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  1. Squad and Team Report You’ll spend much of your time poring over the Squad screen as you look to develop and mould a group of individual players into a finely-tuned machine capable of success. It’s therefore worth familiarising yourself with this particular screen, and the screens associated with it. The Team Report is the best way to take both an at-a-glance look and a detailed study of the players available to you. It is a comprehensive breakdown of your squad from top to bottom, with your backroom staff presenting you with all the information you will need to know to prepare and build a successful team. It is broken down into a number of sections, with an Overview panel bringing together the most important statistics in one place. Overview The Overview screen presents an immediate and detailed look at the team’s Pros and Cons in the same style as the Coach and Scout report cards do for players elsewhere in the game. Information on squad depth, attributes, goalscoring trends and on-pitch production are gathered and presented accordingly, whilst a sub-panel towards the right of the screen gives a brief overview of your Squad Depth. Squad Depth Your squad is broken down by formation and position, with each position box then displaying every player who can feature there, plus their competency in the form of a star rating. Scroll up and down the page to view the full length of the pitch and the depth available in every position. Click on the numbered person icon to the top right of each positional box to bring up a dialog presenting the information in more detail. Each position has a hierarchy of capability and suitability as well as any information regarding players you are currently scouting to play there for ease of comparison. Should you not already be scouting, a handily-placed button exists at the top right of this pop-up dialog to enable you to do just that. The ‘Filters’ button allows you to streamline or increase the number of players who appear in these lists (for example, you can include youth and reserve team players). The ‘Customisations’ toggle allows you to manually remove players from a position (if you would rather not consider a player in a given area of the team, for example) whilst the ‘Roles’ menu has four different options for the information being presented to you. To change the member of staff who compiles this part of the report, navigate to the ‘Opinion of:’ drop-down menu and select accordingly from the list of available staff. Stats This section presents a breakdown of team statistics across a wide range of areas and also highlights the best and worst performers accordingly. Facts This section presents a breakdown of statistical leaders in your team – such as the youngest and oldest players – and compares them to the leaders within your league. Comparison This section takes a number of statistics from your squad and compares them across the rest of the league to see how your charges compare. The ‘General’ tab takes miscellaneous information such as height and weight, whereas the positional breakdowns take an average of particular attributes to show strengths and weaknesses in your squad. How can I make best use of the information available to me? With such a wealth of information at your disposal, it might be easy to feel overwhelmed, and to not know how best to identify the real strengths and weaknesses of your squad. - The Overview screen is by far the best place to start as it distils everything into a succinct Strength or Weakness. The words used in each item are also instructive of what, if any, action you should take next; the scale representing the level of talent being described leaves you more informed about just how much improvement can be made: Star, Excellent, Superb, Very Good, Good, Fairly Good, Decent, Useful, Low, Unsuitable - Tailor the Squad Depth view to your own circumstances. Ensure it’s based off your primary tactic and defined roles, displays the most pertinent ratings to you (whether that be Current Ability, Best XI, etc.), and ensure the filters are set to include or exclude players in your youth teams and/or out on loan. If you configure this part of the report to your own specific needs, you’ll find it serves you a lot better. - Use all of the screens frequently. Players develop, teams change, and every time something new happens, the data you’ve previously reviewed runs the risk of becoming outdated. Making a check of the Team Report a regular part of your managerial planning will reap long-term rewards. Dynamics and Player Happiness Part of successful team-building is ensuring that your squad comes together in the right way, developing inter-personal relationships and having the right characters to pick the team up when they’re doing badly and to keep things going when doing well. The Dynamics section provides a full and comprehensive insight into the network of relationships that exist within the squad that you have put together. Overview The Overview screen gives you a top-level look at what’s going on. The Match Cohesion section shows how the relationships amongst the players are affecting the team’s performance on the pitch, the Dressing Room Atmosphere section indicates how the group as a whole currently feel whilst the Managerial Support sub-panel keeps you abreast of current levels of support for your management amongst the players. The majority of the screen is handed over to detailing any issues players might currently have whilst the club’s most influential players and social groups are also included, with links to dedicated sections providing further detail. Hierarchy This screen presents the overall squad hierarchy to you in a rough pyramid system, although the exact nature of each squad might differ in terms of the number of players residing within each section. The manager oversees everything above the hierarchy; clicking on them will display their overall Managerial Support in a side panel as well as a visual indicator of each player’s support. Team Leaders sit at the top of the pyramid and are the most influential players at the club. They typically have leadership and experience in abundance and other players will naturally gravitate towards them. As the most significant players in the squad, they are the ones you want to keep happiest, as any grievances will not only affect them but also permeate through the rest of the squad. Highly Influential Players are next and exhibit many of the same hallmarks as the Team Leaders do. They provide stability and bring the core of the squad together, as they will typically be more leading players than team leaders, who are generally the few who emerge from this group and take the overall lead. Influential Players have a voice that deserves to be heard and are powerful figures within the squad, but haven’t quite scaled the same heights as their more experienced, illustrious and longer-serving team-mates. Other Players make up the remainder of the group and haven’t generated enough leadership experience during their time at the club, or don’t have the requisite personality to lead, and tend to gravitate towards others at the current time. Each player’s box can be selected to provide further information about them from a pop-up panel towards the right of the main screen area. It will also highlight the primary social group they are a part of as well as everyone else within that group. You can also select the different social groups from the section at the top of the screen. Social Groups Those social groups also have their own dedicated screen for further analysis. Each group has its own sub-panel arranging the players within it into a rough hierarchy based on the overall squad hierarchy. The panel to the side of the screen indicates whether the groups within the squad live harmoniously together or whether dissention factions are beginning to form. Selected players can bring up a personalised pop-up panel regarding their information. Happiness The squad happiness screen lists each player by hierarchy group and offers a visual indication of their happiness in several areas, allowing for a quick and easy reference as to who may have concerns, and who is developing issues. In turn, you’re able to identify and action these in order to resolve them before they become an issue for the social groups or the squad as a whole. Promises represents the player’s satisfaction with any promises made towards him. Morale represents the overall player morale. Training represents the overall level of satisfaction with training. Treatment represents your actions towards the player with regards to praise, criticism, fines and discipline. Club represents the player’s feelings concerning the overall direction the club is heading in. Management represents their feelings regarding your overall management, tactical decisions, team talks, and transfer market activity. Playing Time represents their satisfaction with how much first-team football they’re receiving. Overall Happiness is a summary that takes all of the above into account and distils it into a succinct reference of the player’s overall happiness right now. The happiness ranges are as follows: Delighted Very Happy Happy Slightly Happy Content Slightly Unhappy Unhappy Very Unhappy Devastated How do I keep my players happy? The easy answer to this question is to give them what they want, but that’s not always easy, so it mostly comes down to the degree of flexibility you’re willing to offer. If a player can see that you’re making a genuine attempt to least meet them in the middle, rather than outright rejecting their request, they’re more likely to accept your decision or, at worst, only become Concerned. Players will also give you every opportunity to correct your mistakes before escalating their unhappiness to a more severe state. You will be prompted to take action through Inbox messages, Backroom Advice, and direct interactions with players when a player is unhappy, and you can often rescue a situation before it gets out of hand. You do need to be proactive in doing this though; simply leaving things to run their course will rarely work out in your favour. Treating Team Leaders and Highly Influential players with the respect their status deserves also goes a long way to maintaining a happy dressing room, and the same goes for ensuring players in a sizeable and powerful social group are kept happy. If these players become unhappy, it can quickly spread throughout the squad, far more so than if a fringe first-team player has a concern. You don’t always have to bend over backwards to give them what they want, but a common-sense approach is always advisable; acting fairly and honestly will be of tremendous help. How important is it to maintain a happy squad? It cannot be stated strongly enough that the morale and happiness of your players is one of the biggest factors in whether or not you succeed as a manager. You can have the most talented players at your disposal, playing in a rock-solid tactic, but if they’re unhappy and/or have lost trust in you, they simply will not perform to their full abilities. There are few things more important to work on than the morale of your players; it really is that simple. How do I turn around an unhappy squad? This, on the other hand, is far from simple. If you suffer through a few negative results in succession, players may begin to question your judgment, and the morale of the team sinks deeper and deeper with every disappointment. Before you know it, you’re left with an unhappy squad and seemingly no way out of the hole you collectively find yourselves in. It isn’t easy to turn things around, but there are a few ways for you to get started. A well-timed Team Meeting is a superb opportunity for you to gather the players and give them something of a morale boost. If you do this before a potentially winnable match – perhaps against another team struggling for results and morale – you can lift your team’s spirits enough to get a positive result, which in turn will lift morale even further. Changing your starting eleven to include players who aren’t quite as unhappy as others in the squad can also have a tangible effect; that isn’t to say that a happy youth team player is a better choice than an unhappy first-team key player, but a finer balance of players who have better morale can help move the needle in your favour, and it’s often the case that small changes are the catalyst for long-term improvement. If one player in particular is the cause for team-wide unhappiness, selling him is often the best course of action, as the team will mostly be stronger than any one individual. The root cause of squad unhappiness can always be found on the Dynamics screens; make use of the information there to identify it, then make the best decision for the team.
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  2. Football Manager Mobile™ 2021's interface is designed to be intuitive to the user to ensure that playing the game and using the abundance of features is made as easy as possible. The following is a short glossary to help explain some of the terms used in this manual. Action Bar The Action bar is displayed at the bottom of every screen. The Action Bar contains Action buttons that operate main functions for the item/s on the page and either complete or revert an action on them. On some pages, the Action Bar also contains the option to switch between different views of the item or group of items in question. Bookmarks Menu The Bookmarks Menu provides you with a list of screens for a game object which you can interact with and derive information from. It can be accessed from the Menu-styled button on the right-hand side of the Title Bar when viewing a game object. In most cases, it is possible to swipe between the items listed on the bookmarks menu as indicated by the Swipe Dots displayed on the title bar. You can configure this menu to animate (slide out) in Preferences. Game Object A game object roughly corresponds to an item in the game database; a person or team, for example. As a rule, each screen is intended to display information about a single game object (although the information may include lists of other game objects that are related to the main one). Screen A screen displays some information in the game. Normally the screen represents a single game object, for example a player or a team. Each screen has a title and one or more sections. The title will generally stay the same regardless of which section is being displayed. A screen can also have a subtitle, although often the current section determines this so it changes when the user chooses a different section. Example: An example of a screen in Football Manager Mobile™ 2021 would be the Person screen. This has several sections including Attributes, Contract and History. Screen Area The Screen Area is the part of the game's display that changes for each screen. It contains information related to the current screen. Side Menu The Side Menu is present on selected devices and allows the user to access specific screens quickly and easily from anywhere in the game without having to first return to the Home screen. It also contains quick links to both the Home and the News screens. You can configure this menu to animate (slide out) in Preferences. Title Bar The title features text indicating the purpose of the screen. The title will generally be displayed in a large font in a prominent place. The Title Bar also contains the Bookmarks Menu button when applicable - see the separate section relating to this. To the right of the Title Bar lies the Continue/Confirm button, which is used to progress through the game. Next to this is the current in-game date. The Back button is found on the left-hand end of the Title Bar. This returns the user to the screen which they previously visited. The Home screen allows the user to navigate to any area of the game relating directly to their job as manager and can always be accessed from the bottom left of any screen.
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  3. Once the app has loaded you'll arrive at the Main Menu, where you are provided with the following options: New Game: Start a new Football Manager Mobile™ 2021 Career, attempt one of the Challenges, or try your hand at the 'My Club' mode, where you create a team in your own image and attempt to lead them to glory. Resume Game: Load and resume playing one of your saved games. If you only have one autosave available, this option will instead read 'Resume Game' and will load that game when selected. Store: Here you'll find a selection of optional in-game upgrades or challenges available for purchase. Settings: Configure your game settings. See the 'Preferences' section, located in the 'Options' section of this manual, for detailed explanations. About: The ‘About’ button will lead you to the Manual, technical Support, Credits, the EULA, and the Privacy Policy. View Match: Load a previously saved match and watch it back in its entirety. Achievements: Here you can see a list of the achievements you have unlocked while playing the game - can you get them all? InSIder: InSIder brings you closer than ever to the heart of the studio behind FMM. In addition to being the first to hear all the news from within Sports Interactive, InSIders will enjoy a number of benefits including exclusive offers, extra game and feature news, competitions, "Meet the Squad" interviews with members of the SI team, exclusive partner deals and lots more.
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  4. Football Manager™ Touch 2021’s interface has been designed to ensure that playing the game is as easy as possible. The following is a glossary to help explain some of the terms referred to in this manual that appear frequently in the game. Let’s begin with a short explanation on the two main control methods. Control Methods · The main control methods for mobile devices can be found under the ‘Touch Controls’ tab on the Preferences screen when using that version of the game. Left Clicking (PC Only): Left clicking is the primary method of navigating around the majority of computer applications and Football Manager™ Touch 2021 is no different. In simple terms, if you see an item of interest, click on it. The game contains a huge number of on-screen items which can be clicked on to reveal more details and information. Clickable items are identifiable in a few ways. All of them result in the mouse cursor changing into a finger pointing icon. Some graphically respond inside the game in the form of a hyperlink underlining or a different, darker shade of colour on a button. Click around, read through this section, and familiarise yourself with your surroundings. Right Clicking (PC Only): Right clicking brings up a Context Menu of ‘Actions’ that can be performed on a game object. It is chiefly a time-saving/power-user feature, allowing you to perform an action without first having to click on the item. A list only appears where possible and should right clicking on an item not bring up anything, it’s safe to assume there is no available menu for that item. On tablet, the right-click menu is accessed by long-pressing on the relevant area of the screen. Actions You can access specific Actions for a game object from the object’s Tab Bar or by right-clicking (long-pressing on tablet devices) on the object itself to bring up the ‘Context Menu’. Calendar By selecting the current date on the Menu Bar, you can view the game Calendar. It shows the current week, indicating the current date and informing you of any pressing concerns or engagements you have in the immediate future. Column Sorting If you find that the secondary sorting on any column in the game has disappeared, you can manually reset it by holding down the Shift key and selecting the desired column(s) in the order of sorting you wish to see. Continue Button The Continue Button is central to Football Manager™ Touch. It is the conduit from which the game progresses through time. Once you have finished with all of your business for a given period of time, hitting ‘Continue’ advances the game. It can change state depending on the game’s context. If you have a message in your Inbox that requires a response, the text label on the button changes to reflect this. Similarly, if you’re in a game with more than one manager, it indicates the number of managers that need to continue before the game starts processing. Customisable Columns Any table column in the game can be customised as you see fit, in the same style as you can do in many other applications. To customise a view, select ‘Custom’ from the ‘Views’ menu and then select ‘Customise current view’. This creates a copy of the current view. Now that you’ve done this, you are free to re-order and re-size the columns on that view as you desire. To resize a column, left-click on PC, or press on tablet, and hold on the area between two columns and drag it in the desired direction, making it wider or narrower. Release the mouse button to set the size. To re-position a column, select and hold the header and move the mouse to where you wish to move it to, and then let go once again. Filter Many screens in Football Manager™ Touch 2021 give you the ability to set filters that permit you to configure exactly what information you want displayed. Screens with this function have a ‘Filter’ button, usually located towards the top right of the main screen area or a panel. Selecting it reveals the Filters menu, with a number of options and check boxes. To set a filter, tick and un-tick the boxes until you have what you want to display. You can then hide the Filters menu again by selecting the ‘Hide Filters’ button. Game Object A game object roughly corresponds to an item in the game database – a person or a team, for example. As a basic rule, a screen displays information about one main game object, although this screen may then hold information about many more objects – take the squad screen as an example. The main game object is the squad, but then multiple game objects – players – are found within. Navigation Bar While the Side Bar is the primary navigation tool for your own club, the Navigation Bar is used to navigate the rest of the game (i.e. browsing the game world in general). The Back and Forward buttons navigate between your screen history. If you right-click (or long press on tablet) on the Back or Forward buttons, the Navigation History opens. Its menu options are a list of screens you were previously on, with each option usually structured as “<name of screen>: <name of section> <name of panel>”. Panel A panel is the part of the game’s window that changes for each screen – i.e. the bit that doesn’t contain the menu or title bars or the navigational tools. You often find multiple sub-panels within a panel. Screen A screen displays information. Normally a screen represents a single game object – a player or a team, for example. Each screen has a title, and one or more sections. It can also have a subtitle, although the current section determines this so it changes when the manager chooses a different section. Side Bar The Side Bar is the primary method to navigate all the different areas within your club (or international team). It provides shortcuts to every section related to your club, regardless of what screen/game world entity you're on. That is, if, say, you're on another club's screen, the Side Bar is still for your club (note: to navigate around the different sections/panels for any game world entity that isn't your club, you use its screen's Tab Bar instead). In larger resolutions, the bar includes a textual description alongside the icon, while in reduced screen modes, just the icon is used. The Interface section of the Game Preferences features an option for you to use just the icon when in larger resolutions. Notifications appear whenever there is an item of business for you to deal with: an unread news item or a transfer offer, for example. If you're managing both a club and international team, the Side Bar has a toggle enabling a fast way to switch the state of the Side Bar to the team that has your immediate focus. Tabs Tabs are used to navigate around the currently viewed screen and perform actions related to it. Every screen’s tab bar consists of a series of panels and menus that contain more panels and actions. Title Bar The title bar is at the top of the window and displays the title of the current screen, as well as other information such as the manager’s name and subtitle. Search Search allows you to initiate a search of all game objects. Tooltips Tooltips are small windows displaying text intended to explain or describe a function. They can be found in many places throughout the game and should you be unsure as to the intent of any item’s function, simply move the mouse icon over it, or long press on tablet, to see if it has a Tooltip to explain things to you. View Menus Sections and screens can have one or more views that present the same information in different ways. For example, the squad list selection of the team screen allows you to look at a list of players but because there are lots of attributes for each player, it would be impossible to display them all at the same time. The solution is to allow a number of different views to display a certain few of the attributes each. World ‘World’ is your shortcut to all game world entities. The world icon in the Navigation Bar opens the ‘World’ Menu Popup. The popup is divided into numerous options on a hierarchical basis, beginning with ‘World’ and scaling down through continents, nations, leagues and clubs. What keyboard shortcuts are available on PC? A host of keyboard shortcuts are available by default and they can each be customised to your preference. Visit Preferences then search for ‘Shortcuts’ for a comprehensive list. Can I play in windowed mode? Football Manager™ Touch 2021 can be played in a range of resolutions and display modes on PC. On tablet, it remains in full-screen mode throughout. The options available to you based on your computer or laptop can be found in the ‘Interface’ section of the ‘Preferences’ screen, and includes any windowed modes suitable for your system.
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  5. This section deals with tailoring your Football Manager Mobile™ 2020 experience to just how you like it. Settings Game Configuration Customise your Football Manager Mobile™ 2020 experience. Language: Play Football Manager Mobile™ 2020 in English, French, Italian, Spanish, German, Turkish, Korean, Dutch or Portuguese. Currency: Choose which currency you play Football Manager Mobile™ 2020 in. Wage View: Select to view player wages as Weekly, Monthly or Yearly. Automatic Weekly Saves: If enabled, the game will automatically save at weekly intervals. The game will automatically save over the previous Autosaves (hidden.dat files) which are listed above the four manual save slots when present. Sounds: Use this to toggle the Football Manager Mobile™ 2020 menu sounds on or off. Turning this option off will allow you to listen to your own sounds whilst playing. Display Attribute Changes: Use this toggle to choose whether or not to highlight changes to player attributes on a player’s profile screen. Display Post Match Training: This toggles whether or not the match experience page, displaying any changes in player progress as a result of their involvement in a fixture, appears post-match. Player Attribute Highlighting: Choose whether or not to highlight key attributes on a player’s profile screen; if enabled, you can choose to highlight attributes for either their Trained Role or their Recommended Role. User Interface Preferences Several aspects of the User Interface in the game can be enabled or disabled to your preferred setting. Inactive area display style: This option allows the user to choose if and how to dim the original page behind any pop-ups or dialogs in game. Scrollbar Speed: Choose the speed and responsiveness of vertical scrollbars. Invert Scrolling enabled: Activating this option customises the scrolling options within the game. By dragging your finger in a downward motion across the touch screen, the scroll bar will move in the same direction and vice versa. Disable Flashing Text: Activating this option will prevent the text commentary during matches from flashing when a goal is scored. Can Sort Searches: With this option enabled you are able to order search results based on a number of parameters such as value, age and nationality etc. Be advised that the sorting process will be slow on older devices. Assistant Help: Activating this option provides you with in-game assistance the first time you visit certain pages within the game. You will be provided with a brief overview of each page and what options are available to you. Colour Blind Mode: When enabled, this option will alter various colours used in certain areas of the game in order to improve accessibility for colour-blind users. Club link: This option allows the user to choose whether tapping club names and club links defaults to the club's squad or tactics screen. Match Odds: Display pre-match odds in fractional (e.g. 15-1) or decimal (e.g. 16.0) form. Skin: The reload skin button will refresh the skin to allow for any graphical changes made to take effect. Licensed Player Pictures: (Android only) This gives you the option to download licensed player headshots if you've chosen not to do so upon initially installing the game. Render Match Stadium: Toggles whether or not the stadium is part of your match experience. This is typically but not exclusively for use on low-end (Android) devices. Sliding Menu: Toggles whether the menus are animated or not. Stretch Display: (Android only) This ensures the game fills the entire display area. Game Center & Social Networking This section of the Preferences allows the user to reset/rebroadcast any achievements, or to choose which accounts can be used to post to social media. Hall of Fame If you have been successful in your saved game, you might find that you are inducted into the game's Hall of Fame, where some of the greatest managers of all time reside. Are you good enough? When logged in to Game Center, you will be shown the real world Leaderboard instead of the standard Hall of Fame. Achievements: From here you will see which of the various achievements you have unlocked while playing the game. You can also Reset them to zero at any time. When logged in to Game Center, you will be shown these in the Game Center format, when offline you will see your achievements as stored locally. You can also log in to Twitter from this section. Manual An in-game link to this manual. Store Here you'll find a selection of optional in-game upgrades or challenges for purchase. Scrapbook The Scrapbook contains details of players you wish to keep a closer tab on; a reference in order to serve you with timely reminders whenever you visit. To add a player to your Scrapbook, select 'Add to Scrapbook' from his 'Actions'. Once in the Scrapbook, you can either 'Export' them for use in another Football Manager Mobile™ 2020 saved game, or simply 'Delete' them. Save Game Use this option to save your game. Save games made during Challenges will have an asterisk character displayed next to them in the list of save games when you go to Save or Load. Save games made using the In-game Editor will have a tilde (~) character displayed next to them.
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  6. Centre du recrutement C'est le centre de votre activité et le point de référence unique vers lequel revenir pour toutes vos activités de recrutement et d'identification des joueurs. Tout commence par les choix que vous faites dans la barre en haut de l'écran principal. Responsabilité recherches : Cela vous permet soit de prendre les choses en main, soit de les déléguer à un membre choisi de votre personnel en coulisses. Si vous déléguez, les missions de repérage et de recrutement sont traitées automatiquement, sinon ce sera à vous de décider. Vous serez toujours en mesure de traiter les recommandations vous-même si ces missions sont déléguées. Priorité des recherches : Déterminez le type de joueurs que vous voulez que vos recruteurs recherchent. Une priorité générale vous permet de charger l'équipe de recrutement de repérer les joueurs en fonction de leur âge, de leur style de jeu, de leur poste et de leur disponibilité, tandis qu'une priorité à court terme signifie au responsable du recrutement de suspendre toute activité en cours pour trouver un joueur pour un besoin immédiat ou à court terme, selon les mêmes critères que ceux énumérés ci-dessus. La section Équipe de recrutement détaille vos recruteurs actuels et les liens vers le Panneau des Affectations, tandis que la section Budget de recrutement affiche le budget mensuel restant, qui peut être utilisé pour améliorer les plans de recrutement et/ou entreprendre des missions en dehors de votre registre de recrutement. Le panneau de Recommandations est l'aspect le plus important du Centre de recrutement, puisque c'est là que vous consultez les brefs rapports déposés par votre équipe de recrutement, vos agents, vos clubs affiliés ou les joueurs qui vous approchent directement. Les fiches de rapport de chaque joueur sont divisées en deux styles d'affichage (Fiches et Liste) et vous pouvez les faire défiler avant de les utiliser : Rejeter : Ignorez le rapport et oubliez le joueur. Considérer : Maintenez le joueur au sein de votre centre de recrutement pour suivre ses progrès. Obtenir un rapport d'analyste : Si la fiche de rapport ne provient pas d'un analyste, vous pouvez demander qu'un membre de ce service produise un rapport statistique complet sur le joueur. Continuer le repérage : Ajoutez le joueur à vos missions de repérage pour générer une fiche de rapport complète. Faire une offre : commencez immédiatement les négociations pour signer le joueur. Vous pouvez également choisir Ajouter à la sélection ou Ajouter comme joueur convoité pour continuer à surveiller le joueur, ou vous pouvez proposer un Essai si nécessaire. L'affichage en Liste ressemble à l'écran de Recherche de joueurs, décrit ci-dessous. Joueurs C'est là que le gros du travail est fait pour identifier de nouveaux talents et trier le blé de l'ivraie. Pour commencer, cliquez sur le bouton « Nouvelle recherche » (ou « Modifier recherche » lorsqu'une recherche a déjà été effectuée) pour faire apparaître la fenêtre de recherche. Cela vous permet de filtrer jusqu'aux spécifications exactes de votre recherche de joueur. Basculez entre les modes « Rapide » et « Avancé » pour trouver les paramètres adaptés à vos besoins, puis sélectionnez « OK » pour affiner vos résultats ; ces actions peuvent être entreprises à partir des écrans « Recherche de joueurs » et « Observé », ce dernier ne filtrant que les joueurs que vous avez activement recherchés (et pouvant ensuite être filtrés par affectation depuis le bas de la zone d'écran principale). Il existe également un menu déroulant « Recherche rapide » qui sert de raccourci pour affiner les résultats de recherche pour un type particulier de joueur en fonction d'un seul critère. Une série d'informations vous sont présentées simplement pour chaque joueur à partir de la vue d'ensemble, mais la plus importante est probablement la note de recommandation du recruteur. À partir du rapport du recruteur sur un joueur, cela distille toutes les informations fournies en un seul chiffre compris entre 1 et 100 et, essentiellement, permet une comparaison beaucoup plus facile lorsqu'il s'agit de peser le pour et le contre des différents joueurs envisagés. Il y aura bien sûr des moments où même cela ne suffira pas à les départager, ce qui signifie que vous devrez creuser encore plus profond pour déterminer le meilleur joueur, mais c'est un outil de plus à votre disposition pour dénicher les meilleurs. Affectations Cet écran dresse une liste de toutes les activités de recruteurs en cours, avec des détails sur les affectations de recrutement passées, actuelles et futures de chaque personne, et des liens vers leurs rapports. L'écran d'affectation « Priorités des recruteurs » contient des détails sur les tâches à accomplir pour observer un joueur individuel en action, contrairement à une affectation couvrant une région plus large, un pays ou une compétition. Sélection Vous avez probablement en vue un joueur avec lequel vous ne pouvez pas encore signer, mais que vous voulez cependant garder à l'œil afin de suivre ses performances. C'est le but de l'écran Sélection : La liste de sélection vous permet d'ajouter des joueurs pour une période souhaitée durant laquelle vous recevrez des nouvelles dans votre fil d'actualité chaque fois qu'un événement clé impliquant ce joueur se produira. Pour ajouter un joueur à la liste, allez à son écran « Actions » puis « Ajouter à la sélection » ou sélectionnez la même option depuis la section « Transferts » de son profil. Une boîte de dialogue apparaît vous demandant de choisir la durée de sa présence dans votre sélection. Validez votre choix pour l'intégrer à votre équipe. L'écran de liste de sélection ressemble beaucoup à l'écran de recherche des joueurs, par contre il ne contient que les fonctions que vous y avez ajoutées. Un puissant ensemble de filtres peut être appliqué à partir du bouton « Nouvelle recherche » sur la droite de l'écran principal tandis que le sous-onglet « Postes » vous permet de le décomposer poste par poste (et ensuite rôle par rôle) avec des comparaisons directes aux joueurs de votre équipe actuelle. Sélectionnez un joueur, puis utilisez le bouton « Recrutement » en bas de l'écran pour obtenir un rapport de recruteur ou d'analyste si vous souhaitez obtenir plus d'informations sur lui. Pour retirer un joueur de la liste, chargez son profil et sélectionnez « Retirer de la sélection » depuis la section « Transfert » dans sa barre d'onglet. Vous pouvez retirer plusieurs joueurs à la fois en sélectionnant ceux qui sont à retirer de la liste, puis en cliquant avec le bouton droit et en sélectionnant l'option « Observer » puis « Retirer de la sélection ». Pour retirer tous les joueurs de la liste, allez dans le menu « Sélection », sous votre sélection de joueurs, et sélectionnez « Effacer la sélection » pour confirmer votre décision. Le même menu vous permet aussi de sauvegarder et charger les différentes sélections que vous avez créées. Connaissance Dans Football Manager™ 2020, même les personnages non-joueur possède un certain niveau de connaissances concernant un pays. En fonction de son expérience et de l'endroit où il a accompli sa carrière comme joueur ou membre du staff, son niveau de connaissance de certaines zones, pays et régions peut varier. La barre de connaissance ne permet pas d'identifier automatiquement les meilleurs talents des pays concernés : les attributs du recruteur et son niveau général de compétence jouent un rôle très important. Elle vous permet de déterminer où le recruteur est à même de fournir le meilleur travail et donc de l'assigner à un pays qu'il connait bien. Si vous placez un recruteur dans un milieu qu'il/elle ne connaît pas, il/elle gagnera en expérience sur le temps. Plus ils restent dans une région plus ils en acquièrent des connaissances. La section Connaissances offre une indication générale de la base de données entière du club, à commencer par une carte du monde indiquant les connaissances générales du club puis un rapport régional en bas à gauche, avant la répartition par nations spécifiques (et ceux qui détiennent ces connaissances) sur la droite. Les connaissances d'un club en matière de recrutement sont en grande partie constituées des connaissances de son personnel non-joueur, de la région dans laquelle il joue et des affiliés sur lesquels il peut s'appuyer pour obtenir de plus amples informations. Les connaissances d'un membre du personnel proviennent de ses antécédents professionnels et des zones où il a été chargé de faire du repérage. L'amélioration de leurs connaissances est vaguement liée à leur niveau actuel de non-joueur ainsi qu'au temps qu'ils ont passé dans chaque pays (ce qui, à son tour, ouvre leurs connaissances aux pays voisins ou proches). Plus ils sont efficaces dans leur travail, plus ils passent de temps dans un endroit donné, plus vite ils accumulent des connaissances. Rapports et comptes rendus Cliquez sur un joueur et sélectionnez Rapport du recruteur dans la barre d'onglets pour accéder au rapport détaillé du recruteur. C'est le travail accompli par le recruteur au cours de son affectation. Il définit les points forts et les faiblesses d'un joueur (Pour et Contre), et détermine à quel poste il pourrait se révéler utile. Chaque fois que le joueur est aperçu, le rapport s'enrichit un peu. Le style de jeu général du joueur est également présenté à des fins de comparaison pour toute mission de recrutement que vous pourriez souhaiter entreprendre. Vous pouvez rester informé sur la progression de l'évaluation d'un joueur par un recruteur en utilisant le suivi en haut de l'écran. Il indique le niveau de connaissance (%) et les informations manquantes qu'il reste à découvrir. Maintenez le curseur de la souris sur les « domaines à évaluer » restants pour en consulter le détail. Vous pouvez accéder aux rapports individuels de recruteurs via le menu « Voir », se trouvant dans la partie supérieure gauche de l'écran principal, près de la catégorie « Rapport du recruteur établi par ». Vous avez également la possibilité, lorsque vous demandez qu'un rapport soit compilé, de demander un dossier des temps forts à vos analystes de données. Ces temps forts seront consultables depuis la boîte de réception. Priorités des recruteurs Si vous soumettez plusieurs requêtes de recrutement et que votre équipe de recrutement n'arrive pas à gérer votre demande, certaines de ces requêtes seront mises sur liste d'attente jusqu'à ce qu'un membre de l'équipe de recrutement soit disponible. Cet écran affiche ces requêtes-là. Il vous permet également de régler plusieurs missions de recrutement en attente à la fois. Quelle est la différence entre les différents plans de recrutement ? Le recrutement est de plus en plus pratiqué au sein du club dans le cadre d'une opération de grande envergure visant à transformer un vaste bassin de joueurs en une précieuse liste de recrues potentielles, et tout cela est rendu possible grâce aux plans de recrutement. Pour faire simple, plus le plan de recrutement utilisé est bon, plus vous avez accès à un grand nombre de joueurs. Applicables à la fois aux équipes premières et aux équipes de jeunes avec des plans distincts, ils sont disponibles sous différentes formes et tailles, le coût augmentant proportionnellement à l'importance du plan désiré. Mondial : Le meilleur plan disponible couvre presque tous les joueurs dans le monde, sans restriction. Continental : Couvre presque tous les joueurs du continent sélectionné, par exemple l'Europe. Régional : Couvre presque tous les joueurs de la région sélectionnée, par exemple l'Europe centrale. National : Couvre presque tous les joueurs du pays sélectionné, par exemple l'Angleterre. Division Plus : Couvre presque tous les joueurs de la division sélectionnée PLUS la division adjacente et sous-jacente de celle-ci dans la hiérarchie nationale, par exemple L'EFL League One plus l'EFL Championship et l'EFL League Two. Division : Couvre presque tous les joueurs de la division choisie, par exemple l'EFL Championship. Les clubs qui n'utilisent pas de plan de recrutement sont limités aux joueurs connus des membres du personnel. Vous êtes libre de choisir n'importe quel plan tant que votre budget de recrutement le permet, et pouvez également choisir un plan économique pour ajouter des fonds à celui-ci. Le budget de recrutement lui-même est utilisé pour les forfaits ainsi que pour les affectations à l'extérieur de votre rayon d'action immédiat de repérages, au cas par cas, et nécessitera une gestion mensuelle pour que votre club ait toujours une chance de suivre. Quel est l'avantage d'entreprendre d'autres rapports de recrutement ? Chaque fois que vous demandez un rapport de recrutement sur un joueur, vous déverrouillez un peu plus de son profil, et obtenez plus d'informations sur lui. Plus vous aurez d'informations, meilleure sera votre compréhension du joueur, et plus vous serez à même de prendre une décision éclairée quant à sa signature. Il faut généralement observer un joueur durant trois ou quatre matchs complets pour que votre éclaireur puisse rédiger un rapport complet à 100 %, le temps est donc un facteur, de même que le coût de l'affectation de ce recruteur. Vous devrez peut-être trouver un équilibre entre le besoin de connaissances approfondies et l'urgence de conclure une transaction ou d'intervenir tôt avant qu'un marché ne se développe autour de ce joueur. Faire une offre de transfert L'écran « Offres de transfert » vous permet d'établir votre offre en détail. Commencez par décider si vous voulez faire une offre de transfert ou de prêt. Vous pouvez également proposer un essai ou demander des informations depuis le menu contextuel (clic droit) ou la barre d'onglets. Les objectifs de cette section traiteront des deux types principaux d'offre possibles. Vous devez ensuite définir un prix pour le joueur. La fenêtre d'informations présente en haut de l'écran principal indique la valeur estimée du joueur en question et le prix que son club est susceptible de demander (si l'information est disponible). À moins que le joueur ne soit dans la liste des transferts, il vous faut généralement faire une proposition adéquate à sa valeur estimée pour intéresser ses propriétaires et vous préparer à débourser plus pour la suite. La « Date du transfert » vous permet de déterminer la prise d'effet du transfert. Vous le laisserez majoritairement sur « Immédiatement » pour conclure au plus vite, mais si les fonds vous manquent ou si vous souhaitez voir le joueur continuer son entraînement un peu plus longtemps, vous pouvez fixer la prise d'effet du transfert à la fin de saison. En bas de l'écran, vous pouvez décider si le marché est Négociable ou pas, et établir une Date limite de décision si vous manquez de temps ou si vous voulez simplement conclure au plus vite. Une fois que vous avez défini votre offre dans les grandes lignes, vous pouvez commencer à l'affiner avec des Primes et clauses additionnelles pour pousser l'autre équipe à accepter. Vous pouvez proposer de diviser le paiement en traites ou proposer des primes basées sur les performances du joueur ou sur sa reconnaissance internationale. Un club cherchant à vendre un joueur sera intéressé par ces profits potentiels qui peuvent lui procurer une sécurité financière sur le long terme. Vous pouvez insister sur de nombreux aspects des négociations en les « verrouillant » grâce à l'icône de cadenas (une fois seulement pour les termes « non négociables »(rouge), deux fois pour ceux « à demi négociables »(orange) ; à demi négociable signifie que l'autre partie est consciente que vous voulez insister sur ce point, mais que vous pourriez être prêt à changer d'avis si une autre partie de l'entente va davantage en votre faveur), que vous pouvez retirer en cliquant sur l'icône circulaire marquée en son centre par un « - » ou même supprimer de manière permanente et « bloquer » des négociations en sélectionnant cette option depuis le menu qui s'affiche si vous cliquez dessus. Vous pouvez également proposer un de vos joueurs à titre d'échange partiel. Cela a un avantage uniquement quand l'autre club s'intéresse à l'un de vos joueurs. Votre adjoint vous informera des postes qu'il recherche via le panneau de commentaires à gauche de l'écran. Utiliser le bouton Ajouter pour inclure des joueurs dans la négociation. Une fois que vous êtes satisfait des termes de la transaction, vous pouvez cliquer soit sur « Faire une offre », et attendre une réponse sous un délai d'environ 24 à 48 heures, ou sur « Proposer les conditions » afin de négocier en direct pour régler l'affaire rapidement. Dans ce cas, l'autre partie de la transaction vous dira ce qu'elle aime et ce qu'elle n'aime pas à propos de l'offre, avec des références de couleurs autour de l'écran vous permettant d'identifier les domaines nécessitant un travail supplémentaire si vous voulez parvenir à un accord. Faire une offre de prêt Le prêt de joueurs bénéficie à toutes les parties. Le joueur joue en équipe première, ses propriétaires bénéficient de son développement ou de son absence temporaire, ce qui réduit les coûts du club en fonction du marché conclu, et l'équipe qui l'emprunte y gagne un joueur, suite à une proposition de prêt. Vous pouvez également offrir une Indemnité mensuelle et Salaire de joueur ou bien une Indemnité mensuelle et salaire de non-joueur. Essentiellement, cela signifie que vous pouvez tenter de faire tourner les négociations en votre faveur, en offrant de payer une somme plus conséquente et/ou contribution, si le joueur ne joue pas un certain nombre de minutes dans votre équipe première (le seuil approximatif est de 0 minute, toutes les minutes possibles, ou un compromis à mi-chemin), peut-être sans payer autant pour le privilège de pouvoir le faire jouer. Cela pourrait, en théorie, encourager une équipe à signer un accord de prêt avec vous, s'ils reçoivent une compensation pour leur joueur privé de jeu, en plus des négociations de transferts, un geste qui permet de rééquilibrer la balance. Quand vous établissez une proposition d'emprunt de joueur, définissez la durée de son séjour dans votre club, ainsi que votre contribution à son salaire et les primes d'encouragement à son club. Vous pouvez configurer une série de clauses et d'option de prêts : si vous pensez garder le joueur sur le long terme, vous pouvez définir une Prime future payable à tout moment, avant d'offrir au joueur un contrat à plein temps. Vous pouvez aussi informer le club parent du joueur de vos intentions à son sujet en donnant des indications sur son poste et en disant si vous lui donnerez du temps de jeu. Joueurs libres Si votre équipe est à court d'argent et de joueurs de talent, il va vous falloir chercher ailleurs. C'est là qu'intervient le marché des joueurs libres. Ce n'est pas seulement pour les équipes de moindre importance ; les clubs de toutes tailles peuvent trouver un large éventail de talents, en particulier dans les ligues inférieures, où les contrats à long terme sont rares, et où le roulement annuel des joueurs est élevé. Vendre et prêter des joueurs Vendre des joueurs est aussi fondamental que d'en acheter. Que ce soit pour vous débarrasser d'un poids mort ou pour vous stabiliser financièrement, le cas se présentera. Si un autre club vous fait une proposition pour un joueur, vous pouvez négocier l'affaire de la même manière qu'une offre, comme expliqué dans la section précédente. Toutefois, si vous voulez vendre un joueur, vous pouvez choisir d'en prendre l'initiative. Dans le menu « Transferts » d'un joueur, sélectionnez « Proposer aux clubs ». En apparence, cet écran est similaire à l'écran « Offres de transfert. » Déterminez la somme que vous souhaitez recevoir pour le joueur. Essayez de déterminer ce que les clubs intéressés sont en mesure de payer. Si nécessaire, demandez un versement initial moindre et plus d'argent sur le long terme ou des primes, disponibles dans la section « Primes additionnelles ». Vous êtes le club vendeur : vous devez essayer d'empocher autant que vous le pouvez. Une manière consiste à inclure une clause additionnelle. Si le joueur vendu est un jeune doté d'un bon potentiel, essayez d'inclure une clause vous rapportant un pourcentage de ce que le club auquel vous le vendez pourrait gagner à le revendre par la suite. Si vous appréhendez que le joueur joue peu en équipe première dans son nouveau club ou ne puisse pas atteindre son plein potentiel, vous pouvez peut-être définir un prix de « Rachat » pour ramener le joueur vers votre club à un prix inférieur à sa valeur potentielle à long terme. Votre adjoint fait parvenir les détails de toute proposition faite aux clubs qu'il juge appropriée. Si vous refusez qu'un joueur parte pour un club rival, cochez la case appropriée en question dans l'onglet des Joueurs convoités, avant de cliquer sur « Proposer aux clubs ». Toutes les parties intéressées se déclareront dans les jours qui suivent l'offre, sous la forme d'une contre-proposition. Il vous appartient alors de négocier au mieux. Vous pouvez aussi placer un joueur sur la liste des « Joueurs indésirables » et laisser un responsable tel que le Directeur sportif gérer son départ. Si vous êtes le club qui prête le joueur, vous devez considérer si le joueur est à même de jouer des matchs contre votre propre club ou de jouer dans des coupes (ce qui le lie à l'événement, même s'il vous revient), et si vous voulez que ce prêt soit de courte durée. De plus, il est conseillé de faire en sorte que le joueur joue régulièrement, et ce, au poste auquel vous souhaitez le voir évoluer, et vous disposez d'une grande souplesse pour vous assurer d'être bien rémunéré financièrement si vous permettez à quelqu'un d'autre d'emprunter l'un de vos talents.
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  7. Overview and Status Flags It’s a simple fact that to be successful, you need the right players. That’s not to say you need the best players, but identifying the necessary players to suit your plans is of paramount importance. Whenever a person – player or non-player – appears in a list, they will have a small circle with a silhouette or a profile photo. This is the ‘Information’ pop-up. Clicking it (or hovering over it, depending on your Preferences selection) will display a small box with their most useful biographical information and their attributes. You can also right-click on the player’s name to access the ‘Actions’ menu, allowing you to interact with the individual rather than be exposed to their full player profile. A player may also have one or many status flags attached to them on the Squad screen. Hold the cursor over (or long-press on Tablet) to enable them to cascade into full view. Bring up the tooltip for more information on what each of them mean; further detail is available from the Overview screen for each player as well. Playing Time Playing time is at the heart of a player’s happiness. Give it to them and they’re satisfied; take it away from them and problems will almost certainly arise. For Football Manager™ 2020, Playing Time replaces Squad Status to provide a clearer and more descriptive understanding of how a player fits into a squad. It will allow for better rotation of players between matches, keeping players happier for longer, while drawing closer parallels to expected behaviour on a contract-to-contract basis as players move through their careers. The tiers of Playing Time are as follows: Star Player: The main player at the club. There can be more than one Star Player but, as a rule, this is the top dog and they will expect the playing time and salary that comes with it. Important Player: One of the first names on the team sheet and, in teams where a Star Player isn’t found, the most important members of the squad. Regular Starter: Someone you can expect to feature in the majority of matches in the starting eleven but who doesn’t quite command the star power of the more illustrious players. Squad Player: A genuine rotation option who can be brought into the team throughout the season and keep pace with the more important players. Impact Sub: A game-changing option from the substitutes’ bench; someone who might not start very often, but nevertheless is in a position to make a positive contribution more often than not. Fringe Player: Someone who gets the occasional opportunity to play in the first team, and earn more minutes if they impress enough, but largely accepts their place at the bottom end of the squad. B Team Regular: Exclusively for use at clubs with a B Team, this is a player aged 24 or older who is a B Team stalwart with no aspirations to play for the top club. Breakthrough Prospect: A highly-talented young player who is close to a permanent breakthrough into the first team and would likely expect new terms to be discussed once that happens. Hot Prospect: A highly-talented young player who is still some way from the first team. Youngster: A good young player with varying degrees of chance of eventually playing for the first team. Surplus to Requirements: A player who is no longer needed at the club. There are also some goalkeeper-specific options: First Choice Goalkeeper: Almost self-explanatory, this goalkeeper is the clear first choice in his position. A goalkeeper can be a Star Player where suitable but the majority will fall into this category. Backup: The regular deputy goalkeeper in all competitions. Emergency Backup: A depth option who understands that the only time they’ll play for the first team is if injury and suspension force it to happen. Cup Goalkeeper: The nominated goalkeeper for all cup competitions; someone different from the First Choice goalkeeper. Domestic Cup Goalkeeper: The nominated goalkeeper for all domestic cup competitions; someone different from the First Choice goalkeeper. Continental Cup Goalkeeper: The nominated goalkeeper for all continental cup competitions; someone different from the First Choice goalkeeper. How you distribute these Playing Time options around your squad, and act upon them over the course of the season, will go a long way to determining your overall success. Positions A complete breakdown of a player’s positional ability is found on this screen, accessed from the ‘Development’ -> ‘Tactics’ tab. The graphical pitch displayed in this panel indicates the positions the individual can fulfil and each are colour-coded to represent a level of ability playing there. Five strengths of position are considered in addition to the player’s ‘Natural’ position: Accomplished – The player isn’t naturally at his best in this position but will perform in an accomplished and successful manner more often than not. Competent – The player has enough experience and ability to put in convincing performances here on a regular basis. Unconvincing – The player is playing out of position but will be able to do a decent job for a short period. Awkward – The player isn’t likely to be particularly successful playing in this position. He may fill in for emergencies but will be struggling. Ineffectual – The player cannot play this position. You are free to play him there, but he will not perform well. The panel also displays the competence of a player with both feet at the bottom of the pitch display. It also displays the number of games he has played in various positions throughout the current season. For example, a versatile player who is predominantly a Defensive Midfielder but can play at Right-Back may have 30 appearances at his primary position but 15 at Right-Back. This allows you to see potential reasons for a player’s good or bad performances and indeed, his ability to play in various roles. A player’s main position is printed in full in the title bar (presuming you have the Preferences set accordingly). Any other positions and/or sides he can play are appended with abbreviations. Any particular traits the player favours are listed on this screen and can be altered or added to through the player’s Individual training screen. Does it matter if I use a player out of position? The answer to that is a mix of both yes and no. In an ideal world, with all things equal, you’d have a player Accomplished or better in each position. They’ll be more comfortable, they’ll perform to a higher and a more consistent standard and will be less likely to be targeted as a weakness by the opposition. This isn’t to say that you can’t play someone out of position though, either on a regular basis or in times of need. For the latter, you can often plug someone in to ‘do a job’ and they’ll typically perform well enough to get by, particularly if the rest of the team is strong and the tactical structure helps to support them. Playing someone out of position longer-term, on the other hand, can work if the player’s attributes lend themselves well to the position and role assigned to them, and they’ll gradually learn and improve in that position the more they play there. This ties into the overall concept of footballing ‘universality’; the idea that any player can play in any position as long as he’s well-trained and has a certain number of fundamental attributes in place. This is much harder to commit to and make work in practice than it is in theory, but the concept of a player being used in an unfamiliar or entirely different position isn’t a new one, and it isn’t something you should necessarily shy away from if you feel it can work within the framework of your tactics. What is the tangible difference between each level of positional ability and how does that manifest itself in the match? Essentially, the position rating system works the same as most attributes; it operates on a 1-20 scale where, the higher the number, the more competent the player in in his execution of his duties. Natural: 19-20 Accomplished: 13-17 Competent: 10-12 Unconvincing: 6-8 Awkward: 1-5 The player’s comfort in a position acts as a direct modifier to his ability in that position. A player with 20 for any position will be able to play there without any adverse impact. The lower the rating for a position, the more the player will struggle – particularly with his Positioning and Decisions – but his versatility can help him adapt if he has a high rating for that attribute. An Introduction to Attributes It is vital to understand the importance of player attributes in Football Manager™ and how they affect various parts of the game and, in particular, the match engine. Attributes are divided into three main areas - Physical, Mental, and Technical - with Goalkeepers having their own Technical ratings. The attributes, how they react in certain situations, in combination with others as well as on a stand-alone basis, are detailed below, but it’s important first of all to outline how attributes work. Each player is rated on a scale of 1-20, 1 being absolutely terrible, and 20 being elite. Some attributes are defined as ‘Absolute’, and some as ‘Relative’. Absolute attributes are those that are locked to an individual and can’t be trained quite as easily, such as Determination and Work Rate. These are generally innate attributes specific to individuals and will typically only develop as the player matures off the field. Relative attributes are those that can be compared to other players in the football world and can be improved on through training and player development. Physical and Technical skill sets are the main areas you’ll find relative attributes. For players that aren’t at your club and who haven’t been comprehensively scouted, attributes will appear as a range to indicate a rough idea of their ability in that area. Continued scouting will reduce the range until the attribute is clearly identified. How are attributes and player ability linked? The distribution of attributes across a player’s profile effectively determine his Current Ability. A player with 20 in all positive areas would be as close to the maximum ability score as possible; it wouldn’t be 100% certain as the number of positions he can play, as well as his competence with either foot, can affect the final number. Some attributes have a higher ‘weighting’ towards a player’s overall ability as they are fundamentally important to succeeding in any position. The majority of Physical attributes, as well as Anticipation, Decisions and Positioning are the most heavily rated for any position, while each position carries appropriate weightings for attributes crucial to performing to a high standard in that area of the pitch. The ‘Highlight Key Attributes’ button on a player’s profile offers an insight into what each of these attributes are per position. How does a one-number difference in an attribute make a difference in the match? The easiest way to answer this question is to reflect that it produces a more consistent and high-quality outcome with every increase up the attribute scale. A pass will be more likely to find its target, a shot will more likely be on target, a tackle will more often win the ball, etc. The combination and distribution of attributes, combined with the player’s position, also directly correlate with their ability as described above. Players with higher attributes will, typically, also have a higher ability. It applies to attributes several numbers apart as well as a single digit in difference, 11 to 12 for example. The differences are more easily noticeable when the difference is increased, but there are subtler tells when it’s reduced. Consider two identical players, but with their Decisions attributes a single digit apart. The player with the higher rating is more likely to make a better choice with every decision he makes. It’s a very basic example that doesn’t include the nuance of how game situation and other attributes affect it, but that isolated marginal gain is important over the course of ninety minutes. It could be the difference between a pass that successfully unlocks a defence that another player might not have chosen to make. The small margins, the slight advantages, add up to a much bigger advantage when applied across the entire team, and that’s how the attribute model works. How do attributes combine with each other and with external factors on a game-by-game basis? Every player has almost 40 visible playing attributes. They often work in conjunction with each other, either with another singular attribute, or in combination with many, and the total number of combinations of attributes working in a synchronised fashion is stupendous. It would be impossible to list every single possible combination, but it’s more important to understand the environment the players operate in, and how the decision-making process is made. Take one small example; a winger who has high attribute values for crossing will, on average, deliver consistently dangerous crosses into attacking positions in perfect circumstances; with the ball fully under control, and without significant pressure around him, but what happens if you then start to add in other factors? Introduce a defender closing him down, introduce a defender in the penalty area waiting to clear it, introduce a poor playing surface of unfavourable weather. Everything changes. If that player has high attributes in other areas, like pace and acceleration, dribbling and technique, for example, he’ll have more ways to succeed. Players make thousands of mental calculations in every match based around the best option available to them at any given moment, and those are based off their attributes and their all-round competency. They won’t always be right in their decision (the Decisions attribute itself plays a big role here), nor will the right decision always be the successful one. Try to think of attribute combinations ‘creating’ templates of players; athletic players, intelligent players, creative players, leaders etc. Much of this can be deciphered by using the ‘Highlight Key Attributes for Role’ option on the player’s profile. This is not necessarily an exhaustive list – the hint is in the word ‘Key’ – but at the same time, it should be simple to understand which attributes do not work well together, or at all, by a combination of common sense and a process of elimination. Strength, for example, has nothing to do with Crossing. Positioning, as a purely defensive attribute, does not work with Finishing. Vision and Tackling are not associated as Vision refers to the opportunities a player can see open up in possession. All of these attributes are explained in more detail in this section; using the descriptions to build a foundation of knowledge of how they work will leave you better informed as to how they might interact with each other. Technical Attributes Corners This attribute reflects how well the player takes a corner kick. Crossing This indicates a player’s proficiency at crossing the ball, predominantly but not exclusively from wide areas, into dangerous goalscoring positions. Dribbling This refers to the player’s ability to run with the ball and manipulate it under close control. This is purely his proficiency at moving with the ball at his feet; his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstance. A player with higher ratings here will also be able to move in more directions more fluidly with the ball than someone with a lower rating. Finishing The player’s ability to put the ball in the back of the net when presented with a chance. A high Finishing attribute will put the shot on target a majority of the time as a bare minimum but, compared to a player with poorer Finishing, will find the places where the goalkeeper can’t save it. This is purely the ability of the player to perform an accurate shot – Composure and Decisions will also impart on the ability of a player to score consistently. First Touch How good a player’s first touch is when receiving the ball. A higher rating will ensure that the player can control the ball quicker and put it in a useful position to then act upon. Players with lower ratings here will struggle to control the ball as adeptly and may be prone to losing the ball if closed down quickly. Free Kick Taking This reflects how good at taking free kicks the player is. It solely applies to direct shot at goal; indirect free kicks are governed by other technical attributes like Crossing. Heading This is a player’s competence in aerial situations. Heading applies to all situations with the ball in the air and is only about the player’s ability to use his head well. Jumping Reach, Height, and to a lesser extent Strength all play a part in combination with heading to utilise the attribute to greater effect. Long Shots This is the player’s prowess at shooting from distance – from outside the penalty area. It is largely a stand-alone attribute but pay attention to any PPMs the player may have which complement their Long Shots rating. Long Throws The ability of the player to perform a long throw, which can be taken advantage of in attacking situations, or to help move the ball forward from defensive areas. Marking How well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job of identifying, tracking, reacting to and denying opponents if the attribute is high, but remember that other attributes – Strength, Positioning, Anticipation – will play a part in the effectiveness of the marking, as well as the comparable physical statures of the two players. Passing Passing refers strictly to how good the player is at passing the ball to a team-mate. Vision dictates whether or not he sees different types of passing opportunity. Technique affects the quality of his execution (for example, whether the pass lands perfectly for a player to collect in stride). Passing itself, in isolation, determines how successful the player is at producing consistent success over different types of passing opportunities. Penalty Taking The ability of the player from the penalty spot. Composure is also factored into whether a player is successful with his penalty, but as part of a broader spectrum of mental attributes overall; the Penalty Taking attribute itself governs the majority of success or failure. Tackling How successful the player is at winning tackles and not conceding fouls from such situations. Players with a high Tackling rating will consistently win the ball cleanly and be a more capable defensive player. Technique Technique is the aesthetic quality of a player’s technical game – how refined they appear to be with the ball. A player with high Technique will be more likely to pull off a tricky pass or a cross-field ball with greater ease than someone less technically able, or to use their preferred foot in situations where their weaker one would appear to be easier. This in turn affects technical attributes – poorer Technique will let a player down. Mental Attributes Aggression This reflects a player’s attitude in terms of playing mentality but is not necessarily a dirtiness indicator. A more aggressive player will look to involve himself in every incident, press more often, tackle harder, foul more often, and engage in the ‘darker arts’ of football such as dissent towards officials and foul play. Anticipation How well a player can predict and react to an event. If a player has a high attribute here he can read the game well and react to situations quicker than others. It also has a significant effect on a player’s awareness and whether they identify space for themselves to play in as well as reacting to signs of danger created by the opponent. Bravery This attribute determines how committed and indeed, brave, a player is. Braver players will risk injury more in situations a more cautious player may shy away from. They will compete more often in the air, contest more 50/50 or low-percentage challenges, both on the ground and in the air, and look to put their body on the line with blocks and last-ditch challenges. Composure Composure reflects he player’s steadiness of mind and ability, particularly with the ball. When faced with a big goalscoring chance, or heavy pressure defensively, a player with high Composure will be able to keep his head and more often than not make an intelligent decision which is beneficial to the team. In general play, they will appear to have more time on the ball, make smarter and more successful decisions with it, and generally be more aware of their surroundings in all phases of play. Concentration This reflects a player’s mental focus and attention to detail on an event-by-event basis. A high rating here will mean the player will be more consistent on a move-by-move basis during a match. They will also react better under pressure, position themselves correctly in all phases of play, and make better judgment calls in tight situations, while players with lower concentration will be seen to struggle more in these areas. Decisions The ability of a player to make a correct choice the majority of the time. This attribute is important in every position, and additionally works out how likely a player is to feel under pressure at any given moment, and to make the best choice accordingly. Determination A commitment to succeed both on and off the pitch. A determined player will give everything in order to win. This ties in with Bravery – players with a high attribute in one of these attributes may also be high in the other as the traits necessary are similar. Flair A natural talent for the creative and occasional unpredictability. Flair governs whether or not a player is likely to choose to dribble, to take on long-range shooting opportunities or spectacular overhead kick efforts, or generally to take risks with the ball. Leadership Leadership is the player’s ability to affect events or other players. Players with high Leadership will be influential on the pitch and team-mates will perform better when playing with them. Off the Ball A player’s movement without the ball. Similar to Anticipation, this is how well players, particularly attacking ones, can assess a situation and then move off the ball, making themselves available to perform another action after making a pass themselves, or to move in position to receive the ball from a team-mate. Positioning This attribute reflects the ability of a player to read a situation and manoeuvre themselves into the best possible location to deal with the unfolding events in defensive situations. It is not used in attacking situations; rather, it is used to determine how well a player identifies who to mark, when and how and where to mark them, and whether or not they’re in the best position within their current tactical setup. Teamwork How well the player follows tactical instructions and works for and alongside his team-mates. A team full of players with a high rating here will work better as a unit. Players with lower ratings will slack off and not ‘buy in’ to the team ethos, becoming more individual, and not providing adequate support for their team-mates. It is also used to help decide whether or not a player opts to use one of his Player Traits ahead of a tactical instruction. Vision This refers to a player’s ability to see a potential opportunity, not necessarily exploit it. A player might be able to see something to take advantage of but also requires the technical proficiency to pull it off; this attribute governs how likely they are to visualise something developing or, in the case of a higher rating here, spot something that another player might not. Work Rate This reflects the player’s mental drive to work to his full capacities. A high rating will ensure a player wants to work his socks off from start to finish, but he will need the necessary physical attributes to actually be able to pull it off. It does not merely represent a willingness to run – something that would be inappropriate in many positions – but rather the urgency with which a player gets to where they’re supposed to be in all situations. Physical Attributes Acceleration Acceleration is how quickly a player can reach top speed (pace) from a standing start. It therefore ties in very closely with the Pace attribute. Agility Agility reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the Pace, Acceleration and Balance attributes as they work together in the match engine, especially when a player is running with the ball. Balance Balance reflects simply how well a player can keep his balance in situations both with and without the ball. With the ball, it refers to how balanced he is running with it and evading opponents, without it, it refers to his balance when facing a player running at him, or his stability when turning/jumping. Jumping Reach Jumping Reach reflects how good a player is at reaching the ball in the air. It indicates the highest point an outfield player can reach with his head. It is not necessarily reflective of how tall a player is, but when considering his jumping ability, it makes sense to consider the player’s height. For example, a player of 200+cm will still possess a high reach even if he is a poor jumper, and a player who measures in at 170cm will struggle to compete at the same height due to the 30cm difference in height between the two. Natural Fitness How high the player’s natural fitness is influences how well he stays fit when injured or not training. This will help to determine how quickly players recover from injury, how well they retain their physical attributes as they go past their peak, and how fast they recover between matches. Pace Pace is a player’s top speed. Whereas Acceleration reflects how quickly a player can attain their top speed, Pace is that top speed and, together with Stamina and Natural Fitness, controls how long they are able to maintain it in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it. Stamina Stamina is a player’s ability to endure high-level physical activity for a long period of time. With the demands placed on a player over a full season, players with high attribute ratings for Stamina will be able to perform at their top levels for longer. A player with less Stamina will not only tire quicker, but the quality of his execution in all phases of play will decrease the more tired he becomes. It also ties in directly with Natural Fitness. Strength A player’s Strength is his ability to exert his physical force on an opponent to his advantage. A player with a high Strength rating will be able to use it to his advantage against weaker opponents. Goalkeeping Attributes Aerial Reach This is the goalkeeper’s physical ability in aerial situations. Taller goalkeepers will typically have a higher rating here as they are naturally pre-disposed to being able to reach areas shorter goalkeepers cannot, but there will be exceptions. This attribute works in connection with several other goalkeeping attributes in order to determine proficiency in dealing with the numerous aerial situations they will encounter during a match. Command of Area This affects how well the goalkeeper takes charge of his penalty area and works with his defensive line. A goalkeeper who commands his entire box (i.e. has a high rating) will be instinctive and look to take charge of situations, especially coming for crosses (therefore working in tandem with Aerial Reach) or coming out for interceptions. Do note, however, that a high rating only determines whether or not they try, not that they succeed. Communication How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating will be reflected in a defender’s comfort in possession near his own goal and whether or not they correctly leave the ball for the goalkeeper rather than trying to play it themselves. Eccentricity This attribute represents the likelihood of the goalkeeper to do the unexpected and typically act completely unlike a goalkeeper. Things like dribbling out of his area, coming for the ball outside of the area, and to generally be more involved in outfield play when losing will be commonplace if the Eccentricity attribute is high. Handling How securely the goalkeeper holds onto the ball when making a save or coming for a loose ball. Greater Handling will be beneficial in unfavourable weather conditions, but in general a goalkeeper who doesn’t give up rebounds will be useful. Kicking The physical capability of a goalkeeper to kick the ball – this purely defines the distance he can reach with a kick from hand or from the ground. One on Ones The ability of the goalkeeper to do well when faced with an opponent in a one on one situation. Higher attributes will see goalkeepers make better judgments of the opponent’s speed and likely decision and result in them being more likely to make a successful decision. Reflexes This reflects how good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will have a quicker reaction time to make more difficult saves and will anticipate a better position to make saves in general. Tendency to Rush Out How frequently the goalkeeper will come off his line to react to through balls and to narrow the angle for various shooting opportunities. Goalkeepers will also benefit from having high Pace and Acceleration attributes in combination with Rushing Out. Tendency to Punch This determines whether a goalkeeper will catch the ball when he can, or whether he prefers to punch it clear. A higher rating reflects a tendency to punch most things clear, even when it may be possible to hold onto the ball. Throwing Throwing governs how likely a goalkeeper is to start moves, often counter-attacks, with quick throws from the ball in his hands. Some technical attributes, like First Touch and Passing, are also applicable to goalkeepers. Attribute Changes The player overview screen shows you when an attribute has either increased or decreased. The Attribute Changes screen then takes this to another level, allowing you to comprehensively track the short and long-term development of every single attribute. Select the desired attribute(s) and the timespan you want to review, and those changes will be displayed in both a line graph at the top if the screen, and with exact numerical differences placed next to the attribute name itself below. A summary of the overall Technical, Mental and Physical trends completes the screen at the bottom. Player Traits Every attribute plays a part in whether or not a Player Trait is successfully used as well as being possible to learn. The full list of traits and a very brief explanation of what they do are below: Runs With Ball Down Left Increases the frequency with which a player will decide to run with the ball down the left. Runs With Ball Down Right Increases the frequency with which a player will decide to run with the ball down the right. Runs With Ball Through Centre Increases the frequency with which a player will decide to run with the ball in central areas. Gets Into Opposition Area Mostly governs how often a player makes forward runs but can be overridden by Player Instructions. Moves Into Channels Increases the frequency with which central players will move into the space between their position and a wide attacking position; also allows wide players in certain roles to move inside into that space. Gets Forward Whenever Possible Increases the frequency with which a player makes forward runs, adjusting for team mentality. Plays Short Simple Passes Reduces the directness of a player’s passing. Tries Killer Balls Often Increases the frequency with which a player will attempt through balls. Shoots From Distance Increases the likelihood of a player attempting long-range shots, particularly where his Flair attribute is greater than his Decisions attribute. Shoots With Power Increases the chances of a player opting to shoot with power over placement. Places Shots Increases the chances of a player opting to place his shots with accuracy rather than power them. Curls Ball Improves the player’s ability to curl the ball above and beyond his ability as already determined by his attributes. Likes To Round Keeper Increases the likelihood of a player looking to go around the goalkeeper in one-on-one situations. Likes To Try To Beat Offside Trap Increases the frequency with which a player will look to make runs in behind. The success is determined by his overall attribute profile. Marks Opponent Tightly Will ensure a player is set to tight marking by AI teams; improves the chances of him being successful at it if set in any team, but the overall success is still controlled by his attributes. Argues With Officials Increases the chances of a player showing dissent to match officials. Plays With Back To Goal The player will look to hold up the ball in attacking areas. Comes Deep To Get Ball Increases the frequency of a forward player dropping into midfield to get possession against a team playing with a deep defensive line. Plays One-Twos Increases the frequency with which a player will make a pass and immediately want to receive the ball again, having moved into an advantageous position. Likes To Lob Keeper Increases the likelihood of a player looking to loft the ball over the goalkeeper when presented with a chance at goal. Dictates Tempo Increases the chances of the player taking charge of typically midfield situations and using their attributes to influence the team’s performance. Attempts Overhead Kicks Increases the chances of a player attempting a spectacular overhead kick rather than a header at goal or to a team-mate when in an attacking situation. Looks For Pass Rather Than Attempting To Score Increases the chances of a player opting to give a scoring chance to a team-mate rather than take it on himself. The success of the decision will be based off the player’s attributes. Plays No Through Balls Decreases the frequency of a player looking to play through balls, adjusted for team mentality. Stops Play Increases the chances of a player simply coming to a stop in possession, primarily to assess his options. Knocks Ball Past Opponent Increases the chances of a player looking to beat his immediate opponent for sheer pace and athleticism and get into a more advantageous position. Dwells On Ball The player will take longer to make a decision when in possession. Arrives Late In Opponents Area Increases the frequency with which a player makes forward runs, adjusting for team mentality. Tries To Play Way Out Of Trouble Increases the chances of a player looking to pass or dribble against pressure in a defensive position, rather than opting for the safety-first approach of clearing the ball. Stays Back At All Times The player will make no forward runs, adjusted for team mentality. Avoids Using Weaker Foot The player will always look to use their preferred foot where possible, even if the situation would benefit them using their weaker foot. Tries Long Range Free Kicks Increases the chances of a player taking a direct shot from a free kick 35 metres or more from goal. Dives Into Tackles Increases the frequency with which a player will engage into a tackle. It does not simply mean the player ‘goes to ground’ when challenging for the ball. Does Not Dive Into Tackles Decreases the frequency with which a player will engage into a tackle. It does not simply mean the player stays on his feet when challenging for the ball. Cuts Inside From Both Wings Increases the frequency with which a player will look to attack central areas from a nominal wider starting position. Hugs Line Ensures the player will remain in wide areas of the pitch whenever possible. Hits Free Kick With Power Increases the chances of a free kick being struck with a lower, harder trajectory. Likes To Switch Ball To Other Flank Increases the frequency of a player looking to move the ball from one half of the pitch to the other. Possesses Long Flat Throw Allows the player to deliver a long throw with a low and flat trajectory, akin to a cross, in attacking areas only. Runs With Ball Often Increases the chances of a player choosing to run with the ball rather than pass it. Runs With Ball Rarely Decreases the chances of a player choosing to run with the ball, instead looking to make a pass at every turn. Uses Long Throw To Start Counter Attacks Goalkeepers only; increases the chances of them looking to make a quick throw from hand to launch a counter attack. Refrains From Taking Long Shots The player will not attempt shots at goal from outside the penalty area. Does not Move Into Channels The player will not move from central areas into space between them and the wide positions; wide players will similarly not look to come inside to operate in that same space. Cuts Inside From Left Wing Increases the chances of a player looking to move inside from the left wing and attack in central areas. Cuts Inside From Right Wing Increases the chances of a player looking to move inside from the right wing and attack in central areas. Crosses Early Increases the chances of a player crossing from a deeper position, rather than seeking to find a better opportunity higher up the pitch. Brings Ball Out of Defence Increases the likelihood of a defender running with the ball into midfield positions. Moves Ball To Right Foot Before Dribble Attempt This increases the likelihood of a player adjusting his body shape to play on his right foot when looking to dribble. Moves Ball To Left Foot Before Dribble Attempt This increases the likelihood of a player adjusting his body shape to play on his left foot when looking to dribble. Likes Ball Played Into Feet This increases the likelihood of a player showing and asking for passes into his feet rather than into space or a different part of the body. Tries Tricks This increases the chances of a player displaying more flair during matches and can result in a greater array of skills being used. Winds Up Opponents This increases the likelihood of a player trying to improve the morale of his team by attempting to impair that of his opponent in attempting to distract them from giving full focus. Likes To Beat Man Repeatedly This increases the likelihood of a player opting to dribble with the ball regardless of how many opponents are positioned to try to dispossess him. Develops Weaker Foot This indicates the player is attempting to improve the quality of his weaker foot. Gets Crowd Going This increases the likelihood of a player seeking a positive reaction from the crowd in appropriate moments when the ball is not in play. Tries First Time Shots This increases the likelihood of a player taking a shot before considering a touch to settle himself, unless he's one on one, at which point he will take the best course of action for that situation. Tries Long Range Passes This increases the chances of a player attempting to pass the ball over longer distances. Plays Ball With Feet This is goalkeeper-specific and increases the chances of a goalkeeper playing an active part in the build-up phase in possession. Medical Centre This section is dedicated to all things concerning the physical well-being of your players, from injury prevention to rehabilitation, and everything in between. Overview The Overview mainly provides a breakdown of players in the squad who are at risk of injury. The Head of Sports Science (where employed, otherwise an alternative member of staff provides this information) details the workload and injury proneness of each at-risk individual and summarises how likely they might be to pick up an injury in the immediate future. The risks are colour-coded, with players in the ‘red zone’ highly likely to encounter problems unless immediate preventative action is taken. Risk Assessment The Risk Assessment sub-panel has its own dedicated screen where you can action all of the above. It features much of the same content but instead covers your entire squad while informing you of the upcoming fixtures and the team’s overall training workload for additional context. Current Injuries and Injury History These screens detail every injury suffered by a player in your squad during the current season. The bar traversing the top of the Injury History screen area provides additional information to place these injuries into context; the section comparing them to the rest of the league is perhaps the most important, while the comparison to your own injury record last season will also offer insight into whether things are getting better or getting worse. Season Summary The Season Summary section lists every player in the squad alongside the number of injuries and time spent on the sidelines as an overall summary. Player Overview Each player will also have an injury overview page accessible via their player profile from the ‘Reports’ menu, under ‘Medical Report’. This report provides a visual overview of their current injury status, risk assessment and injury history. Development This section primarily allows you to check up on and configure individual training details for the player. These details range from their schedule through to attribute changes to new positions and player traits or affiliate loans You can also perform various interactions such as moving players between squads and player advice as well as the player’s overall tactical familiarity from the ‘Tactics’ section. This displays his positional versatility as indications of how integrated he has become into various facets of your tactical approach. Familiarity grows with each player’s experience at playing with various facets of the team’s instructions, as displayed on the Tactical Familiarity Levels overlay. The more often they play under these instructions – at your club or elsewhere – the more familiar they become, and the higher the overall levels become for both the individual and the team. If the tactics or team and player instructions change dramatically (for example, short passing to shorter passing won’t impact things, but short passing to more direct passing will) on a regular basis, those familiarity levels will take a hit. The full range of familiarity, on the same theoretical 1-20 scale as player attributes work (although in reality the scale between each level is considerably bigger) is as follows: Awkward: 0-5 Competent: 6-11 Accomplished: 12-18 Fluid: 19-20 How can I improve my player’s attributes and ability? A player’s development is an inexact science but there are plenty of ways you can improve your chances of helping their progress: - Improved coaching staff The better the coach, the more impactful their attributes are on improving a player. This is particularly true with the Working With Youngsters attribute but, in general, each coaching attribute has a more profound effect on a player’s own attributes depending on how good it is. - Improved training facilities The standard of training facilities has an impact in determining the chances of a player’s attributes developing, how close to their potential they can get, and how likely they are to continue developing overall. Better facilities will encourage a greater chance of a player realising his true potential but, like everything, it isn’t wholly decisive in and of itself. It can also help the coaching staff develop too. - Playing time A player with greater exposure to meaningful playing time will develop better than someone who isn’t playing quite as often. Playing first-team minutes is more valuable than playing reserve or youth team football, and a young player who stagnates from his teens into his 20s without starting to play regular football stands a greater chance of not being able to reach his potential. - Training A player will develop most through day-to-day training; his overall development is affected by the quality of the facilities and coaches, the team-mates he’s training with, the appropriateness of the schedules he’s given, whether he’s with the first team or any of the club’s sub-teams, and whether he’s tasked with additional individual work outside of the team’s sessions. The more of these that are met to as high a standard as possible, the quicker a player develops towards his full potential. - Mentoring Young players can develop by working closely, during training, with a more experienced team-mate or team-mates within their squad. Their mental attributes and Player Traits are the only areas affected, and the entire concept is detailed more in the Training section of the manual. Development - Move Players Between Squads This option allows you to assign players to various squads, most typically a Senior, Reserve or Under-23 or Under-21, and Youth team. As manager, you have the ultimate say in the development of a player and it’s up to you to decide when a player needs to be tested further, for when he’s not ready or performing at a higher level. You can also assign a player to a team for a period while he recovers from injury in order to allow him to regain his fitness at a lower level where performances and development can be considered more important than the result. Development – Make Available for other Squads You can also make a player available for the other teams at the club, where age rules allow, if he is part of your senior squad. Often you may want a youngster to be part of the first team and to be training with them but not have room in your match day team for him. To keep his fitness up, happiness in order, and development continuing, you should allow him to play for the reserves or an equivalent team. Development - Move to Affiliate If your team has an affiliation and the terms allow players to be loaned between clubs, you can designate a loan to such a team from this option. It acts as a suggestion to the player, who has the final call on whether he moves or not. His decision will arrive in your Inbox usually inside 24 hours of asking him to move. This can be set for any member of the squad, but for those you wish to sell, you can move on to set your instructions for handling transfer offers, including desired fees and whether the player is ‘officially’ on the Transfer List. Once you’re happy with your changes, hit ‘Confirm’ to apply them. Transfer - Offer to Clubs If you no longer want the services of a player or your hand is forced into selling him, you can offer the player out to teams your Assistant feels will be most suited to the player’s ability and reputation. You can configure the terms of any potential sale in as much or little detail as you like and can exclude any rival clubs should you not want to strengthen a hated opponent. If any team decides to take you up on your offer, you will receive a formal bid from them in your Inbox. Transfer – Add to Unwanted List If you no longer have a use for a player, you can add him to an Unwanted List from this section. You can determine whether you want to move him on for any price, for his value, or just to get rid of him in this initial stage. Then, from the ‘Unwanted List’ panel in the ‘Director of Football’ menu within the ‘Transfers’ screen, you can configure the particulars of any deal you’re looking for. This makes it easier to manage, maintain and keep track of the player you’re trying to get rid of. Contracts - Offer New Contract Offer your player a new contract from this option. Contracts – Release on a Free/Mutual Termination If you no longer want the services of a player at the club and can’t shift him on to another team, you may want to release the player from his contract and make him a free agent. If you decide to do this, you will have to pay off the remainder of his contract, unless you agree a mutual termination with the player. Should he also want out of the club, offering him the chance to leave the club in a mutual agreement for a lower payoff or completely free of charge may be successful, but it will not be in all cases and you may end up merely making the player stubborn, in turn making things harder for you as he takes offence at being asked to leave. Interaction As a manager, you’ll find yourself interacting with players on a daily basis. Not just interaction through the direct interaction module detailed in this section, but in more minor manners, such as promoting a player from the reserve team into your senior squad. A majority of these are carried out from options found within a player’s Actions menu, which can be accessed from their Player Interaction tab or by right-clicking on a player’s name. You should make sure you pay close attention to the Dynamics section, both in-game and in this manual, when interacting with players, as their reaction can and often will influence other players in the squad. You can choose to speak to or about the player from this section, with a range of subjects to discuss. You might wish to praise his recent form or conduct, or you could have more stern words with him about his work in training, his recent form, or his conduct; all of which might land him on the transfer list. You can also discipline your players from this section. Exactly how much depends on your tendencies and how much trust you want to place in your players, but if any of them step out of line, you can discipline them to the tune of an official warning or a fine of one/two (maximum) week’s wages. Players can only be disciplined if they’ve committed a misdemeanour. If they act unprofessionally, are violent, are dismissed during a match, or simply haven’t put in the performance you expect them to, hit them where it hurts – their wallet. However, be warned. Excessive punishment can lead to you garnering a negative reputation; your players won’t like this and, eventually, your board won’t either. Fine too many players at once for a debatable reason and you’ll be hearing from your superiors. Manage it well, and you’ll have a squad that keeps in line. Comparison – Player Comparison Take two players, similar positions; maybe they differ in age, height and weight. They’re comparable. Football Manager™ allows you to take two players and compare every facet of their game. The default behaviour for the Comparison section is to offer a comparison to a player you have recently viewed, so if you are intending to compare two players, click to the first player’s profile screen, then the second, then choose ‘Compare With’. The comparison has different views available but by default the ‘Overview’ view is set. Using the comparison feature will allow you to make well-informed judgment calls on places in your squad between players or deciding on potential new signings. Comparison - Find Similar Players This will scan the database in your saved game for players with a similar attribute profile to the selected player; it will return players who play in the same position and role, so as to give you a range of options that might include retraining a potential new signing to play in a new position. History - Keep History After Retirement If you wish to retain a player’s career history once he has retired, ensure that this option is enabled. His playing history and biography will be permanently accessible if retained; if not, he will disappear from the saved game should he not move into a non-playing position. How important is player interaction to my chances of success? Like most aspects of Football Manager™, player interaction is a piece of the puzzle that is overall success. Making the right decisions with your players directly affects their morale, which in turn directly affects their performances on the pitch. To repeat what has been written in the Dynamics section; keep your players happy and you’ll be rewarded. They will give you every opportunity to do right by them before things become truly unmanageable, and they want to be successful every bit as much as you do. The interaction module is an important part of ensuring their morale remains high. There are no right or wrong answers in direct interactions with your players and, as is often the case, a common-sense approach is usually a good starting point. Understand your players, know their personalities, and respond to their concerns. Some players will require a firmer hand than others, who might need an arm around the shoulder and a softer approach. There is no singular solution to each conversation, but the right outcome can be discovered through experience, understanding and strong management.
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  8. Rosa e Rapporto squadra Passerai molto tempo a studiare la schermata della rosa, mentre cerchi di sviluppare e modellare un gruppo di giocatori in una macchina perfetta di successo. È quindi necessario familiarizzare con questa schermata, e con quelle ad essa collegate. Il Rapporto squadra è il modo migliore per avere sia un colpo d'occhio che un'analisi dettagliata dei giocatori a tua disposizione. È un'analisi completa della tua squadra da cima a fondo preparata dal tuo staff tecnico che si presenta da te con tutte le informazioni di cui avrai bisogno per preparare e costruire un team di successo. È suddiviso in diverse sezioni, e il pannello "Generale" riassume le statistiche più importanti. Generale La schermata “Generale” presenta una sintesi dei punti deboli e dei punti di forza della squadra, proprio come accade per i rapporti che i preparatori e gli osservatori fanno sui giocatori. Qui troverai anche le informazioni relative alla completezza della rosa, agli attributi, ai marcatori e alle prestazioni in campo, mentre il sotto-pannello che si trova sulla parte destra della schermata ti dà un breve sommario della completezza della tua rosa. Qualità rosa La tua squadra è divisa per ruoli e formazioni, ed ogni casella ruolo mostra tutti i giocatori che possono giocare in quella posizione e la loro capacità viene valutata in stelle. Scorri la pagina in alto e in basso per vedere tutta la lunghezza del campo e la completezza della rosa in ogni posizione. Clicca sull'icona numerata della persona in alto a destra di ogni casella ruolo per visualizzare una finestra che contiene informazioni più dettagliate. Ogni ruolo ha una gerarchia di capacità e idoneità e qualsiasi informazione che riguarda i giocatori che stai osservando al momento e che sono idonei a giocare in quel ruolo, per poterli confrontare più facilmente. Se al momento non stai osservando alcun giocatore, in questo pop-up troverai un utile pulsante in alto a destra che ti permetterà di iniziare a farlo. Il pulsante "Filtra" ti consente di definire maggiormente la lista dei giocatori elencati (puoi includere, ad esempio, i giocatori delle giovanili e quelli della squadra riserve). La sezione "Personalizzazioni" ti permette di rimuovere manualmente dei giocatori da una certa posizione (se per esempio non vuoi neanche considerare un particolare giocatore in una certa area del campo) mentre il menu "Ruoli" presenta quattro diverse opzioni per il tipo di informazioni che riceverai. Per cambiare il membro dello staff che si occupa di questa parte del rapporto, naviga nel menu a tendina "Opinione di:" e seleziona un membro dalla lista di quelli disponibili. Statistiche In questa schermata troverai una panoramica di statistiche riguardanti la squadra in diversi settori, nonché un riassunto delle migliori prestazioni e delle peggiori. Dati In questa sezione troverai una serie di statistiche relative alla tua squadra: giocatore più giovane, giocatore più anziano, ecc. e un paragone tra la tua rosa e i leader del tuo campionato in quelle statistiche. Confronto Questa sezione prende una serie di statistiche della tua squadra e le confronta con tutto il resto del campionato per vedere dove si posizionano i tuoi giocatori. La scheda "Generale" prende varie informazioni come l'altezza e il peso, mentre le schede sulle posizioni prendono in considerazione una media di attributi particolari per mostrare i punti di forza e di debolezza della tua squadra. Come posso sfruttare al meglio le informazioni che ho a disposizione? Con tutte queste informazioni, potresti sentirti spaesato e non sapere come individuare al meglio i veri punti di forza e le debolezze della tua squadra. - La schermata “Generale” è sicuramente il luogo migliore da cui iniziare, dal momento che condensa tutto in Punti di forza e Punti deboli. Le parole utilizzate in ciascuna voce indicano anche l'eventuale azione da eseguire; il livello di talento descritto ti fa capire la grandezza del margine di miglioramento: Stella, Eccellente, Superbo, Molto buono, Bravo, Discreto, Ok, Utile, Scarso, Inadeguato - Adatta la visualizzazione della qualità della rosa alle tue esigenze. Assicurati che sia basata sulla tua tattica principale e sui ruoli che hai scelto, che mostri i dati più utili per te (per esempio Abilità Attuale, Migliori 11 ecc.) e assicurati che i filtri siano impostati per comprendere o escludere i giocatori nelle tue squadre giovanili e/o dati in prestito. Configurando questa parte del rapporto in base alle tue esigenze specifiche, lo renderai molto più utile per te. - Usa spesso tutte le schermate. I giocatori si sviluppano, le squadre cambiano, ogni volta accade qualcosa di nuovo e i dati che hai visionato corrono il rischio di diventare obsoleti. Controlla regolarmente il Rapporto squadra e ne trarrai benefici a lungo termine. Dinamiche e felicità dei giocatori Per creare una squadra di successo è importante assicurarsi che questa si sviluppi nel modo corretto, creando relazioni interpersonali tra i giocatori e con la presenza di figure in grado di trascinare la squadra nei momenti difficili e spronarla a fare sempre meglio quando le cose vanno bene. La sezione Dinamiche mostra in modo dettagliato la rete di relazioni all'interno della squadra da te costruita. Panoramica La schermata Panoramica mostra con precisione la situazione. La sezione Coesione partita mostra il modo in cui i rapporti tra i giocatori influenzano le prestazioni in campo. La sezione Atmosfera spogliatoio mostra l'umore del gruppo. La sezione Sostegno allenatore ti aggiorna sul livello di supporto da parte dei tuoi giocatori. Gran parte della schermata viene usata per indicare i possibili problemi che i giocatori possono avere. Sono inclusi anche i giocatori più influenti e i gruppi sociali, con i collegamenti a sezioni specifiche con ulteriori dettagli. Gerarchia Questa schermata illustra la gerarchia generale all'interno della squadra secondo uno schema piramidale, anche se il valore esatto di ogni squadra può variare per il numero di giocatori nelle varie sezioni. L'allenatore può esaminare l'intera gerarchia. Cliccandoci può vedere in un pannello secondario il supporto totale della squadra e quello dei singoli giocatori. I leader sono al vertice della piramide e sono i giocatori più influenti del club. Generalmente hanno leadership ed esperienza da vendere e gli altri giocatori sono portati a seguirli. Essendo i membri più influenti della squadra devi fare di tutto per renderli felici, visto che eventuali attriti non coinvolgerebbero solo loro, ma l'intera rosa. I giocatori molto influenti vengono subito dopo e vantano molte delle caratteristiche dei leader dello spogliatoio. Garantiscono stabilità, tengono insieme la squadra e in genere sono guide più presenti dei capitani, che si staccano da questo gruppo per prendere in mano le redini della rosa. I giocatori influenti meritano di essere ascoltati e sono figure importanti della squadra, ma non hanno la stessa influenza di giocatori con maggiore esperienza, più autorevoli o da più tempo all'interno della rosa. Gli altri giocatori completano il quadro della situazione. Non hanno abbastanza influenza o esperienza o, semplicemente, la loro personalità non è adatta al comando. Tendono a gravitare attorno alle figure descritte in precedenza. Puoi selezionare il riquadro di ogni giocatore per ottenere ulteriori informazioni in un pannello nella parte destra della schermata principale. In questo modo vedrai anche il rispettivo gruppo sociale principale di appartenenza, con tutti i membri al suo interno. Nella sezione in cima alla schermata puoi selezionare anche i vari gruppi sociali. Gruppi sociali I gruppi sociali hanno una schermata dedicata dove approfondirne l'analisi. Ogni gruppo ha un pannello secondario con i giocatori divisi secondo un criterio approssimativo, basato sulla gerarchia di squadra. Il pannello nella parte laterale della schermata mostra i gruppi che convivono in armonia e le fazioni dissidenti in via di formazione. Selezionando i giocatori si può aprire un pannello personalizzato con le rispettive informazioni. Felicità La schermata della felicità di squadra mostra i giocatori in base alla gerarchia e fornisce un'indicazione visiva della rispettiva felicità, divisa per aree. In questo modo puoi tenere d'occhio le preoccupazioni e i problemi di ogni elemento. In questo modo puoi identificare i disagi e intervenire prima che si trasformino in problemi seri per i gruppi sociali, o per l'intera squadra. La voce Promesse indica la soddisfazione del giocatore in merito alle promesse che gli sono state fatte. La voce Morale indica l'umore generale del giocatore. La voce Allenamento indica il livello di soddisfazione generale negli allenamenti. La voce Trattamento indica la tua gestione di lodi, critiche, multe e sanzioni disciplinari nei confronti del giocatore. La voce Club indica il pensiero del giocatore verso l'operato e le decisioni generali della squadra. La voce Gestione indica il sentimento dei giocatori verso il tuo modo di gestire la squadra, le scelte tattiche, i discorsi di squadra e le attività sul mercato. La voce Minutaggio indica il grado di soddisfazione dei giocatori in merito al loro impiego nelle partite. La voce Felicità complessiva riassume le voci precedenti in un valore unico, mostrando la felicità complessiva della squadra al momento della consultazione. Le oscillazioni della felicità sono: Felicissimo Molto felice Felice Abbastanza felice Contento Leggermente infelice Infelice Molto infelice Devastato Come posso mantenere felici i miei giocatori? Il modo più facile è concedergli ciò che desiderano, ma non è così semplice. Dipende tutto dal grado di flessibilità che sei disposto a offrire. Mostrando ai giocatori sforzi concreti per venirgli incontro invece di rifiutare immediatamente ogni richiesta, le probabilità che accettino le tue decisioni, o che al massimo si mostrino appena preoccupati, aumentano notevolmente. Prima di arrivare a un grado preoccupante di infelicità i giocatori ti daranno diverse possibilità per rimediare agli errori commessi. Attraverso i messaggi nella posta in arrivo, i consigli dello staff e le interazioni con i giocatori, riceverai diversi segnali che ti permetteranno di recuperare la situazione prima che sfugga completamente di mano. Dovrai essere proattivo. Difficilmente le cose si risolveranno lasciando che facciano il proprio corso. Anche trattando con il dovuto rispetto i leader della squadra e i giocatori molto influenti contribuirai a mantenere felice lo spogliatoio. Lo stesso vale per i giocatori che fanno parte di un gruppo sociale importante. L'eventuale insoddisfazione di questi giocatori si diffonderebbe rapidamente in tutta la squadra, ben più di quanto accadrebbe nel caso di calciatori poco influenti. Non devi piegarti a ogni loro richiesta, ma è sempre consigliabile un approccio guidato dal buonsenso. Agire in modo corretto e onesto aiuta molto. Quanto è importante mantenere una squadra felice? Il morale e la soddisfazione dei giocatori sono tra i fattori determinanti del successo (o del fallimento) della tua carriera da allenatore. Puoi avere a disposizione i giocatori migliori del mondo e una tattica perfetta, ma se sono insoddisfatti e/o non hanno fiducia in te, non giocheranno al meglio delle loro capacità. È molto semplice: lavorare sul morale dei tuoi giocatori è una delle cose più importanti da fare. Come faccio ad aumentare il morale di una squadra insoddisfatta? Questo invece non è affatto semplice. Se ottieni una serie di risultati negativi i giocatori potrebbero iniziare a mettere in discussione le tue scelte, e a ogni delusione il morale della squadra si abbasserà sempre di più. In men che non si dica ti ritroverai con una squadra di persone infelici, senza sapere come uscire da questa voragine. Non è facile risalire la china, ma ci sono alcune cose che puoi fare per iniziare. Una riunione di spogliatoio fatta al momento giusto è l'occasione ideale per riunire i giocatori e offrire qualcosa con cui risollevare il morale. Se fatta prima di una partita da vincere, magari contro un altro club in difficoltà e a caccia di risultati utili, può aiutare a risollevare lo spirito di squadra e a conquistare la vittoria, migliorando ulteriormente il morale. Modificare gli undici titolari inserendo giocatori meno insoddisfatti degli altri può avere anche un effetto tangibile. Questo non vuol dire che un giocatore felice della giovanile sia una scelta migliore rispetto a un giocatore chiave della prima squadra insoddisfatto, ma un bilanciamento oculato dei giocatori con un morale adeguato può essere utile a migliorare la situazione. Spesso sono i piccoli cambiamenti a innescare un miglioramento sul lungo periodo. Se c'è un giocatore in particolare che abbassa il morale di tutta la squadra, spesso la cosa migliore da fare è venderlo: la squadra è sempre più forte di qualunque singolo. La causa principale dell'insoddisfazione della squadra è evidenziata nella schermata Dinamiche. Sfrutta le informazioni per identificarla e prendere le decisioni più giuste per la squadra.
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  9. Profil Als Trainer hast du genau wie jeder Spieler und jedes Mitglied des Personals ein Profil. Deine Trainerattribute findest du im Fenster „Profil“ im Tab „Mein Profil“. Der Abschnitt „Informationen“ enthält deine persönlichen biografischen Informationen. Dein Profil wird unmittelbar durch die Entscheidungen beeinflusst, die du als Trainer triffst. Es enthält aber auch acht Eigenschaften sowie die Trainingsattribute, die bei jedem Nicht-Spieler vorhanden sind. Es gibt die folgenden Eigenschaften: Ansehen Ganz einfach – je höher die Wertung, desto bekannter bist du in der Fußballwelt. Ein höheres Ansehen kann einen gewaltigen Effekt auf deine Karriere haben: Größere Teams interessieren sich für deine Dienste, bessere Spieler wollen bei deinem Verein unterschreiben, aktuelle Spieler trainieren härter und professioneller und und und. All das erlebst du, je größer dein Ansehen als Trainer wird. Medienumgang Dieses Attribut gibt an, wie gut du es verstehst, mit den Medien zusammenzuarbeiten: Wie du mit Journalisten interagierst, wie oft du Pressekonferenzen besuchst und ob du es schaffst, deine Spieler mit deinen Antworten auf öffentliche Fragen zufriedenzustellen. Das Attribut erhöht sich, wenn du regelmäßig auf Pressekonferenzen erscheinst. Wenn du diese Aufgabe an dein Personal delegierst oder aus einer Pressekonferenz hinausstürmst, fällt es aber auch schnell. Taktische Beständigkeit Wenn du zu den Trainern gehörst, die unter allen Umständen an derselben Taktik festhalten, hast du eine hohe Taktische Konstanz. Wenn du dagegen regelmäßig die Taktik wechselst, sinkt das Attribut. Änderungen basieren hauptsächlich darauf, ob das Team bei unterschiedlichen Taktiken auch eine grundlegend andere Formation nutzt, weniger auf minimalen Änderungen in einer Formation, die über mehrere Spiele hinweg im Grunde gleich bleibt. Einflussnahme Diese Zahl spiegelt wider, wie du bei drei zentralen Aspekten des Vereins vorgehst – übernimmst du alle Aufgaben selbst oder delegierst du sie an dein Personal? Das Attribut konzentriert sich auf Teamgespräche, Scouting und Training. Wenn du die Kontrolle über diese Bereiche selbst übernimmst und dabei eine aktive Rolle beibehältst (insbesondere in Bezug auf die Anzahl der angeforderten Scoutingberichte und die Häufigkeit von Änderungen am Trainingsplan), dann wird sich deine Aktivitätswertung deutlich verbessern. Kontrolle über Finanzen Dieser Wert spiegelt wider, wie gut es um die Finanzen deines Clubs bestellt ist und wie solide sein Gehaltsbudget unter deiner Führung aussieht. Wenn diese Faktoren beide nach oben tendieren, tut das auch der Wert. Wenn es Probleme in den beiden Bereichen gibt, sinkt der Wert. Handhabung mit der Teamdisziplin Dieser Wert gibt wieder, wie viele unzufriedene Spieler es in deinem Verein gibt. Hast du viele unzufriedene Spieler im Kader, ist die Zahl niedriger. Ist dagegen der ganze Kader rundum zufrieden und niemand hat einen Grund, sich zu beklagen, steigt der Wert. Das Attribut bleibt in den ersten 90 Tagen bei einem neuen Club unverändert, damit „geerbte Probleme“ nicht gegen dich persönlich ausgelegt werden. Spielerloyalität Dieser Wert hängt vor allem von der durchschnittlichen Zeit ab, die deine Spieler unter deiner Leitung bei dem Verein verbringen. Wenn die durchschnittliche Vereinszugehörigkeit eines Spielers vier Saisons überschreitet, erhöht sich die Zahl. Wenn du aber dazu neigst, Spieler nach zwei Spielzeiten wieder abzugeben, verringert sie sich. Vorliebe für einheimische Spieler Diese Zahl spiegelt das Verhältnis von inländischen Spielern zu ausländischen Spielern in deinem Kader wider. Die Zahl ist deutlich höher, wenn der Kader hauptsächlich aus inländischen Spielern besteht. Versprechen Während deiner Karriere wirst du deinen Spielern und deinem Vorstand gegenüber immer wieder Versprechen abgeben, wie du etwas zu handhaben gedenkst. Im Bildschirm „Versprechen“ kannst du jederzeit sehen, welche Fortschritte du bei diesen Versprechen machst, auch bei denen, die als Teil von Vertragsverhandlungen gemacht wurden. Welche Konsequenzen hat es, ein Versprechen einzuhalten bzw. zu brechen? Ein Versprechen zu halten, ist relativ einfach. Tu einfach, was von dir verlangt wird, dann sind alle glücklich. Wenn du ein Versprechen dagegen brichst oder nicht einlöst, kann das schwere Folgen haben. Das geschieht aber nicht sofort. Du hast immer mindestens eine Chance, deinen Fehler wiedergutzumachen, wenn nicht sogar zwei. Egal, ob ein Spieler unzufrieden ist oder der Vorstand an deiner langfristigen Zukunft ihr Trainer zweifelt, du hast mehrere Gelegenheiten, den Schaden zu reparieren, bevor der ganze Prozess zum Abschluss kommt. Wenn es allerdings soweit kommt, dann sei gewarnt. Ein unzufriedener Spieler, der dir reichlich Gelegenheit gegeben hat, seine Forderungen zu erfüllen, distanziert sich irgendwann vom Verein und erzwingt einen Transfer. Eine schlechte Beziehung zum Vorstand kann noch schlimmere Folgen haben. Wenn du die Chefetage zu oft enttäuschst, sieht sie sich nach einem neuen Trainer um. Karriereoptionen: Trainerlehrgänge, Interaktion, Beziehungen, Geschichte Trainerlehrgänge Wenn du deine Attribute als Manager und Trainer verbessern willst, kannst du den Vorstand bitten, dich auf einen Trainerlehrgang zu schicken, indem du die entsprechende Option anklickst. Während du den Lehrgang besuchst, ist deine Gesamteffektivität als Teil des Trainingsprogramms verringert. Die Option verschwindet, wenn du die höchste erreichbare kontinentale Profilizenz erhalten hast. Du bestehst automatisch alle Lehrgänge. Wenn du deine Mitarbeiter auf einen Lehrgang schickst, um ihre Fähigkeiten zu verbessern, ist das aber nicht der Fall. Allerdings bestehen sie die Lehrgänge häufiger, als dass sie durchfallen. Entscheidend sind vor allem ihr Ehrgeiz und ihre Professionalität. Beziehungen Du entwickelst im Verlaufe deiner Karriere auch Beziehungen zu anderen Menschen im Fußballbusiness – gute Beziehungen ebenso wie schlechte. Informationen über diese Beziehungen findest du immer hier. Positive Beziehungen machen sich auf verschiedene Weisen bemerkbar. Wenn du eine gute Beziehung zu den Medien hast, sind sie beispielsweise freundlicher, wenn sie über dich sprechen, und Transferverhandlungen mit anderen Clubs verlaufen reibungsloser als gewöhnlich. Natürlich gibt es auch negative Beziehungen und auch sie haben Folgen. Jemand, mit dem du nicht gut klarkommst, attackiert dich vielleicht in der Presse, und Transferverhandlungen zwischen euch gestalten sich sehr viel schwieriger. Meine Karriere Im Abschnitt „Meine Karriere“ findest du einen Überblick über alle wichtigen Informationen und Erfolge deiner Karriere. Außerdem werden hier deine Transfers sowie deine Aktivität in Unterhaltungen und Pressekonferenzen aufgezeichnet. Unterhaltungen, Medien und Interaktion mit der Spielwelt Der Traumjob als Fußballtrainer hat auch seine Schattenseiten ... dazu können auch die Medien zählen. Wenn du bei einem Topclub arbeitest, wird deine Arbeit besonders genau unter die Lupe genommen und der Druck ist vom ersten Tag an hoch und nimmt nur noch weiter zu. Aber auch die Arbeit bei einem kleineren Verein ist kein Zuckerschlecken. Du bist den guten und schlechten Seiten der Medien immer ausgesetzt. Im Tab „Interaktionen“ kannst du mit jedem deiner Spieler private Unterhaltungen führen, aber Vorsicht: Wenn du sie wütend machst, könnte sich das auf das gesamte Team auswirken, insbesondere, wenn der Spieler seinem Ärger öffentlich Luft macht. Wenn du es für nötig hältst, kannst du auch mit dem gesamten Team sprechen, indem du über den Teambildschirm ein „Teammeeting“ einberufst. Pressekonferenzen Als Trainer eines Fußballclubs stehst du natürlich im Fokus der Medien. Journalisten wollen möglichst viele Informationen bekommen und sind oft nicht zimperlich, wie sie dabei vorgehen. Die wichtigste Informationsquelle ist aber die klassische Pressekonferenz. Vor und nach jedem Spiel sowie zu anderen ausgewählten Zeitpunkten (beispielsweise nach der Verpflichtung eines Schlüsselspielers) hält dein Verein Pressekonferenzen ab, auf denen du Fragen zu den unterschiedlichsten Themen beantworten musst – beispielsweise zu deiner Führung des Vereins und deiner Beziehung zu anderen Personen im Fußballbusiness, insbesondere gegnerischen Trainern. Dein Pressesprecher bereitet dich auf jede Pressekonferenz vor, indem er dir erklärt, wer alles teilnimmt und worüber vermutlich gesprochen werden wird. Wenn dir eine Frage gestellt wird, erhältst du auch Informationen zu dem Journalisten, der die Frage stellt. Du kannst aus einer Reihe von Antworten in unterschiedlichem Tonfall wählen. So kannst du deine gewünschte Botschaft klar kommunizieren. Du hast auch die Möglichkeit, in deiner Antwort zusätzliche Bemerkungen zu machen. Im Verlauf deiner Karriere kannst du Beziehungen zu Journalisten aufbauen. Zu manchen entwickelt sich vielleicht ein Vertrauensverhältnis, anderen verweigerst du lieber direkte Antworten, weil sie alles immer anders darstellen, als es gemeint war. Darüber hinaus kann ein Journalist, mit dem du ein gutes Verhältnis hast, ein nützliches Instrument sein, um einem deiner Spieler etwas klarzumachen. Du kannst eine Pressekonferenz natürlich auch jederzeit verlassen, keine Fragen mehr annehmen und dich den anderen Aufgaben des Tages widmen. Es ist sogar möglich, aus dem Presseraum „hinauszustürmen“, was aber Folgen hat und sich negativ auf dein Attribut „Medienumgang“ auswirkt. Wenn du einmal keine Zeit oder keine Lust hast, die Pressekonferenz zu besuchen, kannst du auch ein Mitglied deines Personals schicken. Das geht sowohl für einzelne Pressekonferenzen als auch dauerhaft über die „Personalaufgaben“. Im „Meine Karriere“-Tab eines jeden Trainers im Spiel gibt es einen Abschnitt „Pressekonferenzen“, in dem du siehst, was er auf seinen Pressekonferenzen gesagt hat und welche Reaktionen das ausgelöst hat. Gelegentlich erhältst du auch eine einzelne Frage direkt in dein Postfach (in Football Manager™ Touch erhältst du nur solche Fragen). Die Beantwortung läuft genauso ab wie bei einer Pressekonferenz, nur im viel kleineren Rahmen.
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  10. Season Limit Football Manager Mobile™ 2019 allows the user to experience a career spanning 30 seasons over one saved game. At the end of your career you will be presented with a review of your performance as manager as well as a variety of information, and if you've been successful, you may have boosted your ranking in the Hall of Fame. Bonus Content Football Manager Mobile™ 2019 includes a number of gameplay features that can be activated based on user achievement throughout a career, including some unlockable content. Are you good enough to have discovered them? You also have the ability to fast-track getting hold of these unlockables through optional purchases in the Store.
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  11. Football Manager Mobile™ 2019 features a detailed tactics model, designed to allow the user more flexibility than ever before when setting up their approach to matches. Formation The best way of determining which formation to use is to look at the players in your squad. There is little point trying to play three at the back if you only have two decent central defenders or playing with wingers when you don't have any in your squad. Try to work out what tactic would be best suited to the players you have at your disposal and set a formation to suit them instead of forcing players into positions they're not comfortable playing in. Football Manager Mobile™ 2019 comes with a number of standard formations for you to select from and work with. As advised, pick one of these formations based on your personnel and not your favourite as you may have to play players out of position. In order to set your formation, go to the 'Tactics' screen and select 'Formation' from the 'Tactics' menu option in the bottom right of the screen. To further customise a formation, tap a position icon on a pitch and then tap again in the location on the pitch where you would like that player to be positioned. Alternatively, you can drag a player to a position that is not currently active in the formation. For example, using a standard 4-4-2 formation, you can move one of the midfielders to an Attacking Midfield position by tapping twice or by dragging his position icon into a vacant slot on the pitch. Once you are happy with a Tactic, save it from the 'Action' menu. Up to four Tactics can be saved in this way and loaded into any saved game. Team Instructions 'Team Instructions' can be set to make your team act as a unit during a match. They can be set or changed at any time, both between fixtures and during matches. Tactical Shape Team Mentality Overload An emergency mentality where the kitchen sink is figuratively thrown in an effort to score. All defensive thinking goes out of the window and players get both themselves and the ball into attacking positions with the utmost urgency. Likely to only be used at the end of matches in which you’re trailing. Attacking A dynamic forward-thinking mentality aiming to get the ball into the attacking third with regularity and then keep it there. Defenders will recycle the ball to allow the forwards an opportunity to rest before going again, keeping the throttle wide open, and aiming to pin the opponent back with relentless attacking play. Control More defensive-focused that it might sound, the control mentality expects the team to have a lot of the ball, but remains cautious with defensive positioning so as to not allow opponents to catch them on the counter attack. Players will generally be expected to pick and choose their moments to break out of the mentality and shape and exploit openings when they clearly arise. Balanced The comfortable middle ground for a manager; a standard mentality carefully balances defence and attack and provides the foundation upon which tactical adjustments can be made to focus on a particular strategy. Counter Becoming a little more adventurous, a counter mentality still treats defending as the most important team focus, but allows for a more expansive approach when possession is achieved. They will look to move the ball from front to back at speed and with longer, searching passes to carry an attacking threat without compromising their defensive solidity. Defensive A defensive mentality isn’t quite as single-minded as a contain mentality but seeks to achieve the same end result. Players look to get behind the ball, defend in numbers, and look to make whatever they can out of direct balls to the forwards. Contain A contain mentality effectively ‘parks the bus’ in front of your own goal, seeks to restrict space for the opposition to exploit, and is a damage-limitation approach aiming to prevent goals going in rather than looking to score them. Width Wide Asks your players to make full use of the wide areas at every opportunity. Balanced Provides a balanced use of wide areas when the game flow allows for it. Narrow Asks your players to predominantly focus on playing their football in central areas of the pitch. Tempo Fast Asks your players to play at speed and with a greater intensity in all areas of the pitch. Normal Asks your players to operate in a balanced manner according to the flow of the match. Slow Asks your players to play at lower speeds, taking the sting out of the match, and often seeking to frustrate an opponent looking to play at a faster tempo. Creative Freedom Expressive Allows your players to more freely express themselves in terms of positional structure and individual mentality deviating away from the overall team mentality. Balanced Provides a balance between Expressive and Disciplined according to the flow of the game. Disciplined Asks your players to remain focused on the set task, sticking to the team mentality and maintaining a unified look rather than breaking out individually. Defensive Instructions Defensive Line High Asks your defenders to push up the pitch, closer to the midfield, in an effort to compact the space in which the opposition can operate. Balanced Asks your defenders to operate in a normal fashion that both asks questions of the opposition but doesn’t leave them exposed at the back. Deep Asks your defenders to sit deeper, closer to their own goal, and keep the opposition play in front of them rather than risk being exposed in behind. Closing Down All Over Your players will close down their opponents at all times, anywhere on the pitch. Own Half Your players will only seek to close down their opponents when in their own defensive half of the pitch. Sit Back Your players will back off the opposition, not closing them down and playing a positional defensive style. Tackling Cautious Your players will be cautious when challenging for the ball. They will only make tackles that they are sure they can win in order to avoid picking up injuries and bookings. Normal Your players will go in for a fair percentage of tackles but they will not be reckless. Committed Your players will hit their opponents hard when trying to win the ball. If there's a slight chance of coming away with the ball, they will attempt the tackle. Offside Trap Yes Your team will attempt to play the offside trap. The defensive line will push up and attempt to catch out the opposition. No Your team will not play the offside trap, playing with a deeper defensive line and more man-based marking. Time Wasting Yes Your players will seek to waste time throughout the course of a match. No Your players will look to play normally and not attempt to run out the clock. Attacking Instructions Final Third Early Crosses Instructs players to get the ball into the penalty area with early crosses as soon as they receive the ball in a position to do so. Look for Overlap Instructs your players to hold onto the ball and look for an overlapping player in support, most likely a marauding full-back. Shoot on Sight Instructs your players to shoot when the opportunity arises instead of waiting for a more clear-cut opening. Work Into Box Instructs your players to work hard for their opening, remaining patient and not forcing the issue, but rather retaining the ball until the breakthrough occurs. Run at Defence Instruct players to run at the opposition more than your tactics allow by default. Through Balls Encourages players to seek to use through balls more often. Passing Style Short Your players will look to pass the ball to the feet of the nearest unmarked player in their team. Direct Your players will look to play the ball from defence or midfield to an attacker as quickly as possible. Long Your players will hit balls over the top at every opportunity, either for your attackers moving from midfield or strikers getting behind defenders. Good for teams with poor passing stats or pitches in bad condition. Mixed Your players will mix it up and try all of the above. Passing Focus Mixed Your players will look to adopt a varied passing approach incorporating all of the below. Left Your players will look to focus their passing towards the left side of the pitch. Centre Your players will look to focus their passing through the centre of the pitch. Right Your players will look to focus their passing towards the right side of the pitch. Both Flanks Your players will look to focus their passing towards wide areas on both sides of the pitch. Goalkeeper Distribution Short Your goalkeeper will attempt to distribute the ball over short distances to a nearby team-mate where possible. Mixed Your goalkeeper will adopt a balanced approach to distribution based on each situation as it occurs. Long Your goalkeeper will favour long distribution when getting rid of the ball. Penalty Takers Select your preferred order of penalty takers. Free-Kick Takers Select your preferred order of free-kick takers for left and right-side set pieces. Corner Takers Select your preferred order of corner takers for left and right-side set pieces. Team Captain Tap this option to select your team captain. If one has already been chosen, his name will be displayed here. You can also read more about the importance of captains earlier in this manual.
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  12. Scouting Centre This is the hub of your activity and the single reference point to return to for all your scouting and player identification business. Everything begins with the choices you make from the bar at the top of the main screen area. Scouting Responsibility: This allows you to either take charge of things yourself or delegate them to a chosen member of your backroom staff. If delegated, scouting assignments are handled automatically, otherwise you get to decide. You will still be able to handle the recommendations yourself if these assignments are delegated. Scouting Focus: Determine the type of players you want your scouts to go out and find. A more General focus allows you to instruct the scouting team to identify players based on age, playing style, location and availability, whilst a Short-term focus instructs the Head Scout to pause all ongoing activity to find a player for a short-term or immediate need, based on those same criteria listed above. The Recruitment Team section details your current scouts and links to the Assignments Panel, whilst the Scouting Budget section displays the monthly remaining budget, which can be used for upgrading Scouting Packages and/or undertaking assignments outside of your scouting range. The Recommendations panel is the most important aspect of the Scouting Centre though as it’s where you go through the brief reports filed by your recruitment team, agents, affiliates or players directly approaching you. Split into two views – Cards and List - you can cycle through each player report card before actioning it in one of four primary ways: Discard: Dismiss the report and forget about the player. Acknowledge: Retain the player within your Scouting Centre to keep track of his progress. Get Analyst Report: If the report card hasn’t been provided by an Analyst, you can request that a member of that department files a full statistical report on the player. Keep Scouting: Add the player to your scouting assignments to generate a full Report Card. Make Offer: Immediately begin negotiations to sign the player. You can also choose to Add to Shortlist or Add as Transfer Target to continue to monitor the player, or you can Offer a Trial where appropriate. The List view looks similar to the Player Search screen, described immediately below. Players This is where the heavy lifting is done in terms of identifying new talent and sifting the wheat from the chaff. To begin with, click the ‘New Search’ (or ‘Edit Search’ when a search has been made) button to bring up the search dialog. This enables you to start filtering down to the exact specifications of your player search. Flick between the ‘Quick’ and ‘Advanced’ modes to find the right settings for your requirements and then select ‘OK’ to refine your results; these actions can be undertaken from both the ‘Player Search’ and ‘Scouted’ screens, the latter only filtering through players you’ve actively scouted (and can subsequently be filtered by assignment from the foot of the main screen area). There is also a ‘Quick Search’ drop-down menu that acts as a shortcut to refine the search results for a particular type of player based on a single criterion. A host of information is presented to you on each player simply from the Overview view but perhaps the most important is the Scout Recommendation score. This takes the scout’s report on a player and distils all the information provided into a single number from 1-100 and, in essence, makes for a much easier comparison when attempting to weigh up the pros and cons of multiple potential targets. There will naturally be times when even this isn’t enough to separate them, meaning you must dig even deeper to determine the best of the bunch, but it’s yet another tool at your disposal in the hunt for greatness. Assignments This screen lists all ongoing scout activity, featuring details of each individual’s previous, current, and future scouting assignments, and links to their reports. The ‘Players’ Assignment screen holds details of tasks to watch an individual player in action as opposed to an assignment covering a broader region, country, or competition. Shortlist It is quite likely that for one reason or another you’ll have a target you can’t currently sign, but would like to keep track of his progress and be informed of any action involving him. This is where your shortlist comes into play. The shortlist allows you to add players to it for a desired period and for that duration you will receive news to your feed whenever a key event involving that player occurs. To add a player to your shortlist, right-click and select’ Add to Shortlist’ or select the same option from the ‘Transfer’ section of his profile. A box will pop out asking you to choose how long he remains on the shortlist. Select your choice and he’ll be added. The Shortlist screen itself looks much the same as the Player Search screen but instead only features you’ve added to it. A powerful set of filters can be applied from the ‘New Search’ button towards the right of the main screen area whilst the ‘Positions’ sub-tab allows you to break it down position by position (and subsequently role by role) with direct comparisons to players within your current squad. Select a player and then use the ‘Scouting’ button at the bottom of the screen to get a Scout or an Analyst Report should you wish to get further information on him. To remove a player from your shortlist at any time, load up his profile and from the ‘Transfer’ section on his tab bar select ‘Remove from Shortlist’. This act can be performed on multiple selections by selecting all the players you wish to remove from your shortlist, then right clicking and selecting the same remove option. To remove everyone at once, from the ‘Shortlists’ menu below your shortlist of players, select ‘Clear Shortlist’ and then confirm your decision. The same menu is used for saving and loading different shortlists should you wish to keep different ones for multiple purposes. Knowledge Every non-player in Football Manager™ 2019 is considered to have a certain level of knowledge about a country. Depending on their experience and where they’ve spent their career both as a player and a member of staff, they may increase their knowledge of certain areas and indeed hold knowledge about different countries and regions. The knowledge bar doesn’t necessarily equate to automatically identifying the best talent in those countries – the scout’s attributes and overall ability will play a massive part in that. What it does do is allow you to see where they will do their most comprehensive work and to assign them to countries they know well. If you do choose to assign a scout to a country they are unfamiliar with, over time they will gain knowledge from that country. They will also progressively accumulate more knowledge the longer they reside there. The Knowledge section offers an overall indication of the club’s entire knowledge base; beginning with a world map indicating the overall knowledge at the club, then a regional breakdown on the lower left sub-panel, before breaking it down into specific nations (and who holds that knowledge) on the right. A club’s scouting knowledge is largely made up of the knowledge of their non-playing personnel, the region in which they play, and any affiliates they can lean on for further information. A staff member’s knowledge comes from their career history and the places they’re tasked with scouting. The improvement in their knowledge is loosely attached to their non-playing Current Ability as well as the time they’ve spent in each country (which in turn opens up knowledge to neighbouring or nearby countries). The better they are at their job and the more time they spend in a given place, the quicker they accumulate knowledge. Reports and Feedback Clicking on any player and selecting ‘Scout Reports’ from their Tab Bar will allow you to access the scout’s detailed reports on the player. This is the real work your scout does when he’s on assignments. They will file a report on the player’s strengths and weaknesses (Pros and Cons) and how he may potentially fit into your team and each time the player is watched, the information fed back will be a little more detailed and informative. The Player’s overall playing style is also featured for comparison with any scouting assignment focuses you might wish to undertake. You can keep fully appraised of how far along a scout is in assessing a player by using the tracker at the top of the screen indicating the knowledge level (%) and the remaining areas left to scout. Hold the mouse cursor over the ‘areas yet to assess’ label to view them in detail. You can view individual scout reports from the ‘View’ menu towards the upper left of the main screen area, next to the ‘Scout Report by’ label. You also have the option, when requesting for a report to be compiled, to request a highlights package from your Data Analysts. These highlights will be accessible via the Inbox. Queue If you make several scouting requests and find your scouting team unable to handle the workload, some of those requests will be queued up until an available member of the scouting pool can be found. This screen lists those such requests. It also allows you to easily clear a number of queued scouting assignments at once. What is the difference between each scouting package? Scouting is increasingly done within the club as part of a wide-reaching operation to refine a massive pool of players into a powerful list of potential signings, and it’s all made possible by Scouting Packages. Put simply, the better Scouting Package you have, the more players you have access to. Applicable to both senior and youth teams with separate packages, they come in different shapes and sizes, with the cost increasing the higher you go. World: The best package available covers almost every player in the world without restriction. Continental: Covers almost every player within the chosen continent, an example being Europe. Regional: Covers almost every player within the chosen region, an example being Central Europe. National: Covers almost every player within the chosen country, an example being England. Divisional Plus: Covers almost every player within the chosen division PLUS the divisions either side of it in the national hierarchy, an example being EFL League One plus the EFL Championship and EFL League Two. Divisional: Covers almost every player within the chosen division, an example being the EFL Championship. Clubs without a package are restricted to only those players known by members of staff, whilst you are free to choose any package if it remains within your scouting budget, whilst also downgrading to add funds back to your budget. The scouting budget itself is used for packages as well as undertaking Assignments outside of your immediate scouting range on a per-case basis and will require monthly management to always keep your club in with a chance of keeping up. What is the benefit of undertaking additional scouting reports? Each time you request a scout report on a player, you unlock a little more of his profile, and get more information about him. The more information you have, the better understanding you’ll be able to put together about the player, and you can therefore make a more informed decision about whether to sign him. It typically takes three to four full matches of watching a player before your scout can put together a 100% complete report, so time becomes a factor, as well as the cost of that scout’s assignment. You might need to balance the need for comprehensive knowledge against the urgency of completing a deal, or moving in early before a market develops for the player. Making a Transfer Offer The Transfer Offer screen allows you to compose your offer in as much detail as you like. Begin by deciding whether you want to make a Transfer offer or a Loan offer. You can also offer a trial or make an enquiry from the player’s right-click Context Menu or the Tab Bar, but for the purposes of this section we’ll deal with the two main types of offer to make. Sticking with the Transfer type, you then need to decide upon a fee for the player. The information panel to the top of the main screen area indicates the player’s current estimated valuation and any fee his club are likely to demand (if made clear). Unless the player has been transfer listed, you will usually need to bid an absolute minimum of his valuation to hold the interest of his owners, and most likely have to offer above that to get anywhere. The ‘Transfer Date’ allows you to set when the deal will go through. A lot of the time you’ll leave this as ‘Immediate’ to go through at the first possible opportunity but, should you not have the required funds at the time, or perhaps leave the player to develop at his former team for a longer period, you can have the deal complete at the end of the current season. At the bottom of the screen you can decide whether the deal is Negotiable or not, and you can set a ‘Decision Deadline’, should you be tight for time or simply keen to get the deal done. Once you’ve set the core components of your deal, you can begin tweaking it with Additional Fees and Clauses to entice the other team into accepting. For example, you can break down the payment into instalments, or offer add-ons based on performance or international recognition. These in particular will be of interest to any prospective selling club as the potential income in months and years to come can help long term financial security and prosperity. Many aspects of a deal can be insisted upon by ‘locking’ them into place using the padlock icon (once for non-negotiable (red), twice for semi-negotiable (orange); semi negotiable means the other party is aware that you want to insist upon it, but you might be prepared to budge if another part of the deal is sweetened), and they can be either removed by clicking on the circular icon with a ‘-‘ through the centre, or removed permanently and excluded from negotiations by selecting that option from the menu produced by clicking it. There is also the facility to offer a player in a part-exchange deal. This will usually only be of benefit if the selling club has an interest in any of your players, which your Assistant Manager will inform you of in the comments panel at the left of the screen. Additionally, you will be informed of any potential needs they may have in order for you to make an informed judgment if offering a part-exchange. Use the ‘Add’ button to include players in the deal. Once you’re happy with the package, you can either click on ‘Make Offer’ and await a response which will typically arrive 24-48 hours later, or you can click ‘Suggest Terms’ to negotiate ‘live’ in a bid to get your business done swiftly. In this situation, the other party in the deal will tell you what they like and dislike about the offer, with colour-coded references around the screen leading you to identify which areas need further work if you’re to strike an agreement. Making a Loan Offer Loaning players typically benefits all parties. The player gets first team football, his owners benefit from the player either developing or not being at the team any more, which reduces the club’s wage bill depending on the deal, and the loaning team get a player they presumably want, having offered to loan him. Note that you can offer a Playing Monthly Fee and Wage alongside a Non-Playing Monthly Fee and Wage. In essence this means that you can try to sweeten the deal by offering to pay a greater sum and/or contribution should the player not play a certain number of minutes for your first team (the rough thresholds are no minutes, every possible minute, and about halfway between the two), perhaps whilst not paying so much for the privilege of actually playing him. It could theoretically encourage a team to enter into a loan agreement with you if they are being compensated for their player not playing, but – as with all transfer negotiations – it’s a fine balancing act. When composing a loan offer you can set the duration of his spell at your club, as well as your wage contribution and any fee you may offer as an incentive for his club to accept the offer. A series of clauses and loan options may then be configured; for example, if there is any intention to keep the player long-term, you can set a ‘Future Fee’ which you can meet at any time and offer the player a full time contract. You are also able to inform the player’s parent club of your intentions for him by declaring his role in the squad and the position you’re likely to play him in. Free Agents If your club is short of money and short on numbers/talent, you’ll have to look elsewhere for your additions. The free agent market comes into play here. It’s not just for the lesser teams; clubs of all sizes can find a vast array of talent, particularly in the lower leagues, where long-term contracts are rare, and annual player turnover high. Selling and Loaning Players Out Selling players is just as fundamental a part of management as buying. Whether you’re doing it to get rid of dead wood, or to ensure financial stability, it’s going to happen. If you receive an offer for a player from another club, you can negotiate the deal in the same way as you may have put together a bid as described in the previous section. However, if you wish to initiate the sale of a player, you have the power to set the ball rolling. From the ‘Transfer’ tab on a player you wish to sell, select ‘Offer to Clubs’. The screen is similar to the Transfer Offer screen in appearance. Initially set the fee you’re aiming to receive for the player. Try to consider the target club(s) and what they may be able to afford. If necessary, ask for less up front and more money over a longer period of time or incentive-based payments, available from the ‘Additional Fees’ section. At the same time though, don’t forget you’re the selling club – try to get back as much value as you can. One such way is to include an additional clause. If you’re selling a young player with potential, try to include a clause where you get a certain percentage of any fee the club may sell him for in the future. If you suspect the player may not get a lot of first team football at his new club, maybe include a ‘Buy Back’ price, where you can attempt to bring the player back to your club for an agreed fee. Your Assistant Manager will send the details of any proposed deal to all clubs he deems suitable. If you don’t want a player going to a rival club, tick the appropriate check box on the Targets tab before clicking ‘Confirm’. Any interested parties will indicate as much in the days immediately following by making an offer of some kind. From here, it’s up to you to negotiate the best deal possible. Alternatively, you can add the player to an ‘Unwanted List’ and have the responsible person, e.g. your Director of Football, manage his departure. If you are loaning a player out, you may want to consider whether the player is able to play in matches against your club or play in cup competitions (therefore becoming cup-tied should he return to you), and whether you may want the option to terminate the loan early. Additionally, ensuring that the player is going to play regularly and in a position you wish to see him used in is an advisable approach, and there is plenty of flexibility to ensure you’re suitably compensated financially for allowing someone else to borrow one of your assets.
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  13. Football Manager™ 2019’s interface has been designed to ensure that playing the game is as friendly as possible. The following is a glossary to help explain some of the terms referred to in this manual that are commonplace in the game’s appearance. Let’s begin with a short explanation on the two main control methods. Control Methods Left Clicking: Left clicking is the primary method of navigating around a majority of computer applications and Football Manager™ 2019 is no different. In simple terms, if you see an item of interest, click on it. The game contains a huge number of on-screen items which can be clicked on to reveal more details and information. Clickable items are identifiable in a few ways. All of them will result in the mouse cursor changing into a finger pointing icon. Some will graphically respond inside the game in the form of a hyperlink underlining or a different, darker shade of colour on a button. Click around, read through this section, and familiarise yourself with your surroundings. Right Clicking: Right clicking brings up a Context Menu of ‘Actions’ which can be performed on a game object. It is chiefly a time-saving/power feature, allowing you to perform an action without first having to click on the item. A list will only appear where possible and should right clicking on an item not bring up anything, it’s safe to assume there is no available menu for that item. Actions You can access specific Actions for a game object from the object’s Tab Bar or by right-clicking on the object itself to bring up the ‘Context Menu’. Calendar By clicking on the current date on the Menu Bar, you can view the game Calendar. It shows the current week, indicating the current date and informing you of any pressing concerns or engagements you have in the immediate future. Column Sorting If you find that the secondary sorting on any column in the game has disappeared, you can manually reset them by holding down the Shift key and clicking the desired column(s) in the order of sorting you wish to see. Continue Button The Continue Button is central to Football Manager™. It is the conduit from which the game will progress through time. Once you have finished with all of your business for a given period of time, clicking ‘Continue’ will advance the game. It can change state depending on the game’s context. If you have a message in your Inbox which requires a response, the text label on the button will change to reflect this. Similarly, if you’re in a game with more than one manager, it will indicate the number of managers that need to continue before the game will start processing. Customisable Columns Any table column in the game can be customised as you see fit, in the same style as you can do in many other applications. To customise a view, select ‘Custom’ from the ‘Views’ menu and then select ‘Manage Views’. You can now select an existing view and create a copy of it. Now that you’ve done this, you are free to re-order and re-size the columns on that view as you desire. To resize a column, left-click and hold on the area between two columns and drag it in the desired direction, making it wider or narrower. Release the mouse button to set the size. To re-position a column, click and hold the header and move the mouse to where you wish to move it to, and then let go once again. Filter Many screens in Football Manager™ 2019 give you the ability to set filters which permit you to configure exactly what information you want displayed. Screens which possess this function will have a ‘Filter’ button, usually located towards the top right of the main screen area or a panel. Clicking it will reveal the Filters menu, with a number of options and check boxes. To set a filter, tick and un-tick the boxes until you have what you want to display. You may then hide the Filters menu again by clicking on the ‘Hide Filters’ button. Game Object A game object roughly corresponds to an item in the game database – a person or a team, for example. As a basic rule, a screen will display information about one main game object, although this screen may then hold information about many more objects – take the squad screen as an example. The main game object is the squad, but then multiple game objects – players – are found within. Navigation Bar Whereas the Side Bar is the primary navigation tool for your own club, the Navigation Bar is likewise for the rest of the game (i.e. browsing the game world in general). The Back and Forward buttons navigate between your screen history. If you right-click on the Back or Forward buttons, the Navigation History opens. Its menu options are a list of screens you were previously on and with each option usually structured as “<name of screen>: <name of section> <name of panel>”. Panel A panel is the part of the game’s window that changes for each screen – i.e. the bit that doesn’t contain the menu or title bars or the navigational tools. You will often find multiple sub-panels within a panel. Quick Flicks Located in the title bar, the Quick Flick icons can be used to scroll quickly through the current game object. For example, if you are viewing one of your players, you can scroll back and forth alphabetically through your entire squad using these buttons. Similarly, if you are viewing a team’s squad, using the Quick Flick buttons will scroll through the squads of every team in that league. A tooltip will appear over the Quick Flick button indicating the name of the game object to be displayed if clicked. Screen A screen displays information. Normally a screen will represent a singular game object – a player or a team, for example. Each screen has a title, and one or more sections. It can also have a subtitle, although the current section determines this so it changes when the manager chooses a different section. Side Bar The primary method to navigate all the different areas within your club (or international team) is from the Side Bar. It provides shortcuts to every section related to your club, regardless of what screen/game world entity you're on. That is, if, say, you're on another club's screen, the Side Bar is still for your club (note: to navigate around the different sections/panels for any game world entity that isn't your club, you'll use its screen's Tab Bar instead). In larger resolutions, the bar includes a textual description alongside the icon, whilst in reduced screen modes, just the icon is used. The Interface section of the Game Preferences features an option for you to use just the icon when in larger resolutions, however. Notifications will appear whenever there is an item of business for you to deal with; an unread news item or a transfer offer, for example. If you're managing both a club and international team, the Side Bar has a toggle enabling a fast way to switch the state of the Side Bar to the team that has your immediate focus. Tabs Tabs are used to navigate around the currently viewed screen and perform actions related to it. Every screen’s tab bar consists of a series of panels and menus that contain more panels and actions. Title Bar The title bar is at the top of the window and displays the title of the current screen, as well as other information such as the manager’s name and subtitle. Search Search allows you to initiate a search (changes the state of the Title Bar into text-input state). When you've not inputted any search characters it opens a menu with related links. For example, if you're looking at a team, the related links would include one for the league the team plays in, as well as links to all teams in the same division. On the other hand, when you've typed in one or more characters, the menu will instead become populated with a list of auto-complete suggestions. Tooltips Tooltips are small windows displaying text intended to explain or describe a function available by a mouse click. They can be found in many places throughout the game and should you be unsure as to the intent of any item’s function, simply move the mouse icon over it to see if it has a Tooltip to explain things to you. View Menus Sections and screens can have one or more views which present the same information in different ways. For example, the squad list selection of the team screen allows you to look at a list of players but because there are lots of attributes for each player, it would be impossible to display them all at the same time. The solution is to allow a number of different views to display a certain few of the attributes each. World World is your shortcut to all game world entities. Clicking on the world button in the Navigation Bar opens the World Menu Popup. The popup is divided into numerous tabs and defaults to Browser. This auto-selects the game world entity that you're on, and provides a hierarchy back up to the game's root entity (World). For example, if you’re on your own manager profile, the preceding column will be the list of teams for the league in which your team plays in, preceded by the list of competitions in the country your team plays in etc. The other tabs at the top provide hyperlink access to information and competition panels on a per continent basis. The “Nations” menu, on the other hand, provides hyperlink access to all the different screens associated with the playable nations in your save. In the ‘Bookmarks’ tab, you can create shortcuts to useful screens throughout the game, much as you would for websites in a web browser. What keyboard shortcuts are available? A host of keyboard shortcuts are available by default and they can each be customised to your preference. Visit the ‘Preferences’ -> ‘Shortcuts’ screen for a comprehensive list of these shortcuts. Can I play in windowed mode? Football Manager™ 2019 can be played in a range of resolutions and display modes depending on the device you’re using. The options available to you based on your computer or laptop can be found in the ‘Interface’ section of the ‘Preferences’ screen, and includes any windowed modes suitable for your system.
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