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Hi all

I wondered if anyone knew the difference(s) between the various affiliation types:

  • Normal affiliated club
  • Sub Team
  • Feeder Team
  • B Club
  • C Club
  • 2 Club
  • 3 Club
  • II Club
  • Good Relations
  • Likely Friendly

I think I can guess what the last two do, but I did wonder about what the differences between the various types of links were.  Are there some kind of differences between how/when players can transfer between teams?

 

 

 

Edited by algytaylor
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2 hours ago, algytaylor said:

Hi all

I wondered if anyone knew the difference(s) between the various affiliation types:

  • Normal affiliated club
  • Sub Team
  • Feeder Team
  • B Club
  • C Club
  • 2 Club
  • 3 Club
  • II Club
  • Good Relations
  • Likely Friendly

I think I can guess what the last two do, but I did wonder about what the differences between the various types of links were.  Are there some kind of differences between how/when players can transfer between teams?

 

You can sort of split the list of affiliations into 6 sub-types:

  1. B/2/II Teams: If you're managing a club these teams will appear in the development centre section of the home screen and you'll be able to take a big interest in their staff and players if you want. The difference between each type is largely cosmetic: B Teams are used in Portugal, Spain, Mexico, Australia, and many other countries; 2 Teams are seen in Finland, Ukraine, and Russia; II Clubs are specific to Germany and Singapore. As far as I can tell the only difference between these types is that B Team affiliations give you the option to have their players train with the main squad, while 2 and II Teams do not. 
  2. C/3 Teams: The same as above except a lower standard of team. Note also that C Teams cannot train with the main team squad; that is only available to B Teams.
  3. Normal Affiliated Club/Feeder Club: These clubs appear in the affiliated clubs section of your club's page but remain separate clubs. The extent to which you can deal with these teams regarding transfers, and the extent to which your clubs are linked depends on the other settings that you check when creating the affiliation (I'll discuss that below).
  4. Sub Team: This affiliation doesn't appear to be used in the game. I've searched for it in the editor and can't see any affiliations of that type. I imagine it functions similarly to a normal affiliated club/feeder club arrangement.
  5. Good Relations: Usually this describes a slightly more distant relationship than a normal affiliated club. Perhaps this is useful where 2 teams mainly collaborate in 1 area. Ultimately the settings here are the same as the ones for a normal affiliated club, feeder club, or sub team so the strength of the links is up to you.
  6. Likely Friendly: Pretty self-explanatory. You can set a % chance that a friendly will happen between the 2 clubs.

When setting up an affiliation, apart from the difference between reserve teams (points 1-2 above) and affiliated teams (3-5), which impact on how the game deals with the affiliation, the most important factors to consider are the affiliation detail settings as they are the settings that deal with transfers between teams, financial support, and other factors. I'll briefly describe the settings below just to make this post a complete guide to the system:

  1. Players Move Freely: Mostly used by B/C Teams, ticking this box allows you to move players between your main team and the affiliated team instantly without having to loan them.
  2. Players Go on Loan: Allows the main team to send players on loan to the affiliate.
  3. Uses Same Kit: Self-explanatory really.
  4. First Option to Buy: Gives the main team the chance to match an accepted bid for the affiliate team's player.
  5. Play Friendlies: Mandates a yearly friendly with receipts to be kept by the affiliate.
  6. Same Board: Useful for setting up groups of clubs like CFG and Red Bull.
  7. Financial Help: Again pretty self-explanatory. You can set the yearly amount that the main team has to pay here.
  8. Permanent Deal: The link won't be removed in-game even if it's not being utilised.
  9. Youth Players Training: Only available between teams from separate countries. The affiliate can send players to train with the main team's youth squads. This can also lead to players of the affiliate club's nationality coming through in the main club's youth intakes.
  10. Help with Facilities: The main team will help with the upkeep of the affiliate's facilities.
  11. Marketing Relations: Gives a merchandising boost for the main club in the affiliate club's country. Usually used for big markets in Asia and North America.
  12. Scouting Knowledge Shared: Again pretty self-explanatory.
  13. Cannot Play in Same Division: Usually used to keep B Teams down.
  14. Uses all Parent Club Facilities: Allows the affiliate to make use of the main club's training facilities.
  15. Loan Players from Sub Team: The reverse of point 2 above. This setting allows the main club to loan players from the affiliate.
  16. Uses Sub Team Training: Allows the main team to use the affiliate's training facilities.

There are also a few tickboxes that govern how the main team uses the link:

  1. Sends Youth Players to Gain Experience
  2. Link Used to Showcase Reserve Players
  3. Sends First Team Players to Aid Affiliate Club with Promotion
  4. B Team Players Train with Main Club Players (Specific to B Team affiliations only).

 

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