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{{Interwiki/Staff}}
{{Interwiki/Staff}}
Hiring the right '''staff''' members (or ''Specialists'') is important to [[team|clubs]] and to the development of a well-balanced [[finances|financial status]].


Hiring the right [[staff]] members is important to your team and to the development of the club. Your staff may not be found in the dugout on match day, but they will work with the players during the week or fulfill other key tasks for the club. They complement the head coach and for you as manager it is crucial to make sure you have the right people on the team.
The staff may not be found in the dugout on match day, but they work with the [[players]] during the week or fulfill other crucial duties. They efficiently manage different team functions like player's [[form]], and team's [[Confidence|morale]]. Specialists have different effects based on their ability and salary, so that they complement both the head [[coach]] in [[training]] and the [[manager]] in key tasks.


You can hire one '''specialists''' of each type available for your club. Specialists have different effects based on their ability and salary.
= General Concepts =
They efficiently manage different team functions and, once hired, have a weekly salary, paid during the [[economy|economic]] [[updates|update]].  
Any contribution you get from a staff member is applied as a static bonus on top of an existing team stat. This bonus will always be visible, but since team stats are dynamic to begin with, and are influenced by different factors, the final effect achieved with a hired staff member can be hard to predict exactly. What you can be sure of is that you are moving the needle in the right direction.  


== Contracts ==
'''<big>Skill Level of a Specialist</big>'''<br>
The staff page where you hire or fire specialists can be found on the "The Club" page. When hiring a specialist you'll give them a '''contract''' of a given length. The contract length can be from 1 to 16 weeks and determines the weekly cost of the specialist, going cheaper the longer the contract. A contract can be set up for automatic renewal, giving the specialist a new contract of a selectable length once the old contract expires. To set up/remove renewals or fire a staff member, click on that specialist's name or picture to get to his individual page.  
Specialists have a '''skill level''' from one to five. Staff members with higher skill levels naturally contribute a higher bonus effect, but have a higher cost. These bonus effects are growing linearly, while their salary grows exponentially - which means that the gain from each additional skill level is constant, while the salary doubles every level. A numeric example may help: <br>
- skill level 2 helps 40% of the max (level 5), while their wage is 1/8 of the level 5 staff salary;<br>
- skill level 3 helps 60% of the max (level 5), while their wage is a quarter of the level 5 staff salary;<br>
- skill level 4 helps 80% of the max (level 5), while their wage is half of the level 5 staff salary;<br>
- skill level 5 helps the maximum, at maximum wage.<br>


Firing a specialist will result in a cost and also cannot be done in the first or last week of his contract. The cost of firing a specialist is equal to the savings you've had compared to a shorter contract times two.<br>'''Example:''' You have a 16 week contract for a level 4 specialist that you'd like to break in its 10th week. The cost up until now has been 10*8 160 € = 81 600 €, a 10 week contract would have cost you 10*11 040 € = 110 400 €. The cost of firing the specialist is 2*(110 400 € - 81 600 €) = <u>57 600 €</u>
'''<big>Total Number of Specialists</big>'''<br>
Your board, which controls expenses and decides how many specialists you can employ, only allows '''four specialist altogether''' and '''only one of a type''' (note that Assistant Coaches make an exception as they can be two).
: So, you can hire for your club:
:* up to 4 staff members in total,
:* up to 2 Assistant Coaches at a time,
:* 1 staff member at a time for all other staff categories.
{{textreport|text=The staff page where you hire or fire specialists can be found on the "The Club" page.}}
: Once hired, a specialists have a weekly salary, paid during the [[updates|economic update]].  


'''Contract cost/week'''<br>
 
{| class=wikitable style="text-align:center"
'''<big>Hire a Specialist</big>'''<br>
|- bgcolor=lightgrey
When hiring a specialist, you'll give them a '''contract''' of a given length. The contract length can be from 1 to 16 weeks and determines the weekly cost of the specialist, going cheaper the longer the contract.
! width=10% | Weeks  || width=18% | Skill level 1 || width=18% | Skill level 2 || width=18% | Skill level 3 || width=18% | Skill level 4 || width=18% | Skill level 5
{{textreport|text=A contract can be set up for automatic renewal, giving the specialist a new contract of a selectable length once the old contract expires.<br>To set up/remove renewals or fire a staff member, click on that specialist's name or picture to get to his individual page.}}
 
{| class=wikitable style="text-align:center; font-size:92%;"
|+ Total cost of a contract
|- style="background-color:#b0c4de"
| width=10% | '''Weeks'''   || width=18% | '''Skill level 1''' || width=18% | '''Skill level 2''' || width=18% | '''Skill level 3''' || width=18% | '''Skill level 4''' || width=18% | '''Skill level 5'''
|-  
|-  
! align=left | 1
! align=left | 1
| 2 115 € || 4 230 € || 8 460 € || 16 920 € || 33 840 €
| 2 115 € || 4 230 € || 8 460 € || 16 920 € || 33 840 €
|-  
|-  
! align=left | 2
! align=left | 2
| 2 055 € || 4 110 € || 8 220 € || 16 440 € || 32 800 €
| 4 110 € || 8 220 € || 16 440 € || 32 800 € ||  65 760
|-  
|-  
! align=left | 3
! align=left | 3
| 1 890 € || 3 780 € || 7 560 € || 15 120 € || 30 240
| 5 670 € || 11 340 € || 22 680 € || 45 360 € || 90 720
|-  
|-  
! align=left | 4
! align=left | 4
| 1 770 € || 3 540 € || 7 080 € || 14 160 € || 28 320
| 7 080 € || 14 160 € || 28 320 € || 56 640 € || 113 280
|-  
|-  
! align=left | 5
! align=left | 5
| 1 710 € || 3 420 € || 6 840 € || 13 680 € || 27 360
| 8 550 € || 17 100 € || 34 200 € || 68 400 € || 136 800
|-  
|-  
! align=left | 6
! align=left | 6
| 1 650 € || 3 300 € || 6 600 € || 13 200 € || 26 400 €
| 9 900 € || 19 800 € || 39 600 € || 79 200 € || 158 400 €
|-  
|-  
! align=left | 7
! align=left | 7
| 1 575 € || 3 150 € || 6 300 € || 12 600 € || 25 200
| 11 025 € || 22 050 € || 44 100 € || 88 200 € || 176 400
|-  
|-  
! align=left | 8
! align=left | 8
| 1 500 € || 3 000 € || 6 000 € || 12 000 € || 24 000 €
| 12 000 € || 24 000 € || 48 000 € || 96 000 € || 192 000 €
|-  
|-  
! align=left | 9
! align=left | 9
| 1 440 € || 2 880 € || 5 760 € || 11 520 € || 23 040
| 12 960 € || 25 920 € || 51 840 € || 103 680 € || 207 360
|-  
|-  
! align=left | 10
! align=left | 10
| 1 380 € || 2 760 € || 5 520 € || 11 040 € || 22 080
| 13 800 € || 27 600 € || 55 200 € || 110 400 € || 220 800
|-  
|-  
! align=left | 11
! align=left | 11
| 1 320 € || 2 640 € || 5 280 € || 10 560 € || 21 120
| 14 520 € || 29 040 € || 58 080 € || 116 160 € || 232 320
|-  
|-  
! align=left | 12
! align=left | 12
| 1 260 € || 2 520 € || 5 040 € || 10 080 € || 20 160
| 15 120 € || 30 240 € || 60 480 € || 120 960 € || 241 920
|-  
|-  
! align=left | 13
! align=left | 13
| 1 200 € || 2 400 € || 4 800 € || 9 600 € || 19 200
| 15 600 € || 31 200 € || 62 400 € || 124 800 € || 249 600 €
|-  
|-  
! align=left | 14
! align=left | 14
| 1 140 € || 2 280 € || 4 560 € || 9 120 € || 18 240
| 15 960 € || 31 920 € || 63 840 € || 127 680 € || 255 360
|-  
|-  
! align=left | 15
! align=left | 15
| 1 080 € || 2 160 € || 4 320 € || 8 640 € || 17 280
| 16 200 € || 32 400 € || 64 480 € || 129 600 € || 259 200
|-  
|-  
! align=left | 16
! align=left | 16
| 1 020 € || 2 040 € || 4 080 € || 8 160 € || 16 320
| 16 320 € || 32 640 € || 65 280 € || 130 560 € || 261 120
|}
|}<br>
'''<big>Fire a Specialist</big>'''<br>
Firing a specialist will result in a cost and also cannot be done in the first or last week of his contract. The cost of firing a specialist is equal to the savings you've had compared to a shorter contract times two.
Example:<blockquote>You have a 16 week contract for a level 4 specialist that you'd like to break in its 10th week. The cost up until now has been <code style="font-size:initial;color:#277f31">10 * 8 160 € = 81 600 €</code>, a 10 week contract would have cost you <code style="font-size:initial;color:#277f31">10 * 11 040 € = 110 400 €</code>.<br>The cost of firing the specialist is <code style="font-size:initial;color:#277f31">2*(110 400 € - 81 600 €) = <u>57 600 €</u></code></blockquote>


== Specialist Categories ==
= Specialists =  
You can employ up to '''4 staff members in total'''. You may employ up to '''2 Assistant Coaches''' at a time. For all other staff categories your board will only allow one staff member at a time.
The current staff system replaced [[Staff#Staff system changes|the old one (see below)]] from a different starting point. Even with no staff in a certain category, your team do better today than it did in the old system when no staff were hired in that same category.  
For example, your injury risk is lower with no Medic than it was in the old system without any Physios. This "free" effect varies a little between categories, but is typically just short of the effect you would get from the first staff member in any category.
The floor has been raised, and so has the roof - for those areas that a manager choose to focus on, higher overall modifiers are possible. A consequence of this is also that the bonuses achieved by teams may differ more as well.


Any contribution you get from hiring a staff member is applied as a static bonus on top of an existing team stat. This bonus will always be visible to you. But since team stats are dynamic to begin with, and are influenced by different factors, the final effect achieved with a hired staff member can be hard to predict exactly. What you can be sure of is that you are moving the needle in the right direction. Staff members with higher skill levels naturally contribute a higher bonus effect. These bonuses are linear - which means that each additional skill level always contributes as much again as the skill level before.
{| class=wikitable style="text-align:center; font-size:92%;"
 
|+ Staff profile
=== [[Assistant Coaches|Assistant Coach]] ===
|- style="background-color:#b0c4de"
[[image:AssistCoach.png|thumb]]  
|
* Improves outfield player [[form]].
| width=30% | '''Training Only'''
* Improves outfield player [[training]].
| width=30% | '''Competitive + Training'''
* Increases [[injury]] risk (side effect).
| width=30% | '''Competitive Only'''
 
|-
The training speed bonus given by Assistant Coaches is added to your team's existing training efficiency. Make sure you have a good regular coach before considering spending much money on assistant coaches. But when you do have a competent head coach, hiring a number of skilled Assistant Coaches could be a good strategy for any team focused on training.
! Basic
| 2 assistant coaches <br> 1 medic<br>&nbsp;
| 1 assistant coach <br> 1 medic <br> 1 sports psychologist
| 1 form coach <br> 1 medic <br> 1 sports psychologist
|-
! Improvement
| + 1 form coach <br>(NT trainees)
| + 1 assistant coach
| + 1 tactical assistant
|-
! Financial<br>issues
| low level specialist <br>(Starting club)
|
| + 1 financial director <br>(Rich club)
|}
== Assistant coaches ==
{{Main|Assistant coach}}
[[image:AssistCoach.png|frame|link=Assistant coach]]  
This specialist can be hired to:
* Improve outfield players [[training]].
As side effects, he also:
* Improves trained players background [[form]],
* Increases [[injury]] risk.


{| width=100%
{| class=wikitable style="text-align:center; font-size:92%;"
| width=40% |
|+ Bonus on training speed bonus and the side effects
{| class=wikitable style="text-align:center"
|- style="background-color:#b0c4de"
|- bgcolor=lightgrey
| width=22% | '''Skill Level'''
! width=20% | Skill Level   || width=30% | Training Speed || width=25% | Injury Risk || width=25% | Cost/week*
| width=25% | '''Training Speed'''
| width=25% | '''Injury Risk'''
| '''Cost&nbsp;for 1&nbsp;week'''
|-  
|-  
! align=left | 0
! align=left | 0
|No bonus || 40%  || 0 €
| ''No bonus'' || 40%  || 0 €
|-  
|-  
! align=left | 1
! align=left | 1
| +3.5%  ||  +2.5% || 1 500
| +3.5%  ||  +2.5% || 2 115
|-  
|-  
! align=left | 2
! align=left | 2
| +7%  ||  +5%  || 3 000
| +7%  ||  +5%  || 4 230
|-  
|-  
! align=left | 3
! align=left | 3
| +10.5%  ||  +7.5% || 6 000
| +10.5%  ||  +7.5% || 8 460
|-  
|-  
! align=left | 4
! align=left | 4
| +14%  || +10% || 12 000
| +14%  || +10% || 16 920
|-  
|-  
! align=left | 5
! align=left | 5
| +17.5%    || +12.5%  || 24 000
| +17.5%    || +12.5%  || 33 840
|}
|}<br>
|
: This bonus is added as a multiplier on top of the existing training efficiency as decided by the coaching skill of your head coach, your chosen training intensity, and your chosen stamina share. As an example, if you had a solid coach, 100 % training intensity, and 10 % stamina share, the following training speeds would be achieved for a 22 year old formidable playmaker:


:: No assistant coach: ~7 weeks until next level
The bonus is added as a multiplier on top of:
:: Level 5 skill coach: ~6 weeks until next level
* the existing training efficiency as decided by the coaching skill of your head coach,
:: Level 10 skill coach: ~5 weeks until next level
* your chosen training intensity,
|-
* your chosen stamina share.
|}


You can hire up to '''two''' Assistant Coaches at a time. If you have several Assistant Coaches, their combined skill levels will create one single bonus. If you have several Assistant Coach, their bonuses are combined and applied only once. This means a level 4 Assistant Coach contributes exactly the same as two level 2 Assistant Coaches would. To make things easier, you will always see the actual bonus given by your current backroom staff or any staff you plan to hire written out on the Staff page.
== Medic ==
 
{{Main|Medic}}
Alongside the effects on training, Assistant Coaches also have two side effects. Form is increased, but so is injury risk.
[[image:Medic.png|frame|link=Medic]]
 
Having a Medic on the team will:
Injury risk is calculated as the average number of injuries per game, not per player but per team. The base value is 0.4 injuries per match for your team. With a level 5 Medic this can be reduced to 0.025. Assistant Coaches contribute to a higher injury risk by 0.025 injuries per match per skill level hired. This means a level 5 Assistant Coach increases your base injury risk to 0.525 injuries per match (0.15 with a level 5 Medic), and two level 5 Assistant Coaches gives you a base injury risk of 0.65 injuries per match (0.275 with a Level 5 Medic).
 
As already mentioned, on the positive side Assistant Coaches do increase the background form of your players. If you have a full 10 skill levels of Assistant Coaches, background form will increase by 0.5 levels. In other words, two level 5 Assistant Coaches contribute half as much to form as a level 5 Form Coach would.
 
====Comparison with old system pre season 55 ====
In the old system, Assistant Coaches could add between 18 % (for a single coach) and 30 % (for 10 coaches) to the training speed that you already got from your head coach. In the new system, with no Assistant Coaches, you will still train 9 % faster than you would have with no extra help in the old system. An extra 2.5 % is then added per extra skill level hired. To reach the same training speed as with 10 assistant coaches in the old system, about 8 skill levels are needed in total. With 10 skill levels, you can reach 34 % faster training than with no extra help in the old system.
 
=== [[Medic]] ===
[[image:Medic.png|thumb]] Having a Medic on the team will:
* Reduces [[injury]] risk.
* Reduces [[injury]] risk.
* Decreases the recovery time for injured players.
* Decreases the recovery time for injured players.
Line 129: Line 163:
Medics are responsible for the overall physical condition of your players. This means they work both proactively to prevent injuries as well as with the rehabilitation of any players that do get injured.  
Medics are responsible for the overall physical condition of your players. This means they work both proactively to prevent injuries as well as with the rehabilitation of any players that do get injured.  


{| class=wikitable width=40% style="text-align:center"
{| class=wikitable style="text-align:center; font-size:92%;"
|- bgcolor=lightgrey
|+ Bonus of a Medic
! Skill Level   || Recovery Speed || Injury Risk || Cost/week*
|- style="background-color:#b0c4de"
| width=25% | '''Skill Level '''
| '''Recovery Speed '''
| '''Injury Risk '''
| '''Cost&nbsp;for 1&nbsp;week'''
|-  
|-  
! align=left | 0
! align=left | 0
| No bonus || 40%  || 0 €
| ''No bonus'' || 40%  || 0 €
|-  
|-  
! align=left | 1
! align=left | 1
| +20%  || -7.5%  || 1 500
| +20%  || -7.5%  || 2 115
|-  
|-  
! align=left | 2
! align=left | 2
| +40% || -15%  || 3 000
| +40% || -15%  || 4 230
|-  
|-  
! align=left | 3
! align=left | 3
| +60%  || -22.5%  || 6 000
| +60%  || -22.5%  || 8 460
|-  
|-  
! align=left | 4
! align=left | 4
| +80%  || -30%  || 12 000
| +80%  || -30%  || 16 920
|-  
|-  
! align=left | 5
! align=left | 5
| +100%  || -37.5%  || 24 000
| +100%  || -37.5%  || 33 840
|}
|}


Every time your team plays a match, there is a certain injury risk for your players. Having a Medic in the backroom staff will reduce the base injury risk for your team. A level 5 Medic will reduce the base injury risk from 0.4 injuries per match to 0.025, but be aware that other factors - such as hiring Assistant Coaches - may increase the risk.
== Form coach ==
{{Main|Form Coach}}
[[image:formCoach.png|frame|link=Form Coach]]
The team's Form Coach specializes in getting the most out of the player material you have:
* Your team's average form will be higher, because the Form Coach will give a bonus to player's ''background form''.


If a player experiences an injury, Medics also help speed up their recovery. In Hattrick, injuries show up with an estimated recovery time in weeks. During every daily update, the player recovers a little bit on his way to 90 % health (when he can play again, but is still bruised) and then, ultimately, to 100 % health, when he has no sign of the injury left.
The value of form you see on a player, as a measure of how close he is to be performing at his maximum potential, is the ''current form'', but there is also a trend called the ''background form'', or the value the form is moving toward.  


=== [[Spokesperson]] ===
{| class=wikitable style="text-align:center; font-size:92%;"
'''The spokesperson was removed as a staff member in [[New Season: Staff & Economy changes | Season 60]], every team now gains the benefit of a level 5 spokesperson as described below.'''
|+ Bonus of a form coach
[[image:Spokeperson.png|thumb]]
|- style="background-color:#b0c4de"
*Improves [[sponsors|sponsor]] mood.
| width=25% | '''Skill Level '''
*Minor boost to [[Fans|supporter mood]].
| '''Form'''
 
| '''Cost&nbsp;for 1&nbsp;week'''
Hiring a spokesperson will improve the team's popularity with fans as well as sponsors, which in turn has an effect on sponsor income and ticket sales. Hiring a spokesperson is mainly a financial decision - make sure that the salary is covered by increased revenue for the club.
 
{| class=wikitable width=40% style="text-align:center"
|- bgcolor=lightgrey
! Skill Level   ||  Fan mood || Sponsors || Cost/week
|-  
|-  
! align=left | 0
! align=left | 0
| No bonus || No bonus || 0 €
| ''No bonus'' || 0 €
|-  
|-  
! align=left | 1
! align=left | 1
| +0.1 || +0.5 ||  1 500
| +0.2 ||  2 115
|-  
|-  
! align=left | 2
! align=left | 2
| +0.2 || +1 ||  3 000
| +0.4 ||  4 230
|-  
|-  
! align=left | 3
! align=left | 3
| +0.3 || +1.5 ||  6 000
| +0.6 ||  8 460
|-  
|-  
! align=left | 4
! align=left | 4
| +0.4 || +2 || 12 000
| +0.8 || 16 920
|-  
|-  
! align=left | 5
! align=left | 5
| +0.5 || +2.5 || 24 000
| +1.0 || 33 840
|}
|}


The Spokesperson gives a bonus to both fan and sponsor mood. The bonus is not immediate, but rather raises the target value towards which fan and sponsor mood move. After changing to a Spokesperson of a different level, it should take up to 8 weeks for the change to fully take effect.
== Sports psychologist ==
 
{{Main|Sports psychologist}}
The bonus per level is +0.1 for fan mood and +0.5 for sponsor mood. This means a level 5 Spokesperson will, over time, increase your fan mood by half a step and sponsor mood by two and a half steps.
[[image:Psychologist.png|frame|link=Sports psychologist]]
 
Sports psychologist:
A Spokesperson will always have a positive impact on your income. Higher fan mood will increase ticket sales and higher sponsor mood will increase sponsorship payments. The bigger effect tends to come through ticket sales, but this can vary a lot since many other factors impact fan mood and ticket sales. The bonus to sponsor income is more reliable.
 
=== [[Sports psychologist]] ===
[[image:Psychologist.png|thumb]] Sports psychologist:
* Improves team [[confidence]].
* Improves team [[confidence]].
* Gives minor boost to [[team spirit]].
* Gives minor boost to [[team spirit]].


The mental game is almost as important as the physical one. Hiring a Sports Psychologist can really help you create a winning atmosphere. This staff member will help you maintain your team's confidence in their own game as well as help nurture the team spirit of the whole squad.
Confidence is primarily driven by your team results and how many goals you've scored, but Sports psychologist adds a bonus to your team confidence and - directly - your attack ratings.  


{| class=wikitable width=40% style="text-align:center"
The Sports Psychologist helps '''team spirit''' as well by raising the base value toward which your team spirit moves naturally.
|- bgcolor=lightgrey
 
!Skill Level   || Team spirit |Confidence || Cost/week*
{| class=wikitable style="text-align:center; font-size:92%;"
|+ Bonus of a sport psychologist
|- style="background-color:#b0c4de"
| width=25% | '''Skill Level'''
| '''Team spirit'''
| '''Confidence'''
| '''Cost&nbsp;for 1&nbsp;week'''
|-  
|-  
! align=left | 0
! align=left | 0
| No bonus || No bonus || 0 €
| ''No bonus'' || ''No bonus'' || 0 €
|-  
|-  
! align=left | 1
! align=left | 1
| +0.1 || +0.2 || 1 500
| +0.1 || +0.2 || 2 115
|-  
|-  
! align=left | 2
! align=left | 2
| +0.2 || +0.4 || 3 000
| +0.2 || +0.4 || 4 230
|-  
|-  
! align=left | 3
! align=left | 3
| +0.3 || +0.6 || 6 000
| +0.3 || +0.6 || 8 460
|-  
|-  
! align=left | 4
! align=left | 4
| +0.4 || +0.8 || 12 000
| +0.4 || +0.8 || 16 920
|-  
|-  
! align=left | 5
! align=left | 5
| +0.5 || +1 || 24 000
| +0.5 || +1 || 33 840
|}
|}


Team spirit is driven by the team attitude you set for previous games. Immediately after a game team spirit may get a boost or drop lower, depending on which team attitude was used. But at each daily update the team spirit then tends to normalise, which means if it is high then it will slowly drop and if it is low then it will slowly recover. A Sports Psychologist can help you improve this process by raising the base value toward which your team spirit moves naturally. A higher base value means that high team spirit values will fall slower and low ones will rise faster. The bonus received is one tenth of a level per skill level employed. This means a level 5 Sports Psychologist will increase your team spirit base value by half a level of team spirit.
He does not help protect you against [[overconfidence]].  
 
Your team's confidence is also helped by the Sports Psychologist. Confidence is primarily driven by your team results and how many goals you've scored. But the Sports Psychologist adds a bonus to confidence as well. This bonus equals one full level of confidence for a Level 5 Sports Psychologist, or one fifth of a level of confidence per skill level employed.
 
Contrary to popular belief, if your team gains very high levels of confidence, psychologists DO NOT lower team confidence towards the optimum level.  Your players will remain [[overconfidence|overconfident]].
 
=== [[Form Coach]] ===
[[image:formCoach.png|thumb]] The team's Form Coach:
* Keeps the squad match fit and motivated.
Player performance is not only down to technical skills and physical stamina. Players tend to go in and out of [[form]], and many factors can influence this, not least mental ones.
 
The Form Coach specialises in getting the most out of the player material you have. Hiring a form coach is not a quick fix, neither is the effect permanent - but for some teams and some situations it can be a good solution.
 
{| class=wikitable width=40% style="text-align:center"
|- bgcolor=lightgrey
!Skill Level  || Form || Cost/week*
|-
! align=left | 0
| No bonus || 0 €
|-
! align=left | 1
| +0.2 ||  1 500 €
|-
! align=left | 2
| +0.4 ||  3 000 €
|-
! align=left | 3
| +0.6 ||  6 000 €
|-
! align=left | 4
| +0.8 || 12 000 €
|-
! align=left | 5
| +1.0 || 24 000 €
|}


The form of a player is a measure of how close he is to be performing at his maximum potential. The value you see on the player is the current form, and this is what is used in the match simulation. However, the current form always has a trend and the value the form is moving toward is called the background form. By using a Form Coach you will receive a bonus to your background form updates. Whenever background form is recalculated (this happens on average every second week) each skill level of the Form Coach will bump the background form higher by 0.2 levels. This means a level 5 Form Coach will add a whole level of background form to your player when the update is applied. Please note that background form can still drop, but that your average over time will be higher.
== Financial director ==
{{Main|Financial Director}}
=== [[Financial Director]] ===
[[image:accountants.png|frame|link=Financial Director]]
[[image:accountants.png|thumb]] Hiring a Financial Director:
Hiring a Financial Director:
* Increases the amount of funds a Club can keep in cash, before the Board intervenes.
* Increases the amount of funds a Club can keep in cash, before the Board intervenes.
* Increases also the speed with which the Board will release money to the manager when cash runs below the cash reserve limit established by the Board.
* Increases also the speed with which the Board will release money to the manager when cash runs below the cash reserve limit established by the Board.


The Financial Director increases the Club’s economic flexibility and is especially useful for Clubs that have a strong financial position. Normally, the Board sets a limit to how much money is at the managers direct disposal for things such as salaries, player transfer fees, or arena projects. The rest of the cash will be held by the Board and will only be released by the Board when the Board deems it necessary.
{| class=wikitable style="text-align:center; font-size:92%;"
 
|+ Effects of a financial director
The Financial Director will grant the manager the possibility to invest saved funds into the squad more aggressively than the Board would otherwise have agreed to. Having a Financial Director on the team may be necessary for teams that save up for a few seasons to make an expensive run for the Cup or league title.
|- style="background-color:#b0c4de"
 
! width=25% | Skill Level
{| class=wikitable width=40% style="text-align:center"
! Max Funds
|- bgcolor=lightgrey
! Return / Week
!Skill Level   || ##Max Funds || ##Return / Week || Cost/week*
! Cost&nbsp;for 1&nbsp;week
|-  
|-  
! align=left | 0
! align=left | 0
Line 279: Line 283:
|-  
|-  
! align=left |  1
! align=left |  1
| 17 000 000 € || 100 000 € || 1 500
| 17 000 000 € || 100 000 € || 2 115
|-  
|-  
! align=left |  2
! align=left |  2
| 19 000 000 € || 200 000 € || 3 000
| 19 000 000 € || 200 000 € || 4 230
|-  
|-  
! align=left |  3
! align=left |  3
| 21 000 000 € || 300 000 € || 6 000
| 21 000 000 € || 300 000 € || 8 460
|-  
|-  
! align=left |  4
! align=left |  4
| 23 000 000 € || 400 000 € || 12 000
| 23 000 000 € || 400 000 € || 16 920
|-  
|-  
! align=left |  5
! align=left |  5
| 25 000 000 € || 500 000 € || 24 000
| 25 000 000 € || 500 000 € || 33 840
|}
|}


=== [[Tactical assistant]] ===
== Tactical assistant ==
{{Main|Tactical assistant}}
[[image:TacticalAssistant.png|frame|link=Tactical assistant]]
The team's tactical assistant:
The team's tactical assistant:
* Gives the manager more individual orders in matches
* Gives the manager more individual orders in matches
Line 301: Line 307:
Every manager can give his team up to 5 extra orders in a match, with each level of tactical coach a manager gains one extra order. With a level 5 tactical assistant you have access to a total of 10 match orders, but the restriction of maximum 3 substitutions still apply.
Every manager can give his team up to 5 extra orders in a match, with each level of tactical coach a manager gains one extra order. With a level 5 tactical assistant you have access to a total of 10 match orders, but the restriction of maximum 3 substitutions still apply.


With style of play you can tune how offensive/defensive you'd like your team to play, with a basis in your coach's [[Coach#Tactics | tactical affinity]]. A defensively minded coach is considered to be 100% defensive, an offensive coach is 100% offensive and the neutral coach is 0% of either. With each tactical assistant level you can move up to 20 percentage points away from your coach's affinity.<br>'''Example:''' With a level 3 tactical assistant you have a flexibility of moving 60 percentage points on the bar, giving you the option to set your style of play somewhere within these levels:
{| class=wikitable style="text-align:center; font-size:92%;"
 
|+ Effects of a tactical assistant
{| class=wikitable style="text-align:center"
|- style="background-color:#b0c4de"  
|- bgcolor=lightgrey
| width=17% | '''Skill Level'''
! Coach || Style of play
| '''Subs / individual orders '''
|-
| '''Style of play flexibility'''
! Defensive
| '''Cost&nbsp;for 1&nbsp;week'''
| 100%-40% defensive
|-
! Neutral
| 30%-0% defensive or 0%-30% offensive
|-
! Offensive
| 40%-100% offensive
|}
 
{| class=wikitable width=40% style="text-align:center"
|- bgcolor=lightgrey
!Skill Level   || Subs / individual orders || Style of play flexibility || Cost/week*
|-  
|-  
! align=left | 0
! align=left | 0
| No bonus || No bonus || 0 €
| ''No bonus'' || ''No bonus'' || 0 €
|-  
|-  
! align=left | 1
! align=left | 1
| +1 || +20pp ||  1 500
| +1 || +20% ||  2 115
|-  
|-  
! align=left | 2
! align=left | 2
| +2 || +40pp ||  3 000
| +2 || +40% ||  4 230
|-  
|-  
! align=left | 3
! align=left | 3
| +3 || +60pp ||  6 000
| +3 || +60% ||  8 460
|-  
|-  
! align=left | 4
! align=left | 4
| +4 || +80pp || 12 000
| +4 || +80% || 16 920
|-  
|-  
! align=left | 5
! align=left | 5
| +5 || +100pp || 24 000
| +5 || +100% || 33 840
|}
|}
== Historical Development==
Former Staffing Types were:


* [[Physiotherapist]]s: Reduce odds of player [[injury]];
With style of play you can tune how offensive/defensive you'd like your team to play, with a basis in your coach's [[Coach#Tactics | tactical affinity]]. A defensively minded coach is considered to be 100% defensive, an offensive coach is 100% offensive and the neutral coach is 0% of either. With each tactical assistant level, you can move up to 20 percentage points away from your coach's affinity.<br>
* [[Doctor]]s: Heals [[injury|injured]] players;
Example:<blockquote>With a level 3 tactical assistant you have a flexibility of moving 60 percentage points on the bar, giving you the option to set your style of play somewhere within these levels:
* Goalkeeper Coaches: Improved [[goalkeeper]] [[form]] and goalkeeping [[training]];
* [[Accountant]]s: Allowed you to earn interest on your money if you had a large surplus (over €4 million) in the bank and reduced [[debts]] if you were far into the red.


Until season 42 you could have up to 244 staff member of each of the 7 types, with negative consequences for every member above 10. Before season 43, Accountant were removed and Goalkeeping Coaches merged with Assistant Coaches.
{| class=wikitable style="text-align:center; font-size:92%;"
After [[Faster_training_next_season|season 43]] is introduced a limit of 10 specialists of each type and of 30 staff member for all, with still an effects of each additional specialist slightly lower than the effects of the one before him. Last reform was implemented in [[A_Guide_to_the_new_Staff_System|season 55]], reintroducing the Financial Director from Accountants and renaming Doctor to Medic and Physiotherapist to Form Coach.
|+ Level 3 tactical assistant
 
|- bgcolor=lightgrey
=== Comparison with the old staff system ===
! Defensive Coach !! Neutral Coach !! Offensive Coach
The old staff system affected similar areas of the game as this new system does, but it was designed in such a way that there was rarely any incentive for users to change the composition of their staff or for different clubs to choose different strategies. Most users would choose one optimal configuration of their staff and leave it unchanged for years.
|-
 
| from 100% to 40%<br>defensive style
In the new system we wanted to introduce meaningful choices. You need to decide on a focus for your new staff team, since it is no longer possible to hire every category of staff. Cost has also become a more important factor since picking the highest skilled staff member every time will become very expensive indeed - it is more likely that the best choice for your team will be a combination of higher and lower skilled staff members.
| from 30% defensive to balanced (0)<br> or <br>from balanced (0) to 30% offensive style
 
| from 40% to 100%<br>offensive style
There are a few important things to note as we switch to the new staff system:
|}</blockquote>
 
'''Find your focus'''
== Volunteer staff ==
 
'''Secretary''' is a volunteer staff that reports on latest game news.
:The old system was easy to optimise, and most users that had any knowledge about the game would choose a similar setup and then practically never change it. The new system should reward more active choices by making the optimal choice differ more between clubs.
 
:There is now a total limit of 5 staff members that can be employed at any given time. This means you can't hire staff from every available category, but will need to choose a focus for your team. The advantage of the new staff system is that more powerful combinations are now possible.


'''Staff levels and salaries'''
= Staff system changes =
* On October 2015 ([[global season]] 60), Spokesperson specialist was removed as a staff member. Instead all teams gained the highest effect of a level 5 for free.
: Contract costs are raised (for example, a level 5 specialist changed cost for 24 000 € to 33 840 € for 1 week).
* The '''big reform''' is implemented in [[A_Guide_to_the_new_Staff_System|April 2014 (g.s. 55)]], introducing the skill level and a limit of one specialist for type (note that initially 3 Assistant coach were permitted, but the number was quickly reduced to 2, lowering the total to 4 specialist altogether).
: It was also reintroduced the ''Financial Director'' from Accountants, Doctor was renamed to ''Medic'' and Physiotherapist to ''Form Coach''.
* At the beginning of [[Faster_training_next_season|August 2010 (g.s. 43)]] is introduced a limit of 10 specialists of each type and of 30 staff members for all, with still an effect of each additional specialist slightly lower than the effects of the one before him.
: Accountant were removed and Goalkeeping Coaches merged with Assistant Coaches.
* Before season 42 you could have up to 244 staff members of each of the 7 types, with negative consequences for every member above 10 (overstaffing). In the old system, each extra staff member was paid the same as the one before, but the more you hired in a certain category the less each additional one would contribute. Many times, the first staff member hired would alone contribute as much as the next 7 or 8 combined.
: Former staff types were:
:# [[Assistant_coach#Old_staff_Goalkeeping_Coach|Goalkeeper Coaches]] (they improved [[goalkeeper]] [[form]] and goalkeeping [[training]]),
:# [[Assistant coach#Old staff Assistant Coach|Assistant Coaches]] (like today, but without skill level and not active on goalkeepers; Over 10 caused loss of training for the week),
:# Sports psychologists (the only specialist still in use today, at the time without skill levels and with negative overstaffing effects on team spirit),
:# [[Spokesperson]] (they improve [[sponsors|sponsor]] mood and gives minor boost to [[Fans|supporter mood]], thereby resulting in an increase in fan club size and sponsor income),
:# [[Form Coach#Comparison with old staff system|Physiotherapist]]s (they reduce odds of player injury; more than 10 physiotherapists could be employed, but the youth squad level might drop),
:# [[Medic#Comparison with old staff system|Doctor]]s (they heal injured players and you could hire more than 10 specialists to get faster healing with an acceptable risk that your supporter mood could drop at every daily update),
:# [[Accountant]]s (they allowed you to earn interest on your money if you had a large surplus (over 4 million) in the bank and reduced [[debts]] if you were far into the red).


:Staff members are no longer anonymous units to add or dispose of at will. They have names, they have individual skill levels (between 1 and 5), and they have at least a semblance of labour rights. They are also able to do more for your team than ever before.
=== Comparison with old system ===
The old staff system affected more or less the same areas of the game, but it was designed in such a way that there was a big incentive for users to change the composition of staff only as a reaction to instant needs. For example, you hired 10 doctors only for an important injured player, or sport psychologist only before an important match.
What was missing was the possibility to choose different strategies for different clubs. Most users would choose one optimal configuration of their staff for the urgency and leave it unchanged until the problem was solved (and the they fired all staff).


:In the old system, each extra staff member was paid the same as the one before, but the more you hired in a certain category the less each additional one would contribute. Many times, the first staff member hired would alone contribute as much as the next 7 or 8 combined.
In the new system a good manager should be forced to decide a focus for the team, since it is no longer possible to hire every category of staff. The advantage of the new staff system should be that more powerful combinations are now possible.
Cost has also become a more important factor since picking the highest skilled staff member every time will become very expensive indeed. The old system was much easier to optimize, and most users that had any knowledge about the game would choose a very similar setup. Another way to approach this change is to say that it is now more about choosing an edge for your team and less about covering the necessary bases.  


:In the new system, the effects of a new staff member are clearly described and each additional skill level will contribute as much as the one before. The twist is that instead the salary rises, so this now becomes the factor to watch out for. You can progress faster - but will it be worth it?
Furthermore, in the new system, the effects of a new staff member are clearly described and each additional skill level will contribute as much as the one before. A level 5 staff member will have 5 times the effect of a level 1 staff member, which is great, but he will at the same time be 16 times as expensive. Lower skilled staff are definitely more cost-effective, but hiring the best can still pay off. Finding a balance for your team becomes an important consideration.


:A level 5 staff member will have 5 times the effect of a level 1 staff member, which is great, but he will at the same time be 16 times as expensive. Lower skilled staff are definitely more cost-effective, but hiring the best can still pay off. Finding a balance for your team becomes an important consideration.
<big> '''Criticism'''</big><br>
[[File:Especialistas3.jpg|thumb|A tipical staff setting: 2 assist. / 1 med. / 1 psy. (Hire them forever and then forget about staff)]]
Even if the new system purpose was to make the staff an active part of the game, the final result is the opposite as all managers today fill the 4 spots with level 4 specialists and practically never change it. The level 1 to 3 skill are not effective enough, and level 5 is too expensive. Besides, 2 Assistant coaches are a mandatory choice, as well as 1 Medic is, leaving only 1 spot available for tactical choices. A total limit of 5 staff members that can be employed at any given time at proof of the facts is too restrictive. In conclusion, the new system failed to reward more active managers by making the optimal choice differ more between clubs.


'''New range of modifiers'''
Another problem is that, more powerful combinations between staff members, even if now possible, is too expensive in term of time and money. The new specialists don't interact with each other as they should have or could have done if better implemented.


:The new staff system does not replace the old one from the same starting point. Even with no staff in a certain category, your team will do better now than it did in the old system when no staff were hired in that same category. For example, your injury risk will be lower today with no Medic than it was without any Physios in the old system. This "free" effect varies a litte between categories, but is typically just short of the effect you would get from the first staff member in any category. Another way to approach this change is to say that it is now more about choosing an edge for your team and less about covering the necessary bases. The floor has been raised, and so has the roof - for those areas that you do choose to focus on, higher overall modifiers are possible in the new system than in the old. A consequence of this is also that the bonuses achieved by teams may differ more as well.
The part where success was achieved is undoubtedly that today staff members are no longer anonymous units to add or dispose of at will. They have names, they have individual skill levels, and they have at least a semblance of labor rights. They are also able to do more for your team than ever before.




[[Category:Economy]]
[[Category:Economy]]
[[Category:Staff]]

Latest revision as of 22:41, 30 December 2023

Hiring the right staff members (or Specialists) is important to clubs and to the development of a well-balanced financial status.

The staff may not be found in the dugout on match day, but they work with the players during the week or fulfill other crucial duties. They efficiently manage different team functions like player's form, and team's morale. Specialists have different effects based on their ability and salary, so that they complement both the head coach in training and the manager in key tasks.

General Concepts

Any contribution you get from a staff member is applied as a static bonus on top of an existing team stat. This bonus will always be visible, but since team stats are dynamic to begin with, and are influenced by different factors, the final effect achieved with a hired staff member can be hard to predict exactly. What you can be sure of is that you are moving the needle in the right direction.

Skill Level of a Specialist
Specialists have a skill level from one to five. Staff members with higher skill levels naturally contribute a higher bonus effect, but have a higher cost. These bonus effects are growing linearly, while their salary grows exponentially - which means that the gain from each additional skill level is constant, while the salary doubles every level. A numeric example may help:
- skill level 2 helps 40% of the max (level 5), while their wage is 1/8 of the level 5 staff salary;
- skill level 3 helps 60% of the max (level 5), while their wage is a quarter of the level 5 staff salary;
- skill level 4 helps 80% of the max (level 5), while their wage is half of the level 5 staff salary;
- skill level 5 helps the maximum, at maximum wage.

Total Number of Specialists
Your board, which controls expenses and decides how many specialists you can employ, only allows four specialist altogether and only one of a type (note that Assistant Coaches make an exception as they can be two).

So, you can hire for your club:
  • up to 4 staff members in total,
  • up to 2 Assistant Coaches at a time,
  • 1 staff member at a time for all other staff categories.
The staff page where you hire or fire specialists can be found on the "The Club" page.
Once hired, a specialists have a weekly salary, paid during the economic update.


Hire a Specialist
When hiring a specialist, you'll give them a contract of a given length. The contract length can be from 1 to 16 weeks and determines the weekly cost of the specialist, going cheaper the longer the contract.

A contract can be set up for automatic renewal, giving the specialist a new contract of a selectable length once the old contract expires.
To set up/remove renewals or fire a staff member, click on that specialist's name or picture to get to his individual page.
Total cost of a contract
Weeks Skill level 1 Skill level 2 Skill level 3 Skill level 4 Skill level 5
1 2 115 € 4 230 € 8 460 € 16 920 € 33 840 €
2 4 110 € 8 220 € 16 440 € 32 800 € 65 760 €
3 5 670 € 11 340 € 22 680 € 45 360 € 90 720 €
4 7 080 € 14 160 € 28 320 € 56 640 € 113 280 €
5 8 550 € 17 100 € 34 200 € 68 400 € 136 800 €
6 9 900 € 19 800 € 39 600 € 79 200 € 158 400 €
7 11 025 € 22 050 € 44 100 € 88 200 € 176 400 €
8 12 000 € 24 000 € 48 000 € 96 000 € 192 000 €
9 12 960 € 25 920 € 51 840 € 103 680 € 207 360 €
10 13 800 € 27 600 € 55 200 € 110 400 € 220 800 €
11 14 520 € 29 040 € 58 080 € 116 160 € 232 320 €
12 15 120 € 30 240 € 60 480 € 120 960 € 241 920 €
13 15 600 € 31 200 € 62 400 € 124 800 € 249 600 €
14 15 960 € 31 920 € 63 840 € 127 680 € 255 360 €
15 16 200 € 32 400 € 64 480 € 129 600 € 259 200 €
16 16 320 € 32 640 € 65 280 € 130 560 € 261 120 €


Fire a Specialist
Firing a specialist will result in a cost and also cannot be done in the first or last week of his contract. The cost of firing a specialist is equal to the savings you've had compared to a shorter contract times two.

Example:

You have a 16 week contract for a level 4 specialist that you'd like to break in its 10th week. The cost up until now has been 10 * 8 160 € = 81 600 €, a 10 week contract would have cost you 10 * 11 040 € = 110 400 €.
The cost of firing the specialist is 2*(110 400 € - 81 600 €) = 57 600 €

Specialists

The current staff system replaced the old one (see below) from a different starting point. Even with no staff in a certain category, your team do better today than it did in the old system when no staff were hired in that same category. For example, your injury risk is lower with no Medic than it was in the old system without any Physios. This "free" effect varies a little between categories, but is typically just short of the effect you would get from the first staff member in any category. The floor has been raised, and so has the roof - for those areas that a manager choose to focus on, higher overall modifiers are possible. A consequence of this is also that the bonuses achieved by teams may differ more as well.

Staff profile
Training Only Competitive + Training Competitive Only
Basic 2 assistant coaches
1 medic
 
1 assistant coach
1 medic
1 sports psychologist
1 form coach
1 medic
1 sports psychologist
Improvement + 1 form coach
(NT trainees)
+ 1 assistant coach + 1 tactical assistant
Financial
issues
low level specialist
(Starting club)
+ 1 financial director
(Rich club)

Assistant coaches

      Main article: Assistant coach

This specialist can be hired to:

As side effects, he also:

  • Improves trained players background form,
  • Increases injury risk.
Bonus on training speed bonus and the side effects
Skill Level Training Speed Injury Risk Cost for 1 week
0 No bonus 40% 0 €
1 +3.5% +2.5% 2 115 €
2 +7% +5% 4 230 €
3 +10.5% +7.5% 8 460 €
4 +14% +10% 16 920 €
5 +17.5% +12.5% 33 840 €


The bonus is added as a multiplier on top of:

  • the existing training efficiency as decided by the coaching skill of your head coach,
  • your chosen training intensity,
  • your chosen stamina share.

Medic

      Main article: Medic

Having a Medic on the team will:

  • Reduces injury risk.
  • Decreases the recovery time for injured players.

Medics are responsible for the overall physical condition of your players. This means they work both proactively to prevent injuries as well as with the rehabilitation of any players that do get injured.

Bonus of a Medic
Skill Level Recovery Speed Injury Risk Cost for 1 week
0 No bonus 40% 0 €
1 +20% -7.5% 2 115 €
2 +40% -15% 4 230 €
3 +60% -22.5% 8 460 €
4 +80% -30% 16 920 €
5 +100% -37.5% 33 840 €

Form coach

      Main article: Form Coach

The team's Form Coach specializes in getting the most out of the player material you have:

  • Your team's average form will be higher, because the Form Coach will give a bonus to player's background form.

The value of form you see on a player, as a measure of how close he is to be performing at his maximum potential, is the current form, but there is also a trend called the background form, or the value the form is moving toward.

Bonus of a form coach
Skill Level Form Cost for 1 week
0 No bonus 0 €
1 +0.2 2 115 €
2 +0.4 4 230 €
3 +0.6 8 460 €
4 +0.8 16 920 €
5 +1.0 33 840 €

Sports psychologist

      Main article: Sports psychologist

Sports psychologist:

Confidence is primarily driven by your team results and how many goals you've scored, but Sports psychologist adds a bonus to your team confidence and - directly - your attack ratings.

The Sports Psychologist helps team spirit as well by raising the base value toward which your team spirit moves naturally.

Bonus of a sport psychologist
Skill Level Team spirit Confidence Cost for 1 week
0 No bonus No bonus 0 €
1 +0.1 +0.2 2 115 €
2 +0.2 +0.4 4 230 €
3 +0.3 +0.6 8 460 €
4 +0.4 +0.8 16 920 €
5 +0.5 +1 33 840 €

He does not help protect you against overconfidence.

Financial director

      Main article: Financial Director

Hiring a Financial Director:

  • Increases the amount of funds a Club can keep in cash, before the Board intervenes.
  • Increases also the speed with which the Board will release money to the manager when cash runs below the cash reserve limit established by the Board.
Effects of a financial director
Skill Level Max Funds Return / Week Cost for 1 week
0 15 000 000 € 50 000 € 0 €
1 17 000 000 € 100 000 € 2 115 €
2 19 000 000 € 200 000 € 4 230 €
3 21 000 000 € 300 000 € 8 460 €
4 23 000 000 € 400 000 € 16 920 €
5 25 000 000 € 500 000 € 33 840 €

Tactical assistant

      Main article: Tactical assistant

The team's tactical assistant:

  • Gives the manager more individual orders in matches
  • Allows access to the style of play bar in the match lineup

Every manager can give his team up to 5 extra orders in a match, with each level of tactical coach a manager gains one extra order. With a level 5 tactical assistant you have access to a total of 10 match orders, but the restriction of maximum 3 substitutions still apply.

Effects of a tactical assistant
Skill Level Subs / individual orders Style of play flexibility Cost for 1 week
0 No bonus No bonus 0 €
1 +1 +20% 2 115 €
2 +2 +40% 4 230 €
3 +3 +60% 8 460 €
4 +4 +80% 16 920 €
5 +5 +100% 33 840 €

With style of play you can tune how offensive/defensive you'd like your team to play, with a basis in your coach's tactical affinity. A defensively minded coach is considered to be 100% defensive, an offensive coach is 100% offensive and the neutral coach is 0% of either. With each tactical assistant level, you can move up to 20 percentage points away from your coach's affinity.

Example:

With a level 3 tactical assistant you have a flexibility of moving 60 percentage points on the bar, giving you the option to set your style of play somewhere within these levels:

Level 3 tactical assistant
Defensive Coach Neutral Coach Offensive Coach
from 100% to 40%
defensive style
from 30% defensive to balanced (0)
or
from balanced (0) to 30% offensive style
from 40% to 100%
offensive style

Volunteer staff

Secretary is a volunteer staff that reports on latest game news.

Staff system changes

  • On October 2015 (global season 60), Spokesperson specialist was removed as a staff member. Instead all teams gained the highest effect of a level 5 for free.
Contract costs are raised (for example, a level 5 specialist changed cost for 24 000 € to 33 840 € for 1 week).
  • The big reform is implemented in April 2014 (g.s. 55), introducing the skill level and a limit of one specialist for type (note that initially 3 Assistant coach were permitted, but the number was quickly reduced to 2, lowering the total to 4 specialist altogether).
It was also reintroduced the Financial Director from Accountants, Doctor was renamed to Medic and Physiotherapist to Form Coach.
  • At the beginning of August 2010 (g.s. 43) is introduced a limit of 10 specialists of each type and of 30 staff members for all, with still an effect of each additional specialist slightly lower than the effects of the one before him.
Accountant were removed and Goalkeeping Coaches merged with Assistant Coaches.
  • Before season 42 you could have up to 244 staff members of each of the 7 types, with negative consequences for every member above 10 (overstaffing). In the old system, each extra staff member was paid the same as the one before, but the more you hired in a certain category the less each additional one would contribute. Many times, the first staff member hired would alone contribute as much as the next 7 or 8 combined.
Former staff types were:
  1. Goalkeeper Coaches (they improved goalkeeper form and goalkeeping training),
  2. Assistant Coaches (like today, but without skill level and not active on goalkeepers; Over 10 caused loss of training for the week),
  3. Sports psychologists (the only specialist still in use today, at the time without skill levels and with negative overstaffing effects on team spirit),
  4. Spokesperson (they improve sponsor mood and gives minor boost to supporter mood, thereby resulting in an increase in fan club size and sponsor income),
  5. Physiotherapists (they reduce odds of player injury; more than 10 physiotherapists could be employed, but the youth squad level might drop),
  6. Doctors (they heal injured players and you could hire more than 10 specialists to get faster healing with an acceptable risk that your supporter mood could drop at every daily update),
  7. Accountants (they allowed you to earn interest on your money if you had a large surplus (over 4 million) in the bank and reduced debts if you were far into the red).

Comparison with old system

The old staff system affected more or less the same areas of the game, but it was designed in such a way that there was a big incentive for users to change the composition of staff only as a reaction to instant needs. For example, you hired 10 doctors only for an important injured player, or sport psychologist only before an important match. What was missing was the possibility to choose different strategies for different clubs. Most users would choose one optimal configuration of their staff for the urgency and leave it unchanged until the problem was solved (and the they fired all staff).

In the new system a good manager should be forced to decide a focus for the team, since it is no longer possible to hire every category of staff. The advantage of the new staff system should be that more powerful combinations are now possible. Cost has also become a more important factor since picking the highest skilled staff member every time will become very expensive indeed. The old system was much easier to optimize, and most users that had any knowledge about the game would choose a very similar setup. Another way to approach this change is to say that it is now more about choosing an edge for your team and less about covering the necessary bases.

Furthermore, in the new system, the effects of a new staff member are clearly described and each additional skill level will contribute as much as the one before. A level 5 staff member will have 5 times the effect of a level 1 staff member, which is great, but he will at the same time be 16 times as expensive. Lower skilled staff are definitely more cost-effective, but hiring the best can still pay off. Finding a balance for your team becomes an important consideration.

Criticism

A tipical staff setting: 2 assist. / 1 med. / 1 psy. (Hire them forever and then forget about staff)

Even if the new system purpose was to make the staff an active part of the game, the final result is the opposite as all managers today fill the 4 spots with level 4 specialists and practically never change it. The level 1 to 3 skill are not effective enough, and level 5 is too expensive. Besides, 2 Assistant coaches are a mandatory choice, as well as 1 Medic is, leaving only 1 spot available for tactical choices. A total limit of 5 staff members that can be employed at any given time at proof of the facts is too restrictive. In conclusion, the new system failed to reward more active managers by making the optimal choice differ more between clubs.

Another problem is that, more powerful combinations between staff members, even if now possible, is too expensive in term of time and money. The new specialists don't interact with each other as they should have or could have done if better implemented.

The part where success was achieved is undoubtedly that today staff members are no longer anonymous units to add or dispose of at will. They have names, they have individual skill levels, and they have at least a semblance of labor rights. They are also able to do more for your team than ever before.