CFB 27 Coaching Abilities: Recruiting
Derived from dynasty-tuning-binary.FTC (CFB 27).
Talent values are identical in patch 2 and patch 3.
Source: Talent / TalentDataInt. Runtime: Team.CoachTalentEffects.
Baseline recruiting constants from RecruitingActionInfo, RecruitingTunables, and VisitTunables (see also Recruiting tunables).
Full ability list (all trees): Coaching Abilities: Complete Guide.
Executive summary
- Recruiting talents are mostly flat influence, chance points, or letter-grade steps. The style table below identifies each type.
- HC + matching coordinator (and often the off-side) add; max stack is usually HC + OC + DC.
- High-impact examples: Making Friends multiplies the base complimentary visit +5; Hospitality bumps visit activity impact; Persuasive Personality adds sway chance on top of motivation/pipeline sway math.
- Baseline hours/influence for SoftSell, HardSell, Sway, and visit bonuses are listed under “How to read the numbers.”
- Visit competitive/complimentary rules: Competitive & Complimentary Visits.
How stacking works
| Field | Role |
|---|---|
Data | Head coach |
OCData | Offensive coordinator |
DCData | Defensive coordinator |
Staff contributions add. For position-split abilities, the coordinator that owns that side of the ball gets the larger tier (DC for DB/LB/DL; OC for QB/RB/WR-TE/OL/K-P).
Max stack = HC + OC + DC when all three trees own the ability.
How to read the numbers
| Style | Meaning | Examples |
|---|---|---|
| Flat influence | Added directly to weekly influence / starting interest | Magnetic, Most Influential, Making Friends, Hospitality, Upsell, pipeline abilities, Lasting Impression |
| Chance points | Added to a percent chance | Persuasive Personality, Mind Reader, Dream School |
| Grade steps | Bumps effective letter grade on the F..A+ ladder | Ideal Situation |
Letter grades used for pitch/visit bonuses (low to high):
F D- D D+ C- C C+ B- B B+ A- A A+
Useful baselines for the examples below:
| Action | Hours | Base influence |
|---|---|---|
| SoftSell pitch | 20 | 20 |
| HardSell pitch | 40 | 40 |
| Sway pitch | 30 | 15 |
| Contact Friends and Family | 25 | 20 |
| Complimentary visit bonus | None | 5 |
| Visit activity (Interested, A) | None | +30 |
| Visit activity (Dealbreaker, A+) | None | +48 |
SoftSell pitch grade bonus examples (matching motivation slot): A ~ +4 to +8, A+ ~ +6 to +10 depending on slot. HardSell A+ ~ +12 to +20.
Recruiter
| Ability | HC | Own coord | Off coord | Max |
|---|---|---|---|---|
| Persuasive Personality | 30 | 15 | 0 | 45 |
| Magnetic Personality | 10 | 4 | 2 | 16 |
| Portal King | 10 | 4 | 2 | 16 |
Persuasive Personality (Recruiting_SwayBoost)
Increased chance to sway for that position group.
- HC alone: +30 chance points.
- Matching coordinator: +15 more (off-side contributes 0).
- Max with HC + matching coord: +45.
Baseline: each matching motivation on a sway already adds ChanceToSwayBoostPerMatchingMotivation = 15, and pipeline level can add up to 25 more (ChanceToSwayBoostFromPipelineInfluenceLevel).
Example: You SoftSell-sway a QB with 2 matching motivations (+30 from motivations) and pipeline L3 (+15). Without the ability, that is already a sizable sway package. Persuasive Personality HC for QBs adds +30 on top of that. With an OC who also has it, add another +15 (total ability +45).
Magnetic Personality (Recruiting_InfluenceBoost_Start)
Flat starting-interest boost for HS recruits at that position.
- HC: +10. Full staff: +16.
Baseline primary-pipeline starting interest ladder (InitialInterest_Pipeline): 0 / 5 / 10 / 15 / 25 / 35 by pipeline level.
Example: A non-pipeline recruit that would open at 0 starting interest opens at +10 with HC Magnetic alone, or +16 with full staff. For comparison, L2 is 10 and L3 is 15 on the starting-interest ladder.
Portal King (PlayersLeaving_InterestBoost_Transfers)
Same numbers as Magnetic (10 / 4 / 2, max 16), applied to transfer starting interest instead of HS.
Example: As with Magnetic, a transfer QB opens +10 more interested with HC Portal King and +16 with full staff.
Elite Recruiter
| Ability | HC | DC | OC | Max |
|---|---|---|---|---|
| Ideal Situation | 3 | 3 | 3 | 9 |
| Upsell | 10 | 5 | 5 | 20 |
| Most Influential | 5 | 3/2 | 2/3 | 10 |
Ideal Situation (Recruiting_SchoolGradeBoost_IdealPitch)
Boosts the effective My School letter grade used for ideal-pitch evaluation by 3 grade steps per staff tier (max +9).
Example: Your Playing Time grade is a B.
- HC Ideal Situation (+3 steps): treated as A- for ideal-pitch purposes.
- Full staff (+9 steps): a B is treated as A+ (and anything already A- or better saturates at the top of the ladder).
Ideal pitches use that motivation’s letter grade for the grade bonus. Moving from B to A- changes SoftSell slot bonuses from approximately +1/+1/+2 to +3/+4/+6 (exact slot tables in Recruiting tunables).
Upsell (Recruiting_PointsBoost_SchoolGrade)
Adds flat influence on top of the My School grade contribution when grades affect a recruiting action (pitches, and anything else that uses school-grade point bonuses).
- HC: +10. Full staff: +20.
Example: SoftSell pitch with an A+ matching motivation:
Base SoftSell influence is 20. A+ matching-motivation grade bonus is about +6 to +10 depending on slot (call it +10 for the strongest SoftSell slot).
| Setup | Grade contribution | SoftSell total (base 20 + grade) |
|---|---|---|
| No Upsell | +10 | 30 |
| HC Upsell (+10) | +20 | 40 |
| Full staff Upsell (+20) | +30 | 50 |
Upsell does not change the letter grade shown on the HUD. It increases the points earned from that grade. An A+ SoftSell worth about 30 influence becomes about 50 with a full Upsell stack, before pipeline or other bonuses.
Example: HardSell with A+ on the biggest HardSell slot (+20 grade bonus):
Base HardSell 40 + grade 20 = 60. Full Upsell (+20) makes the grade piece 40, for 80 total before pipeline.
Most Influential (Recruiting_Action_InfluenceBoost)
Flat influence added to recruiting actions for that position.
- HC: +5. Coordinators: +3 own-side / +2 off-side. Max +10.
Example: SoftSell base 20.
- HC Most Influential: SoftSell becomes 25.
- Full staff: SoftSell becomes 30.
Same +5/+10 also applies on top of Friends and Family (20 base), HardSell (40), Send the House (50), etc.
Strategist
| Ability | HC | DC | OC | Max |
|---|---|---|---|---|
| Making Friends | 20 | 15 | 15 | 50 |
| Hospitality | 15 | 5 | 5 | 25 |
| Mind Reader | 30 | 30/15 | 15/30 | 75 |
Making Friends (Recruiting_PointsBoost_CompVisit)
Flat boost to complimentary-visit influence.
- HC: +20. Full staff: +50.
Baseline complimentaryVisitBonus = 5, and competitive visits take a -5 penalty. Per-position thresholds and complimentary groups: Competitive & Complimentary Visits.
Example: A complimentary visit worth 5 influence becomes 25 with HC Making Friends or 55 with full staff. The talent increases the base complimentary bonus by 5x to 11x.
Hospitality (Recruiting_PointsBoost_Visit)
Flat boost to normal visit impact for that position.
- HC: +15. Full staff: +25.
Visit activities already scale hard with grade and interest level (Interested A = +30, Dealbreaker A+ = +48).
Example: An Interested visit activity graded A (+30) becomes +45 with HC Hospitality or +55 with full staff, before stacking multiple activities on the same visit.
Mind Reader (Recruiting_UnlockTrait_Visit)
Chance points to learn a recruit’s development trait while scouting that position.
- HC: +30. Matching coord: +30. Off-side: +15. Max +75.
Example: HC Mind Reader alone is a +30 chance bump on the scouting unlock roll. With HC + matching coordinator you are at +60; full staff +75. This is an added chance, not a guaranteed reveal.
Talent Developer
| Ability | HC | DC | OC | Max |
|---|---|---|---|---|
| Home Sweet Home | 100 | 50 | 50 | 200 |
Home Sweet Home (Recruiting_InfluenceBoost_Pipeline)
Large boost to the pipeline bonus on recruiting actions for that position.
- HC: +100. Full staff: +200.
Baseline pipeline bonuses on SoftSell are 0 / 2 / 4 / 6 / 8 / 10 by level; HardSell uses 0 / 4 / 8 / 12 / 16 / 20. Home Sweet Home adds a much larger flat value to pipeline influence for that position group.
Example: SoftSell on an L5 pipeline recruit normally gets +10 pipeline influence. HC Home Sweet Home adds +100, producing +110 from pipeline alone. Full staff raises that to +210 on top of the SoftSell base of 20.
Program Builder (HC only)
| Ability | HC |
|---|---|
| Household Name | 10 |
| Hometown Discount | 25 |
Household Name (Recruiting_InfluenceBoost_PipelineStart)
+10 starting interest for recruits from your primary pipeline.
Example: The primary-pipeline starting-interest ladder is 0 / 5 / 10 / 15 / 25 / 35. Household Name adds a flat +10 after the pipeline value.
Hometown Discount (Recruiting_Action_InfluenceBoost_Pipeline)
+25 flat influence on recruiting actions against primary-pipeline recruits.
Example: SoftSell base 20 becomes 45 on a primary-pipeline target. Stacked with HC Most Influential (+5) that SoftSell is 50. This is 5x the HC Most Influential bonus, but only for primary-pipeline recruits.
CEO (HC only)
| Ability | HC |
|---|---|
| Dream School | 10 |
| Lasting Impression | 5 |
Dream School (Recruiting_BoostCommitChanceOn1st)
+10 chance points to instant-commit when you offer a scholarship as the recruit’s top school.
Baseline InstantCommitOddsPerStarLevel = 10 / 8 / 6 / 4 / 2 for 1-star through 5-star.
Example: Offering as #1 to a 5-star without Dream School is a 2% instant-commit roll. With Dream School that becomes 12% if the talent adds on top of the star-level table (additive boost reading). A 3-star goes from 6% to 16%.
Lasting Impression (Recruiting_PointsBoost_Accelerate)
+5 additional interest for every 10 hours spent on a recruit (RecruitingPointsBoostAccelerate_Divisor = 10).
Example: Cap is MaxTotalHoursOnRecruitPerWeek = 50.
- 10 hours → +5
- 30 hours → +15
- 50 hours → +25
That is passive interest on top of whatever the hours actions themselves granted.
Also recruiting-adjacent
See the complete coaching guide for full stacks and Program Builder / CEO value units.
| Ability | HC | Own / off coord | What it does |
|---|---|---|---|
| Always Be Crootin’ | 15 | 10 / 5 | weekly recruiting hours |
| Advanced Look | 1 | 1 / 0 | faster scouting |
| Reach Your Potential | 1 | 1 / 0 | interest when roster player hits skill cap |
| More the Merrier | 4 | None | +4 visit slots (base 4 → 8) |
| Last Dance | 100 | None | +100 interest per prior visit elsewhere (UI); effect name is chance-style |
| Portal Preview | bool | None | see other schools’ At Risk |
Quick reference (HC values)
| Tree | Ability | HC value | What it does |
|---|---|---|---|
| Recruiter | Persuasive Personality | +30 | sway chance |
| Recruiter | Magnetic Personality | +10 | HS starting interest |
| Recruiter | Portal King | +10 | transfer starting interest |
| Elite Recruiter | Ideal Situation | +3 grades | ideal-pitch letter grade |
| Elite Recruiter | Upsell | +10 | points from My School grades |
| Elite Recruiter | Most Influential | +5 | flat action influence |
| Strategist | Making Friends | +20 | complimentary visits |
| Strategist | Hospitality | +15 | visit impact |
| Strategist | Mind Reader | +30 | scouting trait reveal chance |
| Talent Dev | Home Sweet Home | +100 | pipeline action bonus |
| Program Builder | Household Name | +10 | primary-pipeline start interest |
| Program Builder | Hometown Discount | +25 | primary-pipeline action influence |
| CEO | Dream School | +10 | instant commit when #1 |
| CEO | Lasting Impression | +5 / 10 hrs | interest from hours spent |
| None | Always Be Crootin’ | +15 hours | weekly recruiting hours |
Caveats
- Talent definitions are unchanged patch 2 to patch 3.
- Stacking is additive across HC/OC/DC.
- Flat vs chance vs grade-step readings above are inferred from field names, schema caps, and comparison to baseline recruiting tunables. Native apply bytecode is not in FranTk source. Ideal Situation as letter-grade steps, and PointsBoost_* as flat influence, are the readings that best match the stored values against known baselines (especially Making Friends vs a base complimentary bonus of 5).