The Sub Level (also subskill) is a concept to talk about exact skill-values in Hattrick. Assuming that each skill is a numerical value, 1 meaning disastrous, 20 meaning divine (which actually is only a convention and no fact), there is an infinite number of possible sublevels between every two skill levels. Sub Levels appear to be rounded up, so 0.1 is already shown as disastrous; only 0.0 will result in the visible skill level non-existent.
Sublevels in player abilities are usually expressed in weeks of training (excellent + 3; magnificient - 1; + 3 in playmaking) or whole skill levels (divine + 1).
Player Sub Levels
Sub Levels in Player Abilities
If a player is trained without visible skill increase, his training is not lost. A player with a skill value of 7.0 plays only slightly worse than one with 7.1, but since the latter will appear as having a skill level of 8.0 (due to rounding), he will sell at a much higher price on the transfer market. There are managers who specialize in finding and buying players with a high sub level in order to maximize profit (see skill trading).
There are no denominations for skills higher than 20 (divine), making higher skill levels harder to recognize. You can estimate a divine player's actual skill level by looking at his TSI and wage or by asking the current owner how long the player has been trained.
Estimating Player Sub Levels
Most common is the estimation of a player's sub level by keeping track of his training.
There are several tools for calculating a keeper's sub level out of his TSI and form.
Sub levels can also be estimated by looking at the player's TSI or wage. Such estimations are less accurate because of the high number of unknown variables (8 skills + form).
Sub Levels in Form
When the TSI of a player rises or falls without apparent reason (injury, training, stamina-loss or aging) and without visible form change, a change in the form's sub level is most probably the cause.
The form level excellent has no sub levels. A player in excellent form that is not trained, not injured and not aging does not change TSI in training updates. This information is useful for calculating the influence of training on the players' TSI or the relationship between the players' TSI and their wage, because one can eliminate one unknown variable (that of the sub level in form) from the equation.
Sub Levels in Experience
Knowing the sub level in experience can be important if you want to make one of your own players coach. A player with an experience of 7.6 is cheaper to be turned into a coach than one with 7.1.
For price reasons, you might want to buy a player with passable (or lower) experience and 'train' him up to solid instead of buying a solid one, especially if you want a player with solid leadership. Knowing his sub level helps you in planning the season.
Estimating Sub Levels in Experience
Carlei, manager of the team SIF Bryggen, made a page with all the necessary information to either track a player's experience gain or calculate it on the basis of how much it costs to turn the player into a coach.
It is not possible to estimate the experience sub level of a player you have not owned for at least 16 weeks or tracked since his last experience increase.
Sub Levels in Leadership
>>please note that as of 05/05/2008 it was reveled by HT team that clowns do not have any influence on team spirit and that it is just a myth<<
If several players have the same visible leadership, the sub level will determine who is the team leader. There is no known test to find out which player has the highest leadership sub level, so the only safe way to make sure that a clown is also the team leader is to have no other players with solid leadership.
Sub Levels in Team Ratings
In team ratings, an approximation of the sub level is shown in order to give a more detailed insight into the team's performance.
|very low:||x.0 - x.24|
|low:||x.25 - x.49|
|high:||x.5 - x.74|
|very high:||x.75 - x.99|
Skill levels above "divine (very high)" are invisible.
Many manager assistants contain tools to predict the team ratings. Since they are all based on experimental values, they are mostly inaccurate.
Team spirit, confidence, sponsor mood, youth squad, fan mood - to add any knowledge.