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There are two kinds of races: single races and tours.
You can take part in a race by adding your cyclists in your teams tactics for that race. You will find those team tactics in the calendar. For every participating cyclist you'll have to pay 1000$ participation fee. Don't let this stop you from selecting your mediocre cyclists too, because the more cyclists selected, the better the performance of every cyclist from your team during that race.

Don't forget to set the efforts of your cyclist right. You can also select some equipment, but that isn't obligatory. (More info about effort and equipment is provided in the 'calendar' section.)

The race results are calculated at 13h00. The race engine is complex, because it takes in account many variables. Let's take a brief look at them.

  • The amount of flat, hill, mountain and downhill.
  • Your cyclists skills for flat, hill, mountain and downhill.
  • At the end of each race, 10% of the total distance is driven with the sprint skill of the cyclists and also a little bit of the skill corresponding to the profile of the terrain.
  • Falls: when a cylist falls during a race, he will have to race 3 extra kms on the terrain he has fallen onto. E.g.: when your cyclist falls on a mountain, he will cycle 3 extra mountain kilometers. After that he will continue his race.

However, a fall in a race might cause an injury. The injury proneness of a cyclist determines how often a fall will lead to a injury. If injured, your cyclist won't finish in the actual race.

  • Flats: when a cyclist has a flat tyre, he will have to race 1 extra km on the terrain he encoutered this.
  • Experience, leadership of the leader of you team: the higher these skills, the better your cyclists perform.
  • Weight: only counts for hill, mountain and downhill; each kilogram less than the maximum (100kg) adds + 0.2% in the skills mentioned above. (Maximum 10%)
  • Height: Only counts for flat, sprint and TimeTrial; Each centimeter taller than the minimum (160cm) adds +0.2% on the skills mentioned above. (Maximum 10%)
  • Current ability: the higher your cyclists current ability, the better he will perform. (Current ability is an invisible skill, which is explained in the Youth Scout section.)
  • Mood: the higher the mood of your cyclist, the better he will perform.
  • Fitness and effort: if you multiplicate these percentages for a given cyclist, you'll get the percentage of his possibilites he'll use during a race. E.g.:
  1. 1 Cyclist A has 100% fitness and races at 70% effort. He will use 100%*70%= 70% of his possibilities.
  2. 2 Cyclist B has 80% fitness and races at 85% effort. He will use 80%*85%= 69% of his possibilities.
  3. 3 Cyclist C has 60% fitness and races at 100% effort. He will use 60%*100%= 60 of his possibilities.
  • Intermediate sprints: cyclists that are selected for intermediate sprints, will race 3 kms on sprint skill before every intermediate sprint instead of the other cyclists that will simply race on the skill appropriate to the terrain.
  • The sprint skill is used a second time, but in a completely different way, at the end of each race (except in time trials). To assure that sprinters will perform better the more flat the race is (as it is in real life), one fourth of the amount of flat kilometres is added for each race. All cyclists will do those extra kilometres entirely on the sprint skill. E.g.: If a race counts 44kms of flat, 11 kms of sprint will be added for all cyclist, using only their sprint skill.
  • As for now, the weather has no influence on the game. This might change in the future.

In single races there's a maximum of 100.000$ victory bonus awarded. However, you won't always win the full amount because it is dependent on the number of participating teams.
If at least 70 cyclists participate, the full amount is awarded. For every cyclist less the victory bonus diminishes with 1%.
E.g.: if 55 cyclists participate, there are 15 cyclist short for a full victory bonus, which means only 85% will be divided.
In tour races the maximum victory bonus is 50.000$.

This table shows how many division points and how much money you can gain per position:

Position Points (division) Money (in percent)
1 100 100
2 60 75
3 40 50
4 30 35
5 20 20
6 15 10
7 10 9
8 9 8
9 8 7
10 7 6
11 6 5
12 5 4
13 4 3
14 3 2
15 2 1
16-20 1 0,5

Time trials are marked as ITT (Individual Time Trial) or TTT (Team Time Trial).
Time trials are calculated quite differently than normal races because they make use of the time trial skill of your cyclists.

Normally the speed of a cyclist on a terrain is mainly dependent on his skill for that terrain.
Take the following cyclists A and B for an example:
Cyclist A: Flat: 8, Time Trial: 3
Cyclist B: Flat 5, Time Trial: 7
Cyclist A will race a lot faster than cyclist B in a normal race on flat terrain, due to his good flat skill.
This is not necessarily true in time trials, because the time trial skill is counted double and than added to the appropriate terrain skill to calculate a cyclists speed.
For cyclist A, this means he'll race with a total skill on flat of 8+(2*3)= 8+6= 14.
Cyclist B will ride the time trial with a total skill of 5+(2*7)= 5+14=19.
That means cyclist B will be faster than cyclist A in a time trial, due to his Time Trial skill.

In team time trials, your team will be given the average time of your cyclists. So choose wisely, winning team time trials is a matter of selecting an overall well performing time trial team.

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