &lt;br /&gt;
&lt;br /&gt;
Your ability to counter-attack, assuming you lose the midfield battle, depends on the total sum of the defending and passing skills of the defenders on your team. Only defenders count, so if you play a 5-4-1, you will have the defender and passing skills of 5 of your players contributing to your counter-attacking ability. &lt;br /&gt;
&lt;br /&gt;
Passing skill is twice as important as defender skill when calculating your counter-attack ability! &lt;br /&gt;
&lt;br /&gt;
When calculating your counter-attacking skill, an experience bonus is added for each defender, as with everything else.&lt;br /&gt;
&lt;br /&gt;
If you manage to launch a counter-attack, it is reported as either a missed chance or a goal.&lt;br /&gt;
&lt;br /&gt;
It should be noted that any team can experience counter-attack events, even if they don&#039;t select that tactic. Further, these &amp;quot;tactic-independent&amp;quot; counter-attacks do not require the team to have an inferior midfield. However the chances of them occurring in a non-counter-attacking team are slim.&lt;br /&gt;
&lt;br /&gt;
=== Attack in Middle ===&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
=== Attack on Wings ===&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
=== Play Creatively ===&lt;br /&gt;
&lt;br /&gt;
This section needs to be completed&lt;br /&gt;
&lt;br /&gt;
== Tactics and Training == &lt;br /&gt;
Certain training routines work well with tactics.  &lt;br /&gt;
&lt;br /&gt;
=== Tactics for Scoring Trainers ===&lt;br /&gt;
&lt;br /&gt;
As a scoring trainer, you&#039;ll find that your tactics are rather limited, as you need to strengthen your midfield while playing 3 forwards. The most common formation using 3 forwards is the 3-4-3 with 3 IMs and a winger (which is usually a WTM). The most common variations of the 3-4-3 are:&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation A&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IM&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;D.WB&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;280&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;background-color:#dddddd&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Formation B&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;GK&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.IM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;E.CD&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;IMO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;WTM&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background-color:#22dd22&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;FO&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first formation gives you decent wing defence, which is useful against winger trainers, people playing forwards towards wing or anybody that has a decent wing attack (unless you&#039;re trying to guess the side you&#039;ll opponent will play his wing). It&#039;s the usual &amp;quot;all round&amp;quot; formation.&lt;br /&gt;
The second formation works well against most teams who concentrate on centre attack (other scoring trainers, notably), but it leaves you relatively weak in wing defense.&lt;br /&gt;
If the use of tactics like [[AIM]] and [[AOW]] is worth its drawbacks it&#039;s still open for discussion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General tips&#039;&#039;&#039;&lt;br /&gt;
Before each game examine your oppostion, and if it&#039;s got strong midfield, but weak attack, consider playing with an OCD or with CA (if you have the proper defenders, of course; CA can be especially lethal with the 4-3-3 and 5-3-2 formations). If its attack is strong, play your inner mids defensive, and if its defence is strong, play your inner mids offensive.&lt;br /&gt;
Generally speaking, try to find the opponent&#039;s weak spot and hit there. If the opponent has no wing defence, use a FTW or an offensive winger. If you&#039;re simply superior to your opponent in something and he can do nothing about it, insist on it and think what your opponent might do to counter your advantage. For example, if you have a better midfield than your opponent, consider that he might play counterattack, so strengthen either your back-line or your attack.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
* [http://hem.passagen.se/hammervald/abc_of_tactics_index.htm ABC of tactics]&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2095</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2095"/>
		<updated>2005-11-24T23:22:32Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* Revenues and Expenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Revenues and Expenses ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Series Level.........1.......................2........................3......................4                                                                                             &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division I.........750 000 US$......495 000 US$......375 000 US$......188 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division II........550 000 US$......360 000 US$......270 000 US$......135 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division III.......375 000 US$......240 000 US$......180 000 US$.......90 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division IV.......240 000 US$......150 000 US$......120 000 US$.......60 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division V........150 000 US$.......90 000 US$........75 000 US$.......38 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sixth division.....90 000 US$.......60 000 US$........45 000 US$.......23 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other divisions....60 000 US$.......45 000 US$........30 000 US$.......15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level.........Auto-Promoted.......Promoted after qualifier &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Top Level......525 000 US$..............----- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 2........380 000 US$...........120 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 3........260 000 US$............80 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 4........170 000 US$............50 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 5........100 000 US$............30 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6.........60 000 US$............20 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 7.........40 000 US$............10 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2094</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2094"/>
		<updated>2005-11-24T23:22:08Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Revenues and Expenses ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
Series Level.........1.......................2........................3......................4                                                                                             &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division I.........750 000 US$......495 000 US$......375 000 US$......188 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division II........550 000 US$......360 000 US$......270 000 US$......135 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division III.......375 000 US$......240 000 US$......180 000 US$.......90 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division IV.......240 000 US$......150 000 US$......120 000 US$.......60 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division V........150 000 US$.......90 000 US$........75 000 US$.......38 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sixth division.....90 000 US$.......60 000 US$........45 000 US$.......23 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other divisions....60 000 US$.......45 000 US$........30 000 US$.......15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
Level.........Auto-Promoted.......Promoted after qualifier &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Top Level......525 000 US$..............----- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 2........380 000 US$...........120 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 3........260 000 US$............80 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 4........170 000 US$............50 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 5........100 000 US$............30 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6.........60 000 US$............20 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 7.........40 000 US$............10 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Transfers&amp;diff=2079</id>
		<title>Transfers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Transfers&amp;diff=2079"/>
		<updated>2005-11-24T23:17:40Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Selling or Buying Players ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selling players&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In order to sell a player you have to place him on the transfer list. This is done from the page concerning the particular player, always linked to his name. In the box to your right you choose under what category the player will be &amp;quot;advertised&amp;quot;, and what you&#039;re asking for him. You have to choose a category for the player to list him for transfer. You may choose any category from goalkeeper to forward, normally choosing the one best describing his qualities, of course. &lt;br /&gt;
&lt;br /&gt;
You have to declare a reserve price for the player. This is the lowest amount for which you&#039;re prepared to let him go. He&#039;ll be on the transfer list 3 days before going to the club that has offered the most for him, provided somebody has bid over your reserve price. &lt;br /&gt;
&lt;br /&gt;
A sold player disappears off to his new club immediately after the bidding is over. If a buyer isn&#039;t found he stays at your club. If you have placed a player on the transfer list you MAY NOT change your mind! He&#039;s there for 3 days, and that&#039;s that! Also, keep in mind that all information on the player&#039;s abilities, personality etc. will be made common knowledge when you place him on the transfer list. &lt;br /&gt;
&lt;br /&gt;
You may select a player for the team even if he is on the transfer list. &lt;br /&gt;
&lt;br /&gt;
After every completed deal, the player&#039;s agent, mother club, and last club will all take their cut of the sale price. The exact amount you will receive depends on how long the player has been with your club. The most you can expect is 93% (See Appendix 4 for more details). It will cost you 1 000 US$ to place a player on the transfer list, even if he isn&#039;t sold. Note: If you are selling one of your own youth players you are not considered the previous owner - but the next time he is sold you will receive previous club money (if he has played a match for your team) as well as 2% of the sale price for being the mother club. After that you will only receive money for being the mother club whenever the player is sold. The sale of a player after six days from his being pulled from the youth squad may result in a loss of team spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying players&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In order to buy a player from another club you have to visit Hattrick&#039;s player market, under the &amp;quot;Transfers&amp;quot; menu. This is where you&#039;ll find out who&#039;s for sale. You can only buy players on the transfer list. You can&#039;t buy, or exchange, for that matter, players directly from another club. If you don&#039;t see a player that you like in your country&#039;s local market - you can search either an individual country or by one of eight regions, these are all available from the drop-down box on the transfer search page. &lt;br /&gt;
&lt;br /&gt;
When you&#039;ve found a player you want, click on his name and you&#039;ll enter his player page. This is where you may place your offer. You must raise the bid by $1000 or 2% more, whichever is greater. &lt;br /&gt;
&lt;br /&gt;
Note that the sum of your bids cannot put you more than 200 000 US$ into debt. &lt;br /&gt;
&lt;br /&gt;
Bids must be raised by 1 000 US$! You may bid on a player right up until the deadline. If someone places an offer less than 3 minutes before the deadline, the deadline will be extended for another 3 minutes. This continues until all bidders but one retire. Also, when you win a bid, if the new player does not get along with his teammates, you may see team spirit decrease. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the server might be down just as the deadline is running out. You&#039;ll be taking a chance by waiting until the last minute before making your move. If the server is down, you&#039;re to blame for not acting earlier. &lt;br /&gt;
&lt;br /&gt;
A great help when buying players is the information concerning his abilities, personality etc. You may also want to consider a player&#039;s TSI, or Total Skill Index. However, the current market value of a player may differ greatly from what his TSI might lead you to expect as, above all, it&#039;s his top ability (or abilities) that is most relevant - a player being &amp;quot;world class&amp;quot; at something and &amp;quot;weak&amp;quot; in all other abilities will fetch a higher market price than one who is solid at everything. Remember that even if current form doesn&#039;t have a lot of impact on the market value, it will matter for his next couple of games. An expensive player won&#039;t necessarily be the saviour you need to get your team out of a tight spot. If you wish, you can use the &#039;Transfer Compare&#039; button in order to see what a similar player has recently been sold for on the market. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Play in the Transfer Market&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Good players and money are key aspects in Hattrick, which makes it very important that no teams benefit from abnormal activities on the transfer market. This means that all bids should be in relevance to what could be considered reasonable for the player in question. Remember, it&#039;s not only prohibited to have several teams but also to &amp;quot;help&amp;quot; friends or family by buying players at inflated prices. The GameMasters are fully authorized to cancel or adjust abnormal prices, hand out fines to teams or even ban the users involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS-Drop ==&lt;br /&gt;
Whenever you buy our sell a player you have the chance that your teamspirit will drop. This drop can be visible or invisible but when it happens there is always a message on &amp;quot;The Club&amp;quot; page. &lt;br /&gt;
&lt;br /&gt;
The PFO (AllianceID: 23565) examined the change of getting a TS-drop with an input over 650 transfers.  It seems to be that only the agreeability of a player has influence on getting a TS-drop or not . The research gave us the following data:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chance on a TS-drop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;350&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;strong&amp;gt;Agreeability&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Buying&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Selling&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Popular guy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;26%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Sympathetic guy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;18%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Pleasant guy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;25%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;15%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Controversial person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;55%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Nasty fellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;79%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In total, you have the lowest chance on getting a TS-drop when you buy and sell only sympathetic guys.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Transfers&amp;diff=2074</id>
		<title>Transfers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Transfers&amp;diff=2074"/>
		<updated>2005-11-24T23:16:06Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* TS-Drop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is where you acquire new players and try to sell those players you don&#039;t want to keep. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selling players&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In order to sell a player you have to place him on the transfer list. This is done from the page concerning the particular player, always linked to his name. In the box to your right you choose under what category the player will be &amp;quot;advertised&amp;quot;, and what you&#039;re asking for him. You have to choose a category for the player to list him for transfer. You may choose any category from goalkeeper to forward, normally choosing the one best describing his qualities, of course. &lt;br /&gt;
&lt;br /&gt;
You have to declare a reserve price for the player. This is the lowest amount for which you&#039;re prepared to let him go. He&#039;ll be on the transfer list 3 days before going to the club that has offered the most for him, provided somebody has bid over your reserve price. &lt;br /&gt;
&lt;br /&gt;
A sold player disappears off to his new club immediately after the bidding is over. If a buyer isn&#039;t found he stays at your club. If you have placed a player on the transfer list you MAY NOT change your mind! He&#039;s there for 3 days, and that&#039;s that! Also, keep in mind that all information on the player&#039;s abilities, personality etc. will be made common knowledge when you place him on the transfer list. &lt;br /&gt;
&lt;br /&gt;
You may select a player for the team even if he is on the transfer list. &lt;br /&gt;
&lt;br /&gt;
After every completed deal, the player&#039;s agent, mother club, and last club will all take their cut of the sale price. The exact amount you will receive depends on how long the player has been with your club. The most you can expect is 93% (See Appendix 4 for more details). It will cost you 1 000 US$ to place a player on the transfer list, even if he isn&#039;t sold. Note: If you are selling one of your own youth players you are not considered the previous owner - but the next time he is sold you will receive previous club money (if he has played a match for your team) as well as 2% of the sale price for being the mother club. After that you will only receive money for being the mother club whenever the player is sold. The sale of a player after six days from his being pulled from the youth squad may result in a loss of team spirit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying players&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In order to buy a player from another club you have to visit Hattrick&#039;s player market, under the &amp;quot;Transfers&amp;quot; menu. This is where you&#039;ll find out who&#039;s for sale. You can only buy players on the transfer list. You can&#039;t buy, or exchange, for that matter, players directly from another club. If you don&#039;t see a player that you like in your country&#039;s local market - you can search either an individual country or by one of eight regions, these are all available from the drop-down box on the transfer search page. &lt;br /&gt;
&lt;br /&gt;
When you&#039;ve found a player you want, click on his name and you&#039;ll enter his player page. This is where you may place your offer. You must raise the bid by $1000 or 2% more, whichever is greater. &lt;br /&gt;
&lt;br /&gt;
Note that the sum of your bids cannot put you more than 200 000 US$ into debt. &lt;br /&gt;
&lt;br /&gt;
Bids must be raised by 1 000 US$! You may bid on a player right up until the deadline. If someone places an offer less than 3 minutes before the deadline, the deadline will be extended for another 3 minutes. This continues until all bidders but one retire. Also, when you win a bid, if the new player does not get along with his teammates, you may see team spirit decrease. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the server might be down just as the deadline is running out. You&#039;ll be taking a chance by waiting until the last minute before making your move. If the server is down, you&#039;re to blame for not acting earlier. &lt;br /&gt;
&lt;br /&gt;
A great help when buying players is the information concerning his abilities, personality etc. You may also want to consider a player&#039;s TSI, or Total Skill Index. However, the current market value of a player may differ greatly from what his TSI might lead you to expect as, above all, it&#039;s his top ability (or abilities) that is most relevant - a player being &amp;quot;world class&amp;quot; at something and &amp;quot;weak&amp;quot; in all other abilities will fetch a higher market price than one who is solid at everything. Remember that even if current form doesn&#039;t have a lot of impact on the market value, it will matter for his next couple of games. An expensive player won&#039;t necessarily be the saviour you need to get your team out of a tight spot. If you wish, you can use the &#039;Transfer Compare&#039; button in order to see what a similar player has recently been sold for on the market. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Play in the Transfer Market&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Good players and money are key aspects in Hattrick, which makes it very important that no teams benefit from abnormal activities on the transfer market. This means that all bids should be in relevance to what could be considered reasonable for the player in question. Remember, it&#039;s not only prohibited to have several teams but also to &amp;quot;help&amp;quot; friends or family by buying players at inflated prices. The GameMasters are fully authorized to cancel or adjust abnormal prices, hand out fines to teams or even ban the users involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS-Drop ==&lt;br /&gt;
Whenever you buy our sell a player you have the chance that your teamspirit will drop. This drop can be visible or invisible but when it happens there is always a message on &amp;quot;The Club&amp;quot; page. &lt;br /&gt;
&lt;br /&gt;
The PFO (AllianceID: 23565) examined the change of getting a TS-drop with an input over 650 transfers.  It seems to be that only the agreeability of a player has influence on getting a TS-drop or not . The research gave us the following data:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chance on a TS-drop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;350&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;strong&amp;gt;Agreeability&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Buying&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Selling&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Popular guy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;26%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Sympathetic guy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;18%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Pleasant guy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;25%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;15%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Controversial person&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;55%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td&amp;gt;Nasty fellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;79%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In total, you have the lowest chance on getting a TS-drop when you buy and sell only sympathetic guys.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Staff&amp;diff=2045</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Staff&amp;diff=2045"/>
		<updated>2005-11-24T22:58:40Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a wide variety of specialists available to your club. They help manage different things, but each costs you 1 500 US$ a week.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no limit to the amount of employees you can hire, but the effect of every additional specialist recedes successively. Two assistant coaches are better than one, but the effect is definitely not doubled. Having four specialists is slightly better than having two, but again doesn&#039;t double the effect. The following specialists are available: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Goalkeeping coach:&#039;&#039;&#039; Improves your goalkeeper form, and goalkeeping skills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Assistant coach:&#039;&#039;&#039; Same effect as if you had a more skilled coach, meaning your outfield players&#039; form improves and they get more out of training sessions. The coach&#039;s abilities for leadership are unaffected, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Sports psychologist:&#039;&#039;&#039; Increases confidence and, to a degree, team spirit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Spokesperson:&#039;&#039;&#039; Improves supporter and sponsor attitude towards the club. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Economist:&#039;&#039;&#039; If you have many debts or many funds available, you can hire an economist to reduce your interest rates, or invest your surplus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Physiotherapist:&#039;&#039;&#039; Reduces chances of injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Doctor:&#039;&#039;&#039; Helps injured players rehabilitate faster. &lt;br /&gt;
&lt;br /&gt;
It&#039;ll cost you 1 500 US$ to fire a specialist. If you have more than ten specialists of the same kind (goalkeeping and assistant coaches are, for this purpose, counted as the same type) problems with cooperation may occur, possibly causing negative effects on the team atmosphere, economic setbacks, or similar - including a loss of training. For every specialist above the first ten, the risks and negative effects increase.&lt;br /&gt;
&lt;br /&gt;
The amount of specialists employed can be checked under &amp;quot;The Club&amp;quot; caption in the &amp;quot;Your Club&amp;quot; menu. This is also where you hire and fire specialists.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Staff&amp;diff=2044</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Staff&amp;diff=2044"/>
		<updated>2005-11-24T22:58:01Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a wide variety of specialists available to your club. They help manage different things, but each costs you 1 500 US$ a week.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no limit to the amount of employees you can hire, but the effect of every additional specialist recedes successively. Two assistant coaches are better than one, but the effect is definitely not doubled. Having four specialists is slightly better than having two, but again doesn&#039;t double the effect. The following specialists are available: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Goalkeeping coach:&#039;&#039;&#039; Improves your goalkeeper form, and goalkeeping skills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Assistant coach:&#039;&#039;&#039; Same effect as if you had a more skilled coach, meaning your outfield players&#039; form improves and they get more out of training sessions. The coach&#039;s abilities for leadership are unaffected, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Sports psychologist:&#039;&#039;&#039; Increases confidence and, to a degree, team spirit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Spokesperson:&#039;&#039;&#039; Improves supporter and sponsor attitude towards the club. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Economist:&#039;&#039;&#039; If you have many debts or many funds available, you can hire an economist to reduce your interest rates, or invest your surplus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Physiotherapist:&#039;&#039;&#039; Reduces chances of injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Doctor:&#039;&#039;&#039; Helps injured players rehabilitate faster. &lt;br /&gt;
&lt;br /&gt;
It&#039;ll cost you 1 500 US$ to fire a specialist. If you have more than ten specialists of the same kind (goalkeeping and assistant coaches are, for this purpose, counted as the same type) problems with cooperation may occur, possibly causing negative effects on the team atmosphere, economic setbacks, or similar - including a loss of training. For every specialist above the first ten, the risks and negative effects increase.&lt;br /&gt;
&lt;br /&gt;
The amount of specialists employed can be checked under &amp;quot;The Club&amp;quot; caption in the &amp;quot;Your Club&amp;quot; menu. This is also where you hire and fire specialists.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2041</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2041"/>
		<updated>2005-11-24T22:55:43Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
Series Level.........1.......................2........................3......................4                                                                                             &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division I.........750 000 US$......495 000 US$......375 000 US$......188 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division II........550 000 US$......360 000 US$......270 000 US$......135 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division III.......375 000 US$......240 000 US$......180 000 US$.......90 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division IV.......240 000 US$......150 000 US$......120 000 US$.......60 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division V........150 000 US$.......90 000 US$........75 000 US$.......38 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sixth division.....90 000 US$.......60 000 US$........45 000 US$.......23 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other divisions....60 000 US$.......45 000 US$........30 000 US$.......15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
Level.........Auto-Promoted.......Promoted after qualifier &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Top Level......525 000 US$..............----- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 2........380 000 US$...........120 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 3........260 000 US$............80 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 4........170 000 US$............50 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 5........100 000 US$............30 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6.........60 000 US$............20 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 7.........40 000 US$............10 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2031</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2031"/>
		<updated>2005-11-24T22:47:40Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
Series Level.........1.......................2................3.........................4                                                                                             &lt;br /&gt;
&lt;br /&gt;
Division I.........750 000 US$......495 000 US$......375 000 US$......188 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division II........550 000 US$......360 000 US$......270 000 US$......135 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division III.......375 000 US$......240 000 US$......180 000 US$.......90 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division IV........240 000 US$......150 000 US$......120 000 US$.......60 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division V.........150 000 US$.......90 000 US$.......75 000 US$.......38 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sixth division......90 000 US$.......60 000 US$.......45 000 US$.......23 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other divisions     60 000 US$       45 000 US$       30 000 US$       15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
Level         Auto-Promoted     Promoted after qualifier &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Top Level      525 000 US$             ----- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 2        380 000 US$           120 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 3        260 000 US$            80 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 4        170 000 US$            50 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 5        100 000 US$            30 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6         60 000 US$            20 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 7         40 000 US$            10 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2029</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2029"/>
		<updated>2005-11-24T22:45:40Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
Series Level.................1................2................3.........................4                                                                                             &lt;br /&gt;
&lt;br /&gt;
Division I.........750 000 US$......495 000 US$......375 000 US$......188 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division II........550 000 US$......360 000 US$......270 000 US$......135 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division III.......375 000 US$......240 000 US$......180 000 US$.......90 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division IV........240 000 US$......150 000 US$......120 000 US$.......60 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division V.........150 000 US$.......90 000 US$.......75 000 US$.......38 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sixth division......90 000 US$.......60 000 US$.......45 000 US$.......23 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other divisions     60 000 US$       45 000 US$       30 000 US$       15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
Level         Auto-Promoted     Promoted after qualifier &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Top Level      525 000 US$             ----- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 2        380 000 US$           120 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 3        260 000 US$            80 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 4        170 000 US$            50 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 5        100 000 US$            30 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6         60 000 US$            20 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 7         40 000 US$            10 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2028</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2028"/>
		<updated>2005-11-24T22:44:54Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
Series Level..........1................2................3.......................4                                                                                             &lt;br /&gt;
&lt;br /&gt;
Division I.........750 000 US$......495 000 US$......375 000 US$......188 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division II........550 000 US$......360 000 US$......270 000 US$......135 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division III.......375 000 US$......240 000 US$......180 000 US$.......90 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division IV........240 000 US$......150 000 US$......120 000 US$.......60 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division V.........150 000 US$.......90 000 US$.......75 000 US$.......38 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sixth division......90 000 US$.......60 000 US$.......45 000 US$.......23 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other divisions     60 000 US$       45 000 US$       30 000 US$       15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level         Auto-Promoted     Promoted after qualifier&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Top Level      525 000 US$             ----- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 2        380 000 US$           120 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 3        260 000 US$            80 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 4        170 000 US$            50 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 5        100 000 US$            30 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6         60 000 US$            20 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 7         40 000 US$            10 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2022</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=2022"/>
		<updated>2005-11-24T22:30:30Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
Series Level          1                2                3               4&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Division I         750 000 US$      495 000 US$      375 000 US$      188 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division II        550 000 US$      360 000 US$      270 000 US$      135 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division III       375 000 US$      240 000 US$      180 000 US$       90 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division IV        240 000 US$      150 000 US$      120 000 US$       60 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Division V         150 000 US$       90 000 US$       75 000 US$       38 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sixth division      90 000 US$       60 000 US$       45 000 US$       23 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other divisions     60 000 US$       45 000 US$       30 000 US$       15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
Level         Auto-Promoted     Promoted after qualifier &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Top Level      525 000 US$             ----- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 2        380 000 US$           120 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 3        260 000 US$            80 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 4        170 000 US$            50 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 5        100 000 US$            30 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6         60 000 US$            20 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 7         40 000 US$            10 000 US$ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Abbreviations&amp;diff=2000</id>
		<title>Abbreviations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Abbreviations&amp;diff=2000"/>
		<updated>2005-11-24T22:12:53Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A number of abbreviations are used in the Hattrick conferences. The meanings of those abbreviations are as follows:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*AIM - [[AIM|Attack in the Middle]]&lt;br /&gt;
*AOW - [[AOW|Attack on Wings]]&lt;br /&gt;
*CA - [[Counter Attack]]&lt;br /&gt;
*CD - Central Defender&lt;br /&gt;
*CHPP - [[CHPP|Certified Hattrick Product Provider]]&lt;br /&gt;
*ECD - Extra Central Defender&lt;br /&gt;
*EFW - Extra Forward&lt;br /&gt;
*EIM - Extra Inner Midfielder (also: XIM)&lt;br /&gt;
*FTW - Forward Toward Wing&lt;br /&gt;
*GK - Goalkeeper&lt;br /&gt;
*GM - [[Game Master]]&lt;br /&gt;
*HOL - [[Skills#Sponsors_.26_supporters|High On Life]]&lt;br /&gt;
*HT - [[Hattrick]]&lt;br /&gt;
*IM - Inner Midfielder&lt;br /&gt;
*IMO - In My Opinion&lt;br /&gt;
*IMHO - In My Honest Opinion&lt;br /&gt;
*IRL - In Real Life&lt;br /&gt;
*LA - Language Administrator&lt;br /&gt;
*MOD - Moderator&lt;br /&gt;
*MOTS - Match of the Season&lt;br /&gt;
*NT - National Team&lt;br /&gt;
*OCD - Offensive Central Defender&lt;br /&gt;
*PC - Play Creatively&lt;br /&gt;
*PIC - Play it Cool&lt;br /&gt;
*PIN - Play it Normal&lt;br /&gt;
*PM - Playmaking&lt;br /&gt;
*POE - [[Skills#Team_spirit|Paradise on Earth]]&lt;br /&gt;
*SE - [[Special Event]]&lt;br /&gt;
*SP - [[Players#Set Pieces|Set Pieces]]&lt;br /&gt;
*TS - [[Skills#Team_spirit|Team Spirit]]&lt;br /&gt;
*TSI - Total Skill Index&lt;br /&gt;
*TL - Transfer List&lt;br /&gt;
*TPE - Transfer Price Evaluation, some [[Helper Applications]] offer this functionality&lt;br /&gt;
*U20 - U-20 Team&lt;br /&gt;
*WB - Wingback&lt;br /&gt;
*WO - Walk Over (Team that will lose 5:0)&lt;br /&gt;
*WTM - Winger Toward Middle&lt;br /&gt;
*YP - Youth Pull&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Staff&amp;diff=1998</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Staff&amp;diff=1998"/>
		<updated>2005-11-24T22:11:23Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a wide variety of specialists available to your club. They help manage different things, but each costs you 1 500 US$ a week.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no limit to the amount of employees you can hire, but the effect of every additional specialist recedes successively. Two assistant coaches are better than one, but the effect is definitely not doubled. Having four specialists is slightly better than having two, but again doesn&#039;t double the effect. The following specialists are available: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Goalkeeping coach:&#039;&#039;&#039; Improves your goalkeeper form, and goalkeeping skills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Assistant coach:&#039;&#039;&#039; Same effect as if you had a more skilled coach, meaning your outfield players&#039; form improves and they get more out of training sessions. The coach&#039;s abilities for leadership are unaffected, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Sports psychologist:&#039;&#039;&#039; Increases confidence and, to a degree, team spirit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Spokesperson:&#039;&#039;&#039; Improves supporter and sponsor attitude towards the club. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Economist:&#039;&#039;&#039; If you have many debts or many funds available, you can hire an economist to reduce your interest rates, or invest your surplus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Physiotherapist:&#039;&#039;&#039; Reduces chances of injuries. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Doctor:&#039;&#039;&#039; Helps injured players rehabilitate faster. &lt;br /&gt;
&lt;br /&gt;
It&#039;ll cost you 1 500 US$ to fire a specialist. If you have more than ten specialists of the same kind (goalkeeping and assistant coaches are, for this purpose, counted as the same type) problems with cooperation may occur, possibly causing negative effects on the team atmosphere, economic setbacks, or similar - including a loss of training. For every specialist above the first ten, the risks and negative effects increase.&lt;br /&gt;
&lt;br /&gt;
The amount of specialists employed can be checked under &amp;quot;The Club&amp;quot; caption in the &amp;quot;Your Club&amp;quot; menu. This is also where you hire and fire specialists.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=1992</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=1992"/>
		<updated>2005-11-24T22:08:08Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Economy is important&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Finances&amp;diff=1989</id>
		<title>Finances</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Finances&amp;diff=1989"/>
		<updated>2005-11-24T22:06:18Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The &amp;quot;Economy&amp;quot; page shows your budget for this week and last week&#039;s financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 US$ the player is accessible immediately, the &amp;quot;temporary costs&amp;quot; entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you&#039;re going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you&#039;ll be given a bankruptcy warning and, as a result, you&#039;ll have severely limited access to Hattrick. If you do not return your balance to within the 500 000 US$ debt limit within one week of your bankruptcy warning, you may be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that economists don&#039;t credit interest over 500 000 US$, so don&#039;t count on them saving you.&lt;br /&gt;
&lt;br /&gt;
Besides, you won&#039;t be allowed to purchase players if this will push your debts over 200 000 US$. When you&#039;re about to place a bid the program will take into consideration other bids you&#039;ve placed, and what&#039;s been offered for your own players listed for transfer.&lt;br /&gt;
&lt;br /&gt;
In other words, think twice before you get yourself into debt! &lt;br /&gt;
&lt;br /&gt;
This is what the budget entries mean: &lt;br /&gt;
&lt;br /&gt;
Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income. &lt;br /&gt;
Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena. &lt;br /&gt;
Financial income: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you&#039;re on your own. &lt;br /&gt;
Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. &lt;br /&gt;
Costs for the squad: Each week you pay a sum of money for each player. This includes travelling costs, match kits, and the player&#039;s salary. This will cost you 500 US$ plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%. &lt;br /&gt;
Additional staff: Your specialists cost 1 500 US$ per person per week. &lt;br /&gt;
Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you&#039;re at home or away. &lt;br /&gt;
Investments in your youth squad: None, small, medium or large &lt;br /&gt;
Interest costs: Only if you&#039;ve run up debts. &lt;br /&gt;
Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week&#039;s one-off costs are accumulated here. &lt;br /&gt;
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third, and fourth place. How much depends on your place and how high up you are in the league system: &lt;br /&gt;
&lt;br /&gt;
Series Level       1              2             3             4 &lt;br /&gt;
&lt;br /&gt;
Division I      750 000 US$    495 000 US$   375 000 US$   188 000 US$ &lt;br /&gt;
Division II     550 000 US$    360 000 US$   270 000 US$   135 000 US$ &lt;br /&gt;
Division III    375 000 US$    240 000 US$   180 000 US$    90 000 US$ &lt;br /&gt;
Division IV     240 000 US$    150 000 US$   120 000 US$    60 000 US$ &lt;br /&gt;
Division V      150 000 US$     90 000 US$    75 000 US$    38 000 US$ &lt;br /&gt;
Sixth division   90 000 US$     60 000 US$    45 000 US$    23 000 US$ &lt;br /&gt;
Other divisions  60 000 US$     45 000 US$    30 000 US$    15 000 US$ &lt;br /&gt;
&lt;br /&gt;
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.&lt;br /&gt;
&lt;br /&gt;
The budget and all matters concerning economy can be found at - yes, you guessed it! - the &amp;quot;Economy&amp;quot; caption on &amp;quot;Your Club&amp;quot; menu. &lt;br /&gt;
&lt;br /&gt;
Promotion bonus: &lt;br /&gt;
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from Level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters). &lt;br /&gt;
&lt;br /&gt;
Level     Auto-Promoted  Promoted after qualifier &lt;br /&gt;
Top Level 525 000 US$    ----- &lt;br /&gt;
Level 2   380 000 US$    120 000 US$ &lt;br /&gt;
Level 3   260 000 US$     80 000 US$ &lt;br /&gt;
Level 4   170 000 US$     50 000 US$ &lt;br /&gt;
Level 5   100 000 US$     30 000 US$ &lt;br /&gt;
Level 6    60 000 US$     20 000 US$ &lt;br /&gt;
Level 7    40 000 US$     10 000 US$ &lt;br /&gt;
&lt;br /&gt;
Here is an example of how the bonus system may look: &lt;br /&gt;
&lt;br /&gt;
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
	<entry>
		<id>https://wiki.hattrick.org/index.php?title=Coach&amp;diff=1972</id>
		<title>Coach</title>
		<link rel="alternate" type="text/html" href="https://wiki.hattrick.org/index.php?title=Coach&amp;diff=1972"/>
		<updated>2005-11-24T21:55:39Z</updated>

		<summary type="html">&lt;p&gt;Hay txa: /* Abilities of a coach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Abilities of a coach==&lt;br /&gt;
Essentially, the coach has three abilities:&lt;br /&gt;
Tactics: &amp;quot;Offensive&amp;quot;, &amp;quot;defensive&amp;quot; or &amp;quot;neutral&amp;quot;, affecting the teams&#039; performance (and only performance) during the game.&lt;br /&gt;
Skill: A talented coach knows the right methods of training, allowing young players to improve their abilities faster. Training (see Chapter 17) becomes more effective. The skill can never be better than excellent.&lt;br /&gt;
Leadership: Even if a coach is good at planning training activities, he might be a bad leader, not inspiring players to give top performances during games. The team spirit might be spoilt if the coach is a weak leader.&lt;br /&gt;
&lt;br /&gt;
==Changing the coach==&lt;br /&gt;
If your coach disappoints you, you can always get a new one. There are two different ways to go: &lt;br /&gt;
&lt;br /&gt;
===Recruit a coach externally===&lt;br /&gt;
Recruiting externally basically means that you hire a new coach. However, you first decide how good you want him to be (trainer skill and leadership) and what trainer type you want (one who favours attack, defence or is neutral). &lt;br /&gt;
&lt;br /&gt;
Each combination of leadership/trainer skill has a fixed price. Then you &amp;quot;buy&amp;quot; him (he is taken from the pool of unemployed coaches - there is still no transfer list or anything like that). &lt;br /&gt;
&lt;br /&gt;
===Make player coach===&lt;br /&gt;
This alternative can be somewhat cheaper than the external recruiting - if you have a player with the right coaching material. &lt;br /&gt;
&lt;br /&gt;
There are a few restrictions: The player&#039;s experience determines how good a coach he can become. Also, the more experienced he is, the lower his price for a certain skill level. Players keep their leadership (already known to you) and you do not pay for their leadership - so, if you have a very experienced player with high leadership, this can be a real bargain. &lt;br /&gt;
&lt;br /&gt;
However, to prevent &amp;quot;day-trading&amp;quot; of coaches-to-be, we have another restriction: The player must have been in your squad for a season (16 weeks) to be eligible to become coach. While it will still be possible (in principle) to purchase a player in order to make him coach for a little less, it will require more than a season&#039;s foresight, and we think that in that case it is OK. In fact, we think long-term planning should pay off. &lt;br /&gt;
&lt;br /&gt;
When you hire a new coach, he becomes the coach of your squad (when he arrives, which may take up to a minute after you ordered him) and the old coach stays in the squad (in case you want to keep him as player). If you don&#039;t want him, you will have to fire him. He can never become coach a second time!. Also, you cannot sell a player who has become coach. This is important, as otherwise people would start trading coaches and that is not the kind of system we want. All new teams get initial coaches who are of equal skill level (weak). &lt;br /&gt;
&lt;br /&gt;
==Level of the coach==&lt;br /&gt;
All new trainers of a certain skill level are equal. That is, if you purchase a coach with passable trainer skill, he always becomes &amp;quot;average&amp;quot; passable. There is no &amp;quot;high passable&amp;quot; and &amp;quot;low passable&amp;quot; as there were with coaches hired under the old system. However, an excellent coach is only a half-step greater than a solid coach. &lt;br /&gt;
&lt;br /&gt;
===Skills deterioration===&lt;br /&gt;
Coaches will slowly have their leadership skills deteriorate. Deterioration will not start until the coach has been in the club for more than a season. Our &amp;quot;in character&amp;quot; reasoning is that a coach that might seem bustling with energy and inspiration when he first arrives, after a few seasons loses some of his &amp;quot;edge&amp;quot;. He has simply grown bored with the job. &lt;br /&gt;
&lt;br /&gt;
Finally, once a coach reaches disastrous leadership (and that would typically take perhaps 10 seasons for a coach starting with solid leadership), the deterioration starts hitting his trainer skills instead of the depleted leadership. Let us underline that the deterioration is very slow, although it will go somewhat faster for coaches with very high leadership, so a solid leader might go down to passable after 1-2 seasons (more likely after 2 seasons or more though). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is considered temporary. It is the same text as the rules page you can help by expanding and elaborating further&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Hay txa</name></author>
	</entry>
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