1960 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!

***International Cup for F1 Manufacturers***

Points are awarded on an 8–6–4–3–2–1 basis to the first six finishers at each race. However, a manufacturer only receives points for its highest placed car and only the best six results from the nine races are retained.

***Responsibilities of a Team Principal***

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

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 1960 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/Formula Junior 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 1959 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 ALL DRIVERS 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 seasons
* Signing Bonus – £X
* Salary – £X
* Contribution (the amount the driver is going to give towards the team’s development) – £X

Go to section #5 in the main thread to see the full list of drivers.

***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 1960 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:

* 59 drivers
* 65.2 total multiplier
* Average is 1.105
* Add 0.1 and multiply by 3 means…

**The Multiplier limit for 1960 is 3.62 for your Top 3 Drivers**

Please note that if we have enough people join to allow 4th drivers that they will not be affected by the multiplier limit.

Also - please note that you MUST fill all 3 roster spots (as long as the game has 30 players in it).

## **Signing Staff**

All Team Principals will be able to submit bids for the Staff they want until the 1st deadline, which will be at [b]Friday 10th July at 18:00 CET[/b]. Subsequent deadlines will be advised once the 1st deadline has been reached. Here is what happens in each possible scenario:

**0 bids in Round 1**

Any Staff Members with 0 bids on them will slightly lower their expectations for the next round of bidding, which will take place simultaneously with the other Round 2 bids.

**1 bid in Round 1**

At this point any Staff Members with just 1 bid on them (that is at least their minimum required salary) will sign a contract.

**2 bids in Round 1**

Any Staff Members with 2 bids on them will move to the 2nd round of bidding, which is where both bidders will be informed of the highest current offer and be given one more chance to improve on that offer. If the 2nd round is tied, then the previous employer will win the contract. If the previous employer is not involved, then the highest bidder in Round 1 will sign the contract. If both rounds were tied, then the team that were HIGHER in last season’s championship standings will sign the contract.

**3+ bids in Round 1**

Any Staff Members with 3 bids or more on them will move to the 2nd round of bidding MINUS the lowest bidder. Any ties will again be decided in favour of the previous employer, the highest bid in the previous round and then the team that were HIGHER in last season’s championship standings. This process will continue until we reach a round where only 2 bidders remain and then the above scenario for “2 bids” will play out – any ties will be decided by looking at the previous employer and then the highest bids in the latest round each time.

The current Staff Market looks like this:

**Poaching Staff**

At any point you can pay twice the value of a staff member’s contract and they will automatically come to work for you for the rest of the season. These moves cannot be stopped – and once a staff member has been poached, they cannot move to another team in that same season.

## **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):

Contract termination is possible – though you will not receive any refund for doing so and will have to pay a full season cost to your new supplier, regardless of when the change takes place.

***Loyalty Bonus***

If you stay with the same supplier as you had last season then you will receive a 10% reduction in their standard prices for the 1960 season. This applies to both tyres and brakes.

## **Developing Your Car**

Much like in real life, different cars will suit different tracks. This is more important this season than ever before! 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).

New for this season, you are also able to invest in parts for your car next season (which is more obviously worth it this season). Given the anticipated depreciation of part values is 2 levels, it is worthwhile considering that as the season wears on!

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. For a new team they will start out at 1/10 skill and 5/10 motivation, for an existing team their levels will be set based on what they were at in the final race of last season – 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 can be seen in the Staff Market section above – 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 (though 2+ Race Engineers do allow you to improve 2+ different Driver’s multipliers).

## **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:

Getting this information to the driver is up to you – it will appear on your Team Sheet, but how you communicate this to your team is your responsibility.

## **Earning Money**

***Based on final position in the International Cup for F1 Manufacturers:***

* 1st place – £30,000
* 2nd place – £25,000
* 3rd place – £20,000
* 4th place – £15,000
* 5th place – £12,500
* 6th place – £10,000
* 7th place – £7,500
* 8th place – £5,000
* 9th place – £2,500

***Race Standings*** (This is based on the total positions for their first 3 counters in 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 - £10,000
* 2nd Best Overall Team - £8,000
* 3rd Best Overall Team - £6,000
* 4th Best Overall Team - £4,000
* 5th Best Overall Team - £3,000
* 6th Best Overall Team - £2,000

***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 3 counters will receive the following…)

* Best Overall Team - £10,000
* 2nd Best Overall Team - £8,000
* 3rd Best Overall Team - £6,000
* 4th Best Overall Team - £4,000
* 5th Best Overall Team - £3,000
* 6th Best Overall Team - £2,000