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The earth cooled, and the dinosaurs came...
Learning the Game (again) (26/04/2008 17:44)
What a Horrible Team!
I started the District Metro FC on the hopes that I could refresh my interest. Well it has done that, simply because the team came up so bad. Having to choose between a keeper in his prime Q53 and a poor youth Q56. I immediately went to the transfer market. What a surprise! I was looking at having to dish out 15mil for a Q70 keeper. My strategy for new managers was a little off once the new pricing setup had gone through. Back in the early days of Season 5 when I was starting Tashkent Islam United, Q70 17yr olds were pretty easy to come by and only cost 2-3mil. I was lucky to find a team dishing away an undervalued youth for a mere 10mil.

The other major disappointment was my defenders. Of the six defenders only 3 of them were in the Q60s and none of them over Q65. I couldn't fill a 4-4-2, and I wouldn't be able to play them every day in a 3-5-2. I dumped the Q52 and Q56 and decided to keep the youth Q56. That Q56 turned out to be a nice surprise if you check the highlights, but I would still need another Defender. The transfer market was tough as every bid I put out was quickly overbid. I managed to pick up an aging player cheap, he will hopefully fill in for me for a year or two.

Health - Be happy to have it because it won't last long.
St 52
Okay, I admit it, Tashkent Islam United had healthy players and enough depth to keep them healthy. Not so for District Metro FC. But having players with such low Stamina means that they get worn out faster and that they don't recover as well. It didn't take long for my new young keeper to be breathing hard by his 4th game. Toss in the fact that the League Cup started in Round 2 and that was a lot of games very fast.  I was booted from the League Cup in the second set when I lost in a PK shootout 4-3. That really helped the health of the team, but limited my teams ability to gain experience and to improve.

The other major health issue. Robot teams don't play soft. In 9 games, I think 3 of them had the opponent down to 10 men, and I watched as my players were hacked to pieces with rough play. My Gk has had to rest in training twice now, and has missed two games. Fortunately that young Q56 wasn't tested much. The defense has been tested a great deal, but they have held up well. I don't think I have had the same 3 defenders in the game for any match yet.

The beginning of the Season 35
One word: scary! The first two games ended in a 0-0 finish and I was in 8th place with only 2 points. Since I was only playing bots, I was wondering how I was going to pick this team up. The league cup match gave me some hope by picking up a single goal, but still I thought I should be doing much better. My first change was a switch from "near goal" shooting to "only when safe". That rewarded me with a 4-0 win, and gave me some hope. The next thing was to start looking over the bot teams before the match to be played. After 5 games, I was really struggling with health, but those bots had run their players into the ground. I was able to run circles around them in some places.

That was the thing that turned the league around for me. I had relatively healthy players while the opponent was running around with doggedly tired players. For those managers new to the league, anyone under 80 fitness is injured and unable to play. Anyone under 90 is in really bad shape and will be playing a good bit below their Quality-level. I try to keep the team above 95, and will even drop out good players for healthy scrubs. The benefit is that tired strikers don't strike nearly as well against a poor keeper. So far I have only given up 1 goal in 9 league matches and it was a penalty. The only goals I gave up in league cup were on penalties.

Highlights
Normally, winning against bot-teams isn't very challenging. Most of your highlights are from poor play from the bots. But I got not one, but two highlights.

It was a 3-0 game, late in the final minutes of against another bot team. The worn down team of bots brought the ball down the field, got close and took a shot at goal, missing wildly. Now, remember that young defender I decided to keep for no real reason except I might need a body on the pitch. Yea, him, Seth Gaines. The kid gets the ball and starts a dribble upfield. Now this kid is pretty bad, he has no form, poor stamina, and really no ability with the ball. But he is tall and wide and ugly enough to keep most attackers looking for the other side of the pitch. So he starts lumbering up the field with the ball. He has no speed (Sp 42) so the opposing team catches him quickly but he is big and not one to be slowed down by normal sized people and somehow manages to keep the ball in this run. And he keeps going, dribbling through the midfield and up to the penalty box, taking nearly a full minute just to get there. Then in a moment of indecision he nearly loses the ball, steps around a defender and pops the ball into net. I can hear the announcer "... he must have passed 3 defenders all by himself..." Obviously the announcer can't count because he passed 10 of them, some of them numerous times. Final score 4-0.

And if that wasn't surprising enough, after a game of rest, he did it again. But this time to lead off the scoring in the game.

4 games, 2 goals, 2 Man-of-Match awards. For an attacker, this is a nice set of numbers. But this guy is a defender. One more time and I might just have to give him both MVP and Rookie of the Year.
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Starting Anew in DC (18/04/2008 06:56)
The New Start

After 30 seasons running Tashkent Islam United, the team was feeling pretty stagnant. I had finished between 4th and 10th with little hope to see much of a change in that. Playing in the International had changed after so many of the teams left to play in their home nation. With all of those reasons stacked up, I decided to give a new start to a new team.

My first choice was whether to play in the International league, or to play in the USA. I went for the USA in the hopes that I would get a different group of people to play against. So that meant I would need a name. I wanted one that would represent my home living inside Washington DC. DC United is already taken as a team playing in MLS, so I went with a more traditional name, District Metro FC.

The Early Decisions


When I started Tashkent Islam United, you started with 12mil but not a whole lot of choices for sponsors. The sponsors are much better and you start with 17.5mil. The only problem is finding good young players. Tashkent had it easy as Q69 17yr olds were much cheaper then. You could dump 7-8 bad players and pick up a rising star for your team. Not anymore.

The team had a very unbalanced set of players. Very weak with goalkeeping, and pretty poor on defense. The team was loaded with good midfield and up front. That really forced me to consider how I would build this team.

GK - Q53 26yr, Q58 17yr
Def - Q64 23yr, Q65 24yr, Q63 29yr, Q56 21yr, Q56 24yr, Q52 22yr
Mid - Q70 23yr, Q71 21yr, Q75 18yr, Q71 28yr, Q66 28yr, Q63 18yr, Q62 24yr, Q62 28yr, Q62 24yr, Q57 18yr, Q56 29yr
Att - Q70 17yr, Q68 17yr, Q66 29yr, Q65 27yr, Q62 28yr, Q60 21yr, Q60 23yr, Q57 25yr

For starting a team, having your 2 Gk rated in the 50s is really weak. Every team in my division (all 15 bots) has a better keeper than my best. He is 17 so he might be able to develop in a few years, but my plan is to win my division against all the bots. My first task will be to find a GK without spending all my money. I only had 6 Defenders, 3 in the mid-60s and 3 in the mid 50s. My next task was to drop 2 of the defenders and try to live on just 4. That of course means a switch in formation to a 3-5-2 to minimize the defense and try to keep the ball from the goal with possession in the midfield.

I had to set the options to attacking to try to keep the ball way from the other teams. I had 4 good midfielders and another 5 that could fill in as needed. I wouldn't need all 5 replacements so I dropped the Q50s and one of the lowest Q60s. On attack I only needed 4 players so I kept the top 4 and dropped the rest. For a Div 4 team, I have a strong attacking force, as long as the team can keep possession. If I don't get a mid-60s Gk soon, I am going to have to hope for midfield possession for the whole season.

The rest of the starting requirements is to start building the stadium, setting ticket prices, picking a sponsor and deciding on staff. The stadium choice was easy since few teams will make money with only 5000 fans, so I started building that. Dropping so many players gave me almost 3 million to start the building program. I kept the staff room empty for now, but will be looking at the options. Probably going to pick up an attacking coach and possibly a midfield coach. No need for a defensive of keeping coach since I don't expect the defense to be good enough to count in building from the ground level for this team. Defense will only improve by finding new players to come into the team.

Finding a sponsor is very important. I can't imagine not being able to win this whole division, unless my Gk gets injured and I have to go to the backup. That means finding the sponsor with the best payoff for winning the division. Fortunately they also give 3mil as starting money. Coming in second will be a horrible finish since there is no award for finishing outside of first.

I am in the lowest division in the USA. I will be facing nothing but bots for the whole league play. I have a good set of young players to develop. I will be very disappointed with less than first place. And I need the money from first place to get the stadium built.
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Off-Season Primer (17/05/2007 19:28)
When the date ticks to Round 37, all managers plan their off-season vacation. They instruct their players to take it easy, but stay in shape. They talk to the financial folks in the front office, hoping to sell more tickets so they can buy better players. They talk to the scouts and coaches to dig through the lower ranks to find just one good player to sign for next season. And if everything happens the way it should, you get lots of money, a new stadium, several great players, and everyone returns healthy and happy.

But things rarely go as well as they should. So I am going to give a little insight into the workings that really happen behind the scenes. First is "the System", kinda like "the Man" but it is a machine, so I am calling it "The System". After that, we talk about the club, what happens and what you need to do once that new season starts. And then we talk about the players, the guys who had been given good training routines for off-season practice, but as the tabloids showed us, they didn't stick to it very well - sex romps in Ibiza, a case of malaria in Rio, a motorbike spill in Algiers, and the texting scandal that left your two keepers with bandaged thumbs. And no one wants to know who bought the 1700 cases of pickled herring and why it is on the same bill as the VIP Room retrofit.

"The System"
This is what we all refer to as the servers. But it is much more than that, and it includes the code written for Manager League (ML), the web services, the network, and everything that works to bring ML to your screen, be it computer, PDA, or smartphone.

After Round 37 runs its training, the servers lock out all the managers. At this point Spinner and a band of purple lemurs from the caves in Sao Paolo set to work. Their mission is to get everything set for the next season. This is the time where most hardware gets upgrades, most software has their patches applied, new code (features to you and me) get added into the core ML application, networks get tested, backups of all server information are made. Invariably, purple lemurs are running everywhere. Now, Spinner is often very nice and lets us know what these new features will be in a post. It generally describes everything that is being done, and what features are going to be available.

The best part about all of this is that Spinner will often take suggestions from us managers and apply them in these updates. Often they take several seasons to program and test, but those managers willing to dedicate some time and understand how ML works can often see  some of their own ideas applied to ML.

The Club
Well, this is where the money is, and where it comes from. One of the first things that happens is you pay your taxes. Clubs that have earned enough profits pay a fee to the governing body of ML. No one knows what this governing body does with all their money, but I suspect it is used to keep all those bots teams in Div 6 running smoothly. The tax is about 30% of your teams profits (not savings) and starts when a team gets above $3mil in profits (or maybe 2 million). For some, a profit tax is something they choose to avoid by over paying for underdeveloped youth, but generally I find that anytime you make enough profit to pay tax you should be happy. Now, that doesn't mean that I am happy to pay taxes, and there are some things that you can do to avoid paying as much tax. You have to do these before Round 37 ticks by however.
  1. Pay for your next seasons training camp. Most important is to choose to go overseas  in your training camp, as this will improve your morale a great deal when the time comes. And you will probably need as much morale as you can get in the new season.
  2. Repair any decay on your stadium. This amounts over time, so fix it up before you go on vacation and everything will look nice when you get back.
  3. Buy any upgrades that you can. Even if it is a small one, if you can save money by not paying profit taxes, it is like paying less for your upgrade.

When the new season starts, there are a lot of things that need to be done quickly to get yourself moving again. Most of this involves money, but there are some things you need to pay attention to for the team overall.
  1. Collect your free 10 credits. This is most important because it allows you to buy that new player you need from the teamless list. As well as perform some stadium upgrades, join a few custom cups, and play a few friendlies.
  2. Choose a sponsor. Not just any one, but look at your division, figure out if you are likely to get into the playoffs, and get one that will pay you the best for finishing where you expect to end up. If you think you will be in the top 10, don't get the sponsor paying a lot of money paying for first place, because you probably won't get it. And if you think you will be relegated, take as much money up-front as possible.
  3. Set your team training to Morale, Morale, Morale, Morale. Your team morale resets to 50 during the off-season, so you want to get it as high as you can as quickly as you can. Couple of rounds of all morale training will get you there fast. Unless you plan on winning your first 9 matches, morale is probably going to be the most important ability you team needs. That is because your team, coaches, managers, players, and financial backers all have big plans for you and that is a lot of pressure.
  4. Check out your new team prospect. The player is totally random, generated by "the System" as the new season begins, and there is little influence you have as to his skills, position, and quality. Of course a good Youth Academy will give you better players on average, if you already have 5 keepers, you have no way of preventing another keeper showing up as your new youth development project.

The main focus is getting your team moving forward again. You have lost a lot of momentum during the off-season, so you need to start out well. Since all teams start at the same morale, you will notice it is a little bit easier to beat those good teams in your department. League matches and cup matches will influence your morale, so plan to win as much as possible as early as possible. You need to remove those feelings of self doubt and get your mind off the tabloid press, those shorts with the hole in the bum just don't matter when it comes to winning. Put Heidi in the DVD player and get your team to watch it until they are all smiling, and you will do much better.

The Players

This is where all the questions come up. What happened to my players? Why did everyone lose a Quality point? Why did my old guy lose so much Speed? My youth is horrible, what do I do? Here is the thing to remember, when your players are playing they get better. However, the off-season means that they aren't playing, so they start to decline. How much they decline is almost predictable, and here is how you figure it all out.

Age
Since each season represents one year, all players increase by 1. This always happens and is the easiest to predict.

Fitness
Fitness will improve by 15 points in the off-season. Since there is a training in round 37 just before "the system" locks us out, you can also include the fitness gains you could have had from training. This means +4 if all team training is set to Rest... plus 10% of the players stamina if the player is set to rest. Conceivably, you can regain about 26 fitness between round 36 and Round 1, and is the reason so many managers play a lot of friendlies late in the season. It is a good way to get players an extra skill point or two before they go on vacation.

Skills 50 and under
Any skill that is rated 50 or less will not decline over the off-season. This covers all skills from keeping to perception. A player who has a skill below 50 just can't get much worse. It may be possible with speed to lose so much that it drops below 50, but they need to have had a 51 or higher to lose that much. Even then, it may stop at 50. I don't really know because I don't keep players with a speed that low.

Stamina and Perception
These two skills don't seem to be affected by time away from the pitch or by age. These two skills only improve during play and training, but fortunately they don't decline over the off-season when so many other skills decline. Therefore, good training in these skills will always be maintained and are considered the "best buy" of training.

Keeping, Tackling, Passing, Shooting, Heading
These skills are the core to the performance of your players. Certain positions are more dependent on some of these skills, and you should check to make sure that you are training the best skills for a player in his position. However, in the off-season, all of these skills (above 50) will drop by one point. If they are all above 50, that means a loss of one in each skill for a total of -5. This is normally where Quality declines come from, and it is a very predictable thing.

Some people claim to have not lost a skill point in one of these areas, but I have never confirmed this independently. Generally, I assume the player gained a skill during the Round 37 training and was then lost during the off-season, resulting in a net zero loss. This seems to be the most logical explanation rather than assuming that "the system" has chosen a very small handful of players that won't lose a skill point in a specific area. Plus, it is easier to program, which is always the best reason for making things simple.

Speed
If you haven't noticed before, Speed is a skill used at every position. It is therefore the most "important" skill in the game. While it is not a primary skill for any player, it is important to every player. And it is also the most affected and variable of all the skills to predict during the off-season. Speed can decrease between 1 and 5 points in the off-season, depending on what appears to be 3 factors - age, potential, luck. Age is a visible trait for all players, potential is a hidden skill that can only be guessed at using the scout, and luck is pretty much random. I include luck only because I cannot determine how much of an affect potential has on speed during the off-season.

Speed will decline by 1 point in the off-season (assuming it has a rating of 51 or higher). In addition, it may decline an additional point from bad luck it seems. Age can further reduce this by 1-3 points. A players potential might be able to counter either the luck or age decline by one if it is high enough, or it might add an extra point loss if it is low enough. However, you will lose at least 1 point it seems.

Age seems to have the most affect on speed. The first time I notice that age can affect a player losing more than 1 point of speed seems to come around the age of 27. After age 30, losing 2 points of speed in the off-season seems almost common. And after age 33 it is common to see loses of 3 or more points of speed. I have never maintained a player past age 35, but it would seem likely that they would have very large losses in speed. Often, you will see an aging player lose 2-3 quality in the off-season if they are old enough, with low potential, and have bad luck, since they could lose more speed than all other skills combined.

Summary
It is very easy to predict the skill loses that come about from the off-season. The only variable comes from speed, and even that I can predict within 1 point. The quality loss is reflected by the loss in the skills. The more skills over 51 losing points the more likely that Quality will drop by one. And aging players could lose more depending on the amount of speed lost.

Knowing where your players are likely to start the new season will give you a better chance of preparing for the new season. Look over all their training and make sure they are in the areas you need them for the new season. Players gain quickly in lower skills, so getting a low skill up to playable levels can help a team quickly.

Calculating quality is something only "the System" can do accurately. With enough players of the same position across a large enough range of quality, someone might be able to figure out the algorthym needed to calculate quality. For now it is safe to assume a gain of 3-5 skill points in the right area is sufficient to raise a players quality by 1. Therefore, a loss of 3-5 skill points will generally result in a loss of 1 quality. Therefore, you can assume that every player will lose 1 Q in the off-season.
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New Manager (Crash Course) (07/05/2007 23:23)
Introduction
Since I have been a manger for more than 10 seasons, I have spent a lot of time in the chat sessions answering questions from new managers and helping them out with their teams in the first days of membership in Manager League (ML). Throughout most of this time, I have noticed that much of my time working with the new managers requires some very common and basic steps to get thing moving in the right direction. Some of them are so basic that every manager should be doing them as their first steps in the game.

So I decided that I would put together a list of things that new managers need to do, understand, and analyse in their own team as part of their first days in ML. I will let others help them out once they have a team capable of winning and making enough money to survive, this is a blog to help those new managers take their first steps, make fewer mistakes, and start off going in the right direction.

Basics
There are three things every manager should do in their first minutes of reading this. I have laid these out in very simple steps with very basic reasons for doing this. For those of us who have played for several seasons, many of these are things we wouldn't even consider telling anyone, because it was the first things we did (or realized we should have done).

Step 1: Upgrade your stadium capacity. You accomplish this by going under the Economy menu and selecting Stadium. Once the stadium screen is up, choose to upgrade from 5000 seats to 10000 seats. This will take several rounds while you employ some local kids to steal outdoor furniture and place it on the hill next to your football pitch.  It takes a little time, but you can get twice as many fans to come to the games and allows you to make more money.

The goal is to build your stadium up to 20000 seats before you build anything else. Once you have reached that target, you can start building your shop and restaurant. These are the most important items to build in order to ensure a consistent flow of money into your stadium. (Some people will say to start building the shop and restaurant after reaching 15000 seats, but this only works for people who play home friendly matches on a regular basis. If you find yourself playing dozens of home friendlies each season, this is probably better, but in general I would stick to my plan of 20000.)

Step 2: Sack the bad players on your team. The ones you want to sack are those players with a Quality (Q) rating below 60. Also, any player over 30 with a Q of 65 or lower should also be sacked. You accomplish this by going into Team Selection on the Team menu. If you select the player, you will get a window showing details about the player, and below that is an option to sack the player. Do this until you have only 18 players left (or more if you started with a lot of capable players), going from lowest Q first. Don't worry if you got rid of all your players in one position, because we will later buy replacements for them.

Your team buys contracts of all the players on your team. This means you must pay them every round, even if they don't play. When you sell a player to another team, they take the contract and are now required to pay them each round. If you sack a player, the player buys his contract back from the team at 1/4 of his value. What this means is that you actually can make money by sacking players. Good players are normally better off being ssold, but no one will buy bad players, so there is no reason to try to sell them. Sack them so you aren't paying them anymore, and actually earn money by doing it.

Step 3: Set your finances. Go under the Economy tab and select Finances. In that window you need to do two things. First is to set your ticket prices to 30 and your profits for shop and restaurant to 100 each. Second, you want to select a sponsor. For almost everyone, I suggest taking the one that pays the highest upfront money. This will give you the most money to set up your team. Later seasons you will probably look into getting a sponsor that pays better for winning more, but to get started, you will need some cash, so get a good up front sponsor.

The concept of finances is to earn a profit. This involves two things - making money and cutting spending. You can cut spending by sacking players that don't play on your team (which we already did). Making money is done by having home games that fill the stadium to the maximum. Of the 30 games you play each season, half of them are at home. Which means each home game you need to make enough money to pay your team for two weeks. With a 30$ ticket price, even losing teams can fill the stands. Winning teams can experiment by raising the ticket prices 1$ at a time until you no longer have a full stadium at your home games.

Step 4: Read the Help system. The most important for the moment is the Getting Started (parts 1 and 2). This will give you a quick rundown of the features in the game without too much detail. However, the help system proves to be very ... helpful, so use it often and try to read as much of it as you can over the next couple of days. It discusses all the options under all the menus. However, it isn't very good at telling you what to do to be successful, and that is what I am trying to do.

Fundamentals

Fitness: Fitness is a rating of how physically prepared a player is for a game. 100 is the peak of fitness, as there is no rating higher than 100. Anything below 80 is considered injured and the player will automatically be substituted come game time. No one knows exactly how fitness affects performance, so rather than worry about it, I try to think of it this way - a Q70 player at 100 fitness plays like a Q70 player (100% x Q70 = Q70); meanwhile a Q70 player at 90 fitness plays like a Q63 player (90% x Q70 = Q63). For this reason good managers want their players at or near 100 when it comes time for games.

Fitness improves by 2 points at every training session (between each game). You can improve the rate that players recover by resting them during training. There are two ways of doing this under the Team menu. Team Training gives 4 options for skills to train. Each time rest is chosen as an option, all players on the team gain an extra fitness up to a maximum of 4 fitness assuming all for options are set to rest. The other option is Individual Training, where you can select a rest option for any player needing extra rest. Resting an individual gives them 10% of their Stamina skill as fitness. Most people will rest individuals whose fitness falls below 95, but will use team rest options if a majority of the starting team has fitness between 95 and 97.

One way to maintain fitness is by setting your team tactics to soft tackles. This is done in the Team menu, under the Tactics Option. You can select tackles to Soft, Normal or Hard. Soft tackles means that you are not trying to hit anyone too hard, but it greatly reduces the number of injuries and bookings that you get. It also means less wear and tear on players so their fitness normally stays higher. Normal and hard tackles might be useful in playoff games where you are looking to play a little tighter game, but if you have players that get a lot of bookings, you may find your players removed from the game on a red card rather because they played too tight. The general consensus is to play soft as often as possible (and always during friendly matches).

Morale: If fitness rates a player's physical preparedness, morale represents a team's mental preparedness. Morale is rated for the whole team and affects every player equally. Morale starts at 50 each season and is normally adjusted by wins and losses. You can also train in morale, and most managers spend the first couple of training sessions setting all four team training options to morale. Teams with good morale play better than teams with bad morale.

Winning normally raises morale by two points and losing will reduce it by two points. If you ties in your match, there is very little increase in morale. However, the opponent you play will also affect your morale increase. If you win against a team ranked above you, you can gain an extra 1-2 morale points, while winning against a team ranked below you will often reduce your morale gain by 1. So beating a poorer team can result in only 1 morale gain, or even none if the difference in team quality is high enough. On the other side, if you lose against a better team, you often won't lose more than 1 morale point, while losing to a team ranked below you can result in 4 points of morale lost.

Morale is not affected by friendly matches, since they are not intended to be competitive. However, league matches and cup matches do affect morale. A great way to gain morale early in the season is to join in cup matches that you have a good shot of winning. A few extra wins early in the season can boost morale quickly.

Skills: Skills are a rating of a players ability. Each player has nine skills rated from 0 to 100. Quality is an aggregate score based on a complex formula that no one has figured out yet. Any player can play in any position on the pitch, but players are given a position (GK, Def, Mid, Att) based on their best skills. That means each position has a skill that is primarily used to determine player performance, and three secondary skills. The rest of the skills may be useful, but are not as focused on to play their position.

Goalkeepers (GK): Primary - Keeping,     Secondary - Perception, Speed, Passing
Defenders (Def): Primary - Tackling,     Secondary - Passing, Stamina, Speed
Midfielder (Mid): Primary - Passing,     Secondary - Speed, Shooting, Tacking
Attacker (Att): Primary - Shooting,     Secondary - Speed, Perception, Heading

The secondary skills are listed in order of importance. When seeking new players or evaluating existing players, you should focus on getting their primary skills as high as possible and balancing out the secondary skills. I often consider a player to be in good balance when the primary skill is 5-10 points above their Q, and secondary skills 0-5 points above Q. At lower quality levels this is hard to maintain because as you close in on this, the players Q will increase to reflect the improvements made in training.

There are several hidden skills and no one has determined them all. However, it has been suggested that the following are pretty accurate. Experience is a rating of how experienced a player they are. More experienced players do better in corner kicks and free kicks, and make the best captains on the team. Potential is a rating of how well a player will improve over time with training. Potential drops as players age it seems but some players can maintain a good training potential into their 30s. Scouts seem to be the best way to determine which players have bad potential, by weeding them out of the transfer list, but there is no way to determine how good potential is. Last seems to be a rating of coolness in game. Players with bad coolness tend to lose it during play and often end up committing stupid or dangerous fouls much more frequently. If you have a player getting frequent cards, and seem to be banned from games regularly, he probably doesn't have a good coolness rating. Setting tackles to soft will often minimize the danger they pose to their team.

Some skills are useful, even if they aren't listed as secondary skills. Perception is used for most set pieces and for scoring goals. A midfielder with a very low perception is almost blind to the possibilities on the field. Stamina is a rating of how resistant a person is to becoming injured. Low stamina players can be injured during a game with even soft tackles on. In addition, it also affects how quickly they recover from injury. Speed is a rating that is secondary to every position, never underestimate the importance of speed, and the hazard of being too slow.

The Team
Depth: The first and foremost focus is that you try to make sure that you will have at least 2 goalkeepers, 6 defenders, 6 midfielders, and 3 attackers. This makes up 17 players and the minimum allowed on the team is 18. However, this doesn't mean that you have enough to fill out the team. Perhaps you have sacked all your goalkeepers, of 4 of 7 defenders. You are going to need to build that team up to a level where you can have the minimum number in each position. However, this is not the time to start hiring, we are still evaluating the team, but you need to start noting what players you will need at which positions, and which positions you already have the depth to field your team.

Since your worst players have already been removed from the team, you need to start building your team. This also includes planning for the future. Players that are over 30 years old probably only have 1-2 years of use left on your team, so you will also want to consider the number of aging players per position. At this point, I suggest that a new manager start taking some notes. Write down the four positions (GK, Def, Mid, Att) in a column. Next to that write down the number of players with a Q of 70 or above, Next to that write down the number of players with a Q68 or above AND that are also less than 30 years old. Compare that to the 2 GK, 6 Def, 6 Mid, 3 Att minimums. This will help you determine your current strengths, and your future needs.

Looking at the numbers you just wrote down, which area has the highest number of Q70+ players. That is going to be the strength of your team for this season. If it also has the highest number of Q68+/30- players, that is also going to be a future strength for you. You will want to focus on designing a team that maximizes that group. If it is defense, you will be looking at 5-4-1, 5-3-2, and 4-4-2 formations. If it is midfield, you want to look at 4-5-1, 3-5-2, 3-6-1 and 4-4-2 formations. And if it is attacking, you want to look at 3-4-3 and 4-3-3 formations.

By choosing your strength early, it allows you room to build a team with a focus on the number and types of depth you will need for your replacements. It will also let you know if you only have 5 defenders and midfield as your strong point, that you will only need 1 defender to complete the team. However, if you only have 5 defenders and that is your strength as well, you will probably need at least 2 more defenders. Also, if you are strong in defense and looking at a 5-4-1 formation, what do your 5 defenders look like. Are they all Q68+, or do you have a few Q62 thrown in there. If your have Q62, you probably will want to find a defender with a Q68/Q69 if you have any money left over after filling out your team in other positions.

Balance: Once you have eliminated the poorest players from your team, you need to start the process of analyzing the players and how they make up your team. One of the most overlooked areas is the players individual skills. A good player has the primary skill  5-10 points above their Q, and secondary skills 0-5 points above Q. If you have a player with some very low skills in secondary areas, you will have to consider the player to not be as strong as his Q might show. The big ones for these are GK, which when purchased often have either a low Per or low Spd. While their keeping may be high, the lack of a secondary skill may make them much weaker in performing their tasks.

At this point, you will want to note the players, his position, what the weakness is, and their age. (Players over 30 with low speed are likely to decline very rapidly and will likely need to be replaced once you have balanced out your depth.) Keep notes about these players, and see if they improve that skill during the year. If they don't show much improvement, you will likely want to look for a replacement in the near future. Also, when you are looking for new players, you will want to make sure they are more balanced if you plan on using them immediately. If you have the depth already to train a players weak spots, then they may be a good addition.

Next thing to do is to look over the age of your team by position. Young players improve more quickly than aging players. 19 is the best year for improvements, and after that players are less likely to improve. Players with good potential at age 17 can improve 3Q each season if trained well. That means a Q68 player could be Q77 by the time they are 20. This can be the thing that takes your team into higher divisions. Be on the lookout for good young players as you get started, they may not only be good for your team right away, but they could also be the future of your team.

Shopping: Once you know what you have, where you are strongest and where you have weakness that need training before they become playable, you should have a very concrete list of what you need. First priority is filling out the depth of your team, making sure you have enough players in each position. After that, you will want to note what positions may need some extra support if you have enough resources to buy an extra player.

Note: Make sure you save about 3 million dollars for your next stadium upgrades. You can always buy more players later, but you probably can't sack or sell enough players to get a stadium upgrade without a lot of hard work. Marking 3 million ahead of time can save you a lot of frustration.


The transfer list is where you will find all your options to fill out your team. It is very useful, and can be a bit complicated, so I first suggest taking a lot of time and practice searching. Search in each position and see what options are available. Normally there are a lot of Q68 and Q69 players that are teamless. Teamless players will join your team immediately if you meet their value, and is the fastest and best way to fill out your depth of players. You can also search for players on other teams, but there is a 16 hour minimum bidding process so you will miss at least two games before that player even has a chance of joining your team, assuming you don't get out-bid by another team.

If you have a critical position that needs to be filled - a main goalkeeper or main attacker - you might want to consider using a scout. They are hired to eliminate the players with poor potentials from the transfer list, BUT they can only be used ONCE each season. This means you want to have your search criteria perfected before selecting the Use Scout option, and the scout will only eliminate the poor potentials from the first page of your search. If you choose to hire a scout, make sure it is of excellent quality to eliminate as many poor potentials as possible.

You should note that the least expensive players with good quality are age 17-18 and 31-37. You will want to make sure that your price range and age ranges are set appropriately before searching. Older players can be very helpful for short-term boosts in a single position - especially GK or Att where fewer players get more opportunities. Normally however, you will do better seeking youths (17-18). Make sure you are buying at a level where you can get all the players you need. If you only have 8mil to spend on two players, don't spend 5.2 on the first one - you can't buy much for 2.8mil.

Focus on getting Gk and Att first when filling out your depth. Because you need fewer of them, they often have a greater impact. It is also why many people use a scout for that position, and might take their chances at midfield and defense. Focus on getting balanced players, midfielders with 48 in speed doesn't help much even if they have 80 passing and tackling. Always look for a good perception, they often make the best captains later in their careers. Goalkeepers can do without passing to start with (or maybe even through their whole careers), but a nice stamina can save late game goals. If you have a choice between a Q68 and a Q69, always go with the Q69, unless there is a significant difference in primary ability. Remember to keep your players balanced.

Playing

Formation: You should already have a focus on the formations you think best based on the strength of your team. However, you need to re-evaluate after making your purchases from the transfer market, as some of your strengths may have shifted. For the rest of this season, I suggest playing a variety of formations, see what ones work well, see what others are using against you, see how your players perform individually. Maybe that midfielder with the low speed plays well despite the weakness.

There are blogs where people discuss the various formations, what are are used for most often, strengths and weaknesses. I suggest you read through them at some point. They are worth reading, but actual practice will let you know where your team strengths do best, and where your weaknesses are covered. What works for one team can be disaster for another, so don't ever listen to someone spout off how good a particular formation is and blindly switch. Give it a try, and abandon it if it doesn't work. Also, just because something doesn't work with your team now, try it again later and you might have adjusted enough to make use of it.

Always remember that a good defense can make a good Gk shine. A good midfield, properly used can fill holes in both attack and defense. And a good attack can overcome poor keeping, if you can keep possession of the ball, especially toward the end of the game.

Training: Morale tends to be low for everyone at the beginning of the season. Setting several team trainings to Morale can improve your early performance and earn you a couple wins early. Those wins can raise your morale even further allowing you to transfer training to other aspects of the team. The most important training areas for starting managers are Attack, Defense, Teamplay, and Understanding. Since all these build from season to season (except morale), getting a headstart on them can mean a few extra wins each season.

Training players is mostly a matter of correcting imbalances. Since lower skills improve faster, correcting a poor skill can come quickly. However, most players have a hard time gaining more than +5 or +6 in a single skill throughout a season. If you know a player has reached +6 in a skill, it would be worth focusing on another skill to build and wait until next year to finish correcting the problem. Hiring training coaches will improve the training of players, however the value of this is hotly debated. Many feel that the gains are not worth the monetary cost. Also, many players play friendlies and rest players during training, limiting the value even more. If you find you are frequently resting players during training, coaches might be worth holding off until you are making more than enough to pay your players and build your stadium.

Matches: There are four types of matches - league, cups, playoffs and friendlies. You league matches are played amongst the players in your department. You play each team twice each year, accumulating points. The winner of the league moves up to the next highest division, while the four lowest move down one division. Cup matches are single elimination games played normally on weekends. The number of teams determines how many matches are played. The winner of the cup is awarded a trophy. Division and Department cups are played by teams across all of ML, with the winner getting a trophy. Playoffs are played after the regular season, and are used to determine which teams (other than the top and four bottom) will relegate or promote from their division.

Friendlies are played in between league matches. They don't count and gain no morale benefit. The most common way is to join the ML chat and request friendlies. Sets are when two people exchange friendlies, alternating between home matches and away matches, where each team shares the cost of the match. Freebies are usually given by one team with no requirement for the other team to return the favour. Since sets use credits, teams that play many friendlies will often buy credits for the express purpose of playing friendlies. Friendlies also contain the benefit of allowing teams to improve their individual player skills. Players skills improve when they play a match, so frequently playing friendlies can increase a players improvements.

Pitfalls
  • Not upgrading the stadium as often as possible.
  • Sending players onto the pitch with low fitness.
  • Buying expensive attackers and goalkeepers on the hopes of winning easy.
  • Keeping low Q players until the contract "runs out."
  • Playing high Q players despite poor performances
  • Playing your favourite formations, despite not having players to play it well.
  • Spending for a few extra players before building a foundation to pay for them.
  • Having more than 1 team in Manager League (it is considered cheating, even if you don't abuse it)
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Assassins!!! (22/09/2006 00:12)
Game 1, everyone was healthy. And that has been the only time this season I have had that. I am playing against a group of asassins with no chance to get away except to demote.

First game was a nice simple victory that took down my main midfielder. The cup match took out my keeper, and immediately after that, my main striker wnet down in league play. Since then, I have had 12 injuries in 15 games. And I have had a good bit more that didn't get qualified as injuries. Things like my main keeper getting knocked from 100 health to 82 in the opening minutes of a game. 4 goals went past before a sub came in for him.

I don't know what it is. None of this has happened during the training camps because I have hired people to keep them healthy. But I can't seem to get away from reports where "ohh, X player felt that tackle." and "X player can't continue."

And that is why I am labeling everyone in my division 'Assassins'. I could take a sporadic injury here and there. But I bought 80 credits before the first game was played so I could partake in some fun friendly matches. But I can barely field a team for league matches, let alone wear out my players in friendlies. And it wouldb't be so bad if they would just get injured and I could sub someone else into the match. Instead, they knock them down to the low 80s and force them to hobble across the pitch for another 70 minutes.

And therein lies my frustrations. After a near miss at promotion last season, I thought that for sure I would have another chance. All I would need is a bit more experience and I would be in. But today I am sitting just above relegation and will likely have to fight my way to remain in Div 4. No fun friendlies, no time spent trying to figure out formations and maximizing my strikers. Instead, I am trying to figure out how to keep a playable team on the field.

My only saving grace this season is that I will have another stadium expansion done right at the beginning of next season. But will slahing through a div 5 team really make the larger stadium that much more fun. At least I can promote when I am at the bottom. I just hope I can keep the players out of the grave.
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WC2006 Finals Tomorrow (09/07/2006 05:42)
Okay, the eve of the finals and still haven't decided who to cheer for. My picks for the final four included Italy, but I really wasn't rooting for them to win. And France just hasn't been impressive enoug to really mean a whole lot. But at least I know some of the players from the EPL, and Zidane is going to end his career tomorrow, so that makes sentimental favourites.

So I really started to think why I need to even have a team to root for. Maybe I should just be hoping for a good game with a score of 2-3 settled in overtime. And why is it that people will shoose a team to root for even when they really don't have an interest in either side? Maybe it is part of being American, but that doesn't seem right. Sure, Americans like to root for an underdog, but at ths level there really isn't a true underdog.

I guess I will watch the game, either at home or at a nearby bar. And I will just see how things flow before I really pick a team. Or maybe I won't pick any team, and just cheer for every goal scored. But overall, I think I am just going to hope Zidane plays well and has a fitting end to his career. I hope that there won't be too many bookings and no red cards (which seem to have littered the cup. And then write about my thoughts here once I get home.
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