Dog-E said:
Mr. C - i dunno...having just quickly re-read what i hastily posted above...I think Deano may have a point & I may well have got things half-confused there...Will have a closer look tonight when im not @ work!
Unfortunately, you have got things a bit mixed up. Everything you say is completely correct, except you've attributed the wrong skills to the different effects.
Where you've put 'popular', it should be solid leadership. Where you've got leadership, it should be agreeability (where popular is the highest and best option).
Basically, for a player to have an effect on your TS he needs to have the highest leadership on your team. Whether that's solid, passable (I sold my team leader with solid leadership, so the player with the next highest leadership, in my case passable, takes over), or even lower, it doesn't change the effect. All it does is determine which one of your players is the team leader. If two players have the same leadership, it will depend which one is higher (you can get high solids, low solids and everything in between) as to which will be the team leader.
Once that is decided, it then comes down to his agreeability (popular, sympathetic, pleasant, controversial or nasty) what kind of effect he has on the TS. A pleasant team leader won't have a positive effect, but won't have a negative one either. Sympathetic and popular will have increasingly positive effect, while controversial or nasty will make it drop faster and rise slower.
Leadership - determines which of your player is the team leader
Agreeability - determines what effect your team leader has on your TS
Also, where you say that
'leadership only affects the team on the field - they are less likely to make mistakes, or be affected by confusion due to unfamiliar tactics etc'... you're thinking of experience. The only player that will contribute his leadership to the total team experience (which is what will help stop confusion with unfamiliar formations) is the captain, but experience is more important even for him.