First of all, we want to inform you about the possibility of having your team deleted. Losing your team is not pleasant, so every manager should know what is and isn't allowed.
- Managing more than one team or logging into other teams.
- Not setting up the team and forfeiting 5 matches in a row.
- Not logging in for more than 90 days.
- Transfer market manipulation (buying/selling players at unreasonable prices).
- Playing in a country you are not from and do not live in.
- Posting advertisements for unrelated websites in discussions and personal messages.
- Other violations of fair play and good conduct (spamming, etc.).
We do not recommend playing from public locations where other players might use the same connection. If possible, play from home. If you play from school, or at home together with a sibling, there is a higher risk of being deleted for rule violations. Transfers between such teams are strictly prohibited - you cannot make deals with friends or relatives.
Club
League
Players
Each player has a best-performing position indicated by colour (green = defender, yellow = winger, blue = midfielder, red = forward). The attributes a player needs vary by position. Each attribute has a maximum of 25.
Goalkeeper
goalkeeper: 100%
Defender
tackling: 60%, heading: 37.5%, stamina: 2.5%
Winger (def)
tackling: 60%, winger: 30%, passing: 5%, stamina: 5%
Winger (normal)
winger: 55%, tackling: 20%, passing: 20%, stamina: 5%
Winger (off)
winger: 45%, passing: 45%, tackling: 5%, stamina: 5%
Midfielder (def)
playmaking: 45%, tackling: 45%, passing: 5%, stamina: 5%
Midfielder (normal)
playmaking: 55%, tackling: 20%, passing: 20%, stamina: 5%
Midfielder (off)
playmaking: 45%, passing: 45%, tackling: 5%, stamina: 5%
Forward
attacking: 50%, heading: 27.5%, passing: 20%, stamina: 2.5%
Each player must play in his natural position - otherwise, for example when a winger plays as a forward, his match performance and subsequent training will be less effective. If an offensive winger plays a defensive role (or vice versa, or defensive as normal, etc.), that player will never perform better than in his natural position.
Height
A player's height affects certain skills. For example, a 200cm tall player utilises his Heading better than a 170cm player. On the other hand, taller attackers can't use their Passing as effectively, and taller defenders are weaker at Tackling. Smaller players also perform Pressing and Counter attacks better, and are better at defending against these tactics too.
Condition
Each player has a condition level that decreases from playing matches and recovers with rest. Stamina influences condition - players with higher stamina don't tire as quickly during matches and recover faster afterwards. Condition is also affected by the Medical facility level, which works similarly to stamina - the higher the better. Friendly matches are less demanding than league or cup matches. If you've already looked at how match Importance works, you'll know it also affects player condition. Condition directly influences a player's performance during a match - anyone below 100% won't be at their best. If condition drops below 50%, the player is unavailable for selection. If your players tire easily and recover slowly, train their stamina or build the Medical facility. It also helps to have two full XIs in your squad so that, especially early on, everyone only plays once a week and has time to recover.
Form
Form is important for match performance. Even a quality player who is out of form can play worse than an average one who's in form. Form changes every week during Friday training and always moves towards its average. A player in good form is more likely to dip slightly, and vice versa. Playing at least one match during the week increases the chance of improved form. The average form is 5, the maximum is 10, and the minimum is 0. All values are rounded down to whole numbers in the game - so a displayed form of 2 could actually be anything from 2.00 to 2.99. Form does not affect a player's market value.
Experience
Like form, experience is crucial for a player's match performance. An experienced player with weaker attributes can outperform a less experienced youngster, even a talented one. Experience has a similar impact to form and also affects things like penalty-taking. Experience is gained only by playing matches - more in league matches, less in friendlies. National team call-ups can provide extra experience. The maximum experience level is 10 (same as form).
Potential
Potential is a hidden attribute. Every player has a potential level that affects training efficiency. A player with 100% potential trains at full capacity; one with 75% potential trains at 3/4 effectiveness, and so on. Potential rises for young players and drops for older ones. It varies individually - you can get an idea by observing your training results over time.
Chemistry
Home-grown players (those not bought on the transfer market) always play at 100% of their ability. Players signed from the transfer market need time to gel with their teammates. Depending on how long a player has been at the club, he performs as follows:
| Seasons at the club | Player strength |
|---|---|
| 0 | 90% |
| 0.1 | 90.5% |
| 0.2 | 91% |
| 0.3 | 91.5% |
| 0.4 | 92% |
| 0.5 | 92.5% |
| 0.6 | 93% |
| 0.7 | 93.5% |
| 0.8 | 94% |
| 0.9 | 94.5% |
| 1 | 95% |
| 1.1 | 95.5% |
| 1.2 | 96% |
| 1.3 | 96.5% |
| 1.4 | 97% |
| 1.5 | 97.5% |
| 1.6 | 98% |
| 1.7 | 98.5% |
| 1.8 | 99% |
| 1.9 | 99.5% |
| 2+ | 100% |
Heroes
Some players have various special abilities that set them apart from the others. In the game such players are called heroes and they can be pulled from the youth academy.
Team specializations- The Rock - Boosts team defence during matches.
- The Maestro - Boosts team midfield during matches.
- The Spearhead - Boosts team attack during matches.
- The Idol - Increases match attendance when in the starting lineup.
- The Loyalist - This player's salary is permanently reduced by 50%.
- The Gentleman - Receives yellow and red cards 2× less often.
- The Machine - Tires 2× slower during matches.
- The Tank - Gets injured 2× less often during matches.
- The Natural - Gains 2× more experience from matches.
- The Prodigy - Trains faster than a standard player.
| Youth team quality | Chance to pull a hero from the youth academy |
|---|---|
| 100+% | 25% |
| 99% | 20% |
| 98% | 16% |
| 97% | 14% |
| 96% | 12% |
| 95% | 11% |
| 90% | 7% |
| 80% | 4% |
| 70% | 3% |
| 60% | 2% |
| 0% | 1% |
Training
Training is one of the most important aspects of the game. It takes place overnight from Thursday to Friday. Through training, players improve - and you can earn money by developing and selling them. It's essential to develop young players. After a few seasons, you can sell them to fund facility upgrades or to buy new prospects.
What you should know about training- You can't win without training.
- Only players who played at least one match during the week receive training.
- Only the last match a player played counts for training. If you train a defender who played league as a defender on Sunday but as a forward in a cup match on Thursday (when training takes place), he won't benefit much from training. If it's the other way round, or he only played in his proper position, he trains normally.
- To maximise training across the whole squad, play two matches a week (league + cup/friendly). That way your first team trains from the league match, and other players - such as reserves - train from the friendly or cup match. A player only needs to play one match per week to get full training.
- What each player trains depends on the training schedule you set. Training is processed on Friday morning, so player attributes change once a week.
- Training quality (how much a player improves) is influenced by potential, but potential has no effect on stamina training.
- If a player played out of position, his training is only 90% effective. "Position" means defender, goalkeeper, etc. - not the offensive/defensive specialisation.
- International matches have no effect on training.
Around the age of 30, all player attributes begin to decline. For goalkeepers, defenders and defensive wingers it starts later; for others, sooner. Training remains effective up to about age 29 (inclusive) - so there's still a year where gains are possible. Stamina can be trained at any age.
Manager
Every team can change their manager only once per season. Player training effectiveness is influenced by the manager.
Defence - Faster/slower training of goalkeepers, defenders and defensive wingers.
Midfield - Faster/slower training of all wingers and midfielders.
Attack - Faster/slower training of forwards.
Each player can train more or less depending on the training percentage you set. The total across the whole squad cannot exceed 1200%.
General training means a player trains all skills relevant to his position.
Defensive wingers benefit from the higher manager value. For example, with a manager rated (-5)-(+5)-(0), defensive wingers receive a +5% training bonus.
Self-confidence
Self-confidence is mainly influenced by league and cup results. Winning usually increases it. Playing against a higher-rated team, even a draw can boost self-confidence. Other factors like home/away status and final scores also play a role. Self-confidence can also be affected by player sales - see the Transfer market section for details.
Team self-confidence is essentially a measure of overall team morale. If a team has won several recent matches, more spectators will come to the stadium and the fanbase will grow faster. Self-confidence also directly affects team strength during matches.
Youth team
Every week you can call up one player from your youth team. The quality of the player depends on your youth academy level and a bit of luck. Youth team players are aged 14–20.
Youth team quality
Youth team quality depends on the players you've recently called up. The better the players you promote, the more the overall youth quality drops - think of it as your youth squad losing its best talents. If you call up a weaker player, the youth team quality is likely to increase.
If you don't call up any youth player in a given week, your youth team quality increases by 2% plus twice your youth academy level.
Stadium
The stadium is a vital source of income. As time goes on, your fanbase will grow and more people will want to watch your matches. A small stadium means you lose money because fans can't get in. On the other hand, a big stadium with half the seats empty isn't exactly profitable either.
Stadium in numbers- Minimum stadium capacity: 5.000
- Maximum stadium capacity: 150.000
- Base fee for building/demolishing stadium: €40.000
- Weekly fee for one seat: €2
- Average ticket price: €10
Facilities
Each club builds its own facilities. There are 5 types, each upgradeable to a maximum of level 7 - so 22 levels in total across all facilities. You need to choose your own development path wisely. It's also important to know that after a few seasons, a facility can deteriorate and lose a level, requiring you to rebuild it.
Training academy
Improves training effects by 8% per level.
Marketing
More money from sponsors, lower agent fees, higher match attendance.
Medical facility
Lower risk of long-term injuries, faster recovery from injuries, faster condition recovery after matches.
Youth academy
Improves youth team quality.
Match centre
+2% team strength per level, players gain more experience from matches.
- 1. level - €40.000
- 2. level - €100.000
- 3. level - €200.000
- 4. level - €400.000
- 5. level - €800.000
- 6. level - €1.400.000
- 7. level - €2.200.000
- 1. level - €0
- 2. level - €0
- 3. level - €0
- 4. level - €0
- 5. level - €0
- 6. level - €0
- 7. level - €0
- 1. level - 7/7
- 2. level - 7/7
- 3. level - 14/7
- 4. level - 14/7
- 5. level - 21/7
- 6. level - 21/7
- 7. level - 28/7
- 1. level - €2.000
- 2. level - €5.000
- 3. level - €10.000
- 4. level - €20.000
- 5. level - €40.000
- 6. level - €70.000
- 7. level - €110.000
Staff
Each team can hire various staff members who give the team certain advantages. Staff is selected only for the given season, and with a new season it is always necessary to activate new staff.
- Each team will receive 10 points at the beginning of each season, which can be used as they wish.
- Supporters have 1 point more (only if a team has the Supporter during calculation of the new season).
- For €1 000 000 you can buy 1 point (only once per season; cannot be purchased above the maximum of 15 points).
- For 25 FA credits you can buy 1 point (only once per season; cannot be purchased above the maximum of 15 points).
- Unused points carry over to the next season, up to a maximum of 15 (including new points received at the start of the season).
Training grounds
Marketing
Medical facility
Youth academy
Match centre
Matches
A team can play a match if at least 7 players are available - meaning not injured, not suspended (red card), and with at least 50% condition. It's always wise to name substitutes in case of injuries or sendings off. If the goalkeeper gets injured or sent off, an outfield player swaps out and a reserve keeper takes his place.
You cannot change your lineup less than 30 minutes before kick-off.
League matches
League matches are played on Sundays, and twice per season (weeks 4 and 12) also on Wednesdays instead of friendlies. There are 18 matches per season. Teams play each other twice - once at home, once away. A win earns 3 points, a draw 1 point, and a loss or forfeit (a 0:0 result because neither team set their lineup) earns 0 points.
Cup matches
The cup draw takes place at the beginning of each season. Teams are seeded so the highest-rated face the lowest-rated, the second-highest face the second-lowest, and so on. The home team is always the one with the lower ratio of home matches relative to total cup matches played. The cup can have 2, 4, 8, 16 up to 16384 teams. For example, if a country has 1000 teams, only the best-rated 512 qualify. If there are 1050 teams, only the best-rated 1024 qualify, and so on. Each round is a single match - the winner advances, the loser is eliminated.
Friendly matches
Friendly matches do not affect self-confidence or rating. However, they serve an important purpose - training. To train your squad to the fullest, you should play 2 matches a week. See the Training section for more details. You can also play a friendly against a computer-managed team - just find a club without an owner and they will accept the challenge immediately.
International matches
International matches are played every Tuesday. The national team lineup is always set by the national team manager.
Gate receipts
Matches are an important source of income. In league matches, the home team receives all the gate receipts. In cup matches, the home team gets 2/3 and the away team 1/3. In friendlies, the receipts are split 50/50. In the case of a forfeit, neither team receives anything.
Cards
Cards depend mainly on a player's position - defenders are more likely to get booked, forwards less so. Cards from cup and league matches are combined. After 3 yellow cards (a red card counts as 3 yellows), the player is suspended for one league or cup match. Cards from friendly matches don't count, and even a player with a red card can play in a friendly.
Injuries
Any player can be injured during a match. You can reduce the risk by upgrading your medical facilities or setting a lower match importance. Conversely, higher match importance increases the injury risk. Most injuries last 1–7 weeks (shown as a number next to the injured player). Higher medical facility levels shorten recovery time - sometimes even shorter than displayed.
Extra time
Extra time consists of two 15-minute halves. If the match is still level after extra time, it goes to a penalty shoot-out.
Forfeit
If no lineup is set for a match, the opponent wins by forfeit 3:0. The winning team gains no experience, but their players don't get fatigued either, which can be an advantage. Gate receipts and training still count as normal.
Match lineup
Important - You cannot change your lineup less than 30 minutes before kick-off.
Tactics
Tactics generally don't affect the number of chances in a match - they affect the probability of converting them. A more attacking approach increases the chance of scoring from each opportunity, but of course the opposing team's defence plays a role too. And if you push forward more, naturally you won't defend as well.
More defence than attack - Strengthens defence but weakens attack - often more than it boosts defence. Recommended if you have a strong defence and a weak attack.
Normal - Attack and defence balanced. Adjusts dynamically based on the current score - a losing team pushes forward more, etc.
More offense than defence - Strengthens attack but weakens defence - often more than it boosts attack. Recommended if you have a strong attack and a weak defence.
Play style
Normal - No special play style.
Pressing - Strengthens tackling for wingers and midfielders but weakens their wing play (playmaking). With this style, there's a good chance your team disrupts the opponent's offensive play. The better the tackling of your defenders, wingers and midfielders, the higher the chance of disruption. The opponent can counter this with strong ball passing from midfielders, wingers and forwards.
Counter attacks - Strengthens ball passing of midfielders and wingers but weakens their wing play (playmaking). Also strengthens forwards. With this style, there's a chance your team capitalises on the opponent's missed chance by launching a counter attack. The better the ball passing of your midfielders, wingers and forwards, the higher the chance of a successful counter. The opponent can reduce this chance with strong tackling from midfielders, wingers and defenders.
Attack in the middle - Strengthens playmaking and ball passing of offensive and defensive midfielders but weakens their tackling. Strengthens tackling of defensive and offensive wingers but weakens their wing play and ball passing. With this style, midfielders are more likely to get into shooting positions.
Keep the ball - Strengthens playmaking of midfielders and wing play of wingers. Weakens forwards.
Wing play - Strengthens wing play and ball passing of offensive and defensive wingers but weakens their tackling. Strengthens tackling of defensive and offensive midfielders but weakens their playmaking and ball passing. With this style, wingers are more likely to get into shooting positions.
Long ball - Strengthens heading of attackers and slightly boosts defenders' heading. Weakens midfield. Increases the number of aerial duels in the match.
Pressing and counter attacks are influenced by the team's overall experience. More experienced teams execute them better (higher chance of success), while less experienced teams are less effective. Smaller players also perform better with these two styles.
Play style is also reflected in individual performance ratings. A midfielder with low tackling may rate worse than usual if pressing is set. Conversely, midfield performance ratings and the team's overall rating may appear lower when counter attacks are used - but that doesn't mean the team played badly. Good tactical setup can produce results that are hard to capture in numbers.
In the match report, you'll see messages about successful team tactics when pressing or counter attacks are in effect.
Importance
Can be set for league and cup matches.
Relaxing - Team performance −15%, Fatigue −50%, Fouls −50%, Self-confidence change +50%
Lower importance - Team performance −10%, Fatigue −25%, Fouls −25%, Self-confidence change +25%
Normal - No change
More important - Team performance +10%, Fatigue +25%, Fouls +25%, Self-confidence change −25%
Key - Team performance +15%, Fatigue +50%, Fouls +50%, Self-confidence change −50%
Gain or loss of self-confidence - If a team would normally gain 10% self-confidence, a less important match increases that gain by 25% (so 12.5%). If the team would normally lose 10%, a less important match reduces the loss by 25% (so 7.5%). In a more important match, the team would gain only 7.5% or lose 12.5%.
Match importance also affects injury risk. In less important matches (Lower importance, Relaxing) players are less likely to be injured, while in more important matches (Higher importance, Key) the injury risk increases.
Performance changes due to match importance are not shown in the match report statistics for defenders/midfielders/forwards or in the star players section (though ball possession in the match detail is affected). However, your team's attitude to the match will be displayed in the match detail and it will have real consequences during the match. Managers of strong teams might underestimate a match by lowering its importance, and so on.
Captain
You can assign a captain for each match (if none is selected, one will be chosen randomly from the starting lineup). The captain gains more experience from a match and typically boosts the team's performance based on his own experience. A home-grown player as captain provides a 50% greater boost than a signed player. This bonus is also reflected in the post-match statistics.
Default lineup
If you don't set a lineup for a match or forget entirely, the default lineup is used automatically - so even if you're away for a long time, you won't forfeit matches. Since players get fatigued and you typically play twice a week, you can save 3 different default lineups: League (Sunday), Cup, and Friendly/League (Wednesday). Save them by selecting the desired type and saving as usual. All players, substitutions, formation, tactics, play style and importance are saved together. A default lineup can also be revised, loaded, and reloaded like any other saved lineup. For the Friendly/League (Wednesday) default, importance is saved and loaded, but it only applies to league or cup matches.
Tactical substitutions
Tactical substitutions add an extra layer of strategy to the game.
- If your players are tired or have low condition - or if you've set Key importance - they'll be exhausted in the final minutes, lowering both individual and team performance. You can prevent this by bringing on a fresh player.
- Want to train 4 goalkeepers? No problem - simply substitute the keeper during the match. Both will count as having played, since every player who appears for at least one minute qualifies for training, regardless of time on the pitch.
- If your B team isn't performing well, you can bring on more experienced players to turn the score around. Conversely, if the match looks won, you can rest your key players by bringing on reserves - giving your starters more recovery time for the next match.
The substitution depends on the conditions you set before the match.
Player on the pitch: The player being taken off.
Replacement player: The player coming on. Both players should play the same position - e.g. a defender replacing a defender, not a midfielder replacing a forward.
Minute: Minutes are set as a range (from–to). If you set a substitution between the 60th and 89th minute and the condition is met in the 60th minute, the substitution happens immediately. If the condition is not met at the 60th minute, the player waits on the bench until it becomes true. If it never does, no substitution takes place.
Condition: A condition that must be met for the substitution to take place. If no condition is set, the player will be substituted at the time you specify.
Keep in mind that not all tactical substitutions may be carried out - injuries or red cards can prevent them. You can make up to 5 substitutions during a match. If a player has already been brought on to replace an injured player, he cannot be used for a tactical substitution later. Also, time-wasting through tactical substitutions is not possible - you cannot delay the opponent by making a substitution in the final minutes. If the captain is substituted or sent off, the team loses his captaincy bonus for the rest of the match.
Finances
If a team has more than €16 000 000 in its account during the Friday economic calculation, it will pay 2% interest on the amount exceeding this threshold. For each level of Marketing, this threshold is reduced by 5%. So, if you have, for example, €20 000 000 in your account, you will pay €80 000 in interest. If you also have Marketing level 4 in the Facilities section, you will pay 20% less in interest.
Income
Player sales
Money received from selling players.
Sponsors
Sponsors pay your club every week. The more fans you have, the more you receive. The amount is calculated as number of fans × €4. Each Marketing level increases this by 5%.
Gate receipts
Gate receipts from all matches during the week.
Bonuses
For example, sponsor money received at the beginning of each season.
Expenses
Player purchases
Money spent on signing new players.
Player wages
All players on the books at the time of Friday's financial update demand their wages. Total wages are one of the club's weekly expenses.
Facilities
Each week the club pays for stadium and facilities maintenance and improvements.
Other
For example, the fee for listing a player on the transfer market.
Transfer market
Any player can be listed on the transfer market. The listing fee is 0.5% of his FA value (shown in the player's detail as Value). The minimum asking price is €4,000 and the maximum is 2× the FA value. A player stays on the market for 4 days, and the seller receives at most 2× the FA value. There are no restrictions on a listed player playing for his team. If a match falls at the time the sale is due, the transfer is completed after the match. The bidding club's money is deducted immediately and is locked for the entire time they hold the highest bid (if outbid, it is refunded). The selling club receives the money once the sale is finalised.
Selling a previously purchased player costs 15% team self-confidence. This penalty decreases by 1% for each week the player has been at the club, so after 10 weeks the penalty is only 5%. This does not apply to youth academy products or players who have been with the club from the start. You can sell a purchased player after 7 days. The profit you receive depends on how long the player has been at the club. The base profit is 55%, increasing by 3% for each week (counted from the first week the player could be sold). So if you buy a player and sell him after one week for €40,000, you receive 55% (€22,000). After 10 weeks, you receive 55% + (10−1) × 3 = 82%. We only count 9 weeks because the first week he could not be sold. The current profit percentage is shown for each player - it depends on when you list him and includes your Marketing facility bonus. The maximum profit is 90%, and each Marketing level adds 1%.
International Club Tournaments
There are five international club tournaments in FA. They share several common rules: players in the starting lineup always begin the match at 100% condition. After the match, their condition returns to its pre-match value minus the fatigue from the match. This means players do lose condition. On the upside, they gain experience and the home team keeps all the gate receipts.
- Injury risk is much lower than usual.
- Cards are cleared shortly after the match. There are no card restrictions - even a player with a red card can play.
- All matches count towards training. Players in the lineup will receive training that week.
- In the knockout stage, gate receipts are split 50/50 between home and away teams.
- There is no home advantage in the knockout stage.
- Team self-confidence is always 100%.
FA Champions League
Mainly 1st league teams.
- Number of teams: 192
- Number of teams at the group: 6
- Number of advancing teams from the group: 2
- Fatigue: 100%
- Attendance: 100%
- Player's experience from the match: 80%
FA Prestige Cup
Mainly 1st league teams and national cup champions.
- Number of teams: 2048
- Number of teams at the group: 6
- Number of advancing teams from the group: 2
- Fatigue: 80%
- Attendance: 80%
- Player's experience from the match: 65%
FA International Cup
Mainly 2nd and 3rd league teams and the defeated national cup finalists.
- Number of teams: 2048
- Number of teams at the group: 4
- Number of advancing teams from the group: 2
- Fatigue: 60%
- Attendance: 60%
- Player's experience from the match: 50%
FA Challenge Cup
Mainly 4th and 5th league teams.
- Number of teams: 2048
- Number of teams at the group: 4
- Number of advancing teams from the group: 2
- Fatigue: 40%
- Attendance: 40%
- Player's experience from the match: 33%
FA Fair Play Cup
Only 6th league teams.
- Number of teams: 4096
- Number of teams at the group: 4
- Number of advancing teams from the group: 1
- Fatigue: 20%
- Attendance: 20%
- Player's experience from the match: 20%
Friendly league
Friendly leagues provide extra entertainment and let managers create their own competitions to play against friends or acquaintances. Anyone can join, but there are some rules.
- A friendly league can only be created by a Supporter.
- At least half of the teams in a friendly league must be Supporters.
- Friendly leagues are played on Fridays. Kick-off time is set by the founding manager.
- Each league can have an entry fee (€0–€100,000), set by the founder. The fee is deducted automatically - teams don't need the money on their account beforehand (it can go into negative). After the league ends, the 1st-placed team receives 50%, 2nd gets 30%, and 3rd gets 20% of the total prize pool.
- Players don't get fatigued in friendly leagues, can't be injured during the match, and gain no experience or cards. They can play even if they have cards or are fatigued - they're always at 100%. However, they cannot be injured before the match.
- Team self-confidence is always 100%.
- Team and player performance is not included in their statistics.
- Matches have no effect on training.
- There are no gate receipts.
- A friendly league can span across seasons - part in one season, part in another.
New season
Each season lasts 16 weeks and is immediately followed by a new one. The final league round is on Sunday, and a new season begins on Monday. The following events take place between seasons.
Teams
- The 1st-placed team is promoted to a higher league, and the bottom four teams are relegated. Obviously, there is nowhere to be promoted from the top league, and nowhere to be relegated from the bottom one.
- Team self-confidence is reset to 60%.
- The best team result is reset - it always shows the current season only.
Players
- All players age by one year.
- Form is reset to average levels.
- Player condition is set to 100%.
- The best player result is reset - it always shows the current season only.
- New wages are calculated.
- Overage players are released from junior national teams.
- Cards are cancelled. Injuries carry over to the next season.
Financial bonuses
Bonus for final league position at the end of a season1. league
- 1. place - €1.400.000
- 2. place - €980.000
- 3. place - €700.000
- 4. place - €560.000
- 5. place - €420.000
- 1. place - €700.000
- 2. place - €490.000
- 3. place - €350.000
- 4. place - €280.000
- 5. place - €210.000
- 1. place - €350.000
- 2. place - €245.000
- 3. place - €175.000
- 4. place - €140.000
- 5. place - €105.000
- 1. place - €175.000
- 2. place - €122.500
- 3. place - €87.500
- 4. place - €70.000
- 5. place - €52.500
- 1. place - €87.500
- 2. place - €61.250
- 3. place - €43.750
- 4. place - €35.000
- 5. place - €26.250
Sponsor bonus at the start of a season
- 1. league - 2x money from sponsors
- 2. league - 1.8x money from sponsors
- 3. league - 1.6x money from sponsors
- 4. league - 1.4x money from sponsors
- 5. league - 1.2x money from sponsors
- 6. and lower leagues - 1x money from sponsors
The league cup is drawn, all league fixtures are scheduled, etc.
Week in Football Arena
- Statistics update
- Player recoveries
- Condition recovery
- Stadium and facilities construction
- Player statistics update
- International matches
- International cups
- Automatic scheduling of friendly matches
- Fanclub update
- Deterioration of ageing facilities
- Friendly matches
- League cup matches
- Player statistics update
- League matches
- Financial update (wages, sponsors)
- Training evaluation and form updates
- Fanclub update
- Player statistics update
- Friendly leagues
- World Cup
- Youth team activation
- League matches