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= General Concepts =
= General Concepts =
'''<big>Skill Level of a Specialist</big>'''
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.  
: 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 bonuses are linear - which means that each additional skill level always contributes as much again as the skill level before.


'''<big>Total Number of Specialists</big>'''
'''<big>Skill Level of a Specialist</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).  
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>
: So you can hire for your club:
- 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>
 
'''<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 4 staff members in total,
:* up to 2 Assistant Coaches at a time,
:* up to 2 Assistant Coaches at a time,
:* 1 staff member at a time for all other staff categories.
:* 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.}}
{{textreport|text=The staff page where you hire or fire specialists can be found on the "The Club" page.}}
: Once hired, aspecialists have a weekly salary, paid during the [[updates|economic update]].  
: Once hired, a specialists have a weekly salary, paid during the [[updates|economic update]].  


'''<big>Hire a Specialist</big>'''
: 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.


{{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.
'''<big>Hire a Specialist</big>'''<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.}}
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.
{{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"
{| class=wikitable style="text-align:center; font-size:92%;"
|+ '''Total cost of a contract'''
|+ Total cost of a contract
|- bgcolor=lightgrey
|- 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
| 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
Line 75: Line 80:
! align=left | 16
! align=left | 16
| 16 320 € || 32 640 € || 65 280 € || 130 560 € || 261 120 €
| 16 320 € || 32 640 € || 65 280 € || 130 560 € || 261 120 €
|}
|}<br>
 
'''<big>Fire a Specialist</big>'''<br>
'''<big>Fire a Specialist</big>'''
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.
: 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>
<blockquote>'''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></blockquote>


= Specialists =  
= Specialists =  
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, 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.  
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.


== Assistant Coaches ==
{| class=wikitable style="text-align:center; font-size:92%;"
[[image:AssistCoach.png|thumb|link=Assistant coach]]  
|+ Staff profile
{{Main|Assistant coach}}
|- style="background-color:#b0c4de"
|
| width=30% | '''Training Only'''
| width=30% | '''Competitive + Training'''
| width=30% | '''Competitive Only'''
|-
! 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:
This specialist can be hired to:
* Improve outfield players [[training]].
* Improve outfield players [[training]].
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* Increases [[injury]] risk.
* Increases [[injury]] risk.


{| class=wikitable style="text-align:center"
{| class=wikitable style="text-align:center; font-size:92%;"
|+ Bonus on training speed bonus and the side effects
|+ Bonus on training speed bonus and the side effects
|- bgcolor=lightgrey
|- style="background-color:#b0c4de"
! width=20% | Skill Level   || width=30% | Training Speed || width=25% | Injury Risk  
| width=22% | '''Skill Level'''
| width=25% | '''Training Speed'''
| width=25% | '''Injury Risk'''
| '''Cost&nbsp;for 1&nbsp;week'''
|-  
|-  
! align=left | 0
! align=left | 0
|No bonus || 40%   
| ''No bonus'' || 40%  || 0 €
|-  
|-  
! align=left | 1
! align=left | 1
| +3.5%  ||  +2.5%  
| +3.5%  ||  +2.5% || 2 115 €
|-  
|-  
! align=left | 2
! align=left | 2
| +7%  ||  +5%   
| +7%  ||  +5%  || 4 230 €
|-  
|-  
! align=left | 3
! align=left | 3
| +10.5%  ||  +7.5%  
| +10.5%  ||  +7.5% || 8 460 €
|-  
|-  
! align=left | 4
! align=left | 4
| +14%  || +10%  
| +14%  || +10% || 16 920 €
|-  
|-  
! align=left | 5
! align=left | 5
| +17.5%    || +12.5%   
| +17.5%    || +12.5%  || 33 840 €
|}
|}<br>


The bonus is added as a multiplier on top of:
The bonus is added as a multiplier on top of:
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== Medic ==
== Medic ==
[[image:Medic.png|thumb|link=Medic]]
{{Main|Medic}}
{{Main|Medic}}
[[image:Medic.png|frame|link=Medic]]
Having a Medic on the team will:
Having a Medic on the team will:
* Reduces [[injury]] risk.
* Reduces [[injury]] risk.
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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 for 1 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
Line 154: Line 190:
|}
|}


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.  


== Form Coach ==
{| class=wikitable style="text-align:center; font-size:92%;"
[[image:formCoach.png|thumb]]
|+ Bonus of a form coach
{{Main|Form Coach|link=Form Coach}}
|- style="background-color:#b0c4de"  
The team's Form Coach:
| width=25% | '''Skill Level '''
* Keeps the squad match fit and motivated.
| '''Form'''
| '''Cost&nbsp;for 1&nbsp;week'''
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 specializes 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 for 1 week
|-  
|-  
! align=left | 0
! align=left | 0
| No bonus || 0 €
| ''No bonus'' || 0 €
|-  
|-  
! align=left | 1
! align=left | 1
Line 192: Line 225:


== Sports psychologist ==
== Sports psychologist ==
[[image:Psychologist.png|thumb|link=Sports psychologist]]
{{Main|Sports psychologist}}
{{Main|Sports psychologist}}
[[image:Psychologist.png|frame|link=Sports psychologist]]
Sports psychologist:
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.  
 
The Sports Psychologist helps '''team spirit''' as well by raising the base value toward which your team spirit moves naturally.  


{| class=wikitable width=40% style="text-align:center"
{| class=wikitable style="text-align:center; font-size:92%;"
|- bgcolor=lightgrey
|+ Bonus of a sport psychologist
! Skill Level |Team spirit |Confidence || Cost for 1 week
|- 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
Line 223: Line 262:
|}
|}


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]].
He does not help protect you against [[overconfidence]].  
 
== Financial Director ==
== Financial director ==
[[image:accountants.png|thumb|link=Financial Director]]
{{Main|Financial Director}}
{{Main|Financial Director}}
[[image:accountants.png|frame|link=Financial Director]]
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.


{| class=wikitable width=40% style="text-align:center"
{| class=wikitable style="text-align:center; font-size:92%;"
|- bgcolor=lightgrey
|+ Effects of a financial director
!Skill Level   || Max Funds || Return / Week || Cost for 1 week
|- style="background-color:#b0c4de"
! width=25% | Skill Level
! Max Funds
! Return / Week
! Cost&nbsp;for 1&nbsp;week
|-  
|-  
! align=left | 0
! align=left | 0
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== Tactical assistant ==
== Tactical assistant ==
[[image:TacticalAssistant.png|thumb|link=Tactical assistant]]
{{Main|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
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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.


{| class=wikitable style="text-align:center"
{| class=wikitable style="text-align:center; font-size:92%;"
|- bgcolor=lightgrey
|+ Effects of a tactical assistant
!Skill Level   || Subs / individual orders || Style of play flexibility || Cost for 1 week
|- style="background-color:#b0c4de"
| width=17% | '''Skill Level'''
| '''Subs / individual orders '''
| '''Style of play flexibility'''
| '''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
| +1 || +20pp ||  2 115 €
| +1 || +20% ||  2 115 €
|-  
|-  
! align=left | 2
! align=left | 2
| +2 || +40pp ||  4 230 €
| +2 || +40% ||  4 230 €
|-  
|-  
! align=left | 3
! align=left | 3
| +3 || +60pp ||  8 460 €
| +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
|}
|}


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>
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>
<blockquote>'''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:
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:


{| class=wikitable style="text-align:center"
{| class=wikitable style="text-align:center; font-size:92%;"
|+ Level 3 tactical assistant
|- bgcolor=lightgrey
|- bgcolor=lightgrey
! Coach || Style of play
! Defensive Coach !! Neutral Coach !! Offensive Coach
|-
|-
! Defensive
| from 100% to 40%<br>defensive style
| 100%-40% defensive
| from 30% defensive to balanced (0)<br> or <br>from balanced (0) to 30% offensive style
|-
| from 40% to 100%<br>offensive style
! Neutral
| 30%-0% defensive or 0%-30% offensive
|-
! Offensive
| 40%-100% offensive
|}</blockquote>
|}</blockquote>
   
   
Line 308: Line 351:


= Staff system changes =
= Staff system changes =
* 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.
* 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.
* At the beginning of season 43, Accountant were removed and Goalkeeping Coaches merged with Assistant Coaches.  
: Contract costs are raised (for example, a level 5 specialist changed cost for 24 000 € to 33 840 € for 1 week).
* 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.
* 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).
* 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''.
: 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.
* Former staff types were:
: Accountant were removed and Goalkeeping Coaches merged with Assistant Coaches.  
:* [[Physiotherapist]]s: Reduce odds of player [[injury]];
* 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.
:* [[Doctor]]s: Heals [[injury|injured]] players;
: Former staff types were:
:* Goalkeeper Coaches: Improved [[goalkeeper]] [[form]] and goalkeeping [[training]];
:# [[Assistant_coach#Old_staff_Goalkeeping_Coach|Goalkeeper Coaches]] (they 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.
:# [[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),
:* [[Spokesperson]]: Improves [[sponsors|sponsor]] mood and gives minor boost to [[Fans|supporter mood]]. This specialist was removed as a staff member on 26/10/2015, instead all teams gained the highest effect of a level 5 spokesperson for free.
:# 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),
=== Comparison with the old staff system ===
:# [[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),
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.
:# [[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).
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.
 
There are a few important things to note as we switch to the new staff system:
* '''Find your focus'''
: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.
=== 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).


* '''Staff levels and salaries'''
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.
: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.
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 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.
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.


: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?
<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.


: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.
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.


*'''New range of modifiers'''
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.
: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.




[[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.