Reference
Travel load settings
- Content type
load- Files
data/load.json- Shape
- One settings object (a file may hold the object itself)
- Patch target
load:<id>, for exampleload:core.load- In the base game
- 1 record
- Guide
- Nations, Travel load and burnout
Fields#
Indented fields belong to the field above them. [] marks the items of a list. A field that is not required may be left out; the default is used.
| Field | Type | Required | Default | Notes |
|---|---|---|---|---|
id | id | Yes | Namespaced id, e.g. "core.player.rory-calder" | |
start | number, 0 to 100 | Workload a new career starts on (default 15). | ||
bands | object | Where the bands start: busy 40, tired 60, overloaded 75, burnout 90. | ||
bands.busy | number, 0 to 100 | |||
bands.tired | number, 0 to 100 | |||
bands.overloaded | number, 0 to 100 | |||
bands.burnout | number, 0 to 100 | |||
areas | map (key: value) | Countries a short hop apart (e.g. "britishIsles": ["ENG", "IRL", …]). | ||
continents | map (key: value) | Countries on the same continent: a flight, but no jet lag. | ||
timeZones | map (key: value) | Hours ahead of UTC per country, for jet lag (e.g. { "AUS": 10, "USA": -5 }). | ||
travel | object | |||
travel.home | number, 0 to 30 | A home event (a pub or club: localVenue). | ||
travel.localVenue | number, 0 to 30 | |||
travel.area | number, 0 to 30 | Another country in the same area. | ||
travel.continent | number, 0 to 30 | Another country on the same continent. | ||
travel.longHaul | number, 0 to 30 | Another continent. | ||
travel.perHour | number, 0 to 30 | Per hour of time difference beyond jetLagFrom. | ||
travel.jetLagFrom | number, 0 to 12 | |||
travel.jetLagMax | number, 0 to 30 | Most jet lag can add. | ||
travel.nightAway | number, 0 to 30 | Per night away from home (not for home events). | ||
pairs | list | Exact travel load between two countries (either way), instead of the area/continent value. | ||
pairs[].from | nation code | Yes | 3-letter nationality code | |
pairs[].to | nation code | Yes | 3-letter nationality code | |
pairs[].load | number, 0 to 30 | Yes | ||
event | object | |||
event.base | number, 0 to 30 | Every event you play. | ||
event.perDay | number, 0 to 30 | Each extra day you're still in it. | ||
event.perMatch | number, 0 to 30 | Each match you play. | ||
event.projectedMatches | number, 0 to 10 | Matches the schedule assumes you'll play in an event you haven't played yet. | ||
exhibition | object | |||
exhibition.base | number, 0 to 30 | |||
exhibition.perTravelDay | number, 0 to 30 | |||
media | object | |||
media.interview | number, 0 to 30 | |||
media.press | number, 0 to 30 | |||
backToBack | object | Playing (or on the road) week after week: this much extra per week in a row, up to max. | ||
backToBack.perWeek | number, 0 to 30 | |||
backToBack.max | number, 0 to 30 | |||
recovery | object | |||
recovery.busy | number, 0 to 1 | Share of the load that goes in a week you played or travelled. | ||
recovery.rest | number, 0 to 1 | …in a week with nothing on, plus restFlat points. | ||
recovery.restFlat | number, 0 to 30 | |||
recovery.holiday | number, 0 to 1 | …in a week off (a holiday), plus holidayFlat points. | ||
recovery.holidayFlat | number, 0 to 30 | |||
recovery.offSeason | number, 0 to 1 | Share that goes over the winter break (at the new season). | ||
holiday | object | A week off booked from the schedule: what it costs. | ||
holiday.cost | whole number, 0 to 100,000 | |||
effects | object | |||
effects.tired | object | What a workload band does to you, week by week. All optional. | ||
effects.tired.accuracy | number, -0.1 to 0 | Throwing looser by this fraction (−0.02 = 2% wider spread). | ||
effects.tired.composure | number, -20 to 0 | Composure points lost on the oche. | ||
effects.tired.training | number, -1 to 0 | Training gains × (1 + training). | ||
effects.tired.fatigue | number, 0 to 0.3 | Fatigue left over after each week's rest (slower recovery). | ||
effects.tired.injury | number, 0 to 0.5 | Chance each week of a strain injury (a physio may catch it early). | ||
effects.overloaded | object | What a workload band does to you, week by week. All optional. | ||
effects.overloaded.accuracy | number, -0.1 to 0 | Throwing looser by this fraction (−0.02 = 2% wider spread). | ||
effects.overloaded.composure | number, -20 to 0 | Composure points lost on the oche. | ||
effects.overloaded.training | number, -1 to 0 | Training gains × (1 + training). | ||
effects.overloaded.fatigue | number, 0 to 0.3 | Fatigue left over after each week's rest (slower recovery). | ||
effects.overloaded.injury | number, 0 to 0.5 | Chance each week of a strain injury (a physio may catch it early). | ||
effects.burnout | object | What a workload band does to you, week by week. All optional. | ||
effects.burnout.accuracy | number, -0.1 to 0 | Throwing looser by this fraction (−0.02 = 2% wider spread). | ||
effects.burnout.composure | number, -20 to 0 | Composure points lost on the oche. | ||
effects.burnout.training | number, -1 to 0 | Training gains × (1 + training). | ||
effects.burnout.fatigue | number, 0 to 0.3 | Fatigue left over after each week's rest (slower recovery). | ||
effects.burnout.injury | number, 0 to 0.5 | Chance each week of a strain injury (a physio may catch it early). |
Example#
A record from the base game’s data/load.json.
{
"id": "core.load",
"start": 15,
"bands": {
"busy": 40,
"tired": 60,
"overloaded": 75,
"burnout": 90
},
"travel": {
"home": 0.5,
"localVenue": 0.2,
"area": 1.5,
"continent": 3,
"longHaul": 6,
"perHour": 0.6,
"jetLagFrom": 2,
"jetLagMax": 5,
"nightAway": 0.3
},
"pairs": [
{
"from": "ENG",
"to": "NED",
"load": 2
},
{
"from": "ENG",
"to": "BEL",
"load": 2
},
{
"from": "ENG",
"to": "GIB",
"load": 3.5
}
],
"event": {
"base": 2,
"perDay": 1.2,
"perMatch": 0.7,
"projectedMatches": 2
},
"exhibition": {
"base": 1.5,
"perTravelDay": 0.8
},
"media": {
"interview": 0.3,
"press": 0.8
},
"backToBack": {
"perWeek": 1.2,
"max": 4
},
"recovery": {
"busy": 0.1,
"rest": 0.25,
"restFlat": 4,
"holiday": 0.45,
"holidayFlat": 10,
"offSeason": 0.5
},
"holiday": {
"cost": 350
},
"effects": {
"tired": {
"accuracy": -0.01,
"composure": -2,
"training": -0.1,
"fatigue": 0.02,
"injury": 0
},
"overloaded": {
"accuracy": -0.02,
"composure": -4,
"training": -0.2,
"fatigue": 0.04,
"injury": 0.03
},
"burnout": {
"accuracy": -0.035,
"composure": -7,
"training": -0.35,
"fatigue": 0.07,
"injury": 0.06
}
}
}