Preston Choate
← CFB Data Mining

CFB 27 Coaching Abilities: Recruiting

cfb27 coaching 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

FieldRole
DataHead coach
OCDataOffensive coordinator
DCDataDefensive 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

StyleMeaningExamples
Flat influenceAdded directly to weekly influence / starting interestMagnetic, Most Influential, Making Friends, Hospitality, Upsell, pipeline abilities, Lasting Impression
Chance pointsAdded to a percent chancePersuasive Personality, Mind Reader, Dream School
Grade stepsBumps effective letter grade on the F..A+ ladderIdeal 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:

ActionHoursBase influence
SoftSell pitch2020
HardSell pitch4040
Sway pitch3015
Contact Friends and Family2520
Complimentary visit bonusNone5
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

AbilityHCOwn coordOff coordMax
Persuasive Personality3015045
Magnetic Personality104216
Portal King104216

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

AbilityHCDCOCMax
Ideal Situation3339
Upsell105520
Most Influential53/22/310

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).

SetupGrade contributionSoftSell total (base 20 + grade)
No Upsell+1030
HC Upsell (+10)+2040
Full staff Upsell (+20)+3050

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

AbilityHCDCOCMax
Making Friends20151550
Hospitality155525
Mind Reader3030/1515/3075

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

AbilityHCDCOCMax
Home Sweet Home1005050200

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)

AbilityHC
Household Name10
Hometown Discount25

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)

AbilityHC
Dream School10
Lasting Impression5

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.

AbilityHCOwn / off coordWhat it does
Always Be Crootin’1510 / 5weekly recruiting hours
Advanced Look11 / 0faster scouting
Reach Your Potential11 / 0interest when roster player hits skill cap
More the Merrier4None+4 visit slots (base 4 → 8)
Last Dance100None+100 interest per prior visit elsewhere (UI); effect name is chance-style
Portal PreviewboolNonesee other schools’ At Risk

Quick reference (HC values)

TreeAbilityHC valueWhat it does
RecruiterPersuasive Personality+30sway chance
RecruiterMagnetic Personality+10HS starting interest
RecruiterPortal King+10transfer starting interest
Elite RecruiterIdeal Situation+3 gradesideal-pitch letter grade
Elite RecruiterUpsell+10points from My School grades
Elite RecruiterMost Influential+5flat action influence
StrategistMaking Friends+20complimentary visits
StrategistHospitality+15visit impact
StrategistMind Reader+30scouting trait reveal chance
Talent DevHome Sweet Home+100pipeline action bonus
Program BuilderHousehold Name+10primary-pipeline start interest
Program BuilderHometown Discount+25primary-pipeline action influence
CEODream School+10instant commit when #1
CEOLasting Impression+5 / 10 hrsinterest from hours spent
NoneAlways Be Crootin’+15 hoursweekly recruiting hours

Caveats

  1. Talent definitions are unchanged patch 2 to patch 3.
  2. Stacking is additive across HC/OC/DC.
  3. 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).