Preface: Hey all, guess what? I'm back for an advanced guide this time but before it let me explain you a few things: During the first months when I started the game I read a lot of posts in the forum to understand the game better, also we used to be a couple of managers debriefing our races after the final lap. Other things that helped me was to follow Justin Sutton's philosophy and to try a lot of different stuff such as other engines, tyres, suppliers and strategies, finally doing mistakes was a good way to learn what not to do during live races or during pre-race & pre-season management.
I already stopped to play due to personal reasons and I won't be able to go back in the future but before leaving I wanted to share with people what I know about iGP, I hope that will help most of you and even some of the most experienced managers in the game. I'll talk about almost everything in details with a team optimisation goal so be sure to have enough game experience before reading this guide as this is not suited for new players. This is the first version of this guide so I'm going to edit and modify a few things in the next days, also I'll add new parts but I want to read them again and change some lines before to post them. You can tell me if I forgot to talk about a feature or if something was unclear. Keep in mind this is an advanced guide and this is best suited for experienced managers and high level teams. 1st part: Improve your car (design, spying & staff) It's not a secret for anyone but better cars usually are faster so the first thing to do when you want to improve your team is to get the best possible design at the start of a season. To do it you need the best Chief Designer (CD) and also to have a good knowledge about car attributes, last thing to know is that there is a design cap at the start of a season and no stat can be over 50 at this point (if we except suppliers bonuses).
Finally you need to have participated in all races during the previous season to get the best possible design as it improves by a slow amount after each race. With a 4.5 stars CD you can expect to start with 43 for most of the stats with the exception of the CD's strength at 50 (cap) and the CD's weakness at 22, that's why it's more important to have a 'good weakness' rather than a good strength.
You already know 'The Big 4' with Acceleration, Braking, Downforce and Handling but to be honest they aren't all equals, ACC is a little better than the couple BRA/HAN and DWN is a little behind but still is an important stat, you really want one of those 4 attributes to be your CD's strength. Then come 2 stats (Fuel economy & Tyre economy), FE is more important and I don't advise you to start a season at 22 (weakness) but you can afford it with TE as it has less impacts on your car. Cooling and Reliability have little to no effect so I advise you to get one of them in weakness as it won't affect your performances. A good (but expensive) way to improve your weakness if you cannot find a good CD is to get 2 CDs with different weaknesses and to swap them mid season. The swapping strategy (2 CDs) also is the best because thanks to the starting cap (50) you can get 2 attributes at 50 if you have two 4.5 stars CDs and your 2 weaknesses will be at 33 which is better than 22 in the case you cannot get a 'good weakness'. Those + 7 points will help you a little but keep in mind getting a better CD will give you more than 7 points in 'the big 4' with more points in the other attributes, also starting with a better design means you'll get less points by spying and by experience I can say that little gap is caught in 3/4 races by other teams. Last thing regarding CDs and staff in general is they are really rare at 5 stars so a 4.5 stars CD will do the job or a 4 stars CD if it has a perfect strength (big 4) and good weakness (cooling, reliability) especially if you cannot afford this strategy as this is expensive (1 more contract to pay each race).
The spying efficiency also known as 'research power' is determined by the combination of your CD & TD stars (TD = Technical Director), also lower level teams get a small boost. You can select all, 1 or a couple of attributes. 2nd part: Take better decisions (drivers, fuel & engines) Drivers also are very importants if you want to get good results, when you hire a new one you have to focus on a young driver with high talent first, 20 talent is the optimal but if you cannot find any a 19 talent driver will be good. Talent is for high level & elite teams, of course if you're in pro talent doesn't really matter as only trained drivers benefit from that attribute. Then you want a driver with high stamina, low weight and high driving abilities in that order.
Talent is a fixed attribute, that means you cannot improve it by training and it will give you full potential of your 'driving abilities'. As an example a 20 talent driver with the same stats (everything at 20) will be better than a 15 talent driver. Experience works in a similar way and gives full potential to 'mental' stats with an exception: You cannot train it BUT it regularly improves by 1 or 2 after 17 or 20 races. Here are 2 pictures to easily understand how talent & experience influence other stats (old igp graph): 20 talent & experience driver with maxed stats: = max 'speed' and 'defending' 15 talent & 10 experience driver with maxed stats: = 'speed' and 'defending' are reduced (talent influenced 'speed' and experience influenced 'defending' in the previous version of iGP). Only a small percentage of managers know it but additinally to the 'bid' option (1 token) and the 'buy now' option (9 tokens), there is a 3rd option to instantly buy a driver for only 3 tokens. It is available when a driver or staff is not in the transfers list and I call it the 'black market' because they aren't supposed to be available at that time but if you have them in your shortlist or if you find them by luck in your old results you can hire them, also this is how you can transfer a driver (or staff) from a junior to your main team but be fast as after some minutes he will be available for everyone in the transfers list. Last thing to know about drivers is that they decide to retire when you offer them a new contract, it starts from 35 yo and at 40 yo all drivers decide to retire.
Now, let's talk about something only a few managers really use about the fuel economy. Usually more FE means less fuel used during a race but that doesn't mean you have to improve it at all cost even when you've just maxed 'the big 4'. 3rd part: Improve your management (strategies, race data & weather) Qualifying is a key part in elite as teams and gaps are really close especially for 50% leagues so most of the time you have to adapt your strategy on your opponents rather than directly using the best tyres for the race, that's why I advise you to use SS & Softs everywhere for the qualifying stint except during summer for obvious reasons. The new version of iGP gave a new dimension to strategies as Hard tyres can now be used effectively and also your drivers cannot pit together or the second one will have to wait 5 seconds.
For 50% leagues most of the time 2 stops strategies are the best pick followed by 1 stop strategies and a single 3 stops strategy can work exclusively in Europe because it has a very short pit lane, but in summer 1 stop strategies and Hard tyres become king and for 100% leagues they also are a better choice, also keep in mind what I said in my beginner guide and try to avoid Med tyres as they are almost never good. Here are the pit time durations for each circuit: Hard tyres as well as wet tyres also give a new dimension to live mangement as those conditions usually require a higher PL to be used. A good thing to know is that very slow corner such as turns 3 to 6 in Turkey or turn 1 in Italy give you the opportunty to use PL5 for a short amount of time an to overtake a car without DRS or KERS which is extremely rare otherwise, also this can be used if you're in front of a car and if you want to create a little gap in order to force your opponent to use KERS to stay in DRS range. To finish with PL and this is valid for all tyres compounds I also advise use not to use a single PL for the whole lap but rather than to use 2 different ones, for example PL2 for slow corners and PL1 for straights and almost to never use PL1 with Hards except in the situation where you want to trick your opponent and not overtake him with the DRS to be in the best position for the final lap but be careful as this can be dangerous and it's best to use in Brazil and for short DRS areas. Last thing to know about strategies: There can be up to 16 teams (32 in 1 car per team leagues) so the pit position is pretty important as the team pitting last can use 0.2 more liters than the team pitting first, this is especially true for the first and the last stint of your race as they use 'grid to pit' and 'pit to finish' distances which are differents from 'pit to pit' distances.
4th part: Other things to know (Manager level, traffic effect & pit blocks) Your manager level is quite important because it determines a couple of things in iGP all linked to the 'level cap' feature. This level cap prevents you to buy drivers & staff over your team level as well as improving your buildings (Headquarters) over it, you can train drivers over this point but that will be slower (3% gain per session).
The max possible level is 20 and each level takes more and more time to reach, roughly it will take you 400 races in the best conditions to reach it. Also there is another kind of level cap linked to tiers themselves this time: Level 8 in Rookie & Level 14 in Pro, over that level teams receive a 'ballast', that means they will be heavier in weight to compensate for their better drivers and buildings to keep the competition fair enough for other teams.
5th Part: The myth of mental stats & miscellaneous Here comes the final part, nothing specific here only some very short ideas and advises as well as an old iGP myth. Joey, thanks for doing the service I couldn't muster effort to do.:) I never intended to do anything more than a basic guide, though. Greg, I think putting this information out there may spoil the fun for some managers, but it may force the developers to continue to tweak and implement new things for the future. It will help prevent things from getting stale. Basically what I'm saying, the sooner the information is available, the sooner it becomes stale for everybody.
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