The Basics - Horses

Buckle up, I've got a ton of information for you.

This is what you need to know before starting to enter your horses to ensure you are giving them the best chance to make you money!

General Horse Information

  • Horses are born into the SIM at 0 years old.

    • They must be at least 2 to race, although Arabians must be at least 3 to race

    • Horses can race for free until age 9.

      • If you want a horse to keep racing at age 10, 3,000 Game Points must be paid.

        • If you want to keep the horse racing at age 11, 5,000 Game Points must be paid

    • Horses can be trained to jump at 3, where they can begin racing as steeplechasers.

General Horse Ability Information

  • Every horse is born with a basic number at each racing distance, derived from 3 generations of its parents and a "random slide" which means it can be better or worse than its parents.

    • Those basic numbers at the distance and surface get added into the results algorithm along with jockey's ability, fitness, track condition, post position, confidence, etc, and once racing luck (stumbling at the gate, going wide, etc) is added in, you get the race result.

Horse Talent

Determining your horse's talent involves several methods:

  1. Galloping for Performance Level:

    • Galloping a horse helps you gauge its potential performance level, from claimers to stakes. However, as horses mature, these gallop comments can be misleading or change, especially for late bloomers. Below is all of the gallop ratings, from worst to best

      • Different Career

        • Claimer

        • Solid

        • Productive

        • Allowance

        • Stakes

        • Freak

      • For Steeplechasers,

        • 😦

        • 😦

        • 😦

        • 😦

These comments express where the horse is at, talent-wise, right NOW. They can change every 9 weeks.

  1. Workout Times:

    • Assessing workout times is a more reliable way to measure your horse's speed. Comparing these times against other horses can help you determine the appropriate competition level for your horse.

  2. Pedigree Influence:

    • The sire and dam significantly impact a horse's precocity, speed, and overall talent. Horses from less impressive bloodlines are more likely to have lower performance potential.


Equipment

There are nine possible pieces of equipment (five for Standardbred trotters and pacers). A horse needs no more than two pieces of equipment to perform at its best. Some horses require only one piece, and a few rare ones don't need any equipment.

Using unnecessary or incorrect equipment can negatively affect a horse's performance in a race and its workout times. Players must determine the right piece or combination of equipment for each horse to ensure the horse is running to the best of its ability.

Behavioral Equipment Pieces

  1. Blinkers: A fabric hood with ear holes and eye holes, with a plastic cup around the eye-hole to restrict the horse’s vision, keeping it focused and running straight.

  2. Ear Muffs: Similar to blinkers but with ear hoods to reduce crowd noise, helping to settle nervous horses.

  3. Figure-8: A special bridle providing more control than a standard bridle.

  4. No Whip: Prevents the jockey from using a whip on the horse, which can be beneficial for horses that shy away from or rebel against the whip.

  5. Shadow Roll: A fleece roll on the noseband of the bridle, preventing the horse from seeing the ground directly in front of its feet, thus reducing spooking from shadows.

  6. Sure Win Rubber Bit Holder (Thoroughbreds only): Provides more control of an aggressive horse; affects horses born or created in Y44 on.

  7. Ring Bit (Appaloosas/Arabians/Paints/Quarter Horses only): Offers more control of an aggressive horse; affects horses born or created in Y44 on.

  8. Blind Bridle (Standardbreds only): Serves the same purpose as blinkers.

  9. Head Pole (Standardbreds only): A pole extending from the harness to the bridle, keeping the horse's head straight.

  10. Martingale (Standardbreds only): A strap around the shoulders/chest offering more control; affects horses born or created in Y44 on.

Health-Related Equipment Pieces

  1. Front Bandages: Wraps on the front legs providing support for sore cannon bones.

  2. Hind Bandages: Wraps on the hind legs providing support for sore hind legs and preventing "running down" and scraping hind heels.

  3. Lasix: A pre-race medication preventing pulmonary bleeding, which would cause poor performance.

  4. Tongue Tie: A strap over the horse's tongue preventing it from playing with the bit, which could cause swallowing the tongue or blocking the airway.

  5. Boots (Standardbreds only): Protective coverings on the lower legs, preventing the horse's legs from hitting each other.

How To Find the Equipment Your Horse Needs

Finding the right equipment for your horse is crucial for optimal performance. You can use one or a combination of the methods below to determine the necessary equipment.

1. Ask About Equipment (Equipment Check)

  • Cost: 500 game points

  • How: Access this via the "Train This Horse" option on the horse's page.

  • Result:

    • Mary Weather will identify one piece of equipment needed or confirm if none is required.

    • If a second piece is needed:

      • If she needs to "observe the horse in training," it indicates a behavioral piece.

      • If she says, "I don't think I can help you with that," it indicates a health-related piece.

2. Galloping

  • Cost: Free

  • How: Regular galloping might randomly reveal a needed behavioral piece.

  • Note: It won't be the same piece as the one revealed by an equipment check.

3. Teach Horse to Jump

  • Cost: Free

  • How: This method might randomly reveal a needed behavioral piece.

  • Note: It won't be the same piece as the one revealed by an equipment check.

4. Vetting

  • Cost:

    • $500 for New Players

    • $700 for Juniors

    • $1000 for everyone else

  • How: Through a veterinarian check, Dr. Hacklu might randomly reveal a needed health-related piece.

  • Note: It won't be the same piece as the one revealed by an equipment check.

5. Workouts

  • Cost: Free

  • How:

    • Horses typically run faster timed workouts with the correct equipment.

    • Players might perform a series of weekly workouts, trying different equipment pieces each time.

    • After an equipment check, use the known piece and alternate second pieces (behavioral or health-related) to identify the fastest combination.

6. Running Lines

  • Cost: Free

  • How: Analyzing running lines in races can provide hints about equipment needs.

  • Note: This method is not foolproof. For instance, a horse that fades in the stretch might need Lasix to prevent bleeding or a tongue tie to keep its airway clear. However, fading can also result from fatigue or strong competition.

7. Ask The Jockey

Ask the Jockey Ask the Jockey is FREE to click, and retroactive, so you can go back in the past and ask about horses that have already raced! To ask the jockey, go to the result chart of a race your horse was in. Next to the jockey's name, it will say Ask Me. If the horse raced with the correct equipment, jockey says, β€œYou have the equipment set correctly on (Horse).” If the horse raced with incorrect equipment and has made 1-5 starts, jockey says, β€œI don’t think you have the equipment set correctly on (Horse).” If the horse raced with incorrect equipment and has made 6+ starts, jockey says, β€œThanks for the mount! You didn’t send (Horse) out with the correct equipment, would you like to hear what I think?” Then for $5,000 click button, the jockey gives up both/any/all pieces of equipment horse needs.

Ideally, you should determine your horse's equipment needs before it ever races.

Retired Horse Information

  • At age 14, male horses (not just stallions actively standing) can be randomly pensioned at any time by the game.

    • At age 12 and above, mares can be pensioned or die during foaling. They can be saved due to a hefty monetary fee that rises each year.

      • At age 20, any horse is at risk for dying due to "old age."

Training Horses

Timed Workouts

  • Frequency: Once per race day.

  • Effect: Increases fitness and experience but tires the horse. Faster workouts indicate suitable equipment.

  • Usage: Essential for boosting performance before races or maintaining fitness during breaks. Required for two-year-olds before racing.

  • Caution: Avoid exercising before workouts to prevent fatigue. Risk of injury for yearlings if done before Week-4 Day-6.

Galloping

  • Effect: Increases fitness and experience but tires the horse.

  • Usage: Prepares the horse for races. Trainers provide current performance level insights and equipment hints.

  • Caution: Avoid close to race day to prevent over-tiring.

Jogging

  • Effect: Increases fitness and experience but tires the horse.

  • Usage: Maintains fitness and provides trainer feedback on the horse’s condition.

  • Caution: Should not be done on race day.

Schooling in the Gate/Paddock

  • Effect: Increases fitness and experience, especially in schooling.

  • Caution: Can tire the horse.

Working on the Longe Line

  • Effect: Beneficial for yearlings, increases fitness, and prepares for future timed workouts.

  • Caution: Can be tiring.

Walking the Shedrow

  • Effect: Most relaxing exercise, increases fitness and experience.

Training to Jump

  • Effect: Tests steeplechase ability and increases fitness.

  • Caution: Should be done when the horse is not racing due to its tiring nature.

Swimming

  • Effect: Increases fitness and stamina but tires the horse.

Training with a Pony

  • Effect: Increases fitness and experience but tires the horse.

Barrier Trials

  • Frequency: Can be entered as needed, costing 500 Game Points per entry.

  • Effect: Provides fitness and racing experience without altering official statistics.

  • Usage: Allows horses to get fit with less fatigue than regular races, counts towards required workouts for debut, and offers confidence boosts.

  • Real-Life Example: The great mare Winx used barrier trials to maintain fitness, contributing to her successful racing career.

Injuries

  • Risk: Exercising too much in a single day can injure horses of any age.

Scheduling Training

  • SIMperior Members: Can schedule training up to 15 days in advance and receive a performance report.

  • Caution: Only one type of exercise per day per horse.

Overall, balancing training methods to enhance fitness and experience without over-tiring or injuring the horse is crucial for effective training in the SIM.

Fitness

How to Determine Your Horse's Fitness

To check if your horse is fit enough to run, use the Jog feature with trainer Mary Weather. Here's what she might say:

  • "Needs Training": The horse hasn't exercised much or recently.

  • "Training Well": The horse is getting close to race-ready fitness.

  • "Fully Fit": The horse has reached optimal fitness.

How Much Work Does a Horse Need to be Fit?

It typically takes 5 weeks for a horse to reach optimal fitness with 2 gallops per week, plus one workout during the fifth week.

How to Maintain Fitness and How Long It Lasts

  • Racing Regularly: If a horse races regularly, no additional work is needed.

  • Continued Training: Gallop a few times a week or do one workout per week.

Fitness lasts as long as the horse remains active:

  • Workouts: Fitness fades after about a week without exercise.

  • Racing: Fitness lasts about 2 weeks without additional workouts.

  • Single Gallop: Provides several days of fitness.

Can Horses Race Without Being Fit?

Yes, racing a horse that isn’t fully fit will increase its fitness more effectively than galloping or working out.

What we know, off the record, about fitness..

"A timed workout will increase a horse's fitness and experience level, so if used in conjunction with a race, you will be able to give the horse a big boost going into the race."

"Even horses that were not fit at all at the beginning of the year should be fit if they ran 1, 3, 5, and 7 for example."

"Fitness is that fine line between too much rest and too little rest. Such as, some horses like to run every 2, 3, or 4 weeks, and if a horse likes to run every 2, then every 4 is a complete disaster for the horse unless you are working it, too."

"This is a thing" - in response to someone asking if a horse can be "over fit"

"If they were getting workouts, you have about a week before the fitness fades. "

"If you are racing, you have 2 weeks. Just a single gallop gets you several days of fitness"

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