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Football Arena - Manual

Important information

Endre språk  

First of all we want to inform you about the possibility of deleting your team from the game. To lose a team is nothing pleasant and therefore everybody should know what is and what is not allowed to do in this game.

The team can be deleted for these reasons
  • Playing for more than one team. Logging to another teams.
  • Not setting up the team and losing by forfeit 3 times in row.
  • Not logging for more than 60 days.
  • Market trickering (purchasing players for extortionary prices).
  • A player plays in a country he/she is not from or does not live in.
  • Posting advertisement of other web pages (with no connection with the game) in discussions and personal messages.
  • Another violation of rules of fair-play and decorum (sending spam etc.)

We do not recommend playing from public access points, where is a possibility that other players can do the same. So if possible, play from home. If you play, for example from school or from home together with your brother, there is a higher risk of being deleted for breaking the rules. Purchases between such teams are even prohibited and you can not make deals with your friends and relatives.

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Club

For å bygge en god klubb snakker man ikke om en eller to sesonger. Det er en langtidsjobb og er i hendene til hver manager, som også er hovedtrener for hans klubb. Han må ta vare på fasilitetene, bygge stadionet, selge og kjøpe spillere. En klubb kan ha minimum 16 spillere og maksimum 35. Om han har 16 stykker, kan han verken selge eller sparke noen av spillere. Og på den andre siden, når du når maksimum kan du ikke trekke juniorspillere eller kjøpe spillere.

 
League

I en sesong er det 18 kamper, der hvert lag spiller mot hverandre, en gang hjemme, og en gang borte. Mer detaljer finner du i seksjonen "Ligakamper". Hvert lag spiller i en liga og hver liga (utenat topp-divisjonen) har sin egen divisjon. Ligaen er mest viktig, divisjonen (alle divisjoner er lik) er bare for å dele alle ligaene. Dette er fordi det er tusenvis av lag og det ville vært forferdelig hvis for eksempel 537 lag hadde spilt i samme liga, eller for et lag å spille i liga på nivå 537 (tenk deg å rykke opp til den øverste divisjonen). Neste divisjon(telt fra divisjon1, som kun har 1 liga) har 4 flere ligaer og derfor er det slik at vinneren rykker opp og de fire siste rykker ned. Selvfølgelig, hvis et lag er i øverste ligaen går det ikke an å rykke opp mens i den laveste divisjonen kan lag jo ikke rykke ned. Hvis det er likt på poeng på opprykk eller nedrykk, vil det avgjøres på målforskjell, så antall scoret mål, antall seire og hvis de etter alt det er like vil det bli avgjort på loddtrekning. Endring av lag i ligaer er ingen tilfeldigheter, det beste laget i den lavere divisjonen bytter med det dårligste laget i den høyere divisjonen. Det avhenger av posisjon på tabellen og poeng. Opprykks- og nedrykkslag tar alltid plass i den nye tabellen etter sesongoppdateringen (dag 1). FA er et evigvarende fotballspill

 
Players

Each player has his own best performance position, which is indicated by his color (green = defender, yellow = wing, blue = midfielder, red = forward). The player's needed abilities of course differ according to his position. Each ability has its maximum 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 the position he is suited for otherwise, for example when a wing plays a forward, his match performance and the following training will be less effective. If an offensive wing plays a defensive role (or defensive as offensive, or defensive as normal etc.) than such a player will never play better, than on his own position.

Høyde

Høyden på spilleren har innvirkning på noen ferdigheter til en spiller. For eksempel en 200cm spiller bruker heading mye bedre enn en spiller på 170cm. På den andre siden, høyere angripere bruker ikke Pasning så bra, og høye forsvarere kan ikke bruke takling så bra. Små spillere kan spille "press" og "kontringsspill" bedre enn høyere spillere og små spillere forsvarer også disse taktikkene bedre.

Tilstand

Hver spiller har Tilstand, som går ned etter en spilt kamp og opp når det hviles. Kondisjon påvirker tilstanden når spillere med høyere kondisjon ikke blir lett sliten gjennom kampen og tilstanden etter kampen vil restituere seg fortere. Spillerens tilstand er også påvirket på de medisinske fasiliteter til klubben og har noe av den samme effekten som kondisjon. Jo mer kondisjon og medisinske fasiliteter jo bedre er det. Det er også kjekt å vite at treningskamper ikke er like slitsomt som liga- og cupkamper. Hvis du allerede har sjekket viktigheten i en kamp vet du at også denne viktigheten påvirker spillerens tilstand. Tilstanden påvirker også spillerens innsats i kampen. Så spillere under 100% kommer ikke til å spille deres beste. Hvis tilstanden synker til under 50% vil ikke spilleren kunne stille til kamp. Hvis en spiller blir lett sliten og restituerer seg sakte burde du enten trene kondisjon eller forbedre de medisinske fasilitetene dine. Da vil ikke mer ha problemer med at din spiller får problemer med tilstanden. Det er også godt å ha 2x11 spillere i laget, spesielt i begynnelsen, så alle kan spille en kamp og ha nok tid til å restituere.

Form

Form of players is important for their match performance. Even a good player, who is out of form, can play worse than an average one in form. Form changes every week during Friday training and always moves to its average. So a good form player is more likely drop out of his form a bit and vice versa. If a player played at least one match during the week he is more probable to get into a better form than a player who did not play any. The average form is 5. But in the game all numbers are rounded down to integral numbers. Maximum is 10 and minimum is 0. You can see only down rounded numbers in the game so if there is 2 at player's form, it can mean 2.00 but even 2.99. Form does not influence the price of a player.

Erfaring

As well as form, experience is important for a player performance. An experienced player, with worse attributes, can perform better than a less experienced junior player, even a talented one. Experience has similar influence as form and influences for example penalty shooting. Experience is gained only through playing matches, more in league matches and less in friendly matches. If a player gets to a national team he can get extra experience. The limit for experience is 10 (the same as for form).

Potential

Potential is a hidden attribute. Every player has some potential, which influences his training. A player with 100% potential trains on 100%, a player with 75% potential trains on 3/4 etc. Potential of young players rises and of old players drops. It is individual for each player and you can get an idea by examining your trainings.

Chemistry

Mother club players (players not bought at transfer market) play always 100% their power. Players from transfer market need some time to play better with their team-mates. Depends on time spent in a team a player plays like this:

Seasons in a club Player power
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%
 
Training

Training is one of the most important thing in the game. It takes place at night from Thursday to Friday. Thanks to trainings players can improve and a club can make some money from selling them. It is important to train up young players. You can sell them after a few seasons to earn some money for your team to improve your facilities or to buy new young prospects.

What you should know about trainings
  • You can not win without trainings.
  • Training is only for players who played at least one match during the week.
  • Only the last match a player played is important for the training. If you train a defender, who played league as a defender on Sunday but as a forward in a cup match on Thursday (the day the training takes place) he will not get much from the training. If it is contrariwise or he played just a league/cup match in his proper position, he trains normally.
  • To gain maximum from trainings for a whole team, you should play two matches a week (league + cup/friendly). Then league team can train and other players, for example your reserve team (due to friendly/cup matches), as well. It is wise to involve as many players in trainings as you can because to gain maximum from trainings a player needs to play only one match a week.
  • What will each player train is influenced by the set training. Trainings take place on Friday morning so players' attributes change once a week according to the set schedule.
  • The quality of training (how much a player trains) is influenced by player's potential but the potential has no influence on stamina trainings.
  • If a player played another role then his training is only 90%. The role means defender, goalkeeper etc. It does not mean "def", "off" specialization.
  • If a team has less than 11 players at the beginning of a match, all players from this match will train very little.
  • International matches of countries have no influence on trainings.

At about the age of 30 all player's skills begin to decrease. For goalkeepers, defenders and defensive wingers it starts later, for others sooner. Training has a point up to the age of about 29 (included), so for a year it is still possible to gain something from training. Stamina can be trained anytime.

Trainer

Every team can change a trainer only once a season. Training of players is influenced by a trainer.

Defence - Faster/Slower training of goalkeepers, defenders and def. wingers.
Midfield - Faster/Slower training of all wingers and midfielders.
Attack - Faster/Slower training of forwards.

Every player can train more or less, depends on settings of a training (%). In sum a team can't train more than 1200%.

General means that a player trains each skill he needs.

Def. wingers gain higher value by a trainer. For example if you have the trainer (-5)-(+5)-(0), def. wingers will have +5% bonus to a training.

 
Self-confidence

Self-confidence of a team is influenced mainly by league and cup results. If a team wins it is likely that the self-confidence increases. If a team plays against a better (due to rating) team, even a draw can improve its self-confidence. Other factors like home, away matches or final scores are also responsible. Self-confidence can also be influenced by player sales. More info in Player market.

Team self-confidence is simple a measure of the team form. If a team has won several matches lately there will be more spectators at the stadium and the number of supporters will raise faster. Self-confidence is also responsible for the team strength in a match.

 
Youth team

Every week you can call up one player from your youth team. The quality of such a player depends on your youth academy level and luck. Players in a youth team are 14-19 years old.

Youth team quality

Youth team quality depends on players you called up in previous weeks. The better players you happen to call up the lower the youth team quality goes. Simply, there are some players in your youth team building up the team quality altogether. If you call up a good player then the overall quality lowers. And vice versa, so after calling up a weak player, the youth team quality is likely to increase.

If you don't call up any youth player in a week, youth team quality for next week will increase by 2% + twice your youth level.

 
Stadium

The stadium is an important money source. As the time goes by you will have more and more fans who will like to see your matches on their own. With a small stadium you lose money because a lot of fans just can not get through the gates due to its capacity. On the other hand, a big stadium with half seats empty in also not exactly economical.

Stadium in numbers
  • Minimum stadium capacity: 5.000
  • Maximum stadium capacity: 150.000
  • Basic fee for stadium building/destroying: €40.000
  • Weekly fee for one seat: €2
  • Average entrance fee: €10
 
Facilities

Each club builds its own facilities. There are 5 kinds of them and each can have 7 levels at maximum. All facilities then 22 levels altogether. Therefore you must choose your unique way. It is also important to know that after a few seasons your facility can decrease its level and you will have to build it again.

Training academy
Improves training effects by 8% per level.

Marketing
More money from sponsors, lower player agents fees, higher match attendance.

Medical facility
Lower chance of long term player injuries, faster injury recoveries, faster fatigue recovery after matches.

Youth academy
Improves youth team quality.

Match centre
+2% team power per level, higher experience of players from matches.

Increase level fee
  • 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
Decrease level fee
  • 1. level - €4.000
  • 2. level - €10.000
  • 3. level - €20.000
  • 4. level - €40.000
  • 5. level - €80.000
  • 6. level - €140.000
  • 7. level - €220.000
Increasing/Decreasing level time in weeks
  • 1. level - 1/1
  • 2. level - 1/1
  • 3. level - 2/1
  • 4. level - 2/1
  • 5. level - 3/1
  • 6. level - 3/1
  • 7. level - 4/1
Weekly level maintenance fee
  • 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
 
Matches

A team is allowed to play a match if there are at least 7 players available. That means players who are not injured and do not have a red card. A player also needs 50% condition at minimum. It is always good to set additional players in case of substitutions. If there is an injury or a red card for the goalkeeper, one of the offensive players change and a new goalkeeper takes his place.

It is not possible to change your line-up if there are 30 or less minutes before a match.

Ligakamper
De er alltid spillt på Søndag og to ganger per sesong, uke 4 og uke 12, også på Onsdag istedenfor treningskamper. Det er 18 kamper per sesong. Deltagerne spiller 2 ganger mot hverandre, en kamp hjemme og en kamp borte. Det gir 3 poeng for seier, 1 poeng for uavgjort og 0 poeng for tap eller uavgjort på walkover (en kamp med 0:0 på grunn av ingen av lagene har satt oppstilling for kampen).

Cupkamper
Det er trekningen til cupen i starten av hver sesong. Lagene i cupen vil alltid spille de beste mot de dårligste (ifølge ratingene), så den andre beste mot den nest dårligste osv. Hjemmelaget er den som har laveste andel hjemmekamper i henhold til antall spilte kamper i cupen. Cupen kan bli spilt med 2, 4, 8, 16 opp til 16384 lag. Så hvis det for eksempel er 1000 lag i et land, vil kun de 512 best rangerte lagene få spille. Hvis det er 1050 lag i et land, vil kun de 1024 best rangerte lagene få spille osv. Det er kun en kamp per runde. Vinneren i kampen avanserer i cupen og taperen rykker ut, og får ikke spille mer i cupen (den sesongen)

Treningskamper
Friendly matches do not influence self-confidence or rating. But they have one important reason – training. Each team, which wants to train fully, should play 2 matches a week. More info in Training. A friendly match can also be played against a PC team, you just have to find a team without an owner and such a team accepts every friendly match immediately.

Internasjonale kamper
Disse kampene blir spilt hver Tirsdag. Landslagets formasjon og oppstilling er alltid satt opp av landslagssjefen.

Inngangsbillett

Kamper er en viktig inntektskilde. I ligakamper får hjemmelaget all billettinntekter. I cup-kamper får hjemmelaget 2/3 og bortelaget 1/3 av billettinntektene. I treningskamper deles inntektene likt (50/50). Hvis det er et tap på walkover får det laget ingen av inntektene.

Cards

Cards are mainly dependent on the player's field position. So a defender is more likely to get a card and a forward vice versa. Cards from cup and league matches are not separated. After 3 yellow cards (a red card in a match = 3 yellow ones) the player is not allowed in one league or cup match. Cards from friendly matches do not count and even a player with a red card can play a friendly match.

Injuries

Every player can be injured in a match. To lower this chance you should level up medical facilities or set a lower match importance. On the other hand a higher match importance setting brings greater danger of injuries. Most common length of an injury is 1-7 weeks (the number at an injured player). The higher medical facilities level the shorter recovery time (and sometimes even shorter than it is shown).

Over time

Overtime is always played 2x15 minutes. If the game is still tied after this overtime period, then there is a shoot-out.

Forfeit

If there is no line-up set for a match, the opposing team wins by forfeit 3:0. The winning team does not get any experience, but the players are not fatigued, which can be an advantage. Money from the match and training both count as normal.

 
Match line-up setting

Viktig informasjon - Det er ikke mulig å endre din lagoppstilling hvis det er mindre enn 30 minutter før kampstart.

Tactics

Tactic usually does not affect number of chances in a match. It only affects probability of an successful action, because if a team is more offensive there is a higher probability to score a goal from a chance. But, of course, this all is also influenced by the opposing team. They can have good defence and then everything is a bit more complicated. And it is clear that when you are more offensive you can not defend so well.

More defence than offense - Strengthens defence but weakens offense and quite often more than it strengthens defence. I is recommended if you have good defence and weak offense.
Normal - Offense and defence equal. It mostly depends on current match score, so a losing team tries to attack more etc.
More offense than defence - Strengthens offense but weakens defence and quite often more than it strengthens offence. I is recommended if you have good offense and weak defence.

Spillestil

Normal - No special playing style.
Pressing - Strengthens tackling for wingers and midfielders but weakens their wing play or more precisely their playmaking. With this style there is a good chance that your team counterworks opposing team's offensive action. The better tackling of your defenders, wingers and midfielders the higher chance of counterworking such actions. The opposing team can lower this chance for his/her advantage by ball passing of midfielders, wingers and forwards.
Kontringsspill - Strengthens ball passing of midfielders and wingers but weakens their wing play or more precisely their playmaking. It also strengthens forwards. With this style there is a chance that your team takes advantage of opposing team's chance failure and makes a successful counter attack. The better ball passing of midfielders, wingers and forwards the higher chance of a successful counter attack. The opposing team can lower this chance for his/her advantage by tackling of midfielders, wingers and defenders.
Attack in the middle - Strengthens playmaking and ball passing of off. and def. midfielders but weakens their tackling. Strengthens tackling of def. and off. wingers but weakens their wing play and ball passing. With this style midfielders are more likely to get into a shooting position.
Keep the ball - Strengthens playmaking of midfielders and wing of wingers. Weakens nothing.
Wing play - Strengthens wing play and ball passing of off. and def. wingers but weakens their tackling. Strengthens tackling of def. and off. midfielders but weakens their playmaking and ball passing. With this style wingers are more likely to get into a shooting position.
Long ball - Strengthens heading of attackers and little bit of defenders. Weakens midfield. Increases count of header actions in a match.

Press og kontringsspill er påvirket av erfaringen av alle i laget. Så mer erfarne lag spiller de bedre (høyere sjanse for suksessfull press eller kontringspill) og mindre erfarne lag spiller verre. Også mindre spillere spiller disse taktikkene bedre enn høyere spillere.

Spillestilen er også gjenspeilet i spiller-ratingene i kampen. Så en midtbane med lite tackling kan spille verre en vanlig hvis press er satt. Midtbanens opptreden og ratingen av hele laget kan bli lavere hvis kontringspill er på. Men det kan ikke bety at laget spiller dårligere enn motstanderlaget. Fordi den ordentlige oppstillingen laget kan ha har gjort det bra, men det er ikke lett å omforme til tall.

I kamprapporten kan du se meldinger av suksessfulle lagtaktikker når man har press eller kontringsspill er på.

Betydning

Det kan bli brukt i liga- og cupkamper

Avslappende - Team performance -15%, Fatigue -50%, Fauls -50%, Team self-confidence +50%
Lav betydning - Team performance -10%, Fatigue -25%, Fauls -25%, Team self-confidence +25%
Normal - Ingen endring
Mer vekt - Team performance +10%, Fatigue +25%, Fauls +25%, Team self-confidence -25%
Nøkkel - Team performance +15%, Fatigue +50%, Fauls +50%, Team self-confidence -50%

Få eller tap av selvtillit - Hvis laget får mer enn for eksempel 10% i selvtillit, da vil en kamp med lav betydning får man 25% mer, som da blir 12.5% selvtillit. Hvis laget taper 10% i selvtillit i en kamp med lav betydning, mister selvtilliten 25%, og da blir selvtilliten 7.5%. I en kamp med mer betydning vil laget få 7.5% eller tape 12.5%

Kampens "betydning" kan også innvirke på spillerens skader. I mindre betydelige kammper (Lav betydning, Avslappende) spillere er det mindre sannsynlighet at en spiller blir skadet, og i mer betydelige kamper (Høyere betydelighet, Nøkkelkamp) er det større sannsynlighet for skader.

Hvis lagets prestasjon er bedre eller dårligere er det på grunn av betydningen, det er ikke vist i kamprapportens statistikk av forsvarere/midtbanespillere/ forsvarere eller stjernespillerne i kampen (ballbesittelse i kampen har betydning). Men i kampdetaljene er holdningen til laget vist. Og selvfølgelig vil det ha konsekvenser for kampen. Et sterkt lag kan undervurdere motstanderen ved å overbevise spillerne med å ta lav betydning osv.

Kaptein

You can set the captain for each match (if there is no, he will be randomly selected from current line-up). The captain gains more experience from a match and usually strengthens his team according to his own experience. Mother club player as captain increase power 50% more than other players. This strength is also calculated in the after match statistics.

Standard oppstilling

Hvis du ikke har valgt noen spillere til kampen eller bare glemmer å sette opp laget, men da blir forhåndsoppstilligen automatisk valgt. Så hvis du er borte over en lang periode, taper du ikke på walkover. Fordi spillere bli sliten og du vanligvis spiller 2 kamper i uken kan du lagre opp til 3 forskjellige forhåndsoppstillinger - Liga (Søndag), Cup, Treningskamp/vennskapsliga (Onsdag). Forhåndsoppstillinger kan bli lagret ved å velge spillere som i en vanlig kamp, bare å velge hvem av de tre forhåndsoppstillingene du skal lagre i, og bare trykk Lagre på vanlig måte. Alle spillere, bytter, formasjonen, taktikken, spillestilen og betydningen blir lagret. Forhåndsoppstillingen kan velges i tillegg til sist lagrede oppstillinger. Alt som er lagret er lastet inn, men i Treningskamp/vennskapsliga (Onsdag) blir også "Betydning" (av kampen) lagret, men som du kanskje vet gjelder kun denne innstillingen i Liga- og cupkamper.

Tactical substitutions

There are tactical substitutions, which bring even more strategy possibilities into the game.

  • If your players are tired, have low condition or you have set key importance, the players will be exhausted in last minutes of the match. The result will be lower performance of both the player and the team. You can prevent this by sending the well-rested player into the field.
  • If you feel like train e.g 4 goalkeepers, no problem. Simply substitute the keeper during the match and both of them will train. Every player, who has been playing at least one minute will be train no matter how much time he spent on the field.
  • Let's say your B team is not performing well. You are able to send more experience players on the field to overturn the averse score. On the contrary, if the match seems to be won by you, you are able to send worse players on the field and make your good players rest more for next match.

The substitution depends on the conditions you have set before the match.

Player on the field: The player you are about to send off the field.
New player: The player you are about to send in the field. Both players should be the same position e.g. defender instead defender. Not midfielder instead forward etc.
Minute: Minutes may be set by the means from-to. If you set the substitution between 60.-89. minute and the substitution condition is valid in 60. minute, the substitution will happen immediately in 60. minute. If the condition is not valid in 60. minute, the player will be waiting on the substitution bench until the condition becomes true. If it never happen, no substitution will take place.
Condition: Necessary condition which must be valid for the realization of the substitution. If there is no condition set, then the player will be substituted according to the time you set.

Keep in mind the fact that not all tactical substitutions may be brought into effect. It is because of eventual injury or red card. You are able to substitute up to 3x during the match (5x in friendly matches). If the player has been sent into the field instead of some injured player, naturally he can not be used for tactical substitution later during the match. The other point is there are no time obstructs possible by the tactical substitution. It means you can not hinder the opponent in scoring by tactical substitution in the last minutes of the match. If the captain is sent off the field during the match, the team will lost the bonus the captain was contributing to the team's performance.

 
Economics

If your team has more than €10.000.000 during Monday economics counting, you pay 2% taxes from the whole amount. This tax is reduced by 5% with each level of your Marketing. So if you, for example, have €12.000.000 on your account, then on Monday you are taxed with €240.000. If you also have 4 levels of Marketing in section Facilities, then you pay 20% less. That means €192.000.

Inntekt

Spillersalg
Penger du får fra å selge dine spillere.

Sponsorer
Sponsorene gir penger til klubben din hver uke. Jo flere supportere klubben din har jo mer penger får klubben din. Sluttbeløpet er kalkulert som nummer av supportere*€4 for eksempel, 10000 supportere * €4= 40000€). Hvert nivå på Markedsføring stiger beløpet med 5%.

Billettsalg
Billettsalg fra alle kamper denne uken.

Bonuser
For eksempel penger fra sponsorer du får i starten av hver sesong.

Utfall

Spillerkjøp
Penger du investerte i spillerkjøp.

Spillerlønn
Alle spillere som representerer klubben din på Mandagens økonomioppdatering krever lønn. Den totale summen av alle spillerlønnene er en av klubbens betalinger.

Fasiliteter
Hver uke må laget betale for vedlikehold av stadium og fasiliteter og for deres forbedringer.

Annet
For eksempel et gebyr for å sende en spiller på overgangslisten.

 
Player market

Each player can be sent to the market. By doing so you have to pay 0.5% of his FA price (shown in player's detail as Value) as a fee. The minimum market price is €4.000 and the maximum price is the FA price * 2. A player stays on the market for 4 days and the selling manager always gets 2x FA price at maximum. There are no restrictions for a player on the market to play for his team. If there is a match in the time the player is supposed to be sold then the purchase takes place after the match. The bidding team loses its money immediately and can not manipulate with the money for the whole time of holding the best bid (if someone offers a higher bid then, of course, the money goes back). The team, offering the player, gets its money after the purchase is finished.

If a team sells a once purchased player it loses 15% team self-confidence. This penalty is nevertheless reduced by 1% each week of the player's presence in the team so after 10 weeks there is only 5% self-confidence penalty. This is not applied on players from the youth team or on players who have been with the team from the beginning. You can sell a purchased player after 7 days. When selling a purchased player the possible profit depends on the length of his stay in your team. The basic profit is 55% and for each week in the club (counted from the week the player could first be sold) this profit increases by 3%. So if you purchase a player and you sell him just after a week for €40.000 then you get 55% from his price (€22.000). After 10 weeks you get 55%+(10-1)*3=82% from his price. We count only with 9 weeks because the first week he could not have been sold and therefore this week is not included in the final price. There is a possible profit in percents shown at each player. This profit always depends on the time you send him to the market and includes bonus from your Marketing facility. The maximum profit is 90% and each level of Marketing increases this amount by 1%.

 
The International Club Tournaments

There are five international club tournaments at FA. All of them has something in common. Players on the line-up always start the match with 100% of condition. After the match their condition get back to the value before the match and the tidiness from the last match is deducted from that value. It means players loose condition. On the other hand they gets experience and the home team gets all the money from the tickets.

  • Chances for injuries are much more lower than usual.
  • Cards are forgiven soon after the match. There is no card restrictions, so that even the player with red card can play the match.
  • All the matches count for players' training. It means players on the line-up can be trained that week.
  • At the play-off, money from the tickets are divided 1:1; half for home team, half for away team.
  • There is no home advantage at the play-off.

FA Champions League
Mesteparten lag som endte på 1.plass i den øverste ligaen.

  • 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
for det meste 1. og 2. plassen i den øverste ligaen og vinneren av den nasjonale cupen.

  • Number of teams: 2048
  • Number of teams at the group: 4
  • Number of advancing teams from the group: 2
  • Fatigue: 80%
  • Attendance: 80%
  • Player's experience from the match: 65%

FA International Cup
Mostly 4th leagues and the defeated teams from national cup finals.

  • 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
Mostly 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
Mostly 5th and 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

Vennskapsligaer er der for å underholde managere enda mer og tillater dem og lage deres egen liga, hvor de kan spille mot venner eller bekjente. Alle kan spille i en vennskapsliga, men det er noen regeler.

  • A friendly league can be created only by a Supporter.
  • In each friendly league there must be at least 1/2 of Supporters.
  • Friendly leagues are played on Friday. The kickoff time is set by the founding manager.
  • Each league can have an entry fee set by the founding manager. This fee can be 0-€100.000 and a team willing to join the league does not have to have this money on its account - the fee will be taken off automatically, even into minus. After the end of the league the first team receives 50% from the whole collected amount, the second team 30% and the third 20%.
  • Players do not get fatigued in a friendly league, they can not be injured after a match and they get no experience or cards. They can play a match even if they have cards or are fatigued. They are always 100% ready. But of course, they can not be injured before a match.
  • The team self-confidence is always 100%.
  • The team and players performance is not calculated in their statistics.
  • Matches have no influence on training.
  • There are no money by attendance.
  • A friendly league can be played independently on a season, one part of it in one season and one part in another.
 
New season

Each season lasts 16 weeks and is immediately followed by a new one. So there is a last league round on Sunday and on Monday a new season begins. There are following events between two seasons.

Teams

  • The first team advances to a better league and four worst teams are relegated to a worse league. Of course there is nowhere to advance from the first league as well as there is nowhere to be relegated from the worst league.
  • Team self-confidence is set to 60%.
  • The best team result is erased, it is always from current season.

Players

  • All players get one year older.
  • Form is set to average levels.
  • Players' condition is set to 100%.
  • The best player result is erased, it is always from current season.
  • New wages are calculated.
  • Players old enough are dismissed from their junior national teams.
  • Cards are canceled. Injuries prevails to the next season.

Financial bonuses

Bonus for league position at the end of a season

1. league
  • 1. place - €800.000
  • 2. place - €650.000
  • 3. place - €500.000
  • 4. place - €350.000
  • 5. place - €200.000
2. league
  • 1. place - €640.000
  • 2. place - €520.000
  • 3. place - €400.000
  • 4. place - €280.000
  • 5. place - €160.000
3. league
  • 1. place - €480.000
  • 2. place - €390.000
  • 3. place - €300.000
  • 4. place - €210.000
  • 5. place - €120.000
4. league
  • 1. place - €320.000
  • 2. place - €260.000
  • 3. place - €200.000
  • 4. place - €140.000
  • 5. place - €80.000
5. and lower leagues
  • 1. place - €160.000
  • 2. place - €130.000
  • 3. place - €100.000
  • 4. place - €70.000
  • 5. place - €40.000

Sponsor bonus in the beginning 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 planned, all league rounds are drawn etc.

 
Week in The Football Arena
Everyday
  • Statistics update
  • Player recoveries
  • Condition replenishing
  • Stadium and facilities building
MONDAY
  • Financial update (wages, sponsors)
  • Player statistics update
TUESDAY
  • International matches
  • International cups
  • Automatical planning of friendly matches
  • Fanclub update
  • Lowering old buildings levels
WEDNESDAY
  • Friendly/League matches
THURSDAY
  • League cup matches
  • Player statistics update
FRIDAY
  • Evaluating trainings and changing forms
  • Fanclub update
  • Player statistics update
  • Friendly leagues
SATURDAY
  • World Cup
  • Youth team activation
SUNDAY
  • League matches