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- Chemistry always refills by the following formula, until it reaches 70.
((100 - current chemistry) / 20) per day. (rounded to nearest integer)
This means, when you have:
10 chemistry: you get +5 per day.
20 chemistry: you get +4 per day.
30 chemistry: you get +4 per day.
40 chemistry: you get +3 per day.
etc.

- When a chemistry bar is at 70 or over, it refills by +1 per day.

- For every player that you drop or trade away, you lose 3 chemistry from the appropriate bars (1 if it's a CPU).

- For every player that you add to your team, you lose 2 chemistry from the appropriate bars.

- This means: if you make a trade of a player for a player, you lose 3-5 chemistry. If you make a trade of a player for cash, you lose 1-3 chemistry.

- Chemistry works similar to morale and energy in that affects your team's performance on the field. It won't affect it nearly as much as energy or morale, but it will have an effect. A team with good chemistry will play better than a team with poor chemistry.

- The minimum chemistry you can have is 10. The max is 100.

- A player leaving due to an expiring contract affects chemistry by -1.

- If you cut a player who has been inactive for a week or more, you do not lose chemistry for him.

- Players < lv 5 do not affect chemistry when signing/cutting, but they do affect chemistry when trading or with expiring contracts.

- When you get a team assigned to you from the waiting list, chemistry is reset to 70/70/70, and you get 4 days where all moves do not affect your chemistry at all. Any teams you trade with may have their chemistry affected, but yours will not.

- Moves made between during weeks 10 - 12 (days 19 - 24) cost double the chemistry hit. Make your moves early in the season to avoid the extra hits.

- Moves made during the offseason only cost -1, instead of the normal prices.
Last edited Apr 19, 2009 02:47:07
 


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