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{{Interwiki/Staff}} | {{Interwiki/Staff}} | ||
Hiring the right '''staff''' members (or '' | Hiring the right '''staff''' members (or ''Specialists'') is important to [[team|clubs]] and to the development of a well-balanced [[finances|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 [[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. | 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. | ||
= General Concepts = | |||
Specialists have a skill level. 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>Skill Level of a Specialist</big>''' | ||
: 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>''' | |||
: 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.}} | {{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]]. | |||
'''<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. | : 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. | {{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. | ||
To set up/remove renewals or fire a staff member, click on that specialist's name or picture to get to his individual page.}} | 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" | ||
|+ '''Total cost of a contract''' | |||
|- bgcolor=lightgrey | |- bgcolor=lightgrey | ||
! 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 | ||
| 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 | ||
| | | 4 110 € || 8 220 € || 16 440 € || 32 800 € || 65 760 € | ||
|- | |- | ||
! align=left | 3 | ! align=left | 3 | ||
| | | 5 670 € || 11 340 € || 22 680 € || 45 360 € || 90 720 € | ||
|- | |- | ||
! align=left | 4 | ! align=left | 4 | ||
| | | 7 080 € || 14 160 € || 28 320 € || 56 640 € || 113 280 € | ||
|- | |- | ||
! align=left | 5 | ! align=left | 5 | ||
| | | 8 550 € || 17 100 € || 34 200 € || 68 400 € || 136 800 € | ||
|- | |- | ||
! align=left | 6 | ! align=left | 6 | ||
| | | 9 900 € || 19 800 € || 39 600 € || 79 200 € || 158 400 € | ||
|- | |- | ||
! align=left | 7 | ! align=left | 7 | ||
| | | 11 025 € || 22 050 € || 44 100 € || 88 200 € || 176 400 € | ||
|- | |- | ||
! align=left | 8 | ! align=left | 8 | ||
| | | 12 000 € || 24 000 € || 48 000 € || 96 000 € || 192 000 € | ||
|- | |- | ||
! align=left | 9 | ! align=left | 9 | ||
| | | 12 960 € || 25 920 € || 51 840 € || 103 680 € || 207 360 € | ||
|- | |- | ||
! align=left | 10 | ! align=left | 10 | ||
| | | 13 800 € || 27 600 € || 55 200 € || 110 400 € || 220 800 € | ||
|- | |- | ||
! align=left | 11 | ! align=left | 11 | ||
| | | 14 520 € || 29 040 € || 58 080 € || 116 160 € || 232 320 € | ||
|- | |- | ||
! align=left | 12 | ! align=left | 12 | ||
| | | 15 120 € || 30 240 € || 60 480 € || 120 960 € || 241 920 € | ||
|- | |- | ||
! align=left | 13 | ! align=left | 13 | ||
| | | 15 600 € || 31 200 € || 62 400 € || 124 800 € || 249 600 € | ||
|- | |- | ||
! align=left | 14 | ! align=left | 14 | ||
| | | 15 960 € || 31 920 € || 63 840 € || 127 680 € || 255 360 € | ||
|- | |- | ||
! align=left | 15 | ! align=left | 15 | ||
| | | 16 200 € || 32 400 € || 64 480 € || 129 600 € || 259 200 € | ||
|- | |- | ||
! align=left | 16 | ! align=left | 16 | ||
| | | 16 320 € || 32 640 € || 65 280 € || 130 560 € || 261 120 € | ||
|} | |} | ||
'''<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. | |||
<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 = | |||
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. | 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. | ||
== | == Assistant Coaches == | ||
[[image:AssistCoach.png|thumb]] | [[image:AssistCoach.png|thumb|link=Assistant coach]] | ||
* | {{Main|Assistant coach}} | ||
* Improves | This specialist can be hired to: | ||
* Increases [[injury]] risk | * Improve outfield players [[training]]. | ||
As side effects, he also: | |||
* Improves trained players background [[form]], | |||
* Increases [[injury]] risk. | |||
{| class=wikitable style="text-align:center" | {| class=wikitable style="text-align:center" | ||
|+ Bonus on training speed bonus and the side effects | |||
|- bgcolor=lightgrey | |- bgcolor=lightgrey | ||
! width=20% | Skill Level || width=30% | Training Speed || width=25% | Injury Risk | ! width=20% | Skill Level || width=30% | Training Speed || width=25% | Injury Risk | ||
|- | |- | ||
! align=left | 0 | ! align=left | 0 | ||
|No bonus || 40% | |No bonus || 40% | ||
|- | |- | ||
! align=left | 1 | ! align=left | 1 | ||
| +3.5% || +2.5% | | +3.5% || +2.5% | ||
|- | |- | ||
! align=left | 2 | ! align=left | 2 | ||
| +7% || +5% | | +7% || +5% | ||
|- | |- | ||
! align=left | 3 | ! align=left | 3 | ||
| +10.5% || +7.5% | | +10.5% || +7.5% | ||
|- | |- | ||
! align=left | 4 | ! align=left | 4 | ||
| +14% || +10% | | +14% || +10% | ||
|- | |- | ||
! align=left | 5 | ! align=left | 5 | ||
| +17.5% || +12.5% | | +17.5% || +12.5% | ||
|} | |} | ||
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 == | ||
[[image:Medic.png|thumb|link=Medic]] | |||
{{Main|Medic}} | |||
Having a Medic on the team will: | |||
[[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 143: | Line 133: | ||
{| class=wikitable width=40% style="text-align:center" | {| class=wikitable width=40% style="text-align:center" | ||
|- bgcolor=lightgrey | |- bgcolor=lightgrey | ||
! Skill Level | ! Skill Level || Recovery Speed || Injury Risk || Cost for 1 week | ||
|- | |- | ||
! align=left | 0 | ! align=left | 0 | ||
| Line 149: | Line 139: | ||
|- | |- | ||
! align=left | 1 | ! align=left | 1 | ||
| +20% || -7.5% || | | +20% || -7.5% || 2 115 € | ||
|- | |- | ||
! align=left | 2 | ! align=left | 2 | ||
| +40% || -15% || | | +40% || -15% || 4 230 € | ||
|- | |- | ||
! align=left | 3 | ! align=left | 3 | ||
| +60% || -22.5% || | | +60% || -22.5% || 8 460 € | ||
|- | |- | ||
! align=left | 4 | ! align=left | 4 | ||
| +80% || -30% || | | +80% || -30% || 16 920 € | ||
|- | |- | ||
! align=left | 5 | ! align=left | 5 | ||
| +100% || -37.5% || | | +100% || -37.5% || 33 840 € | ||
|} | |} | ||
| Line 168: | Line 158: | ||
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. | 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. | ||
== | == Form Coach == | ||
[[image: | [[image:formCoach.png|thumb]] | ||
* | {{Main|Form Coach|link=Form Coach}} | ||
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 | 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" | {| class=wikitable width=40% style="text-align:center" | ||
|- bgcolor=lightgrey | |- bgcolor=lightgrey | ||
!Skill Level || | !Skill Level || Form || Cost for 1 week | ||
|- | |- | ||
! align=left | 0 | ! align=left | 0 | ||
| No bonus || | | No bonus || 0 € | ||
|- | |- | ||
! align=left | 1 | ! align=left | 1 | ||
| +0. | | +0.2 || 2 115 € | ||
|- | |- | ||
! align=left | 2 | ! align=left | 2 | ||
| +0. | | +0.4 || 4 230 € | ||
|- | |- | ||
! align=left | 3 | ! align=left | 3 | ||
| +0.6 || 8 460 € | |||
|- | |- | ||
! align=left | 4 | ! align=left | 4 | ||
| +0.8 || 16 920 € | |||
|- | |- | ||
! align=left | 5 | ! align=left | 5 | ||
| +0 | | +1.0 || 33 840 € | ||
|} | |} | ||
== Sports psychologist == | |||
[[image:Psychologist.png|thumb|link=Sports psychologist]] | |||
{{Main|Sports psychologist}} | |||
Sports psychologist: | |||
* Improves team [[confidence]]. | |||
* 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. | |||
{| class=wikitable width=40% style="text-align:center" | {| class=wikitable width=40% style="text-align:center" | ||
|- bgcolor=lightgrey | |- bgcolor=lightgrey | ||
!Skill Level | ! Skill Level || Team spirit || Confidence || Cost for 1 week | ||
|- | |- | ||
! align=left | 0 | ! align=left | 0 | ||
| No bonus || 0 € | | No bonus || No bonus || 0 € | ||
|- | |- | ||
! align=left | 1 | ! align=left | 1 | ||
| +0.2 || | | +0.1 || +0.2 || 2 115 € | ||
|- | |- | ||
! align=left | 2 | ! align=left | 2 | ||
| +0.4 | | +0.2 || +0.4 || 4 230 € | ||
|- | |- | ||
! align=left | 3 | ! align=left | 3 | ||
| +0.6 | | +0.3 || +0.6 || 8 460 € | ||
|- | |- | ||
! align=left | 4 | ! align=left | 4 | ||
| +0.8 | | +0.4 || +0.8 || 16 920 € | ||
|- | |- | ||
! align=left | 5 | ! align=left | 5 | ||
| +1 | | +0.5 || +1 || 33 840 € | ||
|} | |} | ||
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]]. | |||
== | == Financial Director == | ||
[[image:accountants.png|thumb]] Hiring a Financial Director: | [[image:accountants.png|thumb|link=Financial Director]] | ||
{{Main|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 width=40% style="text-align:center" | ||
|- bgcolor=lightgrey | |- bgcolor=lightgrey | ||
!Skill Level || | !Skill Level || Max Funds || Return / Week || Cost for 1 week | ||
|- | |- | ||
! align=left | 0 | ! align=left | 0 | ||
| Line 254: | Line 240: | ||
|- | |- | ||
! align=left | 1 | ! align=left | 1 | ||
| 17 000 000 € || 100 000 € || | | 17 000 000 € || 100 000 € || 2 115 € | ||
|- | |- | ||
! align=left | 2 | ! align=left | 2 | ||
| 19 000 000 € || 200 000 € || | | 19 000 000 € || 200 000 € || 4 230 € | ||
|- | |- | ||
! align=left | 3 | ! align=left | 3 | ||
| 21 000 000 € || 300 000 € || | | 21 000 000 € || 300 000 € || 8 460 € | ||
|- | |- | ||
! align=left | 4 | ! align=left | 4 | ||
| 23 000 000 € || 400 000 € || | | 23 000 000 € || 400 000 € || 16 920 € | ||
|- | |- | ||
! align=left | 5 | ! align=left | 5 | ||
| 25 000 000 € || 500 000 € || | | 25 000 000 € || 500 000 € || 33 840 € | ||
|} | |} | ||
=== [[Tactical assistant]] | == Tactical assistant == | ||
[[image:TacticalAssistant.png|thumb|link=Tactical assistant]] | |||
{{Main|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 275: | Line 263: | ||
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" | ||
|- bgcolor=lightgrey | |- bgcolor=lightgrey | ||
!Skill Level || Subs / individual orders || Style of play flexibility || Cost for 1 week | |||
!Skill Level || Subs / individual orders || Style of play flexibility || Cost | |||
|- | |- | ||
! align=left | 0 | ! align=left | 0 | ||
| Line 300: | Line 272: | ||
|- | |- | ||
! align=left | 1 | ! align=left | 1 | ||
| +1 || +20pp || | | +1 || +20pp || 2 115 € | ||
|- | |- | ||
! align=left | 2 | ! align=left | 2 | ||
| +2 || +40pp || | | +2 || +40pp || 4 230 € | ||
|- | |- | ||
! align=left | 3 | ! align=left | 3 | ||
| +3 || +60pp || | | +3 || +60pp || 8 460 € | ||
|- | |- | ||
! align=left | 4 | ! align=left | 4 | ||
| Line 314: | Line 286: | ||
| +5 || +100pp || 24 000 € | | +5 || +100pp || 24 000 € | ||
|} | |} | ||
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: | |||
{| class=wikitable style="text-align:center" | |||
|- bgcolor=lightgrey | |||
! Coach || Style of play | |||
|- | |||
! Defensive | |||
| 100%-40% defensive | |||
|- | |||
! Neutral | |||
| 30%-0% defensive or 0%-30% offensive | |||
|- | |||
! Offensive | |||
| 40%-100% offensive | |||
|}</blockquote> | |||
== | == Volunteer staff == | ||
'''Secretary''' is a volunteer staff that reports on latest game news. | |||
= 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. | |||
* At the beginning of season 43, Accountant were removed and Goalkeeping Coaches merged with Assistant Coaches. | |||
* 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''. | |||
* [[Physiotherapist]]s: Reduce odds of player [[injury]]; | * Former staff types were: | ||
* [[Doctor]]s: Heals [[injury|injured]] players; | :* [[Physiotherapist]]s: Reduce odds of player [[injury]]; | ||
* Goalkeeper Coaches: Improved [[goalkeeper]] [[form]] and goalkeeping [[training]]; | :* [[Doctor]]s: Heals [[injury|injured]] players; | ||
* [[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. | :* Goalkeeper Coaches: Improved [[goalkeeper]] [[form]] and goalkeeping [[training]]; | ||
* [[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. | :* [[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. | ||
:* [[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. | |||
=== Comparison with the old staff system === | === Comparison with the old staff system === | ||
| Line 333: | Line 326: | ||
There are a few important things to note as we switch to the new staff system: | There are a few important things to note as we switch to the new staff system: | ||
* '''Find your focus''' | |||
'''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. | :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. | :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 levels and salaries''' | ||
: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. | :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. | ||
| Line 350: | Line 340: | ||
: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. | ||
'''New range of modifiers''' | *'''New range of modifiers''' | ||
: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 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]] | ||
Revision as of 00:56, 11 May 2020
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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
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 bonuses are linear - which means that each additional skill level always contributes as much again as the skill level before.
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, aspecialists 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. |
| 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
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.
Assistant Coaches

Main article: Assistant coach
This specialist can be hired to:
- Improve outfield players training.
As side effects, he also:
| Skill Level | Training Speed | Injury Risk |
|---|---|---|
| 0 | No bonus | 40% |
| 1 | +3.5% | +2.5% |
| 2 | +7% | +5% |
| 3 | +10.5% | +7.5% |
| 4 | +14% | +10% |
| 5 | +17.5% | +12.5% |
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.
| 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 € |
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.
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.
Form Coach

Main article: Form Coach
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 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.
| 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:
- Improves team confidence.
- 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.
| 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 € |
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 overconfident.
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.
| 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.
| Skill Level | Subs / individual orders | Style of play flexibility | Cost for 1 week |
|---|---|---|---|
| 0 | No bonus | No bonus | 0 € |
| 1 | +1 | +20pp | 2 115 € |
| 2 | +2 | +40pp | 4 230 € |
| 3 | +3 | +60pp | 8 460 € |
| 4 | +4 | +80pp | 12 000 € |
| 5 | +5 | +100pp | 24 000 € |
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:
Coach Style of play Defensive 100%-40% defensive Neutral 30%-0% defensive or 0%-30% offensive Offensive 40%-100% offensive
Volunteer staff
Secretary is a volunteer staff that reports on latest game news.
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.
- At the beginning of season 43, Accountant were removed and Goalkeeping Coaches merged with Assistant Coaches.
- After 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 season 55, reintroducing the Financial Director from Accountants and renaming Doctor to Medic and Physiotherapist to Form Coach.
- Former staff types were:
- Physiotherapists: Reduce odds of player injury;
- Doctors: Heals injured players;
- Goalkeeper Coaches: Improved goalkeeper form and goalkeeping training;
- Accountants: 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.
- Spokesperson: Improves sponsor mood and gives minor boost to 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.
Comparison with the old staff system
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.
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.
- Staff levels and salaries
- 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.
- 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, 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?
- 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.
- New range of modifiers
- 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.