• Football Manager 2017


    17 questions in this category

    1. Welcome to Football Manager™ 2017

      Football Manager™ 2017 is the latest instalment of Sports Interactive’s football management series. We’ve once again strived to continue making the ultimate football simulation and we’re glad you’re a part of that. If you’ve played any of our previous titles, then you may already class yourself as something of an expert – but there’s information in this manual for all levels of user. If you’re new to the series, this manual, in addition to the in-game tutorial and advisor systems, aims to fully acquaint you with every aspect of Football Manager™ 2017. Should you have a question which isn’t covered somehow by these methods, or indeed if you have something you wish to share with the team, head to our thriving community at http://community.sigames.com and you’ll find plenty of people from Sports Interactive and the Football Manager™ world to discuss things with. You can also find out what’s new in Football Manager™ 2017 on our community forums and our range of Social Media feeds. You can find us on Twitter, Instagram, Snapchat and Facebook @footballmanager with hundreds of new features covered for you to explore before diving into your first saved game. Installation System Requirements
      The System Requirements necessary to run Football Manager™ 2017 are as follows:   Processor Graphics Memory Windows 7, 8, 8.1, 10 (64- or 32-bit) Intel Pentium 4 Intel Core AMD Athlon 2.2GHz+ NVIDIA  GeForce 8600M GT AMD/ATI Mobility Radeon HD 2400 Intel GMA X3100 256MB VRAM Direct X 9.0c compliant 2GB RAM 3GB HDD Mac OS X 10.7.5, 10.8.5, 10.9.5, 10.10.5, 10.11.6, 10.12 (64-bit) Intel Core 2 – 1.8GHz+ NVIDIA GeForce 8600M GT AMD/ATI Mobility Radeon HD 2400 Intel GMA X3100 256MB VRAM Direct X 9.0c compliant OpenGL 2.1 compliant 2GB RAM 3GB HDD SteamOS, Ubuntu 12.04 LTS Linux (64-bit) Intel Pentium 4 Intel Core AMD Athlon 2.2GHz+ NVIDIA GeForce 8600M GT AMD/ATI Mobility Radeon HD 2400 Intel HD 3000/4000 256MB VRAM OpenGL 2.1 compliant 2GB RAM 3GB HDD Earlier cards or laptop chipsets may only display 2D Match Viewer Mode and are not supported. On Windows these may require the DirectX 9.0c SDK installed. Laptop versions of these chipsets may work but are not supported. Input – Keyboard & Mouse. Online play requires broadband connection. Note: The game’s performance and/or graphical quality may differ according to your computer’s hardware and/or video card. Computers with high-performance hardware will provide the best game performance. Installing Football Manager™ 2017 Via Steam If you have purchased the game via Steam, follow the on-screen commands after purchasing and licensing the game. Once installed, click on ‘Play’ to launch. Via Physical Media Windows/Mac OS X
      Insert the Football Manager™ 2017 disc into your optical drive and wait for the installation process to begin. From here, follow the simple on-screen steps to install the game. You will be required to enter a licence key, which can be found on the back of the printed manual. If you have purchased digitally via a third party, they will be responsible for the delivery of your activation code. Linux
      Open a web browser to http://store.steampowered.com/ and click the ‘Install Steam’ link. Once installed, run Steam and select Games-Activate a Product on Steam, then enter the licence key supplied. Football Manager™ 2017 requires Steam for PC, Mac and Linux. Steam is an online system that will automatically update your game if there are patches or data updates available, and also provides exclusive downloads and “achievements” for Football Manager™ 2017 to track how you are doing in the game compared to your friends. You can also play the game on any computer that has an internet connection without needing the DVD. Important Information Regarding Steam’s Offline Mode
      Football Manager™ 2017 will need Internet access for its activation process because Steam is a network-based platform. FM2017 customers that do not want Steam to connect to the Internet can launch the Steam client in ‘Offline Mode’ after installation. Internet access after installation of the game will only be needed to apply game patches or Steam updates, play online games or use any of the uploading features included in FM2017. To set Steam to Offline Mode, please follow these instructions: 1)    Start Steam whilst being connected to the Internet. Make sure that the “Remember my password” box on the login window is checked.
      2)    Verify that all game files are completely updated and that there are no current downloads on Steam (‘’Library’ -> ‘Downloads’).
      3)    Launch the game(s) you would like to play offline to verify that there are no further updates to download. Shut the game(s) down and return to Steam once you have confirmed that the game(s) can be played.
      4)    Go to ‘Steam’ -> ‘Settings’ and ensure that the “Don’t save account credentials on this computer’ option is NOT selected.
      5)    Click on the top left ‘Steam’ menu and select ‘Go Offline’.
      6)    Select ‘Restart in Offline Mode’. This will restart the Steam client and it will no longer connect to the Internet when it is launched. If you would like to reconnect Steam to the Internet in the future to download game updates, activate new products or play multiplayer modes on your games, please select ‘Go Online’ from the top left ‘Steam’ menu.
    2. Getting Started

      Launching the Game
      To launch Football Manager™ 2017, double click the shortcut icon on your desktop or click ‘Play’ from within Steam. The Start Screen
      When the game has loaded, you will be presented with the Start Screen. The table below describes what the various options available to you on this screen do. Action Description Load your most recent saved game     The first option you’ll see on the screen is to pick up where you left off by loading your most recently-played saved game. You’ll see how long ago you last played it as well as the saved game name itself and details of any managers in it. Load Game Select a different saved game to load up. Join Online Game Join an Online Game.   Action Description Career Begins the process of starting a brand new game of Football Manager™ 2017. Fantasy Draft All players are released into one giant pool, allowing you and your friends to select them one at a time in a draft format. Pick your best team and go head to head with others to see who can put together the most formidable squad! Online Career Start a new saved game and host it online, inviting your friends or other participants to join in. Create-a-Club Begins the process of starting the Create-a-Club mode, which allows the user to create their own personal unique club to manage and tailor, from kit colours and stadium details to the specifics of their playing squad.   Action Description Preferences Configure your game Preferences. Please refer to the following section for greater detail on each of the preference options. View Match Load up a saved .pkm match file and re-watch some of your greatest moments! Online Game Preferences Configure your Online Game Preferences. Please refer to the following section for greater detail on each of the preference options. Credits The people responsible for making Football Manager™ 2017. Manual Clicking on the ‘Manual’ button will load the Football Manager™ manual. Leaderboards Check out the Football Manager™ 2017 Leaderboards and see how you fare against the best around the world. Quit Exit Football Manager™ 2017 and return to your desktop.   Downloads Access the Steam Workshop to download and purchase additional content. Game Preferences
      The following options are all found on the Preferences screens and allow you to configure how Football Manager™ 2017 acts and behaves. An asterisk next to an option indicates that this is a Tick Box option with two possible behaviour types (effectively on and off, or enabling and disabling). OVERVIEW              A general overview of the most important preferences. You can configure each of these areas in greater detail from the appropriate sub-tab within the Preferences section, or by clicking on the ‘More <Preference Type>’ option within each sub-panel on the overview screen.         GENERAL     Language Select which language you wish to play in. Currency Select which currency you wish all monetary values to be displayed in. All major currencies are represented in the game with appropriate exchange rates taken close to the release of the game. Wages Display wages in-game in either a weekly, monthly, or yearly format. Skin Select which skin you wish to play FM17 in. The Football Manager skin is the default game skin but you can also download skins created by community members and others as well. Window Mode and Resolution This list presents every possible resolution and display your PC is able to run Football Manager™ at. Size of Text & Images Select the size at which text and images are displayed. From the default, you may zoom in or out at various ratios depending on the specifications of your PC.         MATCH     This PC’s 3D Graphics Capability This rates, out of a maximum of five stars, how good your current system is at running the 3D match display.    View Matches in 3D This setting configures whether or not you run matches in 3D. By disabling it, the game will not attempt to load the 3D display and will run in alternative fashions.    Use sound in match Turn sounds on and off here through ticking and un-ticking this check box. You can also configure the volume of sounds in-game on a sliding scale from 0-10 (loudest). Use the ‘Test’ button to try out your settings. Graphics Quality Set the level of 3D graphical detail you see on matchdays. Choose from Very High down to Very Low detail. Highlight Mode Configure the saturation level of highlights you wish to see during matches. ‘Full Match’ will show you absolutely everything that happens; whilst ‘Comprehensive’ will show a large portion of affairs. ‘Extended’ covers a healthy chunk of proceedings, ‘Key’ shows you the notable incidents, and ‘Only Commentary’ will play the match out simply with textual descriptions.     SAVING      Enable Data Collection If you wish to allow Sports Interactive to collect certain data to help us develop our games, and use the information to help us make decisions in a more informed manner, tick this box.    Use Auto Saves Configure whether you would like to enable automatic games saves or not. Auto Save Interval (Every) Select the regularity with which you wish the game to automatically save. Auto Save Type Choose whether you wish to have the game save repeatedly over one single file or for it to create a series of rolling files from as few as 3 to as many as your hard drive can store.    Use auto save type when saving manually If you wish to use the auto save type settings when saving the game manually, tick this box. For example, if you have chosen ‘new file for every auto save’, it will create a new saved game file every time you save manually.     SOCIAL NETWORKS   Login/Logout of Twitch/Twitter/Facebook/YouTube Sign into or logout from your Twitch, Twitter, Facebook and Youtube accounts.     YOUTUBE UPLOADS (When signed into YouTube) Resolution to Upload Match videos in Select your desired resolution for saving YouTube content from Football Manager™. Please note that saving higher resolution videos will take up more hard disk space.    Save a copy of uploaded videos in the location of your game files If you wish to retain a local copy of all uploaded YouTube content, tick this box.     INTERFACE       GENERAL   Window Mode and Resolution This list presents every possible resolution and display your PC is able to run Football Manager™ at. Size Of Text & Images Select the size at which text and images are displayed. From the default, you may zoom in or out at various ratios depending on the specifications of your PC. Rendering Mode Choose whether the game’s graphics are rendered using GPU assistance or through software. Software rendering is only recommended for computers with weak graphical capabilities and will result in some match animations being disabled.    Use kinetic scrolling Enable or disable kinetic scrolling. If enabled, you will then be able to configure the speed at which the scrolling occurs. Confirmation Dialogs If you wish to reset any dialog messages you have disabled during the course of playing the game, click this button.    Show In-Game Editor in the Menu Bar If you have purchased the In-Game Editor, ticking this option will ensure it is displayed in the Menu Bar, whilst unticking it will remove it.    Display icon after items you’ve created a note for If you’ve created a note on a game object and would like a small visual indicator of having done this wherever the object appears throughout the game, tick this option.    Tooltip speed Drag the slider to configure how quickly a tooltip will display upon hovering the mouse cursor over a game object or link.    Sidebar icons only If you want the Sidebar to only display graphical icons rather than textual descriptions, this option should be ticked. Please note that in reduced resolution modes, this will occur regardless of your selected preference.     PROCESSING   Continue Game Timeout Choose the period of time before the game will automatically continue during network and hot-seat play.    Have fewer stops in play by increasing the duration of each processing break. Tick this option if you would rather a quicker gameplay experience when multiple users are involved; it will result in longer processing spells whilst progressing through game time much more quickly.     APPEARANCE   Skin Select which skin you wish to play FM17 in. The FM2017 skin is the default game skin and also download skins created by community members and others as well. Clear Cache Click this button to clear Football Manager™ 2017’s graphical cache and restore content to the default options.    Use caching to decrease page loading times By default, the game ‘caches’ all the skin data into one single file. Doing this allows the game to load the graphical data much quicker. However, this prevents the game from scanning for new graphical data and will instead simply load what it has cached. Therefore, if you wish to see any graphical changes or additions you have made to FM17, uncheck this box and reload the skin.    Reload skin when confirming changes in Preferences If this box is checked, when the user clicks ‘Confirm’ on the Preferences screen, the skin will reload. This is useful for ensuring new graphics are incorporated into the skin as well as being an option for users creating skins to save having to exit the game and reload it to view their changes.    Show screen IDs in Title Bar to assist skinning If checked, this will display every Unique ID for all items in the game. For example, on a Player Profile it will override the team/nation/position display below his name whilst this option is checked.     PLAYER SCREEN   Landing Page Configure whether you wish to be presented with the player’s Profile screen or his Attributes screen when clicking his name.    Show pictures of players (and staff) who have been generated by the game. Configure whether you wish to see pictures for generated players and staff within the game.    Display natural position only Tick this to ensure that only a player’s natural position is displayed alongside his name in the Title Bar, and not all of the other possible positions in which he can also play.    Display attributes as bar chart instead of 1-20 If you would prefer a graphical representation of a player’s attributes rather than a numeric value, tick this option.    Leave Player (or Staff) screen when you click ‘Back’ This option configures the behaviour of the ‘Back’ button when viewing player profiles. If enabled, it will take you to the last screen you visited before viewing the player’s profile. If disabled, it will simply cycle through every tab and sub-tab you’ve viewed on the player before returning to the previously visited screen.     TEAM SCREEN   Landing Page Configure whether you wish to be presented with the team’s Profile screen or their squad when clicking on their name. Display players’ attributes popup on Choose how to open a player’s attributes popup, which is accessible via the ‘i’ icon to the left of their name. Choose between a hover and a click.    Use players’ shirt name on tactics pitch Tick this box to use the name displayed on a player’s shirt rather than his actual surname on the tactics pitch (where available).     COMPETITION SCREEN   Landing Page Configure whether you wish to be presented with the competition’s profile screen or the league table (stage) when clicking on it.     MANAGER SCREEN      Highlight hyperlinks in inbox messages If checked, this will add a subtle underline highlight to all hyperlinks within news items for game objects such as players and teams.     SCREEN FLOW      Visit News Screen Automatically Keep this option enabled if you would like to automatically be taken to the News Screen upon continuing the game.     SCREEN FLOW Screen Flow allows you to configure a series of screens to display at determined intervals during the course of your game. For example, you can ask the game to show you the ‘English Sky Bet Championship Table’ ‘Every Week’ ‘During Competition’ and have it stop the game from processing during the ‘Morning’, by adding an entry with each of those settings. It is designed to aid immersion in your own personal game world and keep you abreast of what’s going on outside of your immediate league. Please note Screen Flow only appears when a saved game is loaded and the options are configurable on a per saved game basis.   SKIN COLOURS Changing these will override the default settings in whichever skin you currently have loaded. Choose a new colour by clicking on the coloured box, or if you wish to use the ‘advanced settings’ mode (by clicking the tick box on the same screen), enter the exact desired colour values.     MATCH   3D   This PC’s 3D Graphics Capability This rates, out of a maximum of five stars, how good your current system is at running the 3D match display.    View Matches in 3D This setting configures whether or not you run matches in 3D. By disabling it, the game will not attempt to load the 3D display and will run in alternative fashions. Graphics Quality Set the level of 3D graphical detail you see on match days. Choose from Very High, High, Medium, Low or Very Low detail. Frame Rate Configure the frame rate at which the 3D display runs. Render Quality Choose how good the rendering level is; a higher setting results in significant visual improvements. Mesh Details Choose how detailed the 3D models are. Shadow Quality Choose the quality of shadows in the 3D match. Texture Quality Choose the quality of object textures in the 3D match. Anti-Aliasing Choose the anti-aliasing level to use in the 3D match; a higher setting results in smoother edges and greater clarity. Crowd Quality Choose the quality at which crowds are displayed in the 3D match. Show…      Sky Will display the sky in the background of stadiums in the 3D match display.    Weather Effects Will enable visual variations in weather in the 3D match display.    Scenery Will display scenes outside of the stadium in the 3D match display.    Stadium Will display stadiums in the 3D match display.    Crowd and seats Will display crowds in the 3D match display.    Show name of player(s) with/around ball Will display the name of players in the 3D match display.    All player names Will display all player names in the 3D display rather than just those in/near possession.     IN-MATCH      Use sound in match Turn sounds on and off here through ticking and un-ticking this check box. You can also configure the volume of sounds in-game on a sliding scale from 0-10 (loudest). Use the ‘Test’ button to try out your settings.    Show information popup between match highlights Tick to show the match’s information popup when there is no highlight being played.    Auto-hide action bar Choose the way you want the match action bar to be displayed when in maximised mode.    Show match time as 0-45 minutes for each half Tick if you want to show the match time starting from zero for each half of the match.    Clicking an advertising hoarding takes you to its owner’s website If this option is enabled, advertising hoardings surrounding the pitch will be clickable, and assuming the user is connected to the internet, a webpage will load in their designated internet browser. If the user is not connected to the internet, the page will not load.    Use flashing commentary when goal is scored If enabled, when a goal is scored during a match, the text commentary bar will flash alternating team colours. To turn this off, leave the box un-ticked.    Use plain colours for commentary text Tick this option to use simple black and white colours for use in text commentary rather than the colours of the respective teams involved in any given match.    Show player condition during match Tick this option to have a visual indication of a player’s condition attached to them when watching the match in 3D.    Show pre-match introduction Tick this option to show the players emerging onto the pitch before kick-off.     HIGHLIGHTS       LIVE   Default View Choose the default screen to view during matches. Highlight Mode Configure the saturation level of highlights you wish to see during matches. ‘Full Match’ will show you absolutely everything that happens; whilst ‘Comprehensive’ will show a large portion of affairs. ‘Extended’ covers a healthy chunk of proceedings, ‘Key’ shows you the notable incidents, and ‘Only Commentary’ will play the match out simply with textual descriptions. Camera Choose the camera in use by default during match action. Style When using Director mode, choose the primary camera to use. Match Speed During Highlights Toggle the speed at which the match action is displayed when highlights are playing. Match Speed Between Highlights Toggle the speed at which the match clock moves when there is no highlight to be shown.     REPLAYS   Show replays for Choose the saturation level of replays. They can be shown for Goals, Goal Action, all Highlights, or not at all (None). Camera Choose the camera to be used during replays. Speed Choose the speed at which replays are played.     PROCESSING   Match scheduling options This is another series of options which is mainly used for online play. If you want all participants to play their fixtures on the same scheduled day, for example, enable that option. This can also be used in offline mode.    Skip match preview in build-up to match If you wish to approach a match using the stage-by-stage ‘Match Day Experience’, ensure this is un-ticked. If you wish to just be taken to the match upon pressing ‘Go to Match’, enable it. Speed to Process Other Teams’ Matches Depending on the capabilities of your processor you may wish to have FM17 process matches from elsewhere in your football world in different ways. A more capable PC may like to have a more responsive option where these matches are processed whilst the user carries out whatever business they wish to. A less capable PC may however need these fixtures to be processed faster, which in turn is less responsive and cannot at times be interrupted. Check the available options and see which works best for you. When viewing matches from the Start Screen If you use the ‘View Match’ option from the Start Screen, this option allows you to configure whether you begin by viewing the final score and match stats or simply start from kickoff. Match Storage Space/MB Configure how much hard disk space you wish to commit to match storage. Allocating more storage will allow you to look back on details of full matches from further back in your saved game.   FORMATS   GENERAL   Language Select which language you wish to play in. Currency Select which currency you wish all monetary values to be displayed in. All major currencies are represented in the game with appropriate exchange rates taken close to the release of the game. Wages Display wages in-game in either a weekly, monthly, or yearly format. Temperature Display match day temperature values in Celsius (°C), Fahrenheit (°F), or Kelvin (K). Height Display Height measurements in centimetres (cm), metres (m), or feet (ft) Weight Display Weight values in kilograms (kg), pounds (lbs), or stone (st). Short/Long Distance Display short distance measurements in the match display in either metres (m) or yards (yd), and in kilometres or miles for long distances in news items. Match Odds Display pre-match odds in either fractional (15/1) or decimal (16.00) form.     DATE   Format Select which format you wish dates to be displayed. There are three options; the European standard dd/mm/yyyy; the North American standard mm/dd/yyyy; or the alternative choice of yyyy/mm/dd. Separator Select the format of your date separator; choose from a dot, slash or dash.     FINANCES   Positive Choose how you wish your currency of choice to be displayed when values are positive. Negative Choose how you wish your currency of choice to be displayed when values are negative.     NUMERIC   Decimal Symbol Choose whether to use a dot or a comma as your decimal symbol. Digit Grouping System Choose whether to use a decimal, comma or a space as your digit grouping system.   SHORTCUTS   Football Manager™ 2017 supports a large number of keyboard shortcuts. The Shortcuts screen is where you can configure exactly which screens you want a shortcut to and the keys you wish to link with it.   EXTRA FILES   This screen is where you will be able to enable/disable additional data files, such as the existing alliteration news types and board takeover files. Should you create or download such data files, they will need to be activated here through checking the tick box.   ONLINE PREFERENCES       GENERAL      Allow anyone to join your game Tick this box to run your computer as a server and allow others to join your online game freely and without prior permission being required, unless you choose to use a password. Server Name Enter the name of your server to make it identifiable to anyone you wish to join your game. Server Password Set a password for your game if you wish it to be private. Banned Users Details of any banned users will be stored here.     GAMEPLAY      Disable control of friendly matches If ticked, all users will be prevented from controlling friendly matches and their assistant managers will be left in charge.    Disable following other humans If ticked, users will not be able to follow fellow human teams for news and social content so as to prevent them from ‘spying’ on activity in order to potentially gain an advantage.    Disable importing of tactics and shortlists If ticked, all users will be prevented from importing custom tactics and shortlists.     MATCHES   Highlight Modes Allowed Determine which highlight modes are permitted in your online game. Replay Modes Allowed Determine which replay modes are permitted in your online game. Slowest Highlight Speed Allowed Determine the slowest highlight speed permitted in your online game. Slowest Replay Speed Allowed Determine the slowest replay speed permitted in your online game.     PROCESSING      Allow the game to continue automatically in the conditions specifiedHave fewer stops in play by increasing the duration of each processing break Tick this to enable ‘Force Continue’ commands. In a range of game circumstances and situations, you are able to configure exactly when the game will automatically continue. This may be after a determinate amount of time, or when a percentage of clients have requested something to occur.To allow for fewer processing breaks during online play, ticking this will extend a single period longer, so as to allow for greater time playing the game.    Allow the game to continue automatically in the conditions specified In a range of game circumstances and situations, you are able to configure exactly when the game will automatically continue. This may be after a determinate amount of time, or when a percentage of clients have requested something to occur.     Create Your Football Manager The very first thing you’ll do upon booting Football Manager™ 2017 is create your managerial profile. The following options are available on the first screen concerning your biographical details. Click on the sub-option text below entering your name to open up the more advanced details pop-up menus (detailed in italics in this table). PERSONAL DETAILS DESCRIPTION Name Enter your name in the fields provided, most typically First Name followed by Surname Address me as… Select the manner in which you wish to be addressed. Certain countries have particular naming conventions which can be chosen from this option. Password If you wish to protect your actions as manager under the safeguard of a password, enter and verify it in the space provided. As with all passwords, ensure that it is secure and one you can remember, as there is no recovery system in place from Sports Interactive or SEGA. Nationalities Select your primary and (if applicable) second nationalities. Place of Birth Select the place in which you were born. Languages Spoken Select the languages you speak. Favourite Team Select your favourite team – this can influence some events in the game which interact with the chosen club and its players/staff. Other Favourite Teams Select up to three additional favourite teams. Favourite Formation Select your preferred tactical formation. Preferred Second Formation Select a host of preferred alternative formations, including those for attacking and defensive scenarios. Responsibilities Tailor the club responsibilities you wish to be in control of and the level of delegation, if any, you wish to accommodate to your backroom staff. This can be changed at any time from the Staff Responsibilities section on the ‘Staff’ menu from the sidebar in-game. Social Networks Log into your Twitch, Twitter, YouTube and Facebook accounts to link them up with Football Manager™ and send your friends updates on your progress. The next stage is to tailor your physical appearance. Begin by setting your chosen gender, date of birth, height and weight before moving on to configuring the finer details of your person. The ‘Face’ section allows you to create a custom 3D face model based on an uploaded photograph. Click the button to begin this process; select a photo – the higher the quality the better the end result – and then adjust the dots on the PhotoFit to align with your own facial features before clicking on ‘Generate 3D model’ to watch it take effect on your managerial avatar. Alternatively, you can opt for the manual approach and use the in-game settings to build your own facial features. Having completed this stage, you can then move on to customising skin and eye colours, hair (and facial hair) colour and style, plus clothing and attire. Once you’re done, that managerial profile will be available to you every time you start a new game (if you create multiple profiles you will be given the option to select the one you wish to use). It’s time to start a new game! Create a New Game Having clicked the ‘Career’ option, the initial database will load. This should typically only take a few seconds on most computers. Once it’s loaded, you will initially be presented with a list of teams to manage from the top division in the default nation for your locale, although you can change each of these from the appropriate drop-down menus (or by using the ‘Search team’ function. The database can also be changed from the top-right area of the screen should you have more than one database downloaded or installed. From here it’s as easy as picking a team and clicking on ‘Quick Start’ to get the ball rolling but, should you want to customise things further, you can click on ‘Advanced Setup’. This screen will allow you to Add and Remove leagues (by clicking the Add/Remove Leagues button), set their detail levels, refine the number of players loaded into the saved game and choose your preferred Game Start Date. This screen has a number of elements which should be given some consideration before beginning your saved game. This table describes some of them. Item Description Nations Football Manager™ 2017 features leagues from 51 different countries around the entire footballing world. Select the nations you wish to load into your saved game by checking the appropriate boxes. Do however remember that the more leagues included in a saved game, the slower the save will run. Depending on the abilities of your computer, it may be wise to restrict the number of nations you are running. Active Nations and Leagues Once a nation has been added, it will appear in the main screen area. Alongside it will be a dropdown box listing all the available playable leagues in that country. The league selected and displayed in this box will be the lowest league you will be able to manage in once the game has been created. However, by using the Add/Remove League(s) feature, this may be changed throughout the saved game. Detail Level Some Football Manager™ users like to have a larger game world. The Mode selection option allows them to do this without necessarily straining their computer as much. By setting a nation to ‘View-Only’ the leagues from that country will be loaded into your saved game but you will not be able to manage there or interact with it on the same full level as a ‘Playable’ country. However, it will be present and will generate scores as if it were a standard playable league, and you can ‘upgrade’ it to fully playable by using the Add/Remove Leagues feature. Reason for Recommendation The game will automatically recommend certain combinations of leagues and divisions for inclusion in your game based on your initial choices. This is where you’ll find that reasoning. Game Start Date If the user has selected a number of nations to load into their saved game, the opportunity to start on a number of various dates becomes available. This lends itself to starting saved games at unfamiliar moments. For example, loading England and Brazil into a save will allow the user to start managing in England in December - the traditional start of season in Brazil but right in the heart of the English season. Some start dates will allow the user a longer pre-season than the standard for the country they wish to play in, some will shorten it. Of course, it can just be left to the default option if the user so wishes. Approximate Player Count/Database Size In a similar manner to the loading of numerous leagues and nations into a save, the size of the database loaded into a save determines to some extent the level of realism the user will experience in their saved game. Naturally, a larger database will include more players and teams from the football world, whereas a smaller one will include what are considered the core and most important items. More capable PCs will be able to handle larger databases, but less capable ones may want to consider using a smaller option.     Depending on the size of database you’ve chosen to load, you will see a different number of players loaded into the saved game. For example, a small database might load 5000 players worldwide into the saved game.     You also have the option to set up a custom ‘Advanced’ Database. Selecting the option presents a filter dialog which you can then select preferences from when constructing your database. For example, you may wish to load in every player from England, and every player of French nationality regardless of the nation they are based in. This method allows you to be very flexible and specific when setting up your saved game. Estimated Game Speed The estimated game speed based on your league and database configuration. Graded on a five-star scale, five stars will indicate a very fast game speed.   Advanced Options Description    Use Fake Players and Staff This tick box does pretty much exactly what it suggests. Ticking it will generate a whole world of ‘fake’ players and staff instead of using the usual and familiar names and faces.    Do not use Real Fixtures Tick this box to prevent the use of real life fixtures in for nations and leagues which have them set. A fictional schedule will instead be created.    Do not Add Key Staff Leave this option un-ticked if you want the game to add key backroom staff (such as Assistant Managers) to teams which do not have them.    Add Players to Playable Teams If certain playable teams are unable to fulfil particular squad requirements at the start of a new saved game, ticking this box will ensure that their playing squad will be filled out with sufficient personnel.    Disable First Window Transfer Budgets Football Manager™ typically starts a new game in pre-season preceding the current season in the real world . Therefore the database reflects this in squad lists and team transfer budgets. By disallowing transfer budgets in the first transfer window, the saved game will reflect the real world more accurately than if the save allows teams to spend money it didn’t spend in real life. Simply put, this is another option to add to the realism of your saved game.    Disable Attribute Masking Attribute masking is a concept where certain attributes (or in some cases all) are not visible to the human manager because Football Manager™ assumes a manager of your experience and age will not necessarily know everything about every player in the world. These attributes can be revealed through scouting or interaction with the player – he may be an opponent on a team you’ve just faced. If you wish to simply display all information and attributes from the off, tick this option.    Prevent teams which already have managers from being controlled Tick this option if you want to restrict managerial options to those clubs which do not currently have a manager employed.    Prevent use of the In-Game Editor If you wish to completely prevent the In-Game Editor from being used in a particular saved game, ensure this option is ticked when creating it. Editor Data Files
      If you have created or edited any nations, leagues or competitions in the Data Editor and have saved them into the Editor Data folder, they will appear here for your selection and inclusion in game. Each creation will have a tick box which, if selected, will include the desired choice in your game. Please note though, that if you include files which, for whatever reason may conflict (if for example they have come from different people), you may not be able to include them in your game without first resolving the issues. The issue(s) can be identified by holding the mouse cursor over the exclamation mark which indicates that there is an error. When the game has finished loading, you will be prompted to complete your managerial profile and add a user to the game. Choose Managerial Style The final stage of setting up your managerial profile is to decide exactly what type of manager you’ll be. You have two traditional options: a Tracksuit Manager or a Tactical Manager, and an allocation of points to use on a particular set of attributes. These points can be heavily biased into one particular style by using the ‘Style Focus’ slider in the middle of the screen and from there you can begin to build your own managerial profile by moving those points around to the attributes you desire most. A small number of managerial ‘templates’ are also available for you to guide you in the general direction of the type of manager you’d like to be, with the option of further refinement through the adjusting of points still available to you thereafter. Managers with a higher level of prior playing experience will be allocated more points, as will those with higher qualifications in terms of Coaching Badges. If you’re unsure what to select, the ‘Suggest Badge/experience based on’ option will set an appropriate option for the club you’ve chosen to manage and the level at which they’re currently playing. Once you’re happy with everything, click ‘Confirm’ and begin your career!
    3. The User Interface

      Football Manager™ 2017’s interface has been designed to ensure that playing the game is as user 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™ 2017 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 user device, 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. User Interface Glossary 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 user, it will indicate the number of users that need to continue before the game will start processing. Customisable Table 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™ 2017 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 ‘Show Filters’ 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. Help
      The Help system can be brought up on a number of screens by clicking on the question mark button (“?”) found towards the top right of the main screen area. Wherever this is enabled it will pop up a series of icons which when clicked (or if the mouse cursor is moved over them) will present information bubbles explaining what that particular screen element does and how to get the most out of it. 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 user 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. Sliders
      Football Manager™ 2017 includes a selection of sliders. A slider control lets the user select from a range of values by moving a bar from left to right and back, very similar to a volume control. To move a slider, simply left click and hold, move left or right, and then release. Subtitle
      The subtitle is a piece of text shown in a slightly smaller font adjacent to the main title for a screen. The subtitle can be used to show some supplementary details about the screen’s game object. Tab Bar
      The Tab Bar is used to navigate around the currently viewed screen and perform actions related to it. The FM17 skin merges FM14's Tab and Action Bars into a single Tab Bar. Every screen’s tab bar consists of a series of panels and menus that contain more panels and actions. Title
      The title is a piece of text intended to indicate the purpose of the screen. The title will generally be displayed in a larger font in a prominent place on the screen – most typically in the title bar. 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 user’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. It 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. You can read more about the World menu by clicking here.
    4. The FM Menu

      The FM Menu is what more experienced users of the game will remember as the ‘Options’ menu. Save Game (As)
      The Save Game and Save Game As options do as they suggest. Saving your game is fairly important; as it’s extremely unlikely you’ll be playing it unsaved forever. 'Save Game’ simply saves the current game over the previous iteration, whereas Save Game As allows you to choose any file to overwrite or indeed, save the game as a brand new file. There are additional Save options in the game Preferences. For more information on those, please click here. Load Game
      The Load Game option allows you to load an existing saved game from inside the main Football Manager™ 2017 application. If you do this whilst playing another saved game you will lose all unsaved progress. Quit to Start Screen
      This option allows you to return to the Start Screen from within the main Football Manager™ 2017 application. If you do this, you may be prompted to save the game first so as to not lose your unsaved progress. Quit Game and Exit
      Exits Football Manager™ 2017 and returns you to your desktop. New Career Game…
      Begins the process of starting a new game of Football Manager™2017. New Online Game…
      Begins the process of starting a new online game of Football Manager™2017. Preferences
      Configure your game preferences here. For more detail on the options found within, please click here. Add New Manager
      This option allows you to add a New User to the saved game. For more detail on this process please click here. Change User
      If you are playing a hot seat game, you can change the active user from this section. If there is only one human manager active in the saved game this option will not be present. Add/Remove Leagues
      You are not restricted to playing in the leagues added upon starting a new game. From this screen you are able to add and/or remove leagues to the saved game at any point, but a league which has been added will only become active when the new season begins in that country. To remove a league or nation, simply click on the ‘-‘ icon next to its name. Detail Level
      The Detail Level screen allows the user to configure their saved game even further in order to optimise performance as much as possible. The screen contains all competitions loaded into the save and allows the user to specify which matches are processed in full detail and which will use the quick match engine and when. They can be set from various stages of competition – for example just the later stages can be set to generate in their entirety whilst the remainder of the competition is handled by the quick match engine, which is used as standard for competitions not loaded into your saved game. The option to generate the entire competition fully is available (All), as is the option to generate the entire competition with just the quick match engine (None). Leaderboards
      The Leaderboards allow you to compare your progress and success with other users through the Steam network. The system is similar to the Hall of Fame approach used in previous generations of the game, where points are accumulated based on different levels of success. The better your team(s) perform, the more points you rack up and the higher you place on the Leaderboards. There are also Leaderboards for specific FM Touch Challenge modes. Hall of Fame
      The Hall of Fame is the home of legends. The very best managers of all time are detailed by their successes in the footballing world. The HoF has sections for domestic success, continental success, and ultimately world-wide acclaim as well as by nationality. Will you be successful enough in your career to earn a place amongst the greats? Manual
      A link to the Football Manager™ 2017 manual. Print Screen
      If you would like to print the textual contents of a particular screen, navigate to the desired choice, then select this option. You will have the option of sending the data directly to a printer, or saving it in either a web page or a word document format. Game Status
      The Game Status screen displays the basic information about your saved game. It includes details of the total game time, game version, when the game was last saved, and all users who are part of the game. Credits
      These are the people responsible for bringing Football Manager™ 2017 to you. A full list of credits can also be found at the end of this manual. This section also features a number of FM Community Website Affiliates and other assorted fansites. About Football Manager
      A simple dialog box informing you of the details of the version of Football Manager™ 2017 you are currently playing. Downloads
      The Football Manager™ Downloads section is home to additional content to enrich your gameplay experience even further, including unlockables, third-party content through the Steam Workshop, and an In-Game Editor.
    5. The Sidebar

      The Manager Menu, located on the Sidebar, will largely be the main point of reference as your career develops in Football Manager™ 2017. The Menu contains the majority of the key items you’ll need to regularly address. The options are discussed in great detail throughout this section. The menu can always be found on the left hand side of the screen and although it can change colour/context depending on the game object being viewed (particularly the case when viewing other teams), it remains your central hub for day-to-day management and activity. Home
      The Home screen provides a quick look at the important things going on with your team at the current time. Concise and necessary information on your team, players, fixtures and finances is presented on this screen and updated whenever you visit, providing a general overview of your current situation. Many of the panels are also customisable, allowing you to change the information you see. My Profile
      As a manager, you have a profile in the same way as all players and staff have a profile. Your managerial attributes and tendencies are displayed on the ‘Profile’ panel from the ‘My Profile’ tab. The ‘Information’ section details your personal biographical information. Over the course of a career, a manager can accomplish many things. The ‘Achievements’ section details all of these, as well as a history of the career path taken. Start a Coaching Course
      Should you want to improve your managerial and coaching attributes, you can request that the board sanction you to go on a coaching course by clicking the appropriate option. During the time spent on it your overall effectiveness as a part of the training programme will be reduced. Retire
      You may have had enough of the football world and wish to remove yourself from it altogether. Retiring will remove you from your current job (if employed) and from the game world completely. Go on Holiday
      If you would like to leave your team in the capable (or otherwise) hands of your Assistant Manager for a period of time whilst you take care of other business away from Football Manager™ 2017 you can ‘Go on Holiday’. The pop-up for this option allows you to ‘tell’ your Assistant Manager what he can and cannot do in your absence, and you also set a return date, which will stop Football Manager™ processing and allow you to resume control of your team. My Contract
      When you begin a new game in charge of a club for the first time you are given a standard one-year contract with the team. If you impress suitably in that period, you will be offered a new contract with terms you can negotiate as you see fit. There may come a time when you’ve had enough of your job and want out. If this is the case and you want to tender your resignation, you need to click on ‘Resign’ from the ‘My Contract’ menu and confirm your decision. You will immediately become unemployed and may begin looking for another job, or indeed take up an offer if you’ve resigned for that reason initially. Contract Negotiations
      As a part of your contract negotiations as a manager, you are able to attempt to impart your philosophies and strategies upon your board. Similarly, they may require you to attempt to implement a certain style or directive upon the club during your spell in charge, and will judge you on it accordingly. From playing style to financial management to targeting particular players in the transfer market, these negotiations make up a healthy chunk of your discussions with your employers. If you’re taking over a new club, you’ll have little option but to agree to their demands, but once you’ve garnered something of a reputation, you can ask the board to look at things from your perspective. Each philosophical agreement will have its own section within the ‘Board Confidence’ screen, so you’re always kept abreast of how your attempt at working towards success is going. When things aren’t going so well on the pitch, attempting to adhere to your promises may keep you in a job. If your team is succeeding and you’re keeping your end of the philosophical bargain, the board will become even more flexible towards you in the years to come. Promises
      Throughout the course of your career you will find yourself making a number of promises to both your players and to the board regarding your intentions of handling things. This screen offers an at-a-glance look at how things are progressing on each and every one, including those added as part of contract negotiations. My History The ‘History’ section keeps a record of your key information and achievements throughout your career whilst also covering your managerial movements and activity in both conversations and in press conferences, as outlined below: Conversations, Media and Interaction with the Game World
      Being in your envious position as manager of a football club, the media will want their say. Managing the biggest clubs will see your actions come under constant scrutiny as the pressure on you builds from day one. Even managing smaller clubs is only just a little less forgiving – in short, you’re going to face the good and the bad sides of the media. You are able to hold private discussions with any of your players from their Interaction sub-tab, but be aware that upsetting them could impact your squad, particularly if the disgruntled player decides to go public with his grievances. You can also discuss things with your entire squad should you deem it necessary, by calling a ‘Team Meeting’ from the squad screen. Press Conferences
      As manager of a football club, you are prone to attention from the media. Journalists will want to gather as much information as they can, and at times won’t care how they go about obtaining it. The best source for them to piece together their stories is Press Conferences. Before and after every match you play, as well as at other select times (including the signing of a key new player), you will be invited to attend a Press Conference and answer a number of questions about everything pertaining to your stewardship of the club and your relationship with others in the football world, especially opposing managers. Each question will be presented to you with information on the source and journalist asking the question, with a number of responses available to you. There is also the option to make additional comments in your reply, but watch what you say here… Over the course of your career, you may build up relationships with journalists. Some may become more trusted, and some you might simply refuse to answer directly because of the spin placed on the resulting story. Equally, a more trusted writer might be a useful tool for you to get a point across to one of your players. You can of course leave a Press Conference at any time, calling an end to questioning and moving on with your day. A more abrupt end to proceedings can happen should you ‘Storm out’ of the press room, although this also has consequences. If, at times, you do not wish to attend the Press Conference, you can send a member of your backroom staff. Every manager in the game has a ‘Press Conference’ section in their History tab, from which you can see what was said in any press conference and any particular reactions that stemmed from it. From time to time, you will find yourself fielding an individual question straight into your Inbox, rather than in the Press Conference screen (In Football Manager™ Touch, this is the only form of question you will receive). This works in the exact same manner, but simply on a smaller scale. Notebook
      The ‘Notebook’, located next to the ‘History’ tab, acts as your very own in-game ‘jotter pad’, allowing you to collate your thoughts and important news into one reference area. Notes are listed in the top half of the main screen area, and the specific details and body of the notes are presented in the lower half when a note has been selected. To create a note, select the ‘Create Note’ button from the bottom of the top panel. The lower half of the screen then becomes a composition area, asking you to give your note a title and a body. Once you have notes you can edit them, duplicate them or delete them as you wish. You can also set a reminder date for notes so that they land in your Inbox on a convenient date to act as a reminder for you to do something. Inbox
      Your Inbox is the main hub of your game world. All important and key information relating directly to you or any part of your club will arrive here in the form of a news item. Items which require an action
      Often, news items will arrive in your Inbox which require a response. These items are indicated to you with red accents. Such news items must be responded to before the game can be continued. Once the red indicator icon has left the news item header, that news item is considered to have been responded to in an appropriate manner. Filters
      In order to keep your Inbox as easy to use as possible, there are a number of Filters available to you. The ‘Search’ icon in the form of a magnifying glass at the top of the news item list allows a free text search, whilst the ‘hamburger’ menu to the right of it offers various filter options. Clicking one of them will edit your Inbox to display only the news items relevant to that filter, making it extremely easy to find something from an old news item, for example. Social Feed
      The social feed enables you to keep fully abreast of everything going on in the footballing world. Operating in a similar manner to the previous subscriptions system but now wholly tailored to function as a modern-day social network feed, any game object (player, competition, team etc.) you choose to ‘Follow’ will result in you receiving content about them in the form of a short message in the feed. Content is delivered by a range of sources; teams, competitions, media sources, journalists, and supporters. A range of supporter reaction is delivered to you by way of the club’s supporter spokesperson and adds a distinct layer of colour to the feed, ensuring you know exactly how the fans feel about the news of the day. Following an object allows you to see what you want, when you want, and perhaps more importantly ignore what you don't want. Along the right-hand side of the Social Feed screen is a list of suggested accounts to follow; click on ‘Manage’ at the bottom of this list to refine how you receive content. From here, a pop-up dialog appears with the ‘Following’ View Menu located towards the top left filtering objects by type. Each object has a ‘Social Content’ and a ‘News’ tick-box; check the former to receive social content, the latter to have appropriate news stories delivered as a part of this feed. Select both to have the best of both worlds with social being generated alongside each story. The adjacent drop-down menu allows you to further configure the frequency with which this is delivered; choose from Minimal, Normal and Extensive in increasing amounts. Finally, the ‘pen’ icon allows you to dig deeper into the specific types of news you want to receive. It is divided into sections by subject and within each is a comprehensive list of the sort of news items you can expect to receive. This extra level of management enables users to really control their content. Each social message contains a ‘settings’ icon which, when clicked on, indicates why you’re receiving it, and gives you the option to revise your following rules should you wish to.

      News
      The News tab displays a broader range of stories from around the world of football. Click on a story from the left side of the screen to view it in full in a pop-out panel. Leagues in Focus
      This screen provides news and league standings on a number of leagues and divisions depending on the window mode and resolution you’re running. Each panel is configurable and can be changed to the league and/or division of your choosing, allowing you to remain fully up-to-date with the latest goings-on. Around the World
      Similarly, this screen provides news and stories from the wider footballing world with a panel for each continent keeping you informed. Upcoming events are also included, leaving you no reason to ever be out of the loop. Transfer Window
      This screen covers all of the pertinent information concerning the most recent/currently active transfer window. ‘Live’ Inbox Functionality
      A significant number of important actions can be handled directly in your Inbox, rather than having to go to another panel to complete them. For example, season expectations, contract offers, scouting updates and calendar reminders are all possible to handle ‘live’ when the news is delivered, allowing you to address your affairs in a clearer and quicker fashion. Squad This is where you’re going to build your managerial reputation; with the group of players you have been charged with moulding into a successful unit. You have a number of key items found in the tabs menu. These are explained in detail in this section. Players
      Your career will live and die based on the players you employ to carry out the task at hand. This section provides mores details on players in Football Manager™ 2017. However, each player may at times have an icon next to their name with a short one, two or three-letter abbreviation indicating an action or event relating directly to them. Hover the mouse cursor over these icons for a detailed explanation of what they mean. A stack of multiple status icons reflects that there is a series of pertinent information to be viewed. Select ‘Full Player Status’ from the ‘Views’ menu to display them fully, or click on a stack of icons to watch it expand and display in their entirety. International
      Whenever one of your players represents the club on international duty, information regarding their performance will be added to this screen. You will be informed of match details as well as the important stuff – how long your player featured for and how he fared. From the ‘Int Friendly Availability’ screen you’ll be able to adjust instructions to international managers for your players when they’re called up for friendlies. You can allow them to play without restrictions, request they play 45 minutes at most, or withdraw them from selection altogether. Players on Loan
      You can keep up to date with all of the pertinent details of any loanees you might have out at other clubs from this screen. A detailed statistical breakdown of their performances is kept and recorded for your reference at any point. Extended Leave
      If you’ve granted any leaves of absence to players in your squad, the details of those are kept here for your ease of reference. Team Meeting
      Team Meetings can be held for various reasons throughout the course of the season and will often be prompted as a suggestion by a member of your coaching staff. You’re able to get your thoughts across to your squad and gauge their feedback accordingly, with the overall aim to boost their morale and leave them in a positive frame of mind ahead of the coming fixtures. It doesn’t always go to plan though, and a manager who views things differently from the players may find themselves alienated and causing frustration amongst the squad. Schedule
      The schedule section contains key information about your club’s fixtures and any important dates by way of the calendar system. Calendar
      Football Manager™ 2017’s calendar is a crucial point of reference for you to plan your future actions. By clicking on the date displayed on the Menu Bar, you will be presented with the next few days and anything pertinent to your stewardship of the team. Scroll back and forth in time using the directional arrows. The full calendar itself is displayed and laid out in a traditional day-by-day format. Important dates are indicated to you in either a Weekly, Monthly, or Yearly view (configurable from the ‘Views’ menu). Whichever you choose, you will have key information at your fingertips and very little excuse for forgetting to prepare for a fixture or renew a contract. Events
      The Events screen is identical to the Calendar but displays all non-matchday event types like contract expiries, transfer window opening and closing dates, registration deadlines and competition draw notices. Reminders
      If you want to Create a Note on a player, team or any appropriate game object, you have the option to set a reminder date for it too. This screen will detail all set reminders. Fixtures
      The Fixtures screen details all of your match commitments for the current season, be it for the senior team or one of the B Teams or youth teams at your particular club. Clicking on the left hand side of a table row will select a fixture. If it’s a match that has already been played you will see details of that match, and if it’s a forthcoming fixture you will be given information ahead of that fixture. You can also arrange friendly fixtures from this screen. Click the ‘Arrange Friendly’ button and you will be taken to the appropriate screen listing potential fixture dates on the left, and the configuration panel on the right. Select the date from the left by clicking on an ‘Available’ option, and then choose the type of match, venue, rules and opponent from the right. The ‘Past Meetings’ link at the bottom of the information panel allows you to see all of your in-game previous meetings with your opponent. This can be done for any fixture. Competitions
      This screen provides an overview of the current state of affairs of all competitions your team is currently involved in. For more detail on competitions in Football Manager™ 2017 overall, please click here. Reserve, Development and Youth Squads
      You’ve got to look after the future of your club. Your Reserve (or junior age equivalent, e.g. U21) and Youth teams are always available for viewing and interaction from the tabs menu. Your Youth Team will typically contain teenage players on youth scholarship contracts training and trying to earn a professional contract. The Reserve Team typically may contain a mixture of young professionals and older, ‘washed-up’ players who no longer cut it at the senior level, depending on the country you’re managing in. How you manage these two teams is completely up to you. At the start of each season you will be asked by the governing football association if you wish to continue entering/enter the competitions for these teams. B Teams, however, often exist as almost separate entities and are teams competing in professional competition in their own right. As first-team manager, you of course reserve the right to be able to move players about as you see fit but they will often have their own transfer policy, and the rules governing when and how you can move players between squads may be different from league to league. You can designate a member of your backroom staff to control these teams in your Staff Responsibilities. For more information on how to do this please refer to the Staff Responsibilities section of this manual. Tactics
      Configure your tactical approach and team instructions. For greater detail on Tactics and the various options available to you from this screen, please refer the Tactics section of this guide, as it contains considerably more detail. Team Report
      The Team Report is a comprehensive breakdown of your squad from top to bottom, with your backroom staff presenting you with all the information you’ll 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. Staff Your backroom staff will be vitally important to your success. The manager and players will get the adulation, but the people working with the players day in and day out play just as big a role. Surrounding yourself with competent Assistants, Coaches, Physiotherapists and Scouts will make your job considerably easier in the long run. Overview
      This section deals with your backroom staff and the wide-ranging ways in which they can make your life as manager a whole lot easier. The ‘Overview’ screen kicks things off with a visual depiction of the manner in which your entire backroom team – coaching, scouting and medical - is constructed. At the bottom of each panel is a chart displaying where they are considered to rank within the main league competition your team plays in. From the ‘Overview’ dropdown you can view any one of these areas in greater detail. Each screen displays a full list of employees in that area whilst adding a visual breakdown of their collective attributes. Responsibilities
      The Staff Responsibilities menu allows you to specify which members of your backroom staff are designated to carry out specific roles to do with the day-to-day running of your club. The screen is broken down into ‘Areas’, such as ‘Board’, ‘Staff Recruitment’ and ‘Contract Renewals’. Each role and responsibility is described alongside the person currently occupying that position. You can select your desired member of staff from the appropriate dropdown list, but bear in mind that certain responsibilities may only be carried out by qualified individuals amongst the backroom team and therefore some names are omitted and are unavailable. The ‘First Team’ sub-tab allows you to assign responsibility for press conferences, friendly matches and media handling to a member of your backroom team as well as other tactical and advice options. The age-group specific sub-tabs allow you to dictate who takes charge of each of those teams on the pitch with options for tactics and friendly matches. You are also able to designate areas of responsibility in the Backroom Advice section and ask particular staff amongst your ranks to deliver timely and appropriate information to you at each Backroom Meeting. Finally, you can set a number of Transfer Options from the ‘Personal Assistant’ tab. You can select what type of players are offered to you by agents by selecting the checkboxes, and from the checkbox below it, you can automatically ensure that any players you offer to clubs are placed on the Transfer List and have their status changed to ‘Not Needed’. From the same section, you are able to pre-set negotiation values for players offered out on transfer or loan deals, and loan contributions to wages from interested parties. Staff Search
      If you are in the market to enhance your backroom staff, configure your search conditions accordingly to uncover suitable people elsewhere and then make a move to bring them to your club. For further guidance on using search conditions and offering contracts, click here. Staff Shortlist
      In the same way as you can retain a shortlist of players to keep your eye on for the future, you can do the same for non-players. The search controls are the same as outlined in the Player Search section of this guide, and they allow you to refine your criteria for potential additions to your backroom team, either by adding them to a shortlist for reference in the future, or beginning negotiations to bring them in right now. Job Centre
      If you are released from your contract by the club, you’ll probably want to find your way back into management as soon as you can. The ‘Job Centre’ screen lists all available jobs which you may apply for by selecting the club and then clicking ‘Apply’. These jobs will also appear on your Managerial Overview screen for the duration of your unemployment. You can also use the ‘Place Advert’ drop-down to find suitable candidates for vacant roles at your club. A few days after placing an advert, an Inbox item will generate with a list of applicants. Job Security
      The Job Security screen details the current job status of every manager in the game. If your job isn’t listed as ‘Secure’ or ‘Stable’ then you’ve got a problem. If the board aren’t pleased with your job to date you may find your job becoming ‘Insecure’. If you still fail to improve then it might become ‘Very Insecure’ and at this stage you’re close to getting the sack. Backroom Advice
      The staff you surround yourself with are amongst the most vital people at the club. They are, to an extent, your eyes and ears on an everyday basis. Whilst you might not be privy to everything going on, they'll be able to fill in the gaps. Through the Backroom Advice module, they share this information with you, allowing you to action it accordingly. When first taking charge of a team you will be asked how often, if at all, you wish the backroom staff to convene and present their advice to you. This will usually take the form of a message in your Inbox. Click on the ‘Reason’ button for each piece of advice to read a more detailed hypothesis for why that particular staff member believes he or she should be listened to. Applying the advice is as simple as clicking the ‘Apply All’ button should you wish to trust everything put forward, or by selecting each individual ‘tick’ icon in the ‘Apply’ column for those you want to approve. Taking no action will treat the advice as having been received but not something you want to move forward with at that point in time. There are three ways to adjust the Backroom Advice settings. At the top of each delivered inbox item the Settings icon allows you to tailor whether or not you receive a message and how frequently it arrives, as well as whether contextual advice should be forwarded in between these periods where appropriate. You can then use the same Settings icon within each sub-section to determine whether that particular area of advice should be included or not, effecting a multi-tiered configuration system. Finally, at the bottom of each message is a link to the overall Backroom Advice Settings screen. This is the all-encompassing hub of advice where you can choose who presents the information, how often and whether or not contextual advice should come along with it. Backroom Advice may be viewed and/or actioned at any point from any screen in the game by clicking upon the icon on the Actions Menu just below the Continue button. Non-Player Attributes
      The following details and describes how the ratings model for non-players works in Football Manager™ 2017. All attributes work on the 1-20 scale where 20 is the very best whilst 1 is the lowest possible value. ATTRIBUTE DESCRIPTION Coaching     Attacking Their competency at coaching attacking football. A higher attribute doesn’t necessarily indicate a preference for attacking football, merely that they’re quite good at it. Defending The ability of the staff member to coach the defensive side of the game. Higher ratings indicate a proficiency in working well on the defensive side of the game. Fitness This reflects a coach’s ability to work on the fitness side of the game, and as such should be one of the key attributes to look at when hiring a Fitness Coach, and less importantly, a Physio. Goalkeepers Their ability to coach goalkeeping fundamentals and beyond. A higher attribute means the coach is better at coaching goalkeepers to greater levels. Man Management How well the member of staff is able to deal with those around them and particularly below them. This is a mental aspect; a high attribute indicates a coach who is capable of organizing and keeping people happy. Mental Their mental approach to players. A coach with a good mental approach will be able to observe each individual’s state of mind and react accordingly. Tactical How tactically astute they are. More tactically astute coaches will not only be able to coach the tactical side of the game more effectively but any advice they may offer is likely to be more accurate and informative. Technical The ability of the coach to teach the technical side of the game; i.e. their work with the ball. This can be one of the hardest areas to coach and it may be that a former player is particularly useful here. Working with Youngsters How successful a coach is at working with younger players – those aged 18 and under in particular. Having a coach who is very good at nurturing young talent can be priceless if just one or two of them develop into useful players. Mental     Adaptability A high Adaptability attribute will enable the staff member to settle quickly in a new country but will also help a little in settling in at new clubs and new roles. The faster (i.e. higher rating) a member of staff can adapt to their new working environment, the quicker and better they can do their job. Determination The mental desire of the coach to succeed. This isn’t a coaching attribute in terms of coaching a player’s mental approach – this is the coach as an individual and their own innate drive to better themselves. Judging Player Ability When employing a scout, these two attributes are the first things you should look at. High attribute ratings in these two areas will most likely result in more accurate scouting reports. Judging Ability is important if you have assigned a scout to watch players you intend to bring in or are scouting upcoming opponents. Judging Potential is more important for the scouts you intend to assign to identifying the next generation of footballing talent. At the highest level, a rating of 15 in these attributes would be considered the minimum requirement but, as you go down the ladder, a good scout can be a highly valuable commodity. Judging Player Potential Level of Discipline This reflects the level of discipline the coach is likely to take in their approach. A higher attribute means that the coach will take up a harder line in his approach and keep things strict. A lower one means the coach is a little more relaxed. Motivating The mental ability of a coach to motivate their players. High motivation will allow the coach to suitably pump the players up not only for a big match, but also in an every-day sense – keeping a squad motivated towards achieving their goals is imperative. Physiotherapy This attribute is predominantly for use with Physiotherapists. Having a Physio with a high rating in this attribute is something you should always look to have. If possible, have at least three Physios with high ratings for this attribute to ensure your players receive high-quality treatment to both prevent and rehabilitate injuries. Other members of staff will have ratings in this area too, perhaps demonstrating versatility useful to clubs operating under smaller budgets. Tactical Knowledge The tactical knowledge possessed by a coach. Their experiences in the game, where they’ve been and who they’ve worked with will affect the level of knowledge they have. When using this knowledge they may have ideas lesser coaches haven’t become familiar with, which is an advantage. These attributes are displayed on every non-player’s profile page. In addition to this, the staff member will also have all possible roles he/she can perform, any notable tendencies they have, and their tactical preferences and contractual information displayed. Every member of staff has a Scouting Knowledge section. For more information on staff Knowledge, please click here. The ‘Information’ screen displays similar biographical and personality-based information as found on the same screen for playing staff. A non-player’s tabs menu may also contain links to Scouting Assignments, Coach and Scout Reports, Team Reports and Feedback, and their Playing (if applicable) and Non-Playing career Histories. Coach Reports
      You are able to get a report on any one of your own players from any coach employed on your staff at any time. On the Player Profile screen, select the ‘Coach Report’ option from their tabs menu. By default, you will be presented with a report compiled by your Assistant Manager on that player, from the dropdown to the top left of the main screen area (which holds the current staff member’s name) you can select any member of your backroom staff to make this report. Players are evaluated in a number of areas split into Pros and Cons, and will receive a star rating from the coach submitting the report for Recommendation, Current and Potential Abilities. A player can receive up to five stars depending on the standard expected of their team and how good they are by comparison. A player who meets the basic average standard will receive three to three and a half stars – from there it can increase to five if the player exceeds standards or fall as far as one if he fails to meet them. Some younger players may receive a silver star rating on the same scale. This will be the case where the player is not deemed comparable to more senior players and instead more fairly compares them to similarly aged players amongst a youth standard. You can get information on these star ratings by holding the mouse pointer over a star wherever it appears in coaching or scouting reports to produce a tooltip. The report also contains a complete display of the positions he can play in and an indication of where he currently stands in the squad’s overall depth within these positions. Assistant Manager
      Your Assistant Manager has a vitally important role to play in your managerial career. Essentially, the person you employ here is your link to your squad at all times, and is a source of vital information throughout your career. A good Assistant Manager is a valuable asset and a number of managers will endeavour to work alongside the same Assistant wherever they go in their career. Indeed, should you depart a role, there will be times when your backroom staff either follow you out of the door immediately or will be willing to join you in your next position. As part of his/her duties, your Assistant provides you with feedback on your Team Talks. This can found in the ‘Team Talks’ section of the ‘Analysis’ sub-tab on the Tactics screen. They will keep track of how your players react to your pre-match, half time, and full time team talks. The information is held from the most recent match played, as your assistant logs what you said to your players and how they reacted. This can be a useful tool for you to gauge how your players react to what you say and perhaps why their performance dropped off so much after half time. Your Assistant also reports on morale and level of understanding amongst the squad – when this is high your team will perform far better than when it is at a lower level, but at the same time they lend themselves to each other – good form will result in a higher level of morale. Your Assistant Manager is also left in charge if you wish to take a leave of absence. Throughout Football Manager™ 2017, your Assistant will be available to you in a number of ways other than those detailed here, offering advice and help on your daily management of the club. On a match day, your Assistant can be more vital than ever. You have so much to deal with that at times you may not notice things, but your Assistant, with fewer responsibilities, may be more aware of these things. Your Assistant Manager will offer you detailed feedback on how the match is going at 15 minute intervals, and advise on how to remedy any problems he or she has noticed. The feedback appears on the Match Screen, and can be found in more detail by clicking here. Training
      Your team’s performances on the pitch are the product of the work put in on the training ground. Developing a style requires time and patience, and by working on various elements of your tactical approach in the build-up to a match, you can reap long-term rewards. Overview
      The Training Overview screen brings together all of the various areas of your training schedule and gives an at-a-glance review of how things have generally been going. It features a breakdown of time spent on each focus area, notable training performances, the squad’s relative happiness with the work being asked of them and their overall fitness. The Backroom Advice icon will provide you with any pertinent notes your backroom staff feel you may need to act upon with regards to training. Team
      The main Team Training screen is presented as below: The immediate next three weeks are laid out day-by-day in calendar form, displaying what’s planned on a weekly basis and how your match schedule falls into place around your training schedule. From here, you’re able to set up exactly how you want to approach the short and medium term fixture list. Gone are the days of devising and creating a series of schedules for players to train under. The entire focus now is on the team as a group and how they work towards each match. Across the top of the screen are three main sections; General Training, Scheduling, and Match Preparation. ‘General Training’ allows you to set up a Main Focus and Intensity Level for how the team should work as a rule of thumb. Select one area for the team to generally work on, and determine how hard you want them to work at it. The ‘Scheduling’ slider tweaks how much you want to adopt a match-by-match approach compared to an overall focus on your own team. In effect, this controls how concerned you are about matching the opposition and attempting to annul their strengths or exploit their weaknesses compared to how much you want to accentuate your own team’s positives and take the initiative. Also in the 'Scheduling' section, there are checkboxes to set whether you want to include rest days before and after matches. The ‘Match Training’ section allows you to set a specific focus area to work on in the immediate days before each match. Once you’ve set up your general approach, you can then delve into the more intricate details of the weekly approach. If you decide that a particular upcoming fixture requires special attention, then you can choose to alter the Focus for that week and override your default ‘General Training’ instructions. Each Focus has its own colour code on the calendar layout, providing visual confirmation of the changes you’ve made. The day before each match (or the two days before if you move the ‘Scheduling’ slider towards ‘More Match Training’) is designated to Match Preparation. If you feel the need to deviate from your General and Weekly Focus in a bid to pay even greater attention to detail for a specific opponent, now’s the time to do so. By presenting three weeks of the schedule at a time, you’re able to keep abreast of the nuances in your fixture list and how it might affect your players. A light schedule of one match per week or fewer might invite an opportunity to work on one area with a greater intensity and can provide great progress in a short period of time. However, if you’re faced with a backlog of matches with as many as three per week, you might not have the time nor the physical capability within the squad to do anything other than work on your own game and attempt to preserve the squad’s fitness as best possible. Individual
      Whilst the focus on individual schedules has gone, you can still work on areas of individual players’ games and attempt to refine their profiles. Professional players tend to train together in groups – either as a whole team or within their general positions – on a day to day basis and work to refine a particular aspect of their game outside of this time; either scheduled by the coaches or of their own volition. The ‘Individual’ sub-tab presents your squad; select a player’s table row to bring up his Training Report on the right hand side of the screen. From here, you can set up a new Individual Training Focus, Player Trait, or begin training them in a New Position/Role. Advice and updates from your coaching staff are offered on the player’s training. The ‘Additional Focus’ aspect of development allows you to target a specific area of a player’s attribute profile and focus extra work on it. For example, you may have a talented defender who is lacking a bit in the heading department. In order to try and address this, you can select ‘Heading’ as an individual focus.
      You can keep track of the effect this is having, if any, on the player’s training screen in his ‘Development’ section. You also have the option to ask any of your coaching staff to discuss a player adopting a specific Player Trait to add to their arsenal. Perhaps you have a player with a high Free Kick Taking rating, and would like to encourage him to take these free kicks from long range. Similarly, you might have another player who has good pace and anticipation, ideal for springing the offside trap, and would like him to focus on this during training. Player Traits can also be removed; another player might have a preference for running down the left flank, but hasn’t got particularly good dribbling skills and is right footed. Therefore, it makes sense to try and remove this from his game, which can be done in the same manner as outlined above. Over the course of a few months, these players will do their best to adapt to your request and eventually you will receive an indication of success or failure in their task. Coaches
      The ‘Coaches’ tab controls how your coaching staff handles training. Each coach is able to work in every aspect of training, unless they are of a specific type (i.e. goalkeeping or fitness), in which case they are restricted to that area only. Each member of your backroom staff is likely to be particularly proficient in a particular aspect of training. If this is the case, it is worthwhile to assign them to this/these area(s) only. Proficiency in an aspect of training is graded on a star rating, one star being poor whilst five stars are excellent. A higher number of stars will increase the effectiveness of the training schedules on your players. A coach with high attributes in key areas who is only assigned to coach categories he/she is strong in will result in a much better training schedule. You can also assign yourself to areas of training in line with the managerial attributes chosen when creating your profile. In order for your coaches to be as useful as possible to you in your training schedules, you should endeavour to find the correct attributes required for more stars in their area of training. Strength: Coaches should have a high Fitness rating.
      Aerobic: Coaches should have a high Fitness rating.
      Shot Stopping: Coaches should have a high Goalkeepers rating.
      Handling: Coaches should have a high Goalkeepers rating.
      Tactics: Coaches should have a high Tactical rating.
      Defending: Coaches should have high ratings in Defending and Tactical.
      Ball Control: Coaches should have high ratings in Technical and Mental.
      Attacking: Coaches should have high ratings in Attacking and Tactical.
      Shooting: Coaches should have high ratings in Attacking and Technical. Youth
      Everything in this section applies to Youth Training. Your youth team players will train together, but bear in mind that as younger players who are still physically developing, intensities will behave differently and you may have to balance and fine-tune things a bit more accurately to get the best out of them. Your senior coaches may work with the youth team in addition to youth team coaches if you wish to give them the benefit of their strengths and experience, whilst youth players may be invited to train with the first team should you wish them to do so (by promoting them into a squad above the youth team). You have the option to delegate various elements of training to a member of your coaching staff. To do so, visit the Staff Responsibilities screen. Player Search & Scouting Your scouts are your eyes and ears in the footballing world. Whilst you’re taking control of the day-to-day management of your club, these guys are putting in the hours and the miles so you can have as much information at your disposal as possible. For more information on Scouting, click here. Transfers
      This section offers you all the necessary possibilities and information for you to operate successfully in the transfer market. Transfer Centre
      The ‘Transfer Centre’ is a screen that allows you to see all of your transfer activity in one place and act upon any item quickly and easily. The majority of the main screen area lists all currently active or pending deals. Selecting a player by clicking on their table row gives a list of all current offers for them, allowing you to respond as you see fit. Director of Football
      There are a number of areas on this screen which are to be used with regard to a Director of Football and an assignment of certain responsibilities to them. ‘Transfer Targets’ is your main working list for players you may be targeting for immediate or short-term purposes and wish to have brought in to improve the current first team squad. The ‘Unwanted List’ will feature any players you have deemed to be surplus to requirements at the club and, once the player is on here, their departure will be handled by the member of staff assigned that responsibility. The final list, the ‘Development List’, is for young players at your club who you want to be loaned out. Once on this list, the responsible person will seek to find them suitable temporary homes. ‘Suggest Transfer Targets’ will ask them to come up with a list of realistic players to target based on the criteria you choose when setting this up. The Director of Football will return with his preferred options. Loans
      If you have any players away on loan or if you’ve brought players in on temporary arrangements, details of those deals are stored here. Clauses
      This section deals exclusively with financial extras involved in any transfer dealings your club has had. If, for example, you are paying for a player in instalments, the terms will be held here until such time as all payments have been met. Future percentage fees and incentive-based add-ons for both players bought and sold by the club are also found here. It can be useful to check this screen at times to remind yourself that you may still be paying for a deal you made 18 months ago and that’s where your unexplained missing £100k per month has gone. Transfer History
      Here you’ll be able to find a complete history of your activity in the transfer market on a season-by-season basis. If you’re interested in reading about where some of the players of yesterday are now, click on the ‘Where Are They Now?’ button to generate a report. Trades and Draft Allocations
      In leagues where specific transfer dealings take place, such as the trade system in Major League Soccer, details of any such transactions are kept on appropriate screens for your reference. Club
      This section deals with anything and everything pertaining to the club (or in the case of international management, team) you’re in charge of. Profile
      The Club Profile screen gives you a simple and quick look at their key information. Club Details, League History, Staff, recent Results, Kits, Stadium information and Club information are all present and displayed for your perusal. General
      The General view takes the Profile screen and expands upon it with more detail – such as rival teams and favoured members of staff - and greater depth in each area. News
      A dedicated news feed with items only relating to the club or team. Facilities
      The ‘Facilities’ sub-tab displays all of the information about the club’s stadium and training ground, and any other facilities they may have, such as a youth academy. Training Facilities and Youth Facilities each operate on a scale of ten as follows, from best to worst (if the facilities are rented, this will be displayed in parentheses): State of the Art, Superb, Excellent, Impressive, Good, Average, Adequate, Below Average, Basic, Poor The Stadium Condition and Pitch Condition fields exist on a scale of five… Very Good, Good, Average, Poor, Very Poor …whilst there is a seven-level scale for Corporate Facilities: Top, Good, Average, Adequate, Fairly basic, Basic, None Junior Coaching has a scale of eight, which runs: Exceptional, Excellent, Good, Average, Adequate, Basic, Minimal, None And, finally, Youth Recruitment uses a nine-tier system: Extensive, Well-Established, Established, Above-average, Average, Fairly basic, Basic, Limited, None There are also five types of ‘Youth Level’, with 1 being the highest, 4 the lowest, and 0 representing that the club holds no audited status. Improving the Youth Level will result in your developmental teams being allowed to play against other teams attaining that grade as well as increasing the likelihood of being able to develop more talented youngsters and bring them through the academy ranks. Affiliates
      The current footballing climate sees a number of clubs make official links with other clubs which are designed to benefit both parties. Football Manager™ 2017 represents these affiliations where they exist in real life and allow you to set about making your own ties with other teams. All clubs affiliated with yours are displayed on this screen and you are also able to begin the process of a new affiliation from here, as well as from the Board Requests screen by selecting ‘Networking -> Affiliate Club’. Depending on the size of your team, you may also request that the board ‘Look for Senior Affiliate’ to which you will act as an affiliate and benefit accordingly. Any proposed affiliations will appear under the ‘Proposed Affiliates’ option. There are a number of types of affiliation which each have their own benefits. Loaning Players – Players may be loaned between clubs.
      First Option – The senior affiliate has first option on any of the affiliate club’s players.
      Financial Benefits – The senior affiliate has an arrangement with a club from which they take a cut of merchandise income, whilst the affiliate club receives a substantial yearly payment for the deal.
      Work Permits – The senior affiliate can loan a player to an affiliated club in order to get them a work permit for use in British football or to gain citizenship to fit under foreigner restrictions. If you have managed a club for a successful period of time your board may allow you to request a specific type of affiliation to benefit your own needs, and over an even longer period of time the board will be willing to allow you to specify a club to approach for a link-up. These options will become available to you as part of your conversations with the Board. History
      This section contains a comprehensive historical overview of the club, detailing their honours, league history, competition performance, key landmarks, records, managers, notes and a ‘best eleven’ for each season as well as all-time. Board
      Visit the Boardroom to interact with your employers. Overview
      The Overview screen displays an overview of your current situation at the club, but also gives an overall sense of the direction in which affairs are headed. Alongside your current confidence and the feelings and thoughts of the chairman, you receive information on any Board Requests you may have made, and can check on the maximum number of staff you’re allowed to hire by role. Wage and Transfer budgets may also be adjusted from the Overview screen. Should you have enough excess in either area, and assuming you are in generally good standing with the Board, you will be afforded the flexibility to move money from one budget to the other in order to perhaps facilitate a contract renewal or the arrival of a new signing. Move the slider bar towards either extreme to raise the appropriate budget whilst reducing the other, but note, this will always be affected by the number of ongoing negotiations. Confidence
      If you’re going to be successful in your job, it’s imperative that you satisfy the demands of the Board and the Fans – and they can be quite demanding. The Confidence bar reflects the overall reaction to each facet of your management of the club. The Board and supporters will give you their current thoughts on your progress in competitions, your financial control, individual match feedback, your transfer activity and current squad, any promises you may have made during contract negotiations, an overall summary with a major highlight and criticism throw in for good measure. Confidence in your performances in these areas can be gauged by the bar displayed on the Overview screen. The bar displayed in the screenshot is a neutral opinion and is at the midway marker. As confidence in your performance grows, this bar will fill up towards the right end. If confidence disappears and people start questioning your actions, the bar will decrease towards the left. You naturally want to be aiming to have as much of every bar filled as possible. Fan opinion will be presented to you by a spokesperson from a team supporters group. They are more concerned with the on-field product as well as transfer activity, whilst the Board are more concerned with the long-term security of the club off the pitch, but will not ignore what happens on the pitch. The Confidence sub-tab goes into far greater detail in every area of your job. ‘Club Issues’ deals with agreed philosophies, playing styles and general approaches, whilst Competition and Match Performance respectively will cover your team’s on-field performances. Transfer Activity presents a look at how you’ve fared wheeling and dealing in the transfer market. Board Meetings
      You will find yourself holding meetings with your employers fairly often throughout the course of your career. After all, they’re ultimately the people who will determine your managerial fate and they also control the all-important funds with which you invariably aim to improve the team on and off the field. Meeting subjects are split into six main areas; Facilities, Finances, Networking, Personal, Stadium and Staff. Your performance and your adherence to any agreed philosophies will weigh heavily in any requests made but you can also attempt to seek the upper hand in any conversation with your superiors in an effort to get your way. The ultimate trump card is the ultimatum but use it sparingly; some boards will call your bluff and expect a resignation if they’re unwilling to budge on your demands. Finances Good financial management is imperative. Your board will expect and demand it. You can be successful on the pitch but if your finances are in a perilous state you’ll be heading down a troublesome road that many teams struggle to come back from. Furthermore, with ‘fair play’ rules and restrictions coming into effect in more and more competitions, it is imperative to have a firm grasp on the club’s fiscal responsibilities. Finances
      These options largely deal with the day-to-day financial status of your club. The Summary screen gives you a quick and informative overview of how the club is doing; paying particular attention to any rules and regulations you are obliged to adhere to. The Income and Expenditure screens break down into more detail the money coming in and going out on a monthly and seasonal basis. The Wages screen gives an indication of where your money is being spent throughout the squad – not an individual list but an analysis by squad status, whilst the FFP tab provides a full breakdown of all relevant Financial Fair Play numbers. The Debt and Loans tab contains information on all outstanding payments the club is required to make; the Sponsors and Other tab shows where and what is coming in from sponsorship streams, and finally the Projection tab offers a three-season forecast of the club’s financial situation. It is very much worth taking some time throughout the season to check this section thoroughly to make sure you’re fiscally responsible. Some football league authorities will punish teams who enter administration with a points deduction, and if things get really bad, creditors may take control of your team and accept any bids made on your players to alleviate the financial problems you are in. Managing Wage and Transfer Budgets
      You also have the option of managing your wage and transfer budgets so that you may, for example, move some funds from one area to another to maximize the benefits you are able to make from your balance. To do this, navigate to the Boardroom Overview screen and the ‘Budget Adjustment’ panel. Your board will indicate their thoughts on the matter and indicate any changes they are willing to allow you to make. Depending on the financial situation at the club, these changes may be restricted somewhat. Financial Fair Play
      An increasing number of competitions across the footballing spectrum are implementing ‘financial fair play’ rules in a bid to retain/bring back some degree of parity to their competition. If you’re involved in one, you will find regulations detailed in news items, on rule pages and on your finances screen so you can be fully abreast of the situation as it pertains to your club. It’s important to be on top of your club’s financial position as failure to adhere to rules in some leagues can lead to rather heavy punishments.
    6. League/Competition Menu

      The League/Competition screen holds all the important information and links that will be entirely necessary for you to check regularly if you are to be successful. Keeping up to date on the very latest information from your opponents is a massive factor, and Football Manager™ 2017 allows you to do this in many ways. The sections described below are all found from the tabs menu on any league or competition screen. They are also accessible from the competitions screen, which can be found on the sidebar (containing details of all competitions you are taking part in). Overview
      A comprehensive overview of the competition. Profile
      Each competition page has a ‘Profile’ screen which greets you and offers all of the relevant competition information at-a-glance. More detailed information can be found throughout the tab and sub-tab menus, as explained in this section. Season Preview
      The Season Preview section projects the upcoming season, including a proposed league table with title odds and last season’s award winners, key transfer activity which has taken place ahead of the big kick-off and the players to watch in the months ahead. Stages/League Table
      The League Table displays completely up-to-date standings from the competitions(s) you may be in at the time. Each table header is sortable in both A-Z and Z-A styles – simply click once on the header icon to sort it and again to sort it in reverse order. The overall menu to the top left allows you to view the table in a number of different manners. Past Positions
      The ‘Past Positions’ screen displays the progress of one or more teams over the course of a single season. The graph plots their round-by-round league standing and presents it in graph form. Rules
      The ‘Rules’ screen simply informs the user of all the specific rules for the competition. Check this screen as early as you can to familiarise yourself with the competition(s) you will be participating in and ensure that your squad meets any criteria it needs to well in advance of the start date.     Structure
      This screen displays the basic competition structure, including the number of teams, promotion and relegation spots (and if so the competitions they feed into or come from). Stadiums
      This screen presents a list of all team stadiums within that competition ranked by capacity from highest to lowest. Scouting and Social Options
      You can assign a scout to the competition and follow/unfollow all news pertaining to it from these relevant options. Matches Fixtures and Results
      The ‘Fixtures and Results’ screen displays the round by round calendar for the current season. From the date dropdown at the top and the back/forward arrows next to it you can freely move around each round and view the results or upcoming fixtures for the entire competition. On a match day, the ‘Latest Scores’, ‘Goal Updates’ and ‘Live League Table’ tabs become active. Schedule
      The Schedule screen allows you to see at a glance the forthcoming schedule for the competition in four different calendar-style formats. These are selectable from the ‘Views’ menu found towards the top right of the main screen area. Week View – This displays a standard weekly look at the schedule immediately ahead. Month View – This displays a standard day-by-day monthly calendar with key information highlighted when it is scheduled to occur. Year View - The year view displays a yearly calendar with no detailed events, but all dates where key information can be found are highlighted. Click on a date to view the information held. List View – The list view shows the dates of every match day or match round scheduled for the competition. News Headlines
      The ‘Headlines’ page lists the ‘Top News Stories’ of the week on the left side of the screen, with the full story viewable by clicking upon any one of them, appearing in a pop-up window. When there is no full story to be read, an ‘Upcoming Events’ panel is featured, as well as the most recent transfer activity in the competition. Transfer Rumours
      This screen rounds up all the latest news and gossip surrounding transfers for teams and players playing in the league covered. A brief summary of the story and its source are listed in a table for quick reference. Stats Player and Team Stats
      This Statistics section incorporates both the Team and Player Stats sections. Statistics are kept in a vast number of areas, the most important of which are displayed on the Overview pages, whilst the ‘Detailed’ versions cover affairs in a greater depth. Referees, Injuries and Suspensions
      The Referees Screen displays all officials who have taken charge of a fixture in the competition and details their tallies of cards and penalties awarded to home and visiting teams. Keep a check on this screen and perhaps alter your tactics depending on the referee taking charge of your next fixture. The ‘Injury Table’ lists all players currently suffering from an injury who are playing for teams in a given competition. The table ranks teams by total number of injuries and also gives information on the type of ailment suffered and predicted return time. This screen is again useful when planning your line-up for upcoming games – if one of your forthcoming opponents is suffering an injury crisis you may wish to adapt your plans accordingly. Likewise, any players currently under suspension are listed on the Suspensions screen. Transfers Transfers
      This screen simply lists all transfers that have taken place involving teams in this competition. Draft
      If you’re managing in Major League Soccer, details of the upcoming draft can be found here once the order of picks have been finalised. Manager Movements
      This screen keeps track of all managerial movement within the competition throughout the course of its duration. Transfer Window
      A complete summary of everything you need to know about the transfer activity from the most recent transfer window. Awards
      Awards honour the best of the best. Each competition in Football Manager™ 2017 has its own seasonal (and other) awards, the details and history of which are found on this screen. History
      In a similar way to the previous ‘History’ screen descriptions, the ‘Competition History’ screen details historical information about the competition. Once again, these records are there to be broken, so check back here regularly to see where you stand in history.
    7. World

      Upon clicking the ‘globe’ icon on your Menu Bar you’ll be presented with what used to be the ‘World Menu’, although it now appears in a browser-style series of cascading menus. From here you can find pretty much any game object as well as navigate to individual continents which in turn offer you plenty more options. Overview
      View an overview profile page for each continent which contains key information regarding football in that part of the world as well as a geographic breakdown of other items within this section and a directory of media sources. Nations
      View all nations in a given continent in the order they appear in the World Rankings. You can also view Nation Coefficients, Nation Club Coefficients and Qualification Places from each continent’s page and on the World section you’ll find a list of all Agreements between various leagues. Competitions
      The Competitions menu contains direct links to all competitions from that continent. Clubs
      This section acts as a directory of all the teams in your saved game for the selected continent. The ‘Finances’ screen holds key financial ranking information from both the country you are currently managing in as well as the wider game world. The worldwide ‘Financial Status’ option simply ranks clubs by their overall valuation. The National Finances screen sorts clubs by a range of financial criteria. From the ‘Views’ Menu located towards the top left of the main screen area, teams may be sorted by their Estimated Value, Financial Status, Turnover, Season Ticket Price, Average Ticket Price and Average Season Ticket Price. The screen is a useful tool for you to keep up to date on the financial status of your rivals – you never know; a situation may arise where it is in your interests to exploit it. Transfers
      Should you wish to keep abreast of all transfer activity in your game world, the ‘Transfers’ menu is where you will find all the information you’ll need. Each column header is sortable, and the ‘Views’ Menu to the top left of the main screen area allows for the information presented to be changed to any other type of transfer deal. The ‘Filters’ menu adjacent to this allows the user to filter the list by nation as well as the entire footballing world. Awards
      The ‘Awards’ menu is where you will find the worldwide player awards, such as World Player of the Year. The screen details the 1-2-3 placing of the most recent award as well as historical information for past winners. History and Retirements
      Football Manager™ 2017 includes a means of maintaining a snapshot of the football world as it once was. When a person – be it player or non-player) retires from playing (and in the case of players, doesn’t move into a staff role), he/she can be ‘preserved’ in the Football Manager™ 2017 Archive. By selecting ‘Keep History After Retirement’ from the ‘History’ section of a player’s Tab Bar, the individual will be kept around with a retired profile page summing up the very best of their career. The list of players who are retained can be found on this Retirements screen. Higher profile players will be retained automatically, and players can be ‘released’ from retention before their retirement by repeating the process but de-selecting the ‘Keep History After Retirement’ option. Please note this section can only be selected from the ‘World’ level.
    8. Tactics

      Tactics. The making of a manager. Sure, you may occasionally get by on having the very best players available to you, but by and large any success you intend to have will rest largely on your tactical decisions. Setting up your tactics in Football Manager™ 2017 can be as simple or as detailed as you wish. This section details the Tactics screen and various options available to the user. The Tactics Creator
      Designed in collaboration with Richard Claydon and Gareth Millward, with additional contributions from Rashid Dajit Abdullah and Mark Burton, the Tactics Creator allows you to create a brand-new tactic from scratch by following a number of clear, easy to follow steps, before tweaking it further within the same interface. To begin, click on the ‘Create New Tactic’ button.
       
      Set to Formation
      The first step of creating a tactic is to choose a formation in which to play. Formations are discussed in greater detail later in this section, but for now select from the list of standard formations, and/or follow the instructions on-screen to drag players into a custom shape. Select a Mentality
      Once you’ve got a formation, you need to choose how your team is going to approach the game in terms of Mentality. From a defensive Contain system to a full-out attacking Overload, you can set how you approach the game, with the appropriate advice available to you. Select Team Shape
      Define how structured your team’s shape should be. This effectively lays down plans for how much you want the team to stick to the formation chosen; from a clearly defined system with little room for flexibility, to a more fluid, versatile approach. Team Instructions
      You’ll then be prompted to set Team Instructions. For a complete guide as to how these work on an individual basis, click here. However, at this point you will be presented with a graphical interface from which to go about customising your tactical preferences. The ‘Team Shape’, ‘Defence’, ‘Build-Up’ and ‘Attack’ sections each offer visual representations of what you might seek to achieve, from customising the width of your team to working the ball into the box when in advanced situations. Team Selection, Player Roles and Player Duties
      With the basics of the team set up, you can now get into the detail of defining what you want the player in each position to play. Perhaps you have personnel in mind, but if not, the choice of role can impact on the sort of player you employ in that berth. For example, a player assigned the ‘forward’ role can be one of many things: he can be a poacher, a deep-lying forward, a target man, an advanced forward, or a complete forward. Choose your requirements. You now also get to define player duties and freedoms. For example, you may ask your fullbacks to support the attackers, or you might want them to sit back and defend. Midfielders can be asked to defend, support or simply attack, and attacking players can be asked to drop back into supporting roles. As ever, the on-screen advice will give you the basics. Whenever selected, a small ‘pie’ graphic appears next to the player on the tactical pitch display with a rating out of ten ‘segments’. This rating combines his suitability to the position, role and duty as well as his seniority within the squad (a younger player might be a better tactical fit, for example, but will often lack the experience and ability of a senior player) and his overall fitness and match sharpness. It represents the overall picture of how well a player is likely to play in any given circumstance on any given match day. Once you’re happy with your setup, make sure you save the tactic by selecting the appropriate option from the dropdown menu that appears when clicking on the button underneath the ‘Tactic’ heading. What next?
      Once you’ve set them up, you can still continue to tweak your settings. Clicking on an individual on the pitch graphic (from the ‘Player’ sub-tab) will allow you to re-define his role and duties, as well as those for any player playing in that position. There is a description of how each role and duty is intended to work, allowing you to make informed decisions. The Tactics Overview Screen
      The Tactics Overview screen is a hive of activity separated into two main sections; the squad list and the tactics pitch. Towards the top left of the main screen area you’ll find options to change your Starting Tactic and add or create Alternative Tactics. The ‘Quick Pick’ drop-down menu allows you to ask a member of your backroom staff to pick all or part of a match day squad on your behalf, as well as clearing down all current selections and saving particular line-ups for future use. You can also request that they pick a certain type of team depending on the needs of your squad; a side can be rotated to various degrees of fitness, or based on a set of Custom Rules you may have implemented. The default squad list ‘View’ is set to ‘Selection Info’, which provides information on match readiness, form, player status information, morale and role ability/suitability, but there are a number of different views which each provide important information for you to analyse and use as you see fit. Formations
      The very first thing you should take into consideration is the formation you are going to play. Or indeed, formations, because the best managers will be able to adapt their shape based on the opposition and match situation. There are two very basic schools of thought on formations – pick a shape that best suits the players at your disposal, or shoe-horn your best players into an eleven and then pick the formation based on your players. The former certainly allows for more balance, although perhaps at the expense of leaving out a talented player because he doesn’t ‘fit’. Naturally, if your best players fit into a formation that suits them all, then you should be looking to take advantage of this as much as you can. When a player is assigned a position, a coloured graphical indicator below the player’s name on the tactical pitch display will show you the suitability for that position. The colours match the Position indicators outlined elsewhere in this manual, so if a player is being played in a Natural role, the indicator will be bright green. If he is being played totally out of position, the indicator will be red. The graphical pitch display will change depending on your choice of formation. You can also manually change the formation on this display by left-clicking and holding on the position icon, and dragging it away from the position it currently resides in. Available positions to move this to will be indicated by a series of icons in colours indicating the player’s ability in that position. Release the left mouse button to place it in a new position. Team Instructions
      The Team Instructions section is where you set up how your team is going to play. Begin by selecting a Mentality and a Team Shape, before refining things further by implementing a series of instructions, made easier by a series of graphical representations of what you might be aiming to achieve. The available options and configurations are described in this section. Instructions Team Shape Another opportunity to select your preferred Team Shape, ranging from Highly Structured to Very Fluid as explained earlier in this section. Tempo Much Higher Tempo Instructs the team to go about their business in a more urgent fashion, moving the ball around quickly and decisively, using the intensity of their approach to unsettle the opposition and eventually tire them out. Higher Tempo Instructs the team to go about their business in an urgent fashion, moving the ball around quickly and decisively, using the intensity of their approach to unsettle the opposition. Normal Players will adopt a balanced tempo throughout the match, increasing it when necessary and slowing things down in appropriate situations. Lower Tempo Instructs the team to go about their business in a considered and patient manner, taking their time with the ball and often retaining possession in order to retain control of the game. Much Lower Tempo Instructs the team to go about their business in a more considered and patient manner, taking their time with the ball and often retaining possession with no great short-term purpose, with the intention to retain control of the game. Time Wasting This option is affected by the chosen team mentality. Width
      This allows you to set how wide you want your team to play. The available options range from Narrow through to a Balanced approach and all the way out to the extremes of as Wide as possible. Defence Defensive Line Instructs the team on the desired defensive line placement; Deeper will see them hold a line on the edge of their own penalty area, with options right through to Much Higher, which pushes the defence closer to the halfway line. Use Offside Trap Instructs the team to operate with the offside trap. Closing Down Instructs your players to close down the opposition to a range of intensities. At the extreme, you can ask players to be relentless in their pursuit of haranguing the opposition, whilst at the other end of the scale you might request that they sit off and afford them plenty of time and space. Prevent Short GK Distribution Instructs your forward players to press the opposition high up the field in order to stop the goalkeeper being able to distribute the ball over shorter distances to defenders and instead take risks or have to resort to a longer delivery. Use Tighter Marking Instructs players to adopt a tighter marking scheme in defensive situations where players are encouraged to stick particularly close to their assigned opponent in order to prevent them from attacking the ball. Get Stuck In Instructs your players to be aggressive and strong in the tackle. This may increase the risk of fouls and disciplinary action. Stay On Feet Instructs your players to stay on their feet when making tackles instead of going to ground. Build-Up PASSING Play Out Of Defence Encourages defenders to pass their way clear from the back rather than clear the ball long. Exploit The Left Flank Instructs your players to look to take full advantage of the left wing, perhaps due to an opposition weakness. Exploit The Right Flank Instructs your players to look to take full advantage of the right wing, perhaps due to an opposition weakness. Exploit The Middle Instructs your players to look to take full advantage of playing through the middle, perhaps due to an opposition weakness. Clear Ball To Flanks Instructs your players to look to make their clearances into wider areas to be picked up by attacking players. Pump Ball Into Box Instructs your players to launch high, long-range passes into the opposition’s penalty area. Pass Into Space Instructs your players to look to make passes into open space. PASSING DIRECTNESS Shorter Passing     Instructs your players to adopt a style of play based around shorter passing and greater ball retention. Mixed Passing Instructs your players to adopt a mixed style of passing appropriate for the situation. More Direct Passing Instructs your players to adopt a style of passing based around a quicker transition from back to front, with the ball covering long distances in a shorter amount of time. Go Route One Instructs your players to get the ball into attacking areas as quickly as possible and with the minimum of fuss. Retain Possession Instructs your players to prioritise keeping hold of the ball. CREATIVE FREEDOM Be More Expressive Allows more creative players the freedom to play the game with additional creativity and flair outside of the confines of a team's tactical setup. Be More Disciplined Asks players to play as part of a robust and focused tactical shape in order to make the team a stronger collective group. It may come at the expense of some individual expression. Attack FINAL THIRD Hit 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 Ball 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. Mixed Crosses Instructs your players to deliver a varied range of crosses from the options immediately following this one. Float Crosses Instructs your players to play high, floating crosses into the penalty area with the intention for the ball to hang in the air to allow a forward to position himself sufficiently to take advantage. Whipped Crosses Instructs your players to deliver balls with pace, dip and swerve in order to make it as hard as possible for defenders to deal with them. Low Crosses Instructs your players to play quick and powerful crosses into the penalty area with the intention of catching a defender off guard against a quicker forward with good movement. DRIBBLING Run At Defence Instruct players to run at the opposition more than your tactics allow by default. Dribble Less Instruct players to adopt a pass-first mentality rather than retain possession and dribble their way into attacking situations. FREEDOM OF MOVEMENT Stick To Positions Instructs players to stick to their primary duties in their assigned position. It does not allow for fluidity of movement. Roam From Positions Instructs players to be more creative and fluid with their positional locations on the pitch, demanding sufficient tactical awareness so that one player is able to fill in for another who has roamed from his position. When one instruction is selected, it will turn green in colour. At the same time, conflicting instructions will turn red, indicating that they cannot be used in combination with the selection. For example, ‘Pump Ball Into Box’ will result in conflicts with a number of other Possession-based instructions which relate to either keeping the ball through shorter passing, or clearing the ball into wide areas. You can create various combinations of instructions and save them by using the ‘Presets’ drop-down at the bottom of the pop-up panel. Player Instructions
      In addition to your overall team instructions, you can designate instructions to any individual to tailor their playing style specifically. The ‘Player’ sub-tab presents a screen whereby you can configure instructions on a player-by-player basis, as well as configuring rules for anybody who happens to feature in that position in the team. For example, if you click on the Defensive Midfielder slot on the formation graphic in the left sub-panel (‘Tactic’), you will be able to customise Role, Duty and Instruction commands for the positions regardless of who plays there. You can also add members of your squad to the ‘Instructions For’ sub-panel towards the bottom left of the screen and set up further instructions on a case-by-case basis. The rest of the screen is devoted to attributes and feedback on the performances of the player currently selected in that position for the team. The instructions available for assignment vary by position and are split into a number of areas but, for the convenience of finding and utilising them from the lists in this section, they have been grouped into areas of greatest similarity. When Goalkeeper has the Ball     Roll It Out Asks goalkeepers to roll the ball out to a team-mate. Throw It Long Asks goalkeepers to throw the ball to a team-mate over a slightly longer distance. Take Short Kicks Asks goalkeepers to take shorter goal kicks to a team-mate positioned close by. Take Long Kicks Asks goalkeepers to take more traditional goal kicks over longer distances. Distribute To Specific Position Asks goalkeepers to seek a pass to a designated position as their primary means of distribution. Distribute To Specific Area/Player Asks goalkeepers to distribute the ball to one specific group of players on the pitch: Full Backs, Centre Backs, Playmaker, Flanks, Target Man or over the top of the opposition defence. Slow Pace Down Asks the goalkeeper to operate at a slower tempo when in possession, perhaps to control the game or to waste time. Distribute Quickly Asks the goalkeeper to operate at a quicker tempo when in possession, perhaps to increase urgency or instigate counter attacks. When Team has the Ball     Hold Up Ball Asks players to take a moment or two longer with the ball than they perhaps would ordinarily, slowing the pace of the game in order to gain a greater perspective over affairs. Shoot More Often Encourages players to attempt a greater number of shots when posed with potential chances, rather than looking for a pass. Shoot Less Often Asks players to retain possession and remain patient in search of a more opportune moment at which to finally shoot. Dribble More Encourages players to be more individualistic and seek to make gains by dribbling their way past opponents, rather than passing their way towards goal. Dribble Less Asks players to primarily pass the ball around and not attempt to beat opponents individually by way of taking them on. Run Wide With Ball Encourages players to move into wider areas of the pitch when in possession in a bid to stretch the opposition and disrupt their shape. Cut Inside With Ball Asks wide players to look to come into central areas when running with the ball, driving inside their opponent and heading towards the goal. When Player has the Ball     Shorter Passing Asks players to adopt a shorter passing game and primarily retain the ball with a patient approach. More Risky Passes Encourages players to play low-percentage passes in the hope that one or two of them will unlock the opposition defence in a potentially decisive manner. Fewer Risky Passes Asks players to retain possession first and foremost, playing a sensible and patient passing game without unnecessarily turning possession over to the opponents. Mixed Passing Asks players to adopt a sensible style of passing correlating to the game situation. Cross More Often Encourages regular delivery into the penalty area from wide positions. Cross Less Often Asks players to retain possession longer rather than seek a crossing situation. Cross From Deep Asks players - most typically full-backs, although not exclusively - to set up crossing opportunities from deeper areas on the pitch rather than wait until the ball is in the attacking third. Cross From Byline Asks players to get the ball as high up the pitch as possible in wider areas before attempting to cross into the goalmouth and penalty area. Cross Aim Near Post Asks players to deliver their crosses into the near post area. Cross Aim Centre Asks players to deliver crosses into the middle of the penalty area. Cross Aim Far Post Asks players to deliver their crosses towards the far post. Cross Aim Target Man Asks players to deliver their crosses in the general direction of a designated target man. Freedom of Movement     Get Further Forward Encourages players to adopt a more attacking mentality and seek to make an impact on the game in advanced areas. Hold Position Requires players to remain largely in their assigned position and rarely deviate from it. Stay Wider Encourages players, primarily those in wider areas of the pitch, to stay as close to the touchline as possible in a bid to stretch the game over the full width of the playing surface. Sit Narrower This option asks the player to stay in the central areas of the pitch, either to exploit a weakness in the opposition or to consolidate defensively in a bid to keep the opposing threats on the periphery. Move Into Channels Asks players - particularly attack-minded players - to find vertical spaces between opponents, and pull away in such a manner that a team-mate can find them with a pass, which in turn draws a defender out of position. Roam From Position Gives players the freedom to leave their designated position within a team's basic formation and instead find pockets of space in which they can be more effective. When Opposition has the Ball     Closing Down More/Much More Encourages the player to make the effort to harass any opposing player who has possession in hope of forcing a mistake and ceding the ball to them. Closing Down Less/Much Less Asks the player to stick to their position when defending and make it hard for the opponent to break them down, rather than risk being caught out of position when closing down. Tackle Harder Encourages players to be forceful and combative when challenging for possession. Ease Off Tackles Asks players to consider the ramifications of an aggressive mistimed tackle and instead will encourage them to pick their moments in a more timely fashion. Mark Tighter Asks players to stick particularly tight to their assigned opponent in defensive situations so as to limit the space they have in which to attack the ball. Like the Team Instructions, there are conflicting setups which will be displayed in red when one instruction has been selected (in green). Presets are also applicable here, so you can create a series of templates to load in at your leisure. Set Pieces
      Selecting the ‘Set Pieces’ sub-tab will allow you to set up your dead ball instructions. Each set piece type guides you through a visual presentation of your set piece instructions and takers. Each position is visible on the pitch with a series of available icons either when clicked on or dragged away from the current position. You are able to drag an icon to another area of the pitch (only areas with an indicated ‘landing spot’ will be accepted). Good set-pieces can be the difference between winning or losing. Taking advantage of the numerous dead-ball situations which occur in matches can work massively to your benefit. Primarily you need to identify your best corner, throw-in, and free kick takers. Each of these have their own attributes, so initially look for 15 and above in these areas. If your squad isn’t blessed with any particularly capable players, consider bringing one in. Once you’ve identified potential takers, you can start narrowing the selections down. A good corner taker will also have good Crossing; naturally because they’ll be using these crossing skills to put the ball into dangerous areas. Also consider the footedness of a player – do you want your corners to be in-swinging or out-swinging? A good free-kick taker will also have good Crossing if the attempts are not direct at goal, since the free-kick will likely be put into a dangerous offensive area. If the shot is direct on goal, Long Shots may come into consideration depending on the distance, and a good Technique may be required. High Composure and Concentration are often seen in the best dead-ball specialists, so try and piece these attributes together as best you can to find the ideal free-kick takers. Throw-in takers should have a good Long Throws rating to make full use of the situation, but they’ll also need to have good ratings in Strength and Balance to get a really good throw away. When selecting Penalty takers, much of the above applies. Your regular penalty taker should have a high Penalty Taking attribute in addition to good Finishing. He also needs high Composure, Concentration, and Decisions. Consider these attributes in greater scope when selecting takers for a penalty shootout. It may be that you’re forced to use players who aren’t natural penalty takers, so look at the next most important attributes – mentally strong, capable players who strike a ball well and make a good decision. Multiple players may be selected for set-piece duties in the same way as described in the Captaincy section. Left-click on the desired player’s table row; drag then drop into the appropriate set-piece menu. The ranking is hierarchical and will follow in order should the top player not be on the pitch at the time. Captains
      At the start of every season you will receive an item in your Inbox asking you to confirm a captain and a vice-captain for the coming season. Once selected, they will appear at the top of the ‘Captains’ panel in different colours to the rest of your squad. Note that should you change your captain during the season, the previously deposed captain, his friends and the media will want to know why, so make sure you’ve got a good reason for doing so. If you do wish to change your captain, select the newly desired player from the drop-down list. If you wish to add players in a hierarchical order of which they should take the captain’s armband, left-click their table row and drag and drop them into the list. The same method applies for re-ranking them, but you can do this from within the right hand side panel. When considering your captain, one of the primary things to look for is a high Leadership attribute. Anyone with 17 or above here should immediately be considered as a candidate, but there’s more to look at than just that. Your captain should be mentally strong enough to be a capable leader of his team-mates. On a player’s ‘Personal Information’ screen each player has a Personality trait. A ‘Born Leader’ is an ideal candidate for the captaincy. ‘Determined’ and ‘Model Professional’ are also desirable. Also consider the player’s age and experience – ideally he’ll have been at the team for a few years and been in football long enough to understand what it is to captain a team. These criteria can change depending on the composition of your squad – a young team needs a capable captain perhaps more than a team of veterans who’ve been there and done it – but largely following this advice should put you in good stead when handing out the armband. Opposition Instructions
      This screen allows you to configure default opposition instructions to apply to any position on the pitch. These will be applied ahead of every match but you can tweak them before kick-off depending on the team selection and shape of each specific opponent. Analysis
      The Analysis section offers a statistical insight into your performances whilst using certain tactics in a bid to keep you fully informed in your decision-making process. Tactics
      If you’re looking to compare the success of different tactical approaches you may have taken, this screen will help you do just that. The ‘Tactics Used’ tab in the main screen area panel details how often a tactic has been used and chances for and against when it has been in operation. These stats are then looked at in more detail in the panel towards the right of the main screen area, with some text to explain what’s going on in the panel towards the top of the main screen area. The same applies to ‘Tactics Faced’, which will allow you to pinpoint areas in which you struggle as well as those in which you’re making some headway. Team Talk Feedback
      This is provided by the Assistant Manager and can be viewed in more detail by clicking here. Goals
      This does what it says on the tin; a look at how and when your team found the back of the net, and accordingly, conceded at the other end. The ‘Goal Times’ sub-tab breaks down when the goals were scored in fifteen minute segments, whilst the ‘Goal Types’ sub-tab indicates how they came about. ‘Goal Assists’ shows the primary method of the goal’s creation. For each section, there is a visual pitch display which is divided up into areas of the pitch, allowing you to see where the goals are coming from. The pitch is split in half and in colour; the top half is in green, showing your team’s goals scored, whilst the bottom half is in red and shows the goals your team has conceded. Shot Analysis
      A breakdown of all shots at goal when a particular tactic has been utilised. Next Opponent
      This screen simply offers information on your historical record against the next team on your fixture list. The ‘Stat Pack’ offers a statistical look at the league as a whole and the context of the upcoming match whilst the ‘Past Meetings’ section displays the overall head-to-head record between the sides. Last Match
      This section presents a brief breakdown of your last outing and offers a reminder of the match stats and player ratings. Match
      This section allows you to fully analyse a chosen match.
    9. Scouting

      It’s likely you won’t be 100% happy with your squad. Not very many managers are in the real world, so why should you be? There’s always likely to be, at the very least, one problem you want to address, and the perfect way to do that is to go out and find a player to bring in. The Transfers section covers that in far greater detail, but this section guides you through the scouting and player search options and what to expect from each screen when viewing them. All Known Players/Scouted
      Upon clicking the ‘Scouting’ section of the Sidebar you will be taken to the integrated Player Search and Scouting screens whereupon you will be able to set about improving your squad. By default, you arrive on the ‘All Known Players’ sub-tab, which displays all players your club is understood to be aware of based on knowledge levels held by the staff (and affiliate clubs etc). Your Assistant Manager will have filtered out players he/she doesn’t believe are likely to be attainable (via the ‘Realistic transfers’ option, found in the ‘Show Filters’ section), leaving you with a list of those considered well-known and more likely to join your club. From here, you can begin tweaking the numerous settings to display exactly what you’re looking for. Once a player has been scouted, he will appear in the ‘Scouted’ sub-tab. On either screen, however, you then have the facility to further refine your results and more closely identify the player you’re after by applying a series of search conditions to the lists. Begin by clicking on ‘Quick Search’ from the panel at the top of the main screen area. This will present a dialog not dissimilar to the Create New Assignment scouting dialog. Select the type of player you’re looking for – be it a first team player, a replacement for someone already in your squad, a backup player or a hot prospect – then a position and role (or in the case of a replacement player, the individual in question). Click ‘Next’ to then set the preferred Transfer Type, how much of your Transfer Budget you’re willing to allocate to such a deal, as well as the targeted player’s age range, ability and potential. Finally, set the Desired Attributes and any Additional Conditions you might want to specify for a potential newcomer. These filters are so powerful because you can choose to exclude, match, or select from any of the options. Once you get to grips with the filters you can really find any type of player you like. Of course, there may be times when your filter will find no matches, or no realistic matches, in which case some further tweaking will be necessary to find the one you’re after. All of the options found within the dialog are also accessible by clicking on the drop-down arrow next to the ‘Quick Search’ button and can be added/removed manually should you wish to do so. The ‘Views’ menu (which displays ‘General Info’ by default) allows you to view the filtered information (in the panel in the lower part of the main screen area) in a number of manners which, combined, presents you with everything necessary to make an informed decision about a potential signing well before clicking on a player’s profile. 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 of time and for that duration you will receive a news item 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 ‘Views’ and ‘Filters’ menus, found above your shortlist of players, allow you to keep your list as useful to you as possible. For example, if you’ve compiled a rather large shortlist and want to find a young left-back, you can apply filters and views accordingly to find your player(s). 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. Assignments
      Clicking on the ‘Create New Assignment’ button launches a dialog from which you are able to customise your exact needs from the scouting team in a very powerful manner. To begin with, use the drop-down box at the very top to determine what you’re looking to achieve. For example, you might select “I’m looking for a…” before going on to then specify what you want. The options on the left of the screen give you the basics in terms of a broad search area and clicking on each of them will then open up further options for you to refine the assignment details further still. For player reports, you can select a position and a role whilst for the competition, team and country/region sections you only need to pick your desired place. When you’re happy, click ‘Inform Chief Scout of requirements’ and you’ll be able to direct exact attributes, transfer type, how much you’re looking to spend, the player’s age and relative current and potential abilities alongside a host of additional search conditions. At the bottom of this particular screen you can finalise where to look (Scope), who should carry out the assignment (Scout), how long they should spend on it (Duration) and whether or not it’s considered an urgent request (Priority). From there, all that remains is to click ‘Start Assignment’. The ‘Assignments’ sub-tab allows you to then keep track of all active and pending assignments. Queue
      If you make a number of 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. Knowledge
      Every non-player in Football Manager™ 2017 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 a number of 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 best work and to assign them to countries they know well. If you do choose to assign a scout to a country he/she doesn’t know, over time he/she will gain knowledge from that country. They will also progressively accumulate more knowledge the longer they reside there. The Knowledge sub-tab in the Scouting section offers an overall indication of the club’s entire knowledge base; beginning with the regional breakdown at the top of the screen, before breaking it down into specific nations (and who holds that knowledge) lower down. Recent
      This screen simply lists a number of recent players who you have viewed. The purpose is to allow the user to access players they are currently interested in as easily as possible. It works in the same manner as the Shortlists screen described in the section prior to this. Reports and Feedback
      Your scout(s) will file reports on players which are accessible by clicking on the highlighted number next to their name on the Assignments screen (indicating the number of players they have filed reports on). Typically, a scout may get through a large volume of players on his scouting assignment, and so fortunately collates them into an easily accessible list. He/she will give each player an overall recommendation which is displayed in the form of a number of gold stars; more gold stars means the scout highly recommends him. The same method is used to rate each player’s Current and Potential Abilities. Your scout will also report on the player’s personality and any notes he has made on the likely fee to acquire the player. 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. 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.
    10. Players

      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. In Football Manager™ 2017, players are as in-depth as they’ve ever been. This section details pretty much everything you’ll need to know about the players, interacting with them, and all the other stuff in between. ‘Information’ Icon
      Whenever a person – player or non-player – appears in a list, they will have a small circle with the letter ‘i’ next to their name. 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. Overview
      The ‘Profile’ screen captures a player’s key information and presents it all on one screen for quick and easy reference. Attributes
      If you prefer the more traditional look and feel for the player profiles, the ‘Attributes’ option is the one for you. Information
      The Information sub-tab provides information on the player. It holds biographical information as well as detailing his personality, happiness, and what the media thinks of him. The ‘Nationalities’ section shows which countries a player is eligible to play for. The ‘Eligibility’ section, meanwhile, shows where a player was trained in terms of nation and club for various squad registration qualifications. If the player is currently eligible to add another nationality to his status, the days completed and days remaining to be served in that country before becoming eligible for citizenship are displayed here too. Positions
      For players not under contract to your club, a complete breakdown of their positional ability is found on this screen. For your own players, the ‘Tactics’ section under the ‘Development’ tab will display the same information. The graphical pitch displayed in this panel indicates the positions the individual is capable of fulfilling 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.
      Competent – The player has enough experience and ability to put in convincing performances here, but don’t expect any fireworks or long-term success.
      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. Player Attributes
      It is vital to understand the importance of player attributes in Football Manager™ 2017 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 so much, such as Determination and Work Rate. These are generally innate attributes specific to individuals. 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. Remember, 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. Physical
      A player with strong physical attributes is one who can potentially fit into a team better than a player strong in only one area in the other attribute groups. If a player is strong in these attributes he’ll be able to play a competent game and make sure he isn’t embarrassed much, should he be less than adequately skilled because he has the required attributes to be a solid footballer. A skilled and mentally strong player who also has strong physical attributes can be considered a fantastic all-round player, as being strong in all three areas is pretty much what you look for. ATTRIBUTE DESCRIPTION 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 take into account 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, is how long they are able to maintain that pace 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 nine month season, players with high attribute ratings for Stamina will be able to perform at their top levels for longer. It ties in directly with Natural Fitness. Strength A player’s Strength is his ability to exert his physical force on an opponent to his benefit. A player with a high Strength rating will be able to use it to his advantage against weaker opponents.   Mental Ideally you’ll want every one of your players to be mentally strong. If your players have high mental attributes you’re on the right road to success – you’ll have a team of determined and committed players who will give their all for the team, whilst having a nice balance of flair and commitment. ATTRIBUTE DESCRIPTION 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 and get stuck in, perhaps at the expense of a yellow card or two. A less aggressive player may shy away from situations and merely drop into his comfort zone, waiting for the play to find him. 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. This attribute works well with ‘Off the Ball’. Bravery 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’ll go in where it hurts and lay it on the line for the team. Composure The 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. 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 can keep a higher focus on proceedings for longer periods of time and be able to respond to incidents late in the game just as well as he did early on. Lower concentration will see players lose focus and perhaps become liable to mistakes at crucial times in the match. Decisions The ability of a player to make a correct choice the majority of the time. This attribute is important in every position but perhaps more so for central defenders and midfielders, who will see a lot of the ball and have a number of options when in possession. 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. A player with a lot of Flair will be one of the key attacking components in any team but at the same time may need tactical restraint to get the best out of him. Flair and Vision work well together. 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 tend to rally around these players. 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 receive a pass in a dangerous position. Positioning Positioning reflects how good the player is at keeping a good defensive position. For goalkeepers, this is how well they get into the correct position. 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. Vision This refers to a player’s ability to see a potential opening, 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. Nonetheless, it is an admirable trait to have in your team. It does not merely represent a willingness to run – something that would be inappropriate in many positions – but rather the willingness to go above and beyond the regulation call of duty, as it were. Technical These attributes are the real meat of the football world, where the elite are separated from the very good, and the very good from the rest. These are the playing attributes, where you’ll be looking for consistent ratings across the board for most of your players, and high-end ratings for the elite players you want to add to your squad. ATTRIBUTE DESCRIPTION Corners This attribute reflects how well the player takes a corner. Taking advantage of set-pieces is important, and having a capable corner taker to put the ball into key areas is useful. Crossing This indicates a player’s proficiency at crossing the ball from wide areas into the penalty box. Dribbling This refers to the player’s ability to run with the ball and manipulate it under close control. This is purely his proficiency with the ball at his feet – his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstances, and whilst a higher Dribbling attribute will also help him in different situations, Dribbling alone isn’t enough to get by. 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 possession. A higher rating will ensure that the player can corral 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 applies to both direct shots at goal and deliveries into dangerous areas from wider or deeper positions. A player who is proficient in taking free kicks can be a valuable commodity – scoring five free kicks a season and adding five more assists from them can be a huge bonus. Heading This is a player’s competence in aerial situations. Heading applies to all situations and is only about the player’s ability to head the ball 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. Marking How well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job 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 How good the player is at passing the ball. His Technique and passing ability will determine his success at passing over longer distances. Penalty Taking The ability of the player from the penalty spot. A player with a high rating here will be more confident and capable from 12 yards. 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. This in turn affects a number of technical attributes – poorer Technique will let a player down. Goalkeeping Goalkeepers are often referred to as a different breed. They’ve got their own set of Technical attributes in Football Manager™ which are relevant only to them, and replace the standard Technical ratings (although they may have ratings in some of these areas which will remain invisible – for example, a goalkeeper who often takes penalties or free kicks could have a rating here). Also bear in mind that goalkeepers will also need suitable Physical and Mental attributes to succeed. ATTRIBUTE DESCRIPTION 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 a number of 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). Do note, however, that a high rating only increases his penchant for coming for crosses and not necessarily claiming them all. Communication How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating reflects a better communicator and will allow your back five (or more) to work more efficiently together, ensuring greater overall defensive stability. 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 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. His Passing rating will define how accurate his kicks are. 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 attempt to impose themselves and win the ball with confidence. Reflexes How good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will be able to respond to the unforeseen with more success and be able to pull off highlight reel saves, or clear the ball to safety. Rushing Out How good the goalkeeper is at coming off his line to react to through balls and similar situations. 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 How good the goalkeeper’s distribution is with his hands. A higher rating will increase the accuracy of his throws, although Strength imparts on the distance he is able to reach. Goalkeepers also have a small number of Technical attributes which apply to them and they work in the same way they do for outfielders. Many managers prefer their goalkeeper to act as something of a defensive sweeper and ask them to be a part of developing play from the back; these attributes come into effect predominantly in these situations. Player Attributes Screen
      The Player Attributes sub-tab provides the most useful and important information about a player. The majority of the screen is allocated to displaying the attributes detailed here, but the screen also contains biographical information, selection details, and his current season stats broken down by competition area. If the player has a picture, it will be displayed on this screen, alongside the octagonal shaped graphic representing eight key aspects of a footballer’s game. Inside the octagon is a shape created by the abilities of the player in these areas. The closer to the edge of the octagon the shape is, the better a player is in that area, and therefore a larger shape indicates a quality all-round player. ‘Show recent attribute changes’ will alter the ‘Attributes’ view to display an up or down arrow, or a dash to indicate no change, which refer to changes in that attribute over recent weeks from training, injury, or individual development. ‘Highlight key attributes for role’ allows you to select a player role and duty and have it highlight the key attributes required on their profile. If a player has the ability to also be a non-player, or is currently serving in a dual capacity, his ‘Staff Attributes’ panel will become visible as a part of this section. For more information on Non-Player Attributes, please refer to the relevant section of this manual. Contract & Transfer
      The Contract and Transfer screens provide information on the player’s current contract, and any pertinent transfer information that you may want to know, such as which teams are interested in the player, whether that be a minor consideration or a full-blown major show of interest. Development
      This screen allows you to check up on and configure individual training details for the player. These details range from their schedule through to new positions and preferred moves or affiliate loans. Please click here for Training in far more depth. Reports
      The Reports section contains Coaching and (if valid) Scouting Reports on the player, as well as information from members of your backroom staff on their match performance. Interaction
      This section is your home for interacting with players. For more information on Player Interaction please continue to read below. Comparison
      This section is where you can see details on player comparisons, should you wish to carry them out. There is more information on this feature below. History
      The History section contains three screens which together form a historical record of a player’s career. The ‘Career Stats’ screen is the default option when the History section is chosen – it displays a season-by-season record of a player’s league appearances and goals. Furthermore, for in-game seasons, it contains more statistical information which is also accessible by selecting the appropriate table row. The ‘Achievements’ screen lists the time the player spent at each club in a career and any achievements he earned there. A description of the player’s life and career is available under the embedded ‘Biography’ tab. ‘Injuries’ keeps a record of all injuries sustained by the player, which can be a useful reference when considering signing or selling a player. Create Note/Notes
      In a similar manner to the Notebook feature detailed here, this holds all notes specific to the individual from which you are accessing this. Player 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, which can be accessed by right-clicking on a player’s name. They are described here, with the tab page preceding the interaction type. Development - Move Players Between Squads
      This option allows you to assign players to various squads, most typically a Senior, 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 whilst 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. You can also make a player available for the reserve team 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. 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. Transfer – Transfer Status
      This screen allows you to set the squad and transfer status of a player. You can determine his role from this list of self-explanatory options: -    Key Player
      -    First Team
      -    Rotation
      -    Backup
      -    Hot Prospect*
      -    Youngster*
      -    Not Needed
      (* only eligible for younger players) 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. Please refer to this section for information on offering contracts. 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 more stubborn, making things harder for you as he takes offence at being asked to leave. Interaction
      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. Here, their biographical information is compared, then their attributes matched off against each other in the form of attribute polygons. 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 operates in the same manner as the ‘Create Player Search Filter’ used to, and when clicked will scan the database in your saved game for players with a similar attribute profile to the selected player. 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. For more information on how this feature works, please refer to this section of this manual.
    11. Transfers

      No matter what squad you inherit, you will quickly identify holes and areas in which your team can improve. The most common method to amend these issues in the footballing world is the transfer market. Improvement may come from adding players, but your squad can also be stronger for the sale of a player. This section outlines the key aspects of wheeling and dealing in Football Manager™ 2017. Buying Players
      To begin with, you need to identify a player you want. For information on using the Player Search feature, please click here. If you’ve identified a player from this method, or through scout reports or other means, and decide that you’d like to make him a part of your team, the first step is to select ‘Make An Offer’ from his Transfer sub-tab. 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 Context Menu or 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 semi-negotiable, twice for non-negotiable), and they can be either removed by clicking on the circular icon with a ‘-‘ through the centre, or removed permanently and ‘locked out’ of negotiations by selecting that option from the menu produced by clicking it. There is also the potential 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, he/she will inform you 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 deal, 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. Loans
      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. If you are the loaning club, 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. Selling Players
      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. 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 – the big clubs can find some top veteran or out of contract talent in these parts, especially via the Bosman ruling and pending free agents. Offering Contracts
      There are two situations when you’ll be offering a contract to a person – when you’re signing them or when you’re renewing the contract of a player in your squad. Both are handled almost identically – you’ll be doing the same thing in both cases. The only difference is that if you’re attempting to bring a player in from another club, the contract negotiations will be handled directly through your Inbox rather than on the Contract Offer panel. The first phase of negotiations concern offering the individual certain assurances about their time at the club. These assurances, or ‘Promises’, cover things like playing time, set piece duties, preferred shirt numbers, the captaincy, short and long-term ambitions for the club and improving the playing and non-playing personnel. Some will be more demanding than others but they will all impact the contract discussions themselves. A pleasing set of promises may lead to more fruitful terms whereas a problematic set of preliminaries may result in an increase in demands or the deal falling through altogether. If and when you are able to come to an agreement on these promises, you can then move forward to nail down the finer points of the contract. The player or his agent will typically indicate the terms they expect to be met as a minimum, and from there it’s your call as to the offer you make. Some parties will, however, invite you to make the first move in a bid to see just how much you want to complete the deal. This is very much impacted by the promise discussions you’ll just have been through. Depending on the squad status you’ve promised the player, your board may increase or decrease the available wage accordingly – they’ll likely be willing to pay more to a key player. Set his weekly wage to something you can afford and the player will like, and attempt to set a contract length both parties can agree to. If you feel the player may need a little ‘sweetener’ of sorts to sign ahead of other clubs who may be interested, perhaps offer a Signing-On Fee or some attractive bonuses. The player may already be demanding these, so see what you can afford to match and when you’re happy, click ‘Suggest Terms’ to the player. He will indicate his stance, allowing you to either click ‘Finalise Deal’ to formally submit the offer, or to re-negotiate the terms to something he finds more favourable. You may also wish to increase the fee heading towards the Agent as part of the negotiations in an attempt to sweeten any potential deal and secure the player’s signature. Some agents will kick up a fuss about the fee they’re receiving, but others, particularly those with whom you have developed a positive relationship, will be less concerned by their bonus. During the course of negotiations, you may wish to ‘lock’ a particular part of the deal. Locks can be applied in two different ways; semi-negotiable (single-clicked, displayed in orange) or non-negotiable (double-clicked, displayed in red). Semi-negotiable indicates you are unlikely to be willing to compromise on that particular item but will do so if absolutely necessary, whilst non-negotiable offers no room for flexibility. This is your way of telling the agent and/or the player that you are unwilling to budge from the figure offered. Accordingly, this is likely to result in the other parties looking to increase other figures in the terms in order to balance things out. Keep in mind that the party you are negotiating with can also use these locks to strengthen their own position, and it will usually take a little bit of back and forth before you can conclude negotiations. If you wish to see the player’s Original Demands or his Original Contract, you can use either the ‘Reset Changes’ button or the ‘Use Existing Terms’ option. Some players will be harder to deal with than others – you can occasionally gain an insight into their mentality from the way they go about asking for terms on the Contract Offer screen – some will demand, some will require. It may also be worth checking out a player’s media history and his personality ahead of negotiations to fully prepare for what you’re going to be dealing with. Good preparation will allow contract talks to go a little more smoothly. Agents
      Each player has an ‘Agent’ section on their ‘Information’ panel. You can click on an agent to view their profile. Their biographical details are presented along with their current positive and negative relationships with managers in the game. Detailed attributes and a summation of their style will give you a better picture of the person you’re dealing with, with the majority of the main screen area being taken up by the most important part – their list of clients. Some agents may have very few clients, whilst others may be more prolific and be managing a larger group of players. As agents, their modus operandi is to secure for their client the best contract they possibly can. Therefore, expect some tricky negotiations with players who are due to see their current deal expire, although it won’t just be limited to that. If a player is in a particularly good vein of form, or has just played a blinder, you’ll be hearing from their representative pretty quickly, with improved terms high up on the agenda. Agents may tout their clients around behind your back, looking for a new club and a better contract than they currently have. Not all of them are troublesome, of course, that would be a misrepresentation. Many are keen to work with you and the club to help extend the deals of their clients, who are undoubtedly happy playing for you, and wish to do so for some time to come. You’re also sure to be approached by unfamiliar agents who will offer their players to you, attempting to secure them a transfer, which, of course, will have financial benefits for both player and agent. Shortlists
      Your shortlist allows you to collate and store a convenient list of all players you may have an interest in. Trading and Drafting
      If you have chosen to manage in Major League Soccer, you’ll find yourself less in the transfer market and instead having to negotiate trades with other teams. In addition, you’ll have the annual MLS SuperDraft to attend to. In its most basic terms, trading is like a part-exchange deal. Team A must give up some assets to Team B to get the assets they want in return. Assets include players from your roster, draft selections, allocation funds or international slots. You may add or remove items as you please using the appropriate buttons. Once you’re happy with your offer, submit it and you should hear back from the other team shortly with their decision or negotiation. The annual MLS SuperDraft is an event where all MLS teams select the best talent aged 18-22 available. Teams will pick in reverse order of the previous season’s standings but draft picks may change hands in trades throughout the season, as described previously. In the days leading up to the SuperDraft, the Draft screen will become accessible from the competition menu. It is split into three main sections. The main central panel contains all eligible players for selection, whilst the banner across the top lists the complete draft order. The summary panel on the right details the key events of the draft, including traded selections. Eligible players are those who have chosen to enter the draft from collegiate or high-school soccer. Shortly before the SuperDraft, the MLS SuperDraft Combine will take place. This is a pre-draft ‘workout’ of sorts for the best eligible players to perform and show for one last time what they can bring to potential suitors. Four teams, MLS A/B/C/D, compete in a tournament where each roster is balanced amongst draftees. Players who perform well here may not necessarily be the best available, but it’s certainly an event where stock can rise or fall for individuals so close to draft day.
    12. The Match

      So, with everything covered up to this point, it’s probably time to play a match. Preparing for the Match
      Before you click ‘Submit Team’, it’s advisable to make a few checks and observations. The information made available to you on the ‘Pre-Match’ screen indicates which players are unavailable from each team for the match, as well as the referee and weather, and details of historic records between the sides. Take this all into account when settling on the team you’re putting out.  Consider whether you’re at home or away, your respective records, and indeed the opposition’s. Once you’re happy with the team for the match, click the ‘Submit Team’ button to Continue the game and advance to the pre-match build-up. Pre-Match Build-Up
      The first stage of the build-up are the Line Ups and Match Analysis screens. The Line Ups screen displays the formation and personnel deployed by each team for the match, whilst the Match Analysis screen is given greater emphasis, informing you of any potential milestones which could be reached in the match as well as Key Battles between standout players. This screen also holds the predictions information; match odds, key players and a pundit’s prediction of what’s ahead over the next ninety minutes. This is also the opportunity to give your team specific instructions to take to opposition players, from the ‘Opposition Instructions’ option. Select a player from the pitch to apply specific instructions to him or implement your choices by position in the adjacent panel, ensuring that whoever plays in that area of the pitch will be treated the same. Alternatively, ask your Assistant Manager to implement his or her advised instructions. When you progress from this screen, you’ll be taken to the Team Talk screen. This is your final chance to talk to your players before kick-off, a chance to give them some final instructions and words of wisdom. What you say to them now can have a massive effect on what happens over the next 45 minutes, so choose wisely. As is the case with all interactive comments, you can assert your choice of tone over the squad. From the ‘Overall Team Talk’ panel, select a tone and appropriate comment before confirming it. You will receive feedback on what you’ve had to say in the ‘Reaction’ column, whilst a member of your backroom staff (of your choosing via the ‘Ask Advice’ drop-down menu at the top of the screen) will offer their opinion on how to approach the team talk. You can set an overall team talk to the entire squad, or talk to each player individually, or a mixture of both. Alternatively, you can have your Assistant Manager take the team talk. Once you’ve done this and have exited the team talk, you’ll be taken to the match screen ahead of kick-off. You might be asked a quick question or two in the tunnel before heading out for the match as the media attempt to get one final word before the action gets underway. The Match Screen
      The match screen has a number of different views, all available from the Menu Bar, and a number of different items you can interact with during the match. The menu options are as follows: Overview
      Overview: The standard and traditional view for a match. Holds the current score, goal-scorers and key events from the match, as well as miscellaneous information like data, venue, competition, weather and referee. As its name would indicate, this is an overview of the match. Formations: Displays the respective formations in use. Report: Contains the match play-by-play text report. Assistant Manager’s Feedback
      Your Assistant Manager will provide regular feedback on what’s going on during the course of the match. Latest Scores: Select this option to view the latest scores from all games going on in your saved game at the same time as yours, and for up to the minute goal updates. Latest Event Updates: This differs slightly from the Latest Scores panel as it presents the events as they happen, vidiprinter-style. League Table: If you are in a competition where a league format is used, a live league table will be present here as well, so for those tense last day of the season games you can be right up to date with where events place you. Pitch
      The Pitch View takes you to a match screen designed specifically for the 3D match view. The primary and majority focus on the screen is, as you’d expect, on the pitch and what’s going on. The scoreboard is to the very top of the screen, and below in the action bar are a number of match day options designed to make your visual and managerial experience easier. For example, the ‘Settings’ button – indicated by the traditional mechanical cog icon – allows you to configure the Match Speed, Highlights, Cameras and Replays amongst other items. Towards the bottom right is an icon with a pop-up window displayed within. This allows you to select any number of the items usually found on the tabs menu and display them as a pop-up box in the Pitch view. These are all completely free to be positioned anywhere on the screen and can be closed at the click of the ‘x’ button towards the top right of each widget. Throughout the course of the match you will be able to make quick tactical adjustments on the fly from the ‘Instruction’ menus at the top of the screen. If you want to make a quick switch of tempo, or adjust to an opponent, or any number of other tactical fixes, you can do it from here without taking your eye off the ball. If you want to make more detailed, wholesale changes, click the ‘Go to Advanced Tactics’ option from the tactical changes icon (the one with the two arrows located towards the top left of the screen) dropdown or select ‘Tactics’ from the title bar to go to your full tactics mode. Along the bottom of the screen is the match time bar, which will log moments of note and incident for quick reference when playing the match back. The ‘Settings’ button expands to allow the user further control over what they watch. The ‘Camera’ dropdown presents a list of different views from which the match can be watched – for example, a 2D top-down view is still available, but so is a TV camera, and a Main Stand camera, and a number of others. From here, you may also configure whether replays are shown or not, whether sound is on or off as well as toggle the speed of the match action, and the saturation level of highlights shown. Split View
      The split view screen allows you to view any combination of the screens available side-by-side (except any match action view). From the dropdown at the top of each panel, select the screen you want to use in that area. Maximise/Minimise
      Towards the bottom right hand corner of the 3D display is an icon with inward or outward facing chevrons, indicating that the view can be maximised or minimised. This simply enhances the visual match display area by toggling the amount of Title/Menu Bar you see. Tactics
      Use this menu as your shortcut to make any necessary tactical changes. For more information on Tactics please click here. Stats
      The Stats section holds the match statistics, action zones and detailed statistical references for both teams from the match in progress. Hold the mouse over a column header to see what the abbreviation refers to for that statistic. Analysis
      The Analysis dropdown allows you to break down a number of incidents from the match. For example, the Analysis screen itself allows you to see where key incidents occurred as well as who was involved and what the outcome was. Select different events from the dropdown to see them appear on the pitch graphic. The Action Zones screen indicates the proportion of the match that has been played in each third of the pitch. In addition to all of the match options, the Actions area has some controls to control what exactly you see. Using the match speed slider, the user can also toggle whether replays are on or not and the saturation of highlights they receive. If you’re ambitious and have some time on your hands you can view the ‘entire’ match (note, this is not actually 90 minutes), extended highlights, just the key events, or none at all and watch the game with just commentary text. Match Feed
      During play, a series of informative notifications will pop up on the screen as part of the Match Feed. This can range from key events in the match you’re watching to events elsewhere and advice from your assistant manager. The full range of notifications can be toggled from the ‘Match Feed Settings’ button found within the ‘Match Feed’ itself. Once you’re happy, kick off! At half and full time you will have the opportunity to offer a team-talk to your players. The half time team-talk will generally be about what has happened in the first half and what you expect to happen in the second half, whilst the full-time one will be of a reactionary nature to the result. As with your pre-match team-talk, take care in what you say to your players, as it can have a strong effect on how they handle things from that moment on, particularly half-time team-talks. If, at the end of the match, you wish to save it for later viewing in the external match viewer (available from the ‘View Match’ option on the Start Screen), click ‘Save Match’ from the ‘Match Controls’ menu and you will be prompted to save the match .pkm file to My Documents\Sports Interactive\Football Manager 2017\matches.
    13. Miscellaneous Items

      Home Page
      Your Home Page is, by default, the same as your Manager Overview screen. The difference here is that any screen in Football Manager™ 2017 can be set as your Home Page by selecting the ‘Bookmarks’ sub-tab, which is located in the ‘World’ menu, and selecting the ‘Set this page as home page’ option. Downloads
      The Steam Workshop is your one-stop shop for additional Football Manager™ content. You will be able to find customisable content in the form of competitions, logos, kits, and player pictures created by third party users and easily integrate them into your game experience. Data Editor
      The Football Manager™ Data Editor is a powerful application that allows the user to modify the Football Manager™ 2017 game database. As a part of the Data Editor, you can edit and create competitions. For help using the editor, please visit the Community Forums at http://community.sigames.com/. In-Game Editor
      The Football Manager™ In-Game Editor is purchasable through Steam and allows you to make real-time edits to your saved games. Once activated, you will notice an ‘Edit’ option on various screens and in assorted Actions Menus. The ‘Edit’ option on the Title Bar will typically allow you to edit ‘hidden’ attributes and values, such as a player’s Current and Potential Abilities. The ‘Edit’ functionality found within the ‘Actions’ menu, however (click on ‘Start Editing’), will allow you to edit a person’s profile ‘live’, as you see it. For example, a player’s attributes and biographical details will turn into editable fields whilst editing is enabled, with the values open to alteration. Once you’re happy with the amendments, click on ‘Stop Editing’ from the same ‘Actions’ menu section. Social Network Integration
      Users of Facebook, Twitter, Twitch and YouTube are able to update their friends and contacts on how they’re doing in Football Manager™ 2017. Simply sign in with your credentials and when you hit an achievement during your career, you will have the option to post it to your status on Facebook and Twitter. To stream via Twitch, log in with your credentials and follow the on-screen guidance. You also have the possibility to upload video highlights of goals to your YouTube page. From the Match Screen, you will have a list of possible videos to upload. Videos can be as simple as a single uploaded goal or as creative as a match highlights package. When playing a match, you can record a segment of play by clicking on the red ‘record’ button (and then again to finish recording). At full time or post-match, you can collate a series of clips into one package and then upload the content to YouTube. Simply select the one(s) you wish to upload, and click the button to send them to YouTube, where they will be processed, allowing you to watch and share them with as many people as you want. Keyboard Shortcuts
      You can configure a number of keyboard shortcuts to aid your navigation around Football Manager™ 2017. You can do this from the ‘Preferences’ screen, under the ‘Shortcuts’ sub-tab. Scroll through the extensive list of screens which a shortcut can be assigned to, and either take note of the pre-set shortcut provided, or change it to one of your own preference by clicking on the ‘Add New’ button and then assigning a combination of keys. If that particular shortcut is already in use, a dialog box will pop up informing you of this clash.
    14. Multi-Manager, Online, and Internet Play

      Football Manager™ 2017 isn’t just for single user play – it supports multi-user and online play. Hot-Seat Play
      Hot-seat play refers to multiple users acting in the same single saved game on the same computer. To initiate this, the user should first create a new game as normal. Once this has been done, to add new managers either select ‘Yes’ if/when prompted, or select ‘Add New Manager’ from the ‘Options’ Menu. Once you’re happy with the number of users entered, play as ‘normal’. When one user has completed their tasks for the day and has clicked ‘Continue’, the game will then move on to the next user. When all users have clicked ‘Continue’, the game will progress. Online Play
      Online play allows the user to play Football Manager™ 2017 against other users. To start an online game as the host, click the option to begin an Online Career. You will then be taken to the ‘Online Game Preferences’ screen to configure the options for your Online Career . Please refer to the Preferences section of this manual for information on each option. If you wish to protect your Online Career and only allow certain people access, add a Server Password and distribute it to those you wish to grant entry to. Following completion of this stage, continue creating the saved game before either informing your friends of the name of the Online Career, or awaiting people to join (in the case of an open Online Career). To join an Online Game, click the ‘Join Online Game’ menu option. You will be presented with a list of active Steam Servers and the details of each Online Game, as well as a notification as to whether they are private or not (a padlock icon). Use the ‘Search Criteria’ panel to refine the list of available games to find one to suit you, or to isolate a particular game you have been invited to join. Football Manager™ Touch also features the online Versus competition mode. You and your friends can set up a custom competition and go head-to-head solely against each other if you so wish. Additionally, if each of you wishes to pit your own custom teams against each other from your own offline career games, you can do so by exporting them and using them in your custom competition.
    15. Troubleshooting

      Should you experience a problem with Football Manager™ 2017 at any time, the first plan of action should be to consult the Sports Interactive community forums at http://community.sigames.com/ where a member of the FM Team may be able to help you further. Important Information regarding Anti-Virus Software and Football Manager™ Files
      Please note that due to the nature of Football Manager™’s files changing and updating during play, some anti-virus software can unfortunately flag these as dangerous files and by acting on them, can make your saved game corrupt or unplayable, or ruin some in-game data. It is recommended that you configure your anti-virus software to exclude all Sports Interactive folders from its scan. Please refer to your anti-virus software for information on how to do this. Alternatively, you can simply choose not to run a scan whilst Football Manager™ is loaded. Following this advice should ensure your Football Manager™ experience suffers no issues on the part of anti-virus software.
    16. League Information

      Football Manager™ 2017 features a number of leagues which, for a number of reasons, can be complicated and perhaps rather daunting for those unfamiliar with the intricacies within certain countries. Below is a beginner’s guide on how things work in four of the highest-profile examples. (Please note; all specific league rules are available from the ‘Rules’ sub-tab on the competition screen. The information provided here is intended to offer a brief and clear overview of how things work. Please also note that some rules are not used in FM Touch.) Australia Competition Structure
      Ten teams play each other three times throughout the season – which runs from mid-October until early or mid-April - to complete a total of 27 fixtures. The top six teams advance to the Finals Series. The top two teams receive a bye (allowing them to progress automatically) whilst 3rd plays 6th and 4th plays 5th for the right to advance. The top-ranked team then plays the lowest remaining seed, with the two remaining teams also squaring off as the competition adopts a straightforward Semi Final to Final knockout approach. The winning team qualifies for the Asian Champions League, as does the team which finishes top of the regular season. If the same team achieves both feats, the runner up in the Grand Final takes the second berth. Wellington Phoenix are ineligible for qualification as New Zealand belongs to the Oceania Confederation, whilst Australia belongs to the Asian Confederation. Squad/Player Eligibility Rules
      Squads are limited to 23 players of which two must be goalkeepers and no more than five can be foreign (i.e. from outside of Australia, or in the case of Wellington Phoenix, New Zealand). No more than twenty Over-20 players may be registered. A salary cap is in place, enforced in the region of A$2.6m per season. Teams are also able to utilise the Designated Player rules. Designating a player makes them exempt from salary cap regulations and allows teams to pay them a higher wage to increase their chances of attracting/retaining players of greater quality. The Marquee tag can be applied to two players of any type whilst provisions are made for Mature Age Rookies; players playing in the Australian Premier Leagues who can come in on non-contract terms for a limited spell of matches. Similarly, Guest Players may feature for a maximum of ten matches and do not need to be registered as a part of the overall squad. There is no limit on the salary a Guest Player can be paid. Teams can name a maximum of five substitutes on a match day, of which one must be a goalkeeper and only three subs can be used. The Transfer Market
      With the salary cap being relatively low and the Australian league’s reputation not quite at the levels of some of the more prestigious leagues, the transfer market is mostly reserved for identifying Designated Player targets. South American imports have been amongst the favourites of the league, but teams are just as likely to use the Designated Player tag on Australians for both the domestic and international slots. This is typically done when trying to sign a high-profile Australian international footballer who may have plied his trade overseas for much of his career. Guest Players arrive on a higher level still, with no salary restrictions and the short-term contract proving attractive to players of a more substantial worldwide profile. Otherwise, clubs are encouraged to develop their own talent and not rely on sourcing talent from elsewhere. This is evidenced in the fact that clubs cannot make offers for other players playing within the A-League. There are two transfer windows, with the main off-season window beginning in late July and closing in late October, whilst there is a short mid-season one operating for most of January. Belgium Competition Structure
      The regular league phase of the Belgian Pro League is rather basic. Sixteen teams play each other home and away for a 30 game schedule. However, almost every team is then involved in a post-season playoff competition. The top six teams enter the Championship Group. Points attained during the first 30 games are halved, and each then plays the other five teams home and away for an additional ten fixtures. The winner of the Championship Group is declared Belgian champions. Second place qualifies for Champions Cup qualifying round, third gets into the EURO Cup qualifying rounds and 4th place plays off for EURO Cup qualification against the winner of the European Places Playoff. The team finishing top of the regular season, i.e. before the split, is however assured of a EURO Cup place at worst. Teams finishing 7th to 15th take part in the European Places Playoff. The teams are split into two groups, and each plays the other home and away. The team that finishes atop each of these groups then play off for the right to face the team which finishes 4th in the Championship Group for entry into the EURO Cup qualifying rounds. The side finishing 16th is relegated. Squad/Player Eligibility Rules
      Whilst the league structure is complicated, player eligibility is not. Teams must include at least six players trained in Belgium in their match day squad, and three of the seven subs can be used. The overall squad must feature eight players classified as home-grown (developed in Belgium) and a minimum of 22 players on full-time contracts. The Transfer Market
      Belgium operates in the same way as much of Europe in the transfer market, with a traditional buying and selling approach in place to complement the club’s own youth development programme. With transfer budgets generally lower than in many European Leagues, clubs are forced to look further afield for talent and many have found success in South America, Eastern Europe and Africa. The latter has proven so successful that the league issues the Ebony Shoe Award to honour the best African player in the league every season. United States Competition Structure
      Twenty teams are split into two conferences (East and West) with a general geographical split to provide friendlier travelling schedules for away teams. Teams play 34 matches in an unbalanced schedule; each team plays an intra-conference opponent once, whilst they play teams within their own conference home and away at least once, with the remaining fixtures ‘unbalanced’. The top two teams in each conference qualify automatically for the MLS Cup Semi Finals, whilst teams from 3rd to 6th play off for the two remaining spots; 3rd plays 6th and 4th plays 5th with the higher seed hosting for the right to continue into the post-season. From here, each conference adopts a higher vs lower seed draw. For example, if teams in 1st, 2nd, 3rd and 4th all qualify, 1st would play 4th and 2nd would play 3rd. These matches are two-legged affairs with the higher seed getting to play the second leg at home. This continues until each Conference has a champion, and they go head to head in the MLS Cup Final. The game will be hosted by the team with the higher regular season points total, rather than at a pre-determined (typically neutral, but not always) location. The two finalists qualify for the North American Champions League, alongside the winner of the MLS Supporters’ Shield (the team which finishes with the most points in the regular season) and the winner of the US Open Cup. If one team fills more than one of these berths, the qualification spot goes to the next best team in the MLS standings. Squad/Player Eligibility Rules
      Squads are limited to a maximum of 28 players, but within this there are a number of intricacies:
      -    A maximum of three Designated Players.
      -    A maximum of two non-Young Designated Players.
      -    A maximum of eight Internationals.
      -    A maximum of eight Off-Budget players.
      -    A maximum of six players in the squad can be marked as ‘Reserve’, i.e. younger players that count towards the salary cap. The MLS operates under a salary cap system, set at an annual total of around USD$3.7m. The top 20 paid players count towards the cap (although slots 19 and 20 do not have to be filled), and the maximum any one individual can be paid is USD$457500 per season. There is a discounted salary cap impact should a player on the maximum individual salary join midway through the season, to the tune of roughly half of the usual maximum individual salary. Teams are allowed to have up to three Designated Players. These players are typically of higher profile and are largely exempt from salary cap restrictions (their cap hit is equal to the maximum senior salary, depending on age) allowing teams to offer a more enticing wage in order to acquire or retain their services. Players on Generation Adidas contracts are also salary cap exempt. These are home-grown players sourced from areas local to each team and have come through their youth academy. Generation Adidas contracts can be given to as many eligible players as you want, but only two (non-Young Designated Players) may be in the first team squad at any time. When starting a game in the MLS, pay particular attention to the ‘MLS contract rules information’ – in particular the Salary Cap section - news item for even more detail on the intricacies of the contract system in use. There are several dedicated Please note that all values are as of the game’s start date and are prone to fluctuations throughout the course of a saved game. The Transfer Market
      There are as many as twelve ways in which an MLS team can acquire a player. Typically, European-style transfers rarely happen within the MLS itself, although teams are increasingly likely to source talent from overseas both on Senior and Designated Player contracts. These are referred to as ‘Discovery Signings’ and such deals are limited to a maximum of six players per club per season (ten for expansion teams in their debut year). The most common method of intra-league movement is trading. For more information on Trading within Football Manager™, please refer to that section of this manual. Each off-season, teams congregate at the MLS SuperDraft for the annual selection of talented collegiate footballers embarking upon their professional careers. Teams pick in reverse order of the previous season’s standings, meaning the worst teams get the greater selection of players in an attempt to aid competitive parity. For more information on Drafting within Football Manager™, please refer to the section on it elsewhere in this manual by using the search functionality. Domestic transfers can be completed almost year-round, with only a two-month gap between September and December where deals are prohibited. There are also two much shorter windows for foreign transfers in, between mid-February and mid-May and between early July and early August respectively. Players may be sold at any time, assuming the buying team are in an active transfer window themselves. Expansion
      Ahead of the 2017 season, Minnesota United and Atlanta United will join MLS. Atlanta will join the Eastern Conference and Minnesota the Western Conference, resulting in an adjusted schedule of 30 matches for each team. As is traditional, the arrival of the new teams will be preceded by an Expansion Draft. Each team will protect a number of players, leaving the remainder to be available for selection by the two new clubs throughout ten rounds of drafting as they build their rosters.
    17. Credits

      Sports Interactive Martin Allen
      Jesper Andrell
      Grant Appleyard
      Nicolas Audren
      Alex Bell
      Davide Bertoletti
      David Bonney
      Stephanie Bow
      Ciaran Brennan
      Kevin Brennan
      Neil Brock
      Robson Brown
      Archie Buck
      Michael Burling
      James Capstick
      Adam Cherry
      Max Clayton-Robb
      Stu Coleman
      Oliver Collyer
      Paul Collyer
      Rob Cooper
      David Crammond
      Joshua Crompton
      Marlon Davidson
      Stephen Davidson
      Tom Davidson
      Jack Deal
      Neil Dejyothin
      Pete Dewhirst
      Nicolas d’Offay
      Miguel del Pozo
      Navdeep Dhanjal
      Alex Dixon
      Marc Duffy
      Ross Ewing
      Antony Farley
      David Mariscal Fernández
      Keith Flannery
      Phillip Foose
      Vasil Georgiev
      Bardi Golriz
      Alan Granger
      Duncan Greenwood
      Dean Gripton
      Nick Habershon
      Lee Harris
      Paul Hecker
      Tom Hume
      Craig Hunter
      Miles Jacobson
      Chris Jones
      Richard Jones
      Graeme Kelly
      Olly Kenney
      Ben Kenney
      Jamie King
      Svein E Kvernoey
      Ed Lambert
      Tom Laskowski
      Roger Lopez
      Nicholas Madden
      Tom Markham
      Riccardo Marson
      Kamal Miah
      Max Morris
      Jon Murphy
      Alex Nasser
      Alari Naylor
      Michael O’Connor
      Eoin O’Reilly
      Ronnie Ochero
      Okwaeze Otusi
      Dave Owens
      Sergey Pereslavtsev
      Alex Pitt
      Luigi Pomili
      Mark Prince
      David Ramsden
      Niall Redmond
      Risto Remes
      Chris Rice
      Philip Rolfe
      John Schofield
      Richard Sherriff
      David Siddall
      Mark Smith
      Martin Smith
      David Soley
      Pete Sottrel
      Andrew Suthanah
      Matthew Taylor
      Alberto Tenconi
      James Thomas
      Simon Tipple
      Kevin Turner
      Marc Vaughan
      Stijn Vervaet
      Glenn Wakeford
      Stuart Warren
      Lucas Weatherby
      Daniel Wells
      Matthew While
      Andrew Willmott
      Mark Woodger
      Fei Yang
      Nico Zink Additional Contributions Aaron Armstrong
      Henry Charnock
      Paul Dejyothin
      Miguel del Pozo
      Adam Mingay
      Sean Neill
      Mark Nutt
      Eneko Osia
      Tom Proctor
      Alex Sloane
      Jean Sunwoo Sports Interactive Quality Assurance Ben Allingham
      Angelos Antoniades
      Adam Bell
      James Buchanan
      Julius Flusfeder
      Michael Frayne
      Alistair Gempf
      Alex Hall
      Ed Hewison
      George Hughes
      Marc Jobling
      Jack Joyce
      Billy Kingsmill
      Jake Laskowski
      Jack Livingstone
      Robert Mackenzie
      Daniel Marshall
      Thomas Miles
      Benjamin Miquet
      Thomas O'Connell
      Daniel Ormsby
      Brendan Pitcher
      CJ Ramson
      Luke Rumble
      Freddie Sands
      José Santos
      Calum Steel
      Jack Thorpe
      Thomas Tranum
      David Utteridge
      Luke Warrington
      Sebastian Wassell
      Cyrus Yeganeh Sports Interactive Research and Translation Head Researchers Africa Louis Platt Argentina Facundo Delgado Asia HKFM Research Team Australia Brendan Woods Austria Wolfgang Gasparik Belarus Roman Oleshko Belgium ET Productions Brazil Paulo Freitas Bulgaria Hristo Panev Chile Pablo Tapia China HKFM Research Team Colombia Daniel Dionisi Croatia Anthony Gulin Czech Republic Tony Grasser Denmark Søren Kamp Nørbæk England Non-League Jake Laskowski, Patrick Southam, Simon Tipple and Brian Wright England Pete Sottrel and Dean Gripton Finland Vesa Rautio France Gwenaël Germain, Benjamin Miquet and Stéphane Cuilla Germany Daniel Bochmann Greece Periklis Triantafyllis Holland Jeroen Thyssen Hong Kong HKFM Research Team Hungary Attlia Holló Iceland Andri Thorvaldsson India Abhishek Gujral Indonesia Gatot Eriono Ireland Mark Hill Israel Amir Naveh Italy Alberto Scotta Japan HKFM Research Team Malaysia HKFM Research Team Mexico Luis Herrera Northern Ireland Mark Hill Norway Kristian Råsberg and Lars Christian Bjørknes Peru Giancarlo Salazar Poland Mateusz Gietz and Krzysztof Sroka Portugal Bruno Luís and Carlos Bessa Romania Ovidiu Gavrilă Russia Sergey Ilinskiy Scotland Stuart Milne Serbia Dušan Stamenkovic Singapore HKFM Research Team Slovakia Peter Kucharik Slovenia Dušan Stamenkovic South Africa Rob Delport South Korea Philip Sung Spain Honorino Zamora Cabrerizo and David Franco Sweden Per Antonsson Switzerland Gino Campolo Turkey Mustafa Budak, Mehmed Burak Kural, and Mehmet Ö. Pamukçu Ukraine Andrey Kravtchenko United States Al Clark and Tristan Oberle Uruguay Kaniko Ramone Wales Adam Squire    Translation Comgrad – Computer Games Distribution Czech Lizz Schikora, Morten Nærbøe, Thomas Hansen and Rune Heggemsli Norwegian Peter Olesen, Thomas Tinglev and Mads Bertelsen Danish Marcin Krygier and Małgorzata Deroń. Polish Patrick Görtjes, Mathijs Bouman and Peter van de Velde Dutch Pedro Sousa, Carlos Amaral, Rosa Nunes, José Chieria and Paulo André Portuguese Thomas Piel-Desruisseaux, Stéphane Euphrasie and Jean-Louis Abrassart French Felipe de Melo Barbosa, Bruno Benedini Galli Cicconi, Rafael Augusto Domingues and Jessica Miranda de Freitas Portuguese (Brazilian) Alexandro Vasilas, Periklis Triantafyllis, Giorgios Tziotzios, Nikandros Pagomenos, Lazaros Amanatidis, Achilleas Vanger and Constantinos Balabanos Greek Alexey Dubrovin, Evgeniy Belov and Viktor Sitkovskiy Russian Paolo Battista, Francesco Cecchi, Elena Rossi, Marcello Saia, Vincenzo Inzerillo, Daniele Ratti and Matteo Torin Italian Iván Abella Villar and Fernando Antonio Sopeña Spanish Musai Co., Ltd Korean Jan Juhlin, Philip Juhlin, Henrik Sanderholm, Eric Peterson, Bill Stoddart and Christopher Lang Swedish         Aydin Akgün, Sevgin Akgün, Mustafa Furkan Alpay, Eren Aydemir, Ilhan Aydogan, Mustafa Budak, Burak Duran, Volkan Gürcan, Mehmet Korkmaz, Onur Mentes, Onur Öztürk and Mertcan Pamuk Turkish SEGA SEGA Europe Limited Alison Gould
      Anh Luong
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      Charlotte Cook
      Chris Bailey
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      Lewis Herbert
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      Megan Garrett
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      Nivine Emeran
      Pedro Gonzalez
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      Sarah Head
      Scott Bone
      Scott Gallagher
      Simon Inch
      Stephanie Olbe
      Tim Breach
      Una Marzorati SEGA Development Services Jim Woods
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