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Sponsors

How sponsors work in The Undercut: pool generation, payouts, contract tiers, reputation gates, objectives.

Work in progress. First draft is here, but content may evolve and screenshots are still being added. Spotted something wrong? Tell us on Discord.
On this page

Sponsors are the cash backbone of your team. Unlike suppliers, sponsors always pay you — there’s no client-tier where you pay them. Their cheque scales with their budget, their prominence, and the tier of contract you sign.


SponsorSupplier
Cash flowAlways pays the teamCan go either way (Partnership pays you, Client costs you)
Performance impactNone directlyReal (engine power, tire grip, fuel rate)
Visual impactLogo on car/suitLogo on car (smaller area)
Contract decisionIncome-drivenPerformance-driven
Pool size at career start36–504–9 engine + 4–8 tire + 4–8 fuel

You’ll typically sign 2 sponsors to a car: one Principal (large logo, big cheque) and several Secondary (small logos, smaller cheques).


How the Pool is Generated

At new-career creation, the game rolls 36–50 sponsors drawn from two sources:

1. Curated database (sponsors_db.txt)

The shipped sponsor list with hand-tuned budget_rating, prominence_rating, sector, and origin fields. About 65% of these are flagged “available at season start” via a random roll; the rest are hidden until a marketing event or pool refresh.

2. Random brand generator

Fills out the pool with procedurally-named brands across the 12 sectors (see below), weighted by country car-market.

About 17–20% of sponsors are flagged “Principal” at generation, the rest default to Secondary. The flag is a preferred tier — you can sign either type if you negotiate accordingly.


The 12 Sectors

SectorExamples (theme)
AutomotiveTyres, lubricants, parts
TechnologyComputing, electronics, software
EnergyOil & gas, power, batteries
FinanceBanks, brokerages, credit cards
LuxuryWatches, jewellery, premium goods
FashionApparel, perfume, eyewear
TelecomPhones, networks, broadcasting
BeverageSoft drinks, beer, coffee
InsuranceUnderwriting, brokerage
AviationAirlines, aircraft, charters
IndustryHeavy industry, chemicals
RetailStores, e-commerce

Sector affects nothing mechanically — it’s flavour for the negotiation UI and the news feed.


FieldRangeMeaning
budget_rating1–10Brand’s marketing budget — primary money driver
prominence_rating1–10Brand’s public profile — money multiplier + reputation gate
preferred_tierPrincipal / SecondaryWhat size of contract they want
money_per_gpcomputedPer-GP cheque (formula below)
signing_bonuscurrently 0Reserved for future feature
duration1–3 seasonsContract length
min_reputation5–95Your team rep must be ≥ this — Principal sponsors gate harder
base_acceptance0.25–0.70Probability of accepting a stock offer
wants_car_colorbool~25% of sponsors require the car body to be near their brand colour
primary_objectivevariesBonus trigger if you hit a target (podium, points, championship etc.)
secondary_objectiveoptional~33% of sponsors have one
drop_rate1.0+Marketing lottery weight — easier to find/unlock if higher

The Payout Formula

money_per_gp = budget_rating × 11_700 × prominence_mult
prominence_mult = 1.0 + (prominence_rating − 5) × 0.1

This gives you the base per-GP figure. The contract tier you sign multiplies it:

TierMultiplierNotes
Principal×2Big logo, dominant brand exposure, top of the chassis
Secondary×1Smaller logos, more of them

Worked examples (Principal contract = ×2)

BudgetProminenceBase per GPPrincipal chequePer 16-GP season (Principal)
11$7,020$14,040$224,640
55$58,500$117,000$1,872,000
1010$175,500$351,000$5,616,000

Existing contracts keep the cheque they were signed at. New deals (and renewals) use the latest multiplier.


Reputation Gate

Sponsormin_reputation formulaTypical range
Principalprominence × 7 + rand(0..10)up to 95
Secondaryprominence × 4 + rand(0..10)up to 80

Your reputation comes from:

  • Starting budget tier: Small=30, Medium=50, Large=70
  • Marketing department level: +0 at lv1, up to +4 at lv10
  • Race wins, podiums, championship results (pushes reputation over time)

A Small-budget team starts at rep 30 → they can sign roughly Secondary sponsors with prominence ≤ 6 from day one. A Large-budget team can immediately court mid-tier Principals.


Marketing Department & Hidden Sponsors

Higher Marketing levels unlock additional sponsor slots and surface hidden / premium sponsors (those flagged in the curated DB but not initially available).

  • sponsors_per_marketing_level (default 2 per level): the number of sponsors your marketing team can scout per level above 1
  • Marketing also bumps reputation, see above

The discovered-by tag on sponsors records who scouted them; in late career you might steal a sponsor from another team if their Marketing dept is weaker than yours.


Negotiation

Same UI as suppliers. You can adjust:

  • Money per GP — slide up/down vs. stock offer
  • Duration — 1, 2, or 3 seasons
  • Tier — Principal or Secondary (subject to their wants_car_color requirement for Principals)
  • Signing bonus — currently 0 in code, reserved for future use

Acceptance probability is shown live. Send → yes/no roll. Failed offers lock the sponsor out briefly.


Objectives & Bonuses

Each signed sponsor watches your performance against their primary_objective (e.g. “score points in 8 GPs”, “finish top 5 in constructors”). Hit it → end-of-season bonus payout. Miss it → happiness drops, mid-season patience tightens, walk risk rises.

Some sponsors require you to paint the car in their brand colour (the wants_car_color flag). Honouring this gives a small acceptance boost AND a happiness boost across the contract; ignoring it is fine but your livery freedom is constrained until the contract expires.


Discovery & Pool Refresh

  • Annual refresh: at end of season, retired sponsors (1-season contracts that expired) may stay or leave the pool entirely. The pool top-up adds a few new brands each year.
  • Marketing scouting: new hidden sponsors trickle in based on your Marketing level
  • News feed: brand mergers / scandals / sector shifts may toggle sponsors’ availability mid-season (rare event)

In Practice — Building Your Roster

  1. Lock a Principal early — that’s the biggest single cheque. Match prominence to your reputation; don’t waste reputation gating on a 8-prominence Principal if you can’t hit it yet.
  2. Fill Secondaries to capacity — small cheques compound. Diversify sectors so a single sector downturn doesn’t crater happiness across half your roster.
  3. Watch the colour requirement — if a Principal wants Red, painting the car red AND signing them stacks acceptance. Cosmetic discipline pays here.
  4. Plan around objectives — a podium-objective sponsor fits a top-3 team; a points-finish sponsor fits the midfield. Don’t chase money you can’t deliver on.
  5. Marketing level pays for itself — every extra sponsor unlocked > the level upgrade cost in 3–4 GPs.

Quick Reference

| Pool size | 36–50 at career start (curated + random) | | Sectors | 12 (cosmetic, no mechanical effect) | | Tier flag at generation | ~17–20% Principal, rest Secondary | | Base payout | budget × 11,700 × (1 + (prominence − 5) × 0.1) per GP | | Principal multiplier | ×2 | | Reputation gate (Principal) | up to 95 | | Reputation gate (Secondary) | up to 80 | | Contract length | 1–3 seasons | | Walk risk | Driven by happiness vs. objectives | | Hidden sponsors | Unlocked via Marketing dept |