1957 Team Principals Rules

## **Summary**

Manage and control your team; give your drivers the best possible car to take victory in, manage your budget and try to set up a legacy that will bring your team glory in the future! Welcome to the world of the Team Principal!

***Responsibilities of a Team Principal***

1. Manage your budget
2. Sign Drivers
3. Select Suppliers
4. Develop Car
5. Manage Pit-Crew
6. Keep Drivers Informed

Please go to the relevant sections for more information about each aspect of the game.

## Managing Your Budget

You start with a budget that’s set based on previous performances from the team, and using what we know of the teams’ finances in 1957 in real life – this will be PM’d to each Team Principal. You can take the team into negative money, but the consequences of doing so will be as follows:

* Paying interest on the negative amount to the tune of £1,000 per day you’re in negative
* Only being able to field cars in championship races, so no non-championship/F2 races for your drivers
* Not being able to make any new car parts until you’re back in positive
* If you finish the season in negative money you will be automatically sacked as Team Principal before the 1958 season. If you are one of the top drivers you can still apply for a role as a Team Principal, but not with the same team.

The things you can spend money on are as follows:

* Drivers
* Suppliers
* Car development
* Pit-Crew
* Weather equipment

The only other expenditures possible are one-off items, as follows:

## **Signing Drivers**

Initial driver confirmations have already been completed by PM. Now [u]ALL DRIVERS[/u] in the game will agree their salaries with the Team Principal, and both should send me a copy of the contract filled in identically:

* Driver Name –
* Team Name –
* Contract Length – X years
* Signing Bonus – £X
* Salary – £X
* Contribution (the amount the driver is going to give towards the team’s development) – £X

Go to the main thread (1957 Season Rules) to see the full list of drivers – new signings will be updated regularly in this thread.

***Multiplier Limits***

To ensure fair competition each team will have to respect the multiplier limit – this is calculated by looking at the average multiplier across the F1R 1957 field and adding 0.1 then multiplying by the number of drivers. This season the limit for your top 4 drivers was worked out as follows:

* 43 drivers
* 47.39 total multiplier
* Average is 1.1
* Add 0.1 and multiply by 4 means…

**The Multiplier limit for 1957 is 4.8 for your Top 4 Drivers**

Please note that if we have enough people join to allow 5th drivers that they will not be affected by the multiplier limit.

Also - please note that you MUST fill all 4 roster spots (as long as the game has 28 players in it).

## **Selecting Suppliers**

You will design your own engine, gearbox and chassis, so don’t need suppliers for those – but you do need to source the following:

* Tyres
* Brakes

You should choose from the following manufacturers before the season starts – please note that the values relate to 1 year contracts only (longer or shorter contracts are not possible – neither is contract termination):

## **Developing Your Car**

Much like in real life, different cars will suit different tracks. You will be able to invest in 3 different car parts to affect how your car performs in each race…these parts are as follows:

* Engine (affects top speed)
* Gearbox (affects acceleration)
* Chassis (affects handling)

Please note that when you “buy” one of these parts, you are actually fitting them to all of your cars. You can sell engines etc to other teams, and agree a price between you (both should send a PM confirming the final price and what part is being sold).

You cannot sell a part back to the supplier once you buy it; but you can keep multiple levels of each part (if you have a factory) and fit whichever you wish for each race. Without a factory any new parts you buy will replace old ones, which you will lose for £0 when the next race starts (unless you sell them before).

Prices for these parts are as follows:

## **Managing Your Pit Crew**

Your pit crew are a living breathing organism, who you need to manage effectively. They all start out at 1/10 skill and 5/10 motivation – generally speaking, the higher both of those are the quicker your pit-stops will be.

Each race you can do any 1 action:

* Light pit-stop training
* Medium pit-stop training
* Heavy pit-stop training

Please note – once you reach 10/10 on both Motivation and Skill you will automatically start to promote your pit-crew through the following hierarchy (though there’ll be some short-term effects of doing so):

* Crew Chief
* Race Engineer
* Technical Director

The benefits of each will become clear once you achieve it – please note that you must have a replacement Crew Chief lined up before you can promote one to a Race Engineer. As such for a time you would have to operate with 2 Crew Chiefs; this will not double the effectiveness of the Crew Chief role, as the other will revert to being Assistant Crew Chief until such time as the first becomes a Race Engineer. This principle applies all the way up the ladder.

## **Keeping Your Drivers Informed**

With no radios the only way to reach your drivers is through pit-boards, but in the race they are driving too fast to see them. As such it’s only in qualifying where you can have an effect.

To let them know about track conditions you can purchase a weather station, which you can make more accurate (in a similar principal to the way you purchase car development). The price of this is here:

To get this information to the driver you simply need to have the weather station, and your pit-crew will automatically show the information to your driver at the start of the session – through a message I send to them by PM.

## **Earning Money**

There is no teams’ championship this season, so this will be based off the top performer in each team’s final place in the standings.

* 1st place – £15,000
* 2nd place – £12,500
* 3rd place – £10,000
* 4th place – £7,500
* 5th place – £5,000
* 6th place – £2,500

Race Standings (This is based on the total positions for each team added up, with the lowest score winning – a driver not racing will be given the final position in the race +1):

* Best Overall Team - £5,000
* 2nd Best Overall Team - £4,000
* 3rd Best Overall Team - £3,000
* 4th Best Overall Team - £2,000
* 5th Best Overall Team - £1,000

Best Setups (This is based on who was closest to getting their setup the closest - the team with the best combined position for their first 4 counters will receive the following…)

* Best Overall Team - £5,000
* 2nd Best Overall Team - £4,000
* 3rd Best Overall Team - £3,000
* 4th Best Overall Team - £2,000
* 5th Best Overall Team - £1,000