Staff and Infrastructure



๐Ÿ—️ 8. Staff and Infrastructure

๐ŸŽฏ Purpose

Staff and infrastructure systems simulate the off-field operations of a sports club. These include hiring skilled personnel, upgrading facilities, and managing behind-the-scenes development — all of which contribute indirectly but powerfully to on-field performance.


๐Ÿ” Core Components

Element What It Involves
๐Ÿ‘ฅ Staff Roles Hiring specialists (coaches, scouts, doctors, psychologists) with varying influence on training, tactics, healing, or youth development.
๐ŸŸ️ Facility Upgrades Building or upgrading stadiums, training centers, youth academies, medical clinics, or fan shops.
๐Ÿงฌ Youth Development Systems Scouting or training young talent through academies, tryouts, or drafts.
๐ŸŽค Fan Engagement Investing in infrastructure or promotions that boost fan loyalty, attendance, and club atmosphere.
⚙️ Management Depth Are staff dynamic (e.g., contracts, aging, progression)? Are infrastructure choices strategic or linear?

Pros of a Strong Staff & Infrastructure System

Pro Why It Matters
๐Ÿง  Adds Strategic Depth Forces long-term planning beyond just tactics or lineups.
๐Ÿ“ˆ Compounding Returns Well-managed infrastructure boosts training, match income, and youth output.
๐Ÿ‘ท‍♂️ Realism Simulates real-world management responsibilities and growth cycles.
๐Ÿ› ️ Personalization Managers can shape their club identity through upgrades and hiring strategies.
๐Ÿ’ฐ Revenue Growth Stadium expansions, fan shops, and events can enhance a club’s financial performance.

⚠️ Common Weaknesses or Flaws

Con Impact
❌ Oversimplified Only 1–2 staff types or building upgrades with minimal strategic value.
๐Ÿงฑ Static Staff No contracts, progression, or turnover — staff are permanent and passive.
๐Ÿ’ค Poor Feedback No clear indication of how upgrades/staff are helping or affecting the club.
๐Ÿ›’ Pay-to-Upgrade Facility progress or staff slots locked behind monetization.
๐Ÿ”„ Linear Growth Upgrades always follow the same path — no trade-offs or risk involved.

๐ŸŽฎ Examples in Practice

Game Strengths Weaknesses
Hattrick Coaches, assistant coaches, medics. Stadium expansion affects revenue. Youth team available. Staff are limited in roles and feel static. No facility graphics or deep interaction.
ManagerZone Scouts, doctors, and specialized buildings (training grounds, hospitals). Youth academy plays a big role. Staff hiring lacks personality — they function more like passive bonuses.
PowerPlay Manager Strong facility upgrade system with training, regeneration, fan shops. Staff have contracts, skills, and impact performance. Can feel slow and monetization can accelerate progress unfairly.

๐Ÿง  What Makes a Great Staff & Infrastructure System?

  • Each staff role or facility meaningfully affects gameplay

  • Managers must make strategic trade-offs (e.g., faster training vs. youth development)

  • Upgrades and hires feel interactive and consequential

  • Staff evolve (contracts, skill levels, morale)

  • Youth pipeline is integrated into team building

  • Adds a layer of realism and identity to your club


Here’s the 1–10 evaluation rubric for Criterion 8: Staff and Infrastructure, tailored specifically for online browser-based sports management games (like Hattrick, ManagerZone, or PowerPlay Manager).


๐Ÿ—️ Staff and Infrastructure – 1–10 Rating Rubric

Score Description Key Indicators
10 ๐ŸŒŸ Exceptional Depth & Integration Fully featured staff roles with progression, contracts, and dynamic impact. Multiple upgradable facilities with real, visible benefits. Youth systems, stadiums, and fan engagement deeply influence gameplay.
9 Comprehensive & Strategic Multiple staff types and facility categories. Managers must make trade-offs. System is well integrated with gameplay and finances. Minor room for polish.
8 Well-Rounded & Useful Includes key staff roles (e.g., coach, scout, medic) and meaningful infrastructure upgrades. Lacks only some interactivity or feedback depth.
7 Above Average Functional systems with moderate depth. Some upgrades and hires feel impactful. Strategic planning is encouraged but limited.
6 Serviceable Systems exist and offer benefits, but are basic. Few choices, feedback, or evolution.
5 Mediocre / Lightweight Staff or buildings have little real impact. Few options, mostly passive or linear.
4 Shallow Implementation Features are present but feel tacked-on or disconnected from gameplay.
3 Minimal Utility Almost no strategic value. Upgrades or staff are cosmetic or rarely affect anything.
2 Token System Systems exist in name only. Poorly explained, no real interaction or reward.
1 No Staff or Infrastructure System No ability to hire staff, upgrade facilities, or impact gameplay via off-field elements.

๐Ÿ“Š Optional Subcategory Breakdown (0–10 Each)

Subcategory Description Score
Staff System Variety, influence, and depth of roles (coaches, scouts, medics)
Infrastructure Quality, progression, and strategic choices in facilities (training ground, stadium, etc.)
Youth Pipeline Impactful and interactive youth scouting/development
Fan & Club Development Stadium size, fan loyalty, matchday revenue systems
Realism & Impact How well off-field decisions affect performance and finances
Final Average Score
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๐Ÿงช Example: PowerPlay Manager (Hockey)

Subcategory Score
Staff System 8
Infrastructure 9
Youth Pipeline 7
Fan & Club Development 8
Realism & Impact 8
Final Score 8.0 → Round to 8

๐Ÿ Summary

Staff and infrastructure systems bring a long-term simulation layer to online sports management. When done well, they reinforce the manager’s role as a club builder, not just a tactician. When underdeveloped, they become forgettable checklists with little impact.


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