Tech Upgrades Football

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### **Tech Trees, Tech Points and Tiers**

Every building has its own tech tree with a number of attached tech branches. You purchase techs in a tech branch through spending tech points. Tech points are gained by upgrading a building's level. For the majority of buildings the first six upgrade levels earn 1 tech point per upgrade level, and each upgrade level above earns 2 tech points per upgrade. However, for the Club office, the Psychology building and the Broadcast building they begin to get 2 tech points from level four onwards, Tech points are not transferable between buildings, but you don't have to spend them when you gain them, but can save them up instead.

Tech trees use a tier level system, with the maximum tier you have access to being equal to the building's current level. You cannot buy tech in a tier that is above your building's level. In addition, you cannot skip tech in a lower tier of a tech branch to purchase a higher tier tech in that branch - you must purchase all tech in a tech branch in the order they appear.

If you click on a tech a description of what is does is shown and you can then choose to purchase it if you have the tech point, or you can close it down and look at another tech.

### **Tech Upgrade Descriptions**

* **AD Views Per Reward** — This tech determines how many video ads need to be watched in the broadcast building to earn reward.
* **Aggression Cards** — Each time this tech is chosen it raises the chance of the psychology building supplying your club with an Aggression card, checked each day.
* **Amenity Plot** — Each time this tech is taken an additional amenity plot becomes available for the club to use. The club can have one activate Amenity per Amenity plot.
* **Budget Boost** — Every time this tech is chosen it increases the money that the board supplies at the beginning of every season by an additional $50,000.

* **Budget Carry-over** — Every time this tech is chosen it increases the amount of unspent money at the end of the season that is carried-over and added to next season’s budget by an additional $75,000. Any money carried-over will still generate tokens for the user at the end of the season.

* **Cards** — Each tech level increases the chance of receiving a card in the reward for watching video ads, as well as the energy level of the card.
* **Club Cash** — Each time this tech is taken it increases the random amount of club cash received as a reward for watching video ads.
* **Composure Cards** — Each time this tech is chosen it raises the chance of the psychology building supplying your club with an a Composure card, checked each day. Composure cards raise a player's current and maximum Composure level.
* **Conference Rooms** — For each time the tech is taken there is a 25% chance that the hotel will generate a token that day e.g. if you pick this tech twice then there are two 25% chances of gaining an extra token, so each day you could receive between 0-2 extra tokens.
* **Epic Deck** — Every time this tech is chosen you receive a deck full of collectable Epic cards of the type specified. In addition, at the beginning of every season after first getting each deck tech you will also receive an single Epic card into your album. In the Broadcast building, however, this tech instead supplies a chance of an epic card appearing as a reward for watching video ads.
* **Energy** — For the Training, Stadium, Hotel and Medical building each time this tech is chosen the building will provide +1 energy to the club’s general energy pool, as well providing daily cards for each building whose total energy will be equal to the energy supplied by that building e.g. if your Training building had 6 energy tech then it would supply 6 energy added to your general energy pool, as well as provide daily cards whose combined energy adds up to 6 energy (random distribution). The Office and the Academy building, however, supply energy in a different way - these buildings only supply energy when you have an active contract negotiation (Office Building) or a prospect in development (Academy). In addition, these buildings only ever supply two cards, with the energy value of the two cards being random within parameters set by the energy tech level of the building - energy tech levels 1 to 5 determine the maximum energy level that can be generated for a card and cards generated will have an energy value in that range e.g. if you had invested in three energy techs for your office building then it would generate two daily cards, and each card would have an energy value between 1 and 3. The actual energy the building supplies is equal to the energy value of the highest card generated that day. Energy tech level 6-10 don't add extra cards or energy. Instead these techs create a chance that one or both of the daily cards generated are Epic cards instead (Epic cards count as 1 energy for purposes of determining how much energy the building supplies that day):

 6
 7
 8
 9
 10

e.g. If you had invested in 8 energy tech levels in your Office building then every time you had one or more contract negotiations open your Office would supply two Contract cards. There would be a 25% chance that the first card would be an epic card and a 10% chance the second card would be an epic card. If one or both cards are not epic they would have an energy value ranging between 1 and 5, and the amount of energy the building would supply would be equal to the highest energy card value of the two cards, with epic cards counting as 1 energy.

* **Free Roam Tag** - Each time this tech is chosen you can, if you want, give a player a Free Roam Tag. A player with this tag has freedom to make runs and dribble in any direction they feel like. This will supersede any instruction the player may have from their role.
* **Form Cards** — Each time this tech is chosen it raises the chance of the psychology building supplying your club with an Form card, checked each day. Form cards raise the form level of the player it is played on and also resets the clock for when form changes occur for that player.
* **Hotel Rooms** — Each time this tech is chosen the hotel will produce income every day equal to $500 x (club level divided by 2).
* **Fully Customisable Role** - Each time you choose this tech it allows you to create a custom version of a role where all the role instructions are unlocked. So, this allows you to create a role with whatever insrtruction levels in it that you want.
* **Leadership Cards** — Each time this tech is chosen it raises the chance of the psychology building supplying your club with an Leadership card, checked each day. Leadership cards raise a player's current and maximum Leadership level.
* **Max Rewards Per Day** — This tech determines how many rewards per day can be gained from watching video ads
* **Nutrition Plan** — Every time this tech is taken it raises the amount of nutrition plans that can be in operation at any one time.
* **Max Squad Size** — Your squad starts with a maximum 30 players in their squad. Each time this tech is bought it increases the maximum by +1
* **Med-Packs** — Each time this tech is taken you will receive a number of med-packs.
* **Playmaker Tag** - Each time this tech is chosen you can, if you want, give a player a Playmaker Tag. A player with this tag will become a priority passing target for his teammates. This tag does not alter what the player does when they have the ball, just makes them more likely to be passed the ball.
* **Physical Coaching Soft Cap** — Each time this tech is bought it raises the soft cap on spending attribute points on a prospect in development by +1. The base cap starts at 22.
* **Regimes** — When this tech is taken it either raises the maximum amount of Physical or Skill training regimes that the club can have in operation at any one time.
* **Regime Length** — Every time this tech is taken it extends the maximum length a training regime can run before it needs to be reset. There is one tech choice that becomes available at building level 7 that allows you to auto-repeat a regime when it finishes, rather than having to reset.
* **Scouting Assignments** — The level of this tech determines the highest level scouting assignment that can be used to scout a prospect. The higher the scouting assignment, the higher the cost in scouting stars it will cost to use, but the better the prospect will be when generated.
* **Skill Coaching Boost** — Every time this tech is taken it will add +50 raw skill points to a random skill of your prospect in development every time you play an Academy card onto that prospect.
* **Slots** — Each time this tech is taken an additional slot of the building relevant type will be added into which you can play cards.
* **Specialist Roles** - eeach time you choose this tech you get to choose a specialist role to have access to.
* **Specialist Training Session** — Every time this tech is taken you get to choose a specialised training session which can then be used in your training regimes. Some more focused session types only become available to be chosen when other session types have previously been taken.

### **Star Player Maximum**

When your club begins it starts with 1 star player. To be able to add more star players to your squad you need to invest in this tech. Each time you buy it it increases the amount of star players you can have in your squad by +1

* **Tokens** — This tech provides tokens into rewards for watching video ads.
* **VIP-Suites** — Every time this tech is chosen it increases the chance that a potential elite card in a daily Wild-deck is actually an elite card.
* **VIP-Spa Rooms** — Every time this tech is chosen it increases the chance of the Wild-deck having additional elite cards.