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  • Football Manager 2019

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    1. An Introduction

      Welcome to the Football Manager™ 2019 Manual. This is designed to help familiarise you with the key areas of the game, to make you feel more comfortable as you get to grips with each module, and to hopefully be informative and educational. There are questions posed throughout that are answered to hopefully directly address any issues you might encounter or any queries you might have in your quest for glory. It is intended to appeal to the entire spectrum of football managers, from novice beginners to the most experienced. It is not designed to be an in-depth strategy guide, a ‘How to Win’ document, or anything that reveals the full depth of the hidden secrets below the surface. At the same time, however, it will hopefully give you plenty of food for thought, more than a little insight, and all the tools you need to be successful!
    2. Quick Start Guide

      Having installed and launched Football Manager™ 2019, you’ll understandably want to get stuck right in to a new game. The very first thing you need to do, however, is create your Manager Profile. Creating a Manager Profile The very first thing you’ll do upon starting Football Manager™ 2019 is create your managerial profile. The first section concerns your biographical details, before tailoring your physical appearance. The ‘Appearance’ section allows you to create a custom 3D face model based on an uploaded photograph. Select a photo – the higher the quality, the better the end result – or use your webcam and then adjust the dots on the PhotoFit to align with your own facial features. Hit ‘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, or use a completely randomised creation. Having completed this stage, you can then move on to customising skin and eye colours, hair (and facial hair) colour and style, clothing, attire and glasses. 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! Starting a New Game Once your profile is set up, you can get stuck in to management. The quickest way to do this is as follows: 1.       Select ‘Career’ from the Start Screen. 2.       Select your chosen team from the pop-up dialog box. 3.       Hit the ‘Quick Start’ button. Your new saved game will take a few moments to set up and, before you know it, you’ll be welcomed to your new club! What team should I manage? By default, the teams you’re presented with as options to take charge of in the Quick Start mode are from the top division in your region. Managing a bigger team gives you a theoretically greater chance of experiencing success right from the off, as they tend to have better players and more money to spend, but they will also come with loftier expectations that can be hard to maintain for a newcomer to Football Manager™. If you want to start out lower down the leagues and take charge of a smaller team, you might find the board to be a little more patient with their demands, but the depth and breadth of talent available to you might not be the same as it is at a higher level, and the resources at your disposal will almost certainly be more limited. There is no ‘right’ or ‘wrong’ team to pick at the end of the day. As long as you pay attention to the requirements of the job, and understand the tools you have to work with, you’ll be well-placed to make a flying start to your managerial career. How important is my level of experience? An important part of creating your managerial profile is choosing your theoretical level of experience from your ‘playing career’. Football managers come from all types of backgrounds; from experienced international former footballers to having had minimal playing experience whatsoever. Football Manager™ allows you to tailor your background story to your own requirements, but how will each level of experience affect your day-to-day life as a manager? In essence, a higher reputation will attract the attention of bigger clubs, and more prestigious signings, but it’s balanced out by coming with greater demands. The board will want to see you achieve loftier targets in a shorter period of time, and will be less forgiving when things go wrong. Opting for a lower level of experience will insulate you with more time and patience early in your career, but you might struggle to attract the same level of interest from prospective employers and employees. Managers with a higher level of prior playing experience will also be allocated more points when choosing your Manager Style, 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. What’s the difference between a tactical manager and a tracksuit manager? A finely-tailored suit or more athletic attire? An individual’s sartorial choices aren’t necessarily a reflection of their approach to management, but there have been enough examples of a suited-and-booted manager adopting a smarter, more cerebral style, whilst the tracksuit manager tends to live and breathe every second of play with their players, as if they were out there on the pitch with them. This is reflected in the way you get to distribute your managerial attribute points depending on your preferred style. These attributes have a direct impact on your players. For example, a Tracksuit Manager who spends their points primarily on Attacking, Tactical and Working With Youngsters will see their teams become more comfortable with an attacking brand of football, be more versatile in learning and switching between various tactics, and will see young players develop better under their stewardship. A Tactical Manager who invests in Adaptability, Determination and Motivating, on the other hand, will benefit from their approach being more easily integrated into different countries around the world, from players being more determined on a day-to-day and match-to-match basis, and they will see a tangible difference in the effectiveness of their team talks, team meetings and player conversations. How you spend your points is entirely up to you; there are a few templates available from the ‘Style Focus’ drop-down menu to help guide you if you need some assistance, but the real charm of this is that you get to be exactly who you want to be. Can I change my manager appearance later? You can! A small icon with a pencil appears next to your managerial profile avatar on the ‘Profile’ screen and that allows you access to amend all aspects of your appearance. There is also an option to do so on the Main Menu.
    3. The User Interface

      Football Manager™ 2019’s interface has been designed to ensure that playing the game is as friendly as possible. The following is a glossary to help explain some of the terms referred to in this manual that are commonplace in the game’s appearance. Let’s begin with a short explanation on the two main control methods. Control Methods Left Clicking: Left clicking is the primary method of navigating around a majority of computer applications and Football Manager™ 2019 is no different. In simple terms, if you see an item of interest, click on it. The game contains a huge number of on-screen items which can be clicked on to reveal more details and information. Clickable items are identifiable in a few ways. All of them will result in the mouse cursor changing into a finger pointing icon. Some will graphically respond inside the game in the form of a hyperlink underlining or a different, darker shade of colour on a button. Click around, read through this section, and familiarise yourself with your surroundings. Right Clicking:  Right clicking brings up a Context Menu of ‘Actions’ which can be performed on a game object. It is chiefly a time-saving/power feature, allowing you to perform an action without first having to click on the item. A list will only appear where possible and should right clicking on an item not bring up anything, it’s safe to assume there is no available menu for that item. Actions You can access specific Actions for a game object from the object’s Tab Bar or by right-clicking on the object itself to bring up the ‘Context Menu’. Calendar By clicking on the current date on the Menu Bar, you can view the game Calendar. It shows the current week, indicating the current date and informing you of any pressing concerns or engagements you have in the immediate future. Column Sorting If you find that the secondary sorting on any column in the game has disappeared, you can manually reset them by holding down the Shift key and clicking the desired column(s) in the order of sorting you wish to see. Continue Button The Continue Button is central to Football Manager™. It is the conduit from which the game will progress through time. Once you have finished with all of your business for a given period of time, clicking ‘Continue’ will advance the game. It can change state depending on the game’s context. If you have a message in your Inbox which requires a response, the text label on the button will change to reflect this. Similarly, if you’re in a game with more than one manager, it will indicate the number of managers that need to continue before the game will start processing. Customisable Columns Any table column in the game can be customised as you see fit, in the same style as you can do in many other applications. To customise a view, select ‘Custom’ from the ‘Views’ menu and then select ‘Manage Views’. You can now select an existing view and create a copy of it. Now that you’ve done this, you are free to re-order and re-size the columns on that view as you desire. To resize a column, left-click and hold on the area between two columns and drag it in the desired direction, making it wider or narrower. Release the mouse button to set the size. To re-position a column, click and hold the header and move the mouse to where you wish to move it to, and then let go once again. Filter Many screens in Football Manager™ 2019 give you the ability to set filters which permit you to configure exactly what information you want displayed. Screens which possess this function will have a ‘Filter’ button, usually located towards the top right of the main screen area or a panel. Clicking it will reveal the Filters menu, with a number of options and check boxes. To set a filter, tick and un-tick the boxes until you have what you want to display. You may then hide the Filters menu again by clicking on the ‘Hide Filters’ button. Game Object A game object roughly corresponds to an item in the game database – a person or a team, for example. As a basic rule, a screen will display information about one main game object, although this screen may then hold information about many more objects – take the squad screen as an example. The main game object is the squad, but then multiple game objects – players – are found within. Navigation Bar Whereas the Side Bar is the primary navigation tool for your own club, the Navigation Bar is likewise for the rest of the game (i.e. browsing the game world in general). The Back and Forward buttons navigate between your screen history. If you right-click on the Back or Forward buttons, the Navigation History opens. Its menu options are a list of screens you were previously on and with each option usually structured as “<name of screen>: <name of section> <name of panel>”. Panel A panel is the part of the game’s window that changes for each screen – i.e. the bit that doesn’t contain the menu or title bars or the navigational tools. You will often find multiple sub-panels within a panel. Quick Flicks Located in the title bar, the Quick Flick icons can be used to scroll quickly through the current game object. For example, if you are viewing one of your players, you can scroll back and forth alphabetically through your entire squad using these buttons. Similarly, if you are viewing a team’s squad, using the Quick Flick buttons will scroll through the squads of every team in that league. A tooltip will appear over the Quick Flick button indicating the name of the game object to be displayed if clicked. Screen A screen displays information. Normally a screen will represent a singular game object – a player or a team, for example. Each screen has a title, and one or more sections. It can also have a subtitle, although the current section determines this so it changes when the manager chooses a different section. Side Bar The primary method to navigate all the different areas within your club (or international team) is from the Side Bar. It provides shortcuts to every section related to your club, regardless of what screen/game world entity you're on. That is, if, say, you're on another club's screen, the Side Bar is still for your club (note: to navigate around the different sections/panels for any game world entity that isn't your club, you'll use its screen's Tab Bar instead). In larger resolutions, the bar includes a textual description alongside the icon, whilst in reduced screen modes, just the icon is used. The Interface section of the Game Preferences features an option for you to use just the icon when in larger resolutions, however. Notifications will appear whenever there is an item of business for you to deal with; an unread news item or a transfer offer, for example. If you're managing both a club and international team, the Side Bar has a toggle enabling a fast way to switch the state of the Side Bar to the team that has your immediate focus. Tabs Tabs are used to navigate around the currently viewed screen and perform actions related to it. Every screen’s tab bar consists of a series of panels and menus that contain more panels and actions. Title Bar The title bar is at the top of the window and displays the title of the current screen, as well as other information such as the manager’s name and subtitle. Search Search allows you to initiate a search (changes the state of the Title Bar into text-input state). When you've not inputted any search characters it opens a menu with related links. For example, if you're looking at a team, the related links would include one for the league the team plays in, as well as links to all teams in the same division. On the other hand, when you've typed in one or more characters, the menu will instead become populated with a list of auto-complete suggestions. Tooltips Tooltips are small windows displaying text intended to explain or describe a function available by a mouse click. They can be found in many places throughout the game and should you be unsure as to the intent of any item’s function, simply move the mouse icon over it to see if it has a Tooltip to explain things to you. View Menus Sections and screens can have one or more views which present the same information in different ways. For example, the squad list selection of the team screen allows you to look at a list of players but because there are lots of attributes for each player, it would be impossible to display them all at the same time. The solution is to allow a number of different views to display a certain few of the attributes each. World World is your shortcut to all game world entities. Clicking on the world button in the Navigation Bar opens the World Menu Popup. The popup is divided into numerous tabs and defaults to Browser. This auto-selects the game world entity that you're on, and provides a hierarchy back up to the game's root entity (World). For example, if you’re on your own manager profile, the preceding column will be the list of teams for the league in which your team plays in, preceded by the list of competitions in the country your team plays in etc. The other tabs at the top provide hyperlink access to information and competition panels on a per continent basis. The “Nations” menu, on the other hand, provides hyperlink access to all the different screens associated with the playable nations in your save. In the ‘Bookmarks’ tab, you can create shortcuts to useful screens throughout the game, much as you would for websites in a web browser. What keyboard shortcuts are available? A host of keyboard shortcuts are available by default and they can each be customised to your preference. Visit the ‘Preferences’ -> ‘Shortcuts’ screen for a comprehensive list of these shortcuts. Can I play in windowed mode? Football Manager™ 2019 can be played in a range of resolutions and display modes depending on the device you’re using. The options available to you based on your computer or laptop can be found in the ‘Interface’ section of the ‘Preferences’ screen, and includes any windowed modes suitable for your system.
    4. Introduction to Football Manager™ 2019

      If you’re new to football, new to Football Manager™, or just fancy a little bit of a refresher on some core game principles and information, this section should provide some assistance on how best to go about your managerial career. It also contains information about some of the more complicated leagues available to manage in as well as a glossary of terms that you’re likely to encounter as you play. Beginner’s Guide Welcome to Football Manager™ 2019! We’ve created a beginner’s guide to walk newcomers to the series through getting to grips with the various aspects of management, and to hopefully answer any questions that might come up along the way. Your first step will be to create your managerial profile and begin a new Career. Follow the steps in the Quick Start guide to get stuck right in. Football Manager™ is, as the name suggests, a football management simulation in which time advances upon clicking the ‘Continue’ button found in the top corner of the screen. Although time exists as a fundamental concept, whenever the game returns from processing time forward, the ‘clock’ effectively stops for you to go about your business in as much (or as little) depth is required to action the items of the day. ‘Continue’ will move through your calendar incrementally; days become weeks, weeks become months, months become years, and so on. Tutorials Football Manager™ 2019 features a host of brand-new, specifically-tailored in-game tutorials designed to help you better understand some of your more common day-to-day managerial duties. Your Assistant Manager, or an appropriate member of the club hierarchy where an Assistant isn’t in place, will come to you at various junctures in your first few days and weeks on the job (and at appropriate intervals thereafter, should something happen that requires explaining) and guide you through the hows and whys of things like scouting and making transfer offers, getting to know your players, playing your first match, navigating around the game, and more. They are fully immersive and will hopefully improve your level of comfort with everything you need in order to be a success.   Your Inbox, Your Home Your ‘Inbox’ is the central point around which your experience is built. Communication crucial to the management of your chosen team will be delivered to you in a prompt and timely fashion – the game will bring you back from processing whenever your input is required – and the majority of your key decisions and actions will be taken in response to content arriving here. Look at things that interest you Whenever you move the mouse cursor around the screen, it will highlight people, clubs, and other entities you can click on and interact with by underlining them. Take some time to do this to familiarise yourself with the layout of various screens and with the scope of what you, as manager, are able to do, and what the consequences – both positive and negative – are. Become familiar with the look and feel The sidebar on the left of the screen is the primary navigational tool providing you with quick access to all key areas of your team. Each screen also has a horizontal bar containing tab menus sitting below the ‘menu bar’ at the top of the screen, which features a contextual menu as well as a free text search box for swift navigation around your game world. Please refer to the User Interface section of the manual for a more detailed breakdown. After reading through the first few items in your Inbox, it makes sense to devise a tactic and pick your first team. This is where the Tactics Tutorial should be of tremendous assistance; it will guide you through picking a playing style, formation, and first team selection. Taking the time to explore each section of the sidebar, and the many sub-options therein on each screen, will help you become far more acquainted with Football Manager™ and, in turn, increase your enjoyment of playing. There is more integrated assistance in the form of delegation/automation to and from your capable backroom staff team. Don’t be afraid to ask for help The ‘Responsibilities’ tab on the ‘Staff’ section of the sidebar will allow you to delegate any number of tasks to your responsible and reliable backroom team. It can be advisable to do this in the short-term whilst getting to grips with the scale of your managerial task, before taking back some of the responsibility when you feel more attuned to handling them. The more you explore and the more you play, the more comfortable you’ll become with some of the more complicated areas of management, and hopefully your enjoyment will continue to increase! Keep your players happy A happy team is a winning team, and very little is more important to your chances of success than ensuring that your players remain happy. Pay close attention to each individual (and therefore the squad’s collective) morale and personality, and be aware of their short- and long-term happiness, details of which can be found on their ‘Information’ screens. They will often come to you directly with their concerns, and how successfully you deal with them will go a long way to determining whether you succeed in your job. Be patient! Clichés become clichés for a reason – there is inherent wisdom in there somewhere – and Rome really wasn’t built in a day. Be ambitious, but remain realistic at the same time, and understand that there is a learning curve involved here. You can enjoy Football Manager™ as a complete novice by heeding some of the advice in this guide, as well as the myriad of helping hands provided in-game, and you can in turn use the experiences you encounter in your fledgling days as a manager to sharpen your skills as you become more knowledgeable and comfortable in your surroundings. Football Glossary In order to help new Football Manager™ users become more acquainted with the world of football, we’ve put together a glossary of some of the more common terms you might encounter. It is not exhaustive, but it is hopefully comprehensive and will be of assistance should you find yourself wondering about some of the terminology you’ve encountered playing the game. Administration: A process where a club is unable to fulfil its financial obligations and brings in temporary legal assistance in an attempt to restructure any debt. The act of ‘entering into administration’ usually comes with a punishment in the form of a points deduction or similar. The Advantage rule: Referees are given scope to allow play to continue despite an infringement if it benefits the team that suffered the transgression more than stopping the game would, thus allowing them an advantage. Affiliates: Many clubs are increasingly developing networks of multiple entities designed to be mutually beneficial in all aspects of football, ranging from player development to financial rewards. Formal affiliations between two or more teams help achieve this. Agents: Intermediaries who negotiate with clubs on behalf of players (and vice-versa). Aggregate (agg): Many competitions use two-legged ties to ensure each team gets an opportunity to play at home. These ties are settled by recording the aggregate score of both matches. If the aggregate score is tied, Away Goals, Extra Time or a Penalty Shootout are the designated tie-breakers in the majority of cases. Amateur: A player attached to a club under contract but who is not paid a salary and is, in essence, free to leave at any point. Assist: The decisive offensive act – pass, cross, header or otherwise – in creating a goal. The Away Goals rule: In some competitions, if the aggregate score is tied after two legs of play, the team that scored more goals away from home is declared the winner. The Back-pass rule: Goalkeepers are not allowed to handle any intentional pass back to them from a team-mate. If they do, an indirect free kick is awarded to the opposition. Behind Closed Doors: Any match played where spectators are not present. The Bosman rule: Allows professional footballers to leave a club as a free agent at the end of their contract. Named after former Belgian footballer Jean-Marc Bosman, who became the first player to successfully claim the right to act as a free agent in the European Court of Justice in 1995. Board: The people tasked with overseeing the general running of the club at its highest level, including hiring and firing managers. This typically includes the chairman. Booking (also booked): See yellow card. Box-to-Box: A player with the ability to contribute at both ends of the pitch and all areas in between; the term ‘box’ is an informal term referring to each penalty area. Brace: A colloquialism referring to a player scoring two goals in a match. Byline: The extreme boundaries at each end of the pitch. Cap(s): A term used to represent an appearance made for an international team. The term originates from the historical issuing of a physical cap to any player who did so. Captain: A player designated as the team’s leader on the pitch, denoted by wearing the captain’s armband. The vice-captain serves as the captain’s deputy. Caution: See yellow card. Chairman: The most senior figure of authority at a club. Tends to hire and fire managers and is a conduit between the football and business sides of the game. Channel: The space between the central defenders and full-backs; the Player Instruction ‘Moves into Channels’ will ask an attacking player to attempt to exploit this space to his advantage. Chip: A type of pass or shot, delivered with a stabbing motion underneath the ball to give it a lofted, high trajectory over an opponent. Clean Sheet: Awarded to a goalkeeper and/or a team for preventing the opposition from scoring against them in a match. Also known as a Shutout. Clauses: An increasingly common aspect of transfer negotiations, teams will agree on conditional monies that will change hands should a player or club involved in a transfer achieve a particular landmark or milestone. They are also a part of individual contract negotiations along the same lines. Coach: A member of the manager’s non-playing staff, they are typically specialists in a particular area of football and work with players to improve their game. Corner Kick: Awarded to the attacking team when a player from the opposing team puts the ball out of play over the byline. A player from the attacking team will then typically deliver the ball from within the corner quadrant, into the penalty area, in an effort to create a goalscoring chance. Counter Attack: A team will ‘launch’ a counter-attack by taking possession from an opponent and attempting to transition from defence to attack in a swift and, often direct, manner, countering the previous attack with one of their own. Cross: The act of delivering the ball into the penalty area typically, but not exclusively, from wide areas of the pitch. Cup (competition): An elimination-style competition where matches might take place over one or two legs (fixtures) or in a group stage format. Cup (trophy): One of a number of names associated with the trophy lifted by the winning team in a conversation. Also known as silverware. Cup-tied (Cup): If a player has represented one team in a competition, he is ineligible to represent another team for the remainder of that competition’s iteration. Derby: A match between two rival teams. Director of Football (DoF): Also known as the Sporting Director or General Manager, they take responsibility for constructing a squad, leaving the manager to coach the players in a division of duties historically solely assigned to the manager. Directness: Refers to the type and style of passing adopted by a team. Direct passing involves playing the ball from back to front as quickly as possible rather than adopting a slower and more patient approach in which players move the ball across the pitch from side-to-side. Diving: A form of simulation where a player exaggerates or fabricates contact from an opponent in an effort to deceive the referee into awarding them a decision. Players found to have dived will be shown a yellow card. Dribbling: The art of running with the ball under close control. Equaliser: A goal that restores parity in a contest, e.g. to make it 1-1 from a 1-0 or 0-1 scoreline. Extra Time (ET): An additional period of thirty minutes, split into two fifteen-minute halves, used in an effort to settle a draw. Financial Fair Play (FFP): A series of rules introduced in an effort to ensure that clubs can exist on a relatively fair and even financial footing in the interests of competitive balance. Limits are typically imposed on transfer and wage expenditure in line with club income and punishments, where teams break the rules, range from fines to transfer embargoes and points deductions. Flanks: Wide areas of the pitch. Also known as wings. Formation: The organisation and structure of the eleven players selected at any given point during a match (formation identifiers do not include the goalkeeper and will hence only total ten, rather than eleven). Common formations involve four defenders, four midfielders and two forwards (4-4-2) or four defenders, three midfielders and three forwards (4-3-3). The midfield is often split into defensive and attacking units when describing formations; for example, the common 4-2-3-1 formation denotes two defensive midfielders and three attacking midfielders behind a single forward. Forward: An attacking player primarily tasked with scoring or creating goals. Also referred to as Striker (a more typical goalscorer) and Attacker. Free Agent: An individual without a club. Free kick: Awarded to a team for a transgression by an opponent outside of the respective penalty areas. -              Indirect: A free kick that cannot directly result in a goal; another player must touch the ball first before a shot can be taken. -              Direct: Can result in a goal by means of the taker immediately finding the back of the net without a touch being required by any other player. Friendly: A non-competitive match. Full-Back: The defenders tasked with operating in wide areas at right-back and left-back. Their primary responsibility is to help nullify wide attacking threats but, increasingly in the modern game, they are expected to influence matters going in the other direction too. Full Time (FT): The end of a match. Goal-line Technology: An automated camera system that is able to determine whether the ball has fully crossed the line to result in a goal. The referee is informed that the ball has fully crossed the line by way of a notification on a dedicated watch, before fans at home and in the stadium are shown a visual, computer-generated representation of the decision as it actually happened. Goal Kick: When the ball runs out of bounds at the byline, and is last touched by an opponent, it is returned into play in the form of a goal kick. The goalkeeper must place the ball inside the six-yard area and it cannot be touched by another player on the pitch before it leaves the penalty area. Glance: A deft touch applied to a pass or a cross – usually but not exclusively associated with headers – to use the ball with subtlety and accuracy. Goal Difference: A common tie-breaker in league standings where goals conceded are subtracted from goals scored. Group (Group Stages): Some knockout Cup competitions will include a group stage where teams are separated into smaller groups and play against each other in an elimination format. The remaining teams eventually advance to a straight knockout stage. Half Time (HT): The end of the first half. Half-volley: The act of striking a ball just after it has struck the ground. See also Volley. Hat-trick: The common term celebrating a player’s achievement in scoring three goals in a single match. Head-to-Head: A term describing a contest between two players or two teams. It can reflect a single incident or an ongoing series. Header: Using the head to connect with the ball rather than the foot or any other body part. Home-Grown (HG): The specifics of the rule will vary from competition to competition but, generally speaking, the Home-Grown rule intends to ensure that clubs include a certain number of players developed within their own country in their overall first-team squad. Injury Time: Time added onto the scheduled ninety minutes for injuries and other stoppages to play, most commonly displayed by a “+<number>” marker on the clock/in references to match time. Also known as Stoppage Time or Additional Time. League: A competition where teams are ranked by the accumulation of points from fixtures played against one another over the course of a season. Loan: A temporary transfer of a player between clubs, with him returning to the club owning his registration at the end of the deal. The loaning club can, and often do, pay for the player’s services through loan fees and wage contributions, and can negotiate the option to purchase the player outright as part of the deal too. Lob: A type of pass or shot, similar to a chip, with a high trajectory over an opponent, but delivered in a defter fashion and usually from a bouncing ball. Manager: The person responsible for the day-to-day stewardship of the players in a given team. The Assistant Manager is their second-in-command and can be delegated any number of tasks to make the manager’s job easier. Marking: A defender pays close attention to an opponent by ‘marking’ him and trying to prevent him from scoring. Man-to-Man marking involves assigning each defender a specific opponent for which they are responsible, whilst Zonal marking involves defenders being assigned areas of space for which they are responsible, whether opponents venture into it or not. Near Post (also Far Post): A concept borne of positional referencing in relation to the goalposts. Incidents occurring in or around the post nearest to the action can be referred to as happening at the near post, whereas incidents on the other side of play (for example, a player arriving to meet a cross on the opposite side of the pitch to where it was delivered) are said to involve the far post. Offside: A player is deemed to be offside if there is only one opponent (including the goalkeeper) between him and the opposition’s goal when a pass is played to them. A player cannot be offside in their own half of the pitch or if they are behind the ball when it is played. They can, however, also be flagged for offside if they are deemed to be interfering with an opponent despite not playing the ball. Offside Trap: A tactic whereby the defensive team looks to play in such a way that lures attacking opponents into straying offside, often through moving the defensive line higher up the pitch at the right time. One-two: A passing move between two players where the first player both gives and then immediately receives the ball back from a team-mate. Overlap: When one player runs, from deep, around the outside of a team-mate in an attacking position to advantageous effect. See also underlap. Own Goal (OG): Happens when a player accidentally scores past his own goalkeeper. Part-Time: See Semi-Professional. Penalty Area: The rectangular area drawn out in front of each goal. Goalkeepers are only permitted to handle the ball in this area, whilst any fouls committed by the defending team result in a penalty kick. Penalty Kick: A penalty kick is a free shot at goal, with only the goalkeeper to beat from twelve yards out, awarded when a foul punishable by a free kick happens inside the penalty area. Penalty Shootout: If a cup or knockout competition match, in an elimination scenario, is all-square at the end of all designated playing time (extra time or not), the contest will be decided by a penalty shootout. Each team must nominate a minimum of five players to take penalty kicks in alternating order, until a team misses enough that they can no longer out-score their opponents. If five rounds of penalties are not sufficient to decide a winner, players will continue to take in a sudden-death fashion until one team misses and the other scores. Physio(therapist): A member of a team’s medical staff tasked with providing both immediate and long-term physical treatment to a player. Playmaker: One individual in a team who is the conduit for the majority of the attacking play. He is responsible for taking charge of possession, creating chances for his team-mates, and looking to affect the match in as many ways as possible. Playoff(s): An additional stage to (typically) a league competition where a select number of teams in specified finishing positions ‘play off’ in a series of fixtures to determine an outcome, for example a league title or a promotion. Points (Pts): Three points are typically awarded for a win, with one for a draw and none for a defeat. Some leagues may operate differently; please refer to the Rules screen in-game for full clarification for each competition. Professional: A player under contract with a club and who receives a salary. See also Semi-Professional. Promotion: When a team moves up from one group or league to the next one up the hierarchical ladder due to on-field results. Red Card: A player is shown a red card and is dismissed from the field of play for seriously or persistently flouting the rules. A player who is shown a red card is said to have been sent off and will usually face a suspension. Referee: An independent arbiter assigned to enforce the rules in a match. Assistant Referees are found on each touchline; previously known as linesmen, their duties consist of judging offside decisions, whether the ball has left the bounds of play, and advising the referee on incidents he or she may not have been in position to see. Released (contracts): A player is released when his club decide that they no longer require his services and he becomes a free agent. Relegation: When a team moves down from one group or league to the next one lower down on the hierarchical ladder due to on-field results. Reserves: A team’s secondary squad, used in several ways. Some teams will use the Reserve team as a first-team squad overspill, whilst others will promote their best young players and use it as a bridge between the Youth Team and the first team. Route One: The art of getting the ball forward into the opposition’s defensive areas in the quickest and most efficient manner possible; playing long, high passes from back to front. Sacked: Also referred to as fired, refers to when an individual – usually a manager but can and does occur to everyone – has their contract terminated with immediate effect. Scout: A non-playing member of staff responsible for watching and reporting on players from other teams, either for upcoming opponents or for potential transfer targets. Also used as a verb to describe this act. Season: The period of time over which a league campaign takes place. Semi-Professional: A player under contract with a club and who receives a salary but only on a part-time basis. Such players typically hold down another career outside of football and have limited time to dedicate towards training and their football career overall. Set Piece: Any situation where play restarts with a dead ball (as opposed to a live ball in open play). The nature of a dead ball allows teams to set up specific routines devised to exploit the situation. Silverware: Refers to trophies awarded for success. Substitute: A player who is brought onto the pitch to replace another player. Tactics: The manner in which a team sets itself up to play a match. The formation is the foundation of a tactic, upon which team and player instructions are issued to give a team the best possible chance of winning. Team Talk: A brief talk given by the manager to his or her players before, after, and during half time in each match. The talk typically involves motivational encouragement alongside tactical direction. Terrace: An area of a stadium which does not have seats and has room for standing supporters only. Testimonial: A friendly match played out in honour of a long-serving or notable player, often featuring former colleagues and an appropriate opposition. Originally held to boost the honoured players’ finances, these occasions more commonly see charity donations occur nowadays. Through-ball: A type of pass played by the attacking team that goes straight through the opposition’s defence to a team-mate. Some teams will deploy an offside trap in an effort to catch the attacking team offside. Throw-in: A common method of restarting play; when the ball is cleared out over the touchline it is returned by means of a player using both hands to throw it from above his head back into the field of play. Transfer: The change of a player’s permanent registration between clubs. Players are often transferred for money (transfer fees) with negotiations also including clauses, bonuses and staggered payment periods. Touchline: The extreme boundaries at each edge of the pitch. Underlap: When one player runs, from deep, inside of a team-mate in an attacking position to advantageous effect. See also overlap. VAR (Video Assistant Referee): The use of technology to adjudicate controversial incidents during matches. The Video Assistant Referee is allowed to review four types of incident on video replay; goals and whether there was a violation in the build-up to it, penalties (both given and not), direct red cards, and cards issued with mistaken identity. Decisions may only be overturned if there was a clear and obvious mistake. Volley: The act of striking a ball before it hits the ground. Wall: An obstacle of players set up by the defending team to make it more difficult for an opponent when taking a free kick. Whip: To curl the ball with pace. Winger: A player tasked with operating primarily in and/or from wide areas – wings or flanks – of the pitch. Woodwork: A colloquialism referring to the goal frame structure of posts and crossbar. Work Permit: Some competitions require additional checks to be made before allowing players from certain locales to sign for one of its teams. The most common of these is a work permit, which some foreign players will require in order to take a job in a new country and join a new team. Yellow Card: A player is shown the yellow card (also referred to as a caution or booking) for breaking one of the laws of the game. A player shown two yellow cards in the same match is then shown a red card, and players shown multiple yellow cards in the same season usually face suspensions at incremental landmarks (e.g. 5, 10, 15). Youth Team: The youngest represented age group in Football Manager™, the youth team is comprised of teenagers aiming to have a career in football. The youth team typically has an upper age limit before the players are expected to move onto the next logical step in the ladder as they develop. League Information Football Manager™ 2019 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 some 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$3m 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 Designated Player tag can be applied to two players of any type whilst provisions are made for Mature Age Rookies; players playing in the Australian Premier League who can come in on non-contract terms for a limited spell of matches. Similarly, Guest Players may feature for up to 27 matches in the regular season and can play in the finals if they have made 4 regular season appearances. They 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 but club are limited to a maximum of one per season. 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 A 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 along with two teams from the second tier. 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 and is replaced by the winner of the second tier’s promotion playoff final, contested between the winner of the Opening tournament and the winner of the Closing tournament. If the same team wins both, the next-best team in the aggregate of both tournaments will contest the final. 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-three 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, with the remaining fixtures ‘unbalanced’ but again versus own-conference opposition. 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 ten Off-Budget players; only four of these can be non-reserves. -              A maximum of six players in the squad can be marked as ‘Reserve’, i.e. younger players that count towards the salary cap; only four of these can be non-reserves. The MLS operates under a salary cap system, set at an annual total of around USD$4m. 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 roughly USD$504,000 per season (excluding Designated Players, who only affect the salary cap up to this sum). 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 (as above, 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 MLS, pay particular attention to the ‘MLS contract and registration information’ inbox message – in particular the Salary Cap section – for even more detail on the intricacies of the contract system in use. 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, as well as using Target Allocation Money to help attract some bigger names. 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 2019 season, FC Cincinnati will join MLS. As is traditional, the arrival of a new team 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 new club throughout five rounds of drafting as they build their roster.
    5. Managerial Home and Profile

      As a manager, you have a profile in the same way as all players and staff have a profile. Your managerial attributes are displayed on the ‘Profile’ panel from the ‘My Profile’ tab. The ‘Information’ section details your personal biographical information. Your profile is directly impacted by the decisions you make as manager, whilst it also features eight characteristics, in addition to the coaching attributes found on every non-player. Those characteristics are as follows: Reputation A nice and simple one; the higher the rating, the more you’re known in the footballing world. A higher reputation can and will have a huge effect on your career; attracting interest in your services from bigger teams, attracting better players to your club, players already at the club will be more inclined to work harder and more professionally for a manager of greater repute, and many, many more situations you’ll encounter as you progress. Media Handling This attribute is representative of your dealings with the media; how you interact with journalists, how often you attend press conferences, and whether or not you keep your players happy with your responses to public questions. Attending press conferences will certainly boost the attribute, whilst delegating them to a member of your backroom staff or storming out of them altogether will see it quickly drop. Tactical Consistency If you’re the sort of manager who plays with one tactic no matter what, you’ll have a high Tactical Consistency rating. If you change between tactics on a regular basis, that number will drop. Changes are mostly determined by whether the team’s formation is different from one tactic to the next, rather than subtler changes within a formation that remains the same over a number of matches. Hands On Approach This number is mostly reflective of three key areas of the club and whether you retain control over yourself or delegate them out to your backroom staff. It focuses on team talks, scouting and training; assuming control of these, and maintaining an active role – particularly with regards to the number of scouting reports requested and the frequency of changes made to the training schedule – will see your Hands On Approach rating improve considerably. Managing Finances This is mostly reflective of the club’s financial state and the relative health of the wage budget under your stewardship of the club. If both of those are trending upwards, so will the attribute; any concerns in these areas will reduce it accordingly. Handling Team Discipline This number is plainly reflective of the number of unhappy players at the club at any given time. A tally of unhappy players will result in a lower number, whilst keeping a squad full of players with no cause for complaint will see the number increase. The attribute remains static for the first ninety days of your tenure at any club to ensure that any situations you inherit are not judged against you. Loyalty to Players This number is governed primarily by the average length of time each of your players have spent at the club under your management. If the average tenure of a player exceeds four seasons, the number increases, but if you tend to move players on within two seasons, the number decreases. Domestic Player Bias This number reflects the balance of domestic players in your squad against the total number of foreign players. The number is considerably higher if the squad is mainly comprised of domestic players. 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. The Promises screen provides an ongoing look at how things are progressing on each and every one, including those added as part of contract negotiations. What are the consequences of a broken or failed promise? Keeping a promise is relatively simple; do what’s been asked of you, and everyone’s happy. Breaking or failing to keep a promise, on the other hand, can eventually have severe ramifications. It won’t happen initially; you will have the chance to make amends for your mistakes at least once, if not twice. Whether it’s an unhappy player or the board questioning your long-term future as their manager, the damage can be repaired at several steps before the entire process reaches its conclusion. If things do go that far down the line, however, then be warned. An unhappy player who has given you every chance to fulfil his requests will eventually distance himself from the club and force his way out. A poor relationship with the board can produce even worse results; fail them enough times, and they’ll look for a new manager. Career Options: Coaching Courses, Interaction, Relationships, History Coaching courses 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. The option will disappear once you have reached the maximum attainable Continental Pro Licence. You will always be successful in passing each course, but any members of your backroom team are not assured of the same approval if you decide to send them on one to further develop their skills. They will, however, pass more often than not, and the deciding factors in whether that happen mostly involve their Ambition and Professionalism. Relationships You will also develop relationships both good and bad with people in the footballing world as your career develops. Information on those can always be found here. Positive relationships will show up in a number of places. For example, in your dealings with the media, they’ll be kinder when talking about you, and transfer market negotiations for players at your respective clubs will likely be somewhat smoother than normal. Naturally, negative relationships exist in the same circles; someone you don’t get on well with will be more likely to take aim at you in the press, and negotiations between the two of you in the transfer market will be much harder. 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 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. Your Press Officer will introduce you to each Press Conference with a heads-up of who is attending and what the likely talking points might be. 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 in a range of tones, allowing you to fully and properly convey your message. There is also the option to make additional comments in your reply. 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, and will negatively affect your Media Handling attribute. If, at times, you do not wish to attend the Press Conference, you can send a member of your backroom staff. This can be done on a per-case basis, or it can be permanently assigned via Staff Responsibilities. 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.
    6. Inbox and News

      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. How do I know what’s important and what isn’t? As a basic rule of thumb, anything that comes to your Inbox should be considered important, as it’s always going to concern you or your job as manager. However, there are some items that are more important than others, and these are indicated to you with a red accent colour and a ‘Must Respond’ label replacing the ‘Continue’ button. This means that the game cannot be advanced until you action that news item; there will always be an action for you to perform on these items, such as confirming a transfer, submitting a competition squad, or attending a meeting with the board. These are the most important items to arrive to your Inbox and each item itself will clearly outline what you need to do. News and Social Media 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. 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. How can I make sure I only see news and social media that’s relevant to me and my interests? 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 ‘Followed Accounts’ 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 managers 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.
    7. Your Squad, Team Report and Dynamics

      Squad and Team Report You’ll spend much of your time poring over the Squad screen as you look to develop and mould a group of individual players into a finely-tuned machine capable of success. It’s therefore worth familiarising yourself with this particular screen, and the screens associated with it. The Team Report is the best way to take both an at-a-glance look and a detailed study of the players available to you. It is a comprehensive breakdown of your squad from top to bottom, with your backroom staff presenting you with all the information you will need to know to prepare and build a successful team. It is broken down into a number of sections, with an Overview panel bringing together the most important statistics in one place. Overview The Overview screen presents an immediate and detailed look at the team’s Pros and Cons in the same style as the Coach and Scout report cards do for players elsewhere in the game. Information on squad depth, attributes, goalscoring trends and on-pitch production are gathered and presented accordingly, whilst a sub-panel towards the right of the screen gives a brief overview of your Squad Depth. Squad Depth Your squad is broken down by formation and position, with each position box then displaying every player who can feature there, plus their competency in the form of a star rating. Scroll up and down the page to view the full length of the pitch and the depth available in every position. Click on the numbered person icon to the top right of each positional box to bring up a dialog presenting the information in more detail. Each position has a hierarchy of capability and suitability as well as any information regarding players you are currently scouting to play there for ease of comparison. Should you not already be scouting, a handily-placed button exists at the top right of this pop-up dialog to enable you to do just that. The ‘Filters’ button allows you to streamline or increase the number of players who appear in these lists (for example, you can include youth and reserve team players). The ‘Customisations’ toggle allows you to manually remove players from a position (if you would rather not consider a player in a given area of the team, for example) whilst the ‘Roles’ menu has four different options for the information being presented to you. To change the member of staff who compiles this part of the report, navigate to the ‘Opinion of:’ drop-down menu and select accordingly from the list of available staff. Stats This section presents a breakdown of team statistics across a wide range of areas and also highlights the best and worst performers accordingly. Facts This section presents a breakdown of statistical leaders in your team – such as the youngest and oldest players – and compares them to the leaders within your league. Comparison This section takes a number of statistics from your squad and compares them across the rest of the league to see how your charges compare. The ‘General’ tab takes miscellaneous information such as height and weight, whereas the positional breakdowns take an average of particular attributes to show strengths and weaknesses in your squad. How can I make best use of the information available to me? With such a wealth of information at your disposal, it might be easy to feel overwhelmed, and to not know how best to identify the real strengths and weaknesses of your squad. -          The Overview screen is by far the best place to start as it distils everything into a succinct Strength or Weakness. The words used in each item are also instructive of what, if any, action you should take next; the scale representing the level of talent being described leaves you more informed about just how much improvement can be made: Star, Excellent, Superb, Very Good, Good, Fairly Good, Decent, Useful, Low, Unsuitable -          Tailor the Squad Depth view to your own circumstances. Ensure it’s based off your primary tactic and defined roles, displays the most pertinent ratings to you (whether that be Current Ability, Best XI, etc.), and ensure the filters are set to include or exclude players in your youth teams and/or out on loan. If you configure this part of the report to your own specific needs, you’ll find it serves you a lot better. -          Use all of the screens frequently. Players develop, teams change, and every time something new happens, the data you’ve previously reviewed runs the risk of becoming outdated. Making a check of the Team Report a regular part of your managerial planning will reap long-term rewards. Dynamics and Player Happiness Part of successful team-building is ensuring that your squad comes together in the right way, developing inter-personal relationships and having the right characters to pick the team up when they’re doing badly and to keep things going when doing well. The Dynamics section provides a full and comprehensive insight into the network of relationships that exist within the squad that you have put together. Overview The Overview screen gives you a top-level look at what’s going on. The Match Cohesion section shows how the relationships amongst the players are affecting the team’s performance on the pitch, the Dressing Room Atmosphere section indicates how the group as a whole currently feel whilst the Managerial Support sub-panel keeps you abreast of current levels of support for your management amongst the players. The majority of the screen is handed over to detailing any issues players might currently have whilst the club’s most influential players and social groups are also included, with links to dedicated sections providing further detail. Hierarchy This screen presents the overall squad hierarchy to you in a rough pyramid system, although the exact nature of each squad might differ in terms of the number of players residing within each section. The manager oversees everything above the hierarchy; clicking on them will display their overall Managerial Support in a side panel as well as a visual indicator of each player’s support. Team Leaders sit at the top of the pyramid and are the most influential players at the club. They typically have leadership and experience in abundance and other players will naturally gravitate towards them. As the most significant players in the squad, they are the ones you want to keep happiest, as any grievances will not only affect them but also permeate through the rest of the squad. Highly Influential Players are next and exhibit many of the same hallmarks as the Team Leaders do. They provide stability and bring the core of the squad together, as they will typically be more leading players than team leaders, who are generally the few who emerge from this group and take the overall lead. Influential Players have a voice that deserves to be heard and are powerful figures within the squad, but haven’t quite scaled the same heights as their more experienced, illustrious and longer-serving team-mates. Other Players make up the remainder of the group and haven’t generated enough leadership experience during their time at the club, or don’t have the requisite personality to lead, and tend to gravitate towards others at the current time. Each player’s box can be selected to provide further information about them from a pop-up panel towards the right of the main screen area. It will also highlight the primary social group they are a part of as well as everyone else within that group. You can also select the different social groups from the section at the top of the screen. Social Groups Those social groups also have their own dedicated screen for further analysis. Each group has its own sub-panel arranging the players within it into a rough hierarchy based on the overall squad hierarchy. The panel to the side of the screen indicates whether the groups within the squad live harmoniously together or whether dissention factions are beginning to form. Selected players can bring up a personalised pop-up panel regarding their information. Happiness The squad happiness screen lists each player by hierarchy group and offers a visual indication of their happiness in several areas, allowing for a quick and easy reference as to who may have concerns, and who is developing issues. In turn, you’re able to identify and action these in order to resolve them before they become an issue for the social groups or the squad as a whole. Promises represents the player’s satisfaction with any promises made towards him. Morale represents the overall player morale. Training represents the overall level of satisfaction with training. Treatment represents your actions towards the player with regards to praise, criticism, fines and discipline. Club represents the player’s feelings concerning the overall direction the club is heading in. Management represents their feelings regarding your overall management, tactical decisions, team talks, and transfer market activity. Playing Time represents their satisfaction with how much first-team football they’re receiving. Overall Happiness is a summary that takes all of the above into account and distils it into a succinct reference of the player’s overall happiness right now. The happiness ranges are as follows: Delighted Very Happy Happy Slightly Happy Content Slightly Unhappy Unhappy Very Unhappy Devastated How do I keep my players happy? The easy answer to this question is to give them what they want, but that’s not always easy, so it mostly comes down to the degree of flexibility you’re willing to offer. If a player can see that you’re making a genuine attempt to least meet them in the middle, rather than outright rejecting their request, they’re more likely to accept your decision or, at worst, only become Concerned. Players will also give you every opportunity to correct your mistakes before escalating their unhappiness to a more severe state. You will be prompted to take action through Inbox messages, Backroom Advice, and direct interactions with players when a player is unhappy, and you can often rescue a situation before it gets out of hand. You do need to be proactive in doing this though; simply leaving things to run their course will rarely work out in your favour. Treating Team Leaders and Highly Influential players with the respect their status deserves also goes a long way to maintaining a happy dressing room, and the same goes for ensuring players in a sizeable and powerful social group are kept happy. If these players become unhappy, it can quickly spread throughout the squad, far more so than if a fringe first-team player has a concern. You don’t always have to bend over backwards to give them what they want, but a common-sense approach is always advisable; acting fairly and honestly will be of tremendous help. How important is it to maintain a happy squad? It cannot be stated strongly enough that the morale and happiness of your players is one of the biggest factors in whether or not you succeed as a manager. You can have the most talented players at your disposal, playing in a rock-solid tactic, but if they’re unhappy and/or have lost trust in you, they simply will not perform to their full abilities. There are few things more important to work on than the morale of your players; it really is that simple. How do I turn around an unhappy squad? This, on the other hand, is far from simple. If you suffer through a few negative results in succession, players may begin to question your judgment, and the morale of the team sinks deeper and deeper with every disappointment. Before you know it, you’re left with an unhappy squad and seemingly no way out of the hole you collectively find yourselves in. It isn’t easy to turn things around, but there are a few ways for you to get started. A well-timed Team Meeting is a superb opportunity for you to gather the players and give them something of a morale boost. If you do this before a potentially winnable match – perhaps against another team struggling for results and morale – you can lift your team’s spirits enough to get a positive result, which in turn will lift morale even further. Changing your starting eleven to include players who aren’t quite as unhappy as others in the squad can also have a tangible effect; that isn’t to say that a happy youth team player is a better choice than an unhappy first-team key player, but a finer balance of players who have better morale can help move the needle in your favour, and it’s often the case that small changes are the catalyst for long-term improvement. If one player in particular is the cause for team-wide unhappiness, selling him is often the best course of action, as the team will mostly be stronger than any one individual. The root cause of squad unhappiness can always be found on the Dynamics screens; make use of the information there to identify it, then make the best decision for the team.
    8. Reserve, Youth and Development 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 for interaction from the tabs menu. Your Youth Team will typically contain teenage players on youth contracts training and trying to earn a professional deal. 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 budgets, their own transfer policy, and the rules governing when and how you can move players between squads may be different from league to league. Check the League Rules screens for specific information. You can designate a member of your backroom staff to control these teams in your Staff Responsibilities.
    9. Players

      Overview and Status Flags It’s a simple fact that to be successful, you need the right players. That’s not to say you need the best players, but identifying the necessary players to suit your plans is of paramount importance. Whenever a person – player or non-player – appears in a list, they will have a small circle with 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. A player may also have one or many status flags attached to them on the Squad screen. Hold the cursor over (or long-press on Tablet) to enable them to cascade into full view. Bring up the tooltip for more information on what each of them mean; further detail is available from the Overview screen for each player as well. Positions A complete breakdown of a player’s positional ability is found on this screen, accessed from the ‘Development’ tab. The graphical pitch displayed in this panel indicates the positions the individual can fulfil and each are colour-coded to represent a level of ability playing there. Five strengths of position are considered in addition to the player’s ‘Natural’ position: Accomplished – The player isn’t naturally at his best in this position but will perform in an accomplished and successful manner more often than not. Competent – The player has enough experience and ability to put in convincing performances here on a regular basis. Unconvincing – The player is playing out of position but will be able to do a decent job for a short period. Awkward – The player isn’t likely to be particularly successful playing in this position. He may fill in for emergencies but will be struggling. Ineffectual – The player cannot play this position. You are free to play him there, but he will not perform well. The panel also displays the competence of a player with both feet at the bottom of the pitch display. It also displays the number of games he has played in various positions throughout the current season. For example, a versatile player who is predominantly a Defensive Midfielder but can play at Right-Back may have 30 appearances at his primary position but 15 at Right-Back. This allows you to see potential reasons for a player’s good or bad performances and indeed, his ability to play in various roles. A player’s main position is printed in full in the title bar (presuming you have the Preferences set accordingly). Any other positions and/or sides he can play are appended with abbreviations. Any particular traits the player favours are listed on this screen and can be altered or added to through the player’s Individual training screen. Does it matter if I play a player out of position? The answer to that is a mix of both yes and no. In an ideal world, with all things equal, you’d have a player Accomplished or better in each position. They’ll be more comfortable, they’ll perform to a higher and a more consistent standard and will be less likely to be targeted as a weakness by the opposition. This isn’t to say that you can’t play someone out of position though, either on a regular basis or in times of need. For the latter, you can often plug someone in to ‘do a job’ and they’ll typically perform well enough to get by, particularly if the rest of the team is strong and the tactical structure helps to support them. Playing someone out of position longer-term, on the other hand, can work if the player’s attributes lend themselves well to the position and role assigned to them, and they’ll gradually learn and improve in that position the more they play there. This ties into the overall concept of footballing ‘universality’; the idea that any player can play in any position as long as he’s well-trained and has a certain number of fundamental attributes in place. This is much harder to commit to and make work in practice than it is in theory, but the concept of a player being used in an unfamiliar or entirely different position isn’t a new one, and it isn’t something you should necessarily shy away from if you feel it can work within the framework of your tactics. What is the tangible difference between each level of positional ability and how does that manifest itself in the match engine? Essentially, the position rating system works the same as most attributes; it operates on a 1-20 scale where, the higher the number, the more competent the player in in his execution of his duties. Natural: 19-20 Accomplished: 13-17 Competent: 10-12 Unconvincing: 6-8 Awkward: 1-5 The player’s comfort in a position acts as a direct modifier to his ability in that position. A player with 20 for any position will be able to play there without any adverse impact. The lower the rating for a position, the more the player will struggle – particularly with his Positioning and Decisions – but his versatility can help him adapt if he has a high rating for that attribute. An Introduction to Attributes It is vital to understand the importance of player attributes in Football Manager™ and how they affect various parts of the game and, in particular, the match engine. Attributes are divided into three main areas -  Physical, Mental, and Technical - with Goalkeepers having their own Technical ratings. The attributes, how they react in certain situations, in combination with others as well as on a stand-alone basis, are detailed below, but it’s important first of all to outline how attributes work. Each player is rated on a scale of 1-20, 1 being absolutely terrible, and 20 being elite. Some attributes are defined as ‘Absolute’, and some as ‘Relative’. Absolute attributes are those that are locked to an individual and can’t be trained quite as easily, such as Determination and Work Rate. These are generally innate attributes specific to individuals and will typically only develop as the player matures off the field. Relative attributes are those that can be compared to other players in the football world and can be improved on through training and player development. Physical and Technical skill sets are the main areas you’ll find relative attributes. For players that aren’t at your club and who haven’t been comprehensively scouted, attributes will appear as a range to indicate a rough idea of their ability in that area. Continued scouting will reduce the range until the attribute is clearly identified. How are attributes and player ability linked? The distribution of attributes across a player’s profile effectively determine his Current Ability. A player with 20 in all positive areas would be as close to the maximum ability score as possible; it wouldn’t be 100% certain as the number of positions he can play, as well as his competence with either foot, can affect the final number. Some attributes have a higher ‘weighting’ towards a player’s overall ability as they are fundamentally important to succeeding in any position. The majority of Physical attributes, as well as Anticipation, Decisions and Positioning are the most heavily rated for any position, whilst each position carries appropriate weightings for attributes crucial to performing to a high standard in that area of the pitch. The ‘Highlight Key Attributes’ button on a player’s profile offers an insight into what each of these attributes are per position. How does a one-number difference in an attribute make a difference in the match engine? The easiest way to answer this question is to reflect that it produces a more consistent and high-quality outcome with every increase up the attribute scale. A pass will be more likely to find its target, a shot will more likely be on target, a tackle will more often win the ball, etc. The combination and distribution of attributes, combined with the player’s position, also directly correlate with their ability as described above. Players with higher attributes will, typically, also have a higher ability. It applies to attributes several numbers apart as well as a single digit in difference, 11 to 12 for example. The differences are more easily noticeable when the difference is increased, but there are subtler tells when it’s reduced. Consider two identical players, but with their Decisions attributes a single digit apart. The player with the higher rating is more likely to make a better choice with every decision he makes. It’s a very basic example that doesn’t include the nuance of how game situation and other attributes affect it, but that isolated marginal gain is important over the course of ninety minutes. It could be the difference between a pass that successfully unlocks a defence that another player might not have chosen to make. The small margins, the slight advantages, add up to a much bigger advantage when applied across the entire team, and that’s how the attribute model works. How do attributes combine with each other and with external factors on a game-by-game basis? Every player has almost 40 visible playing attributes. They often work in conjunction with each other, either with another singular attribute, or in combination with many, and the total number of combinations of attributes working in a synchronised fashion is stupendous. It would be impossible to list every single possible combination, but it’s more important to understand the environment the players operate in, and how the decision-making process is made. Take one small example; a winger who has high attribute values for crossing will, on average, deliver consistently dangerous crosses into attacking positions in perfect circumstances; with the ball fully under control, and without significant pressure around him, but what happens if you then start to add in other factors? Introduce a defender closing him down, introduce a defender in the penalty area waiting to clear it, introduce a poor playing surface of unfavourable weather. Everything changes. If that player has high attributes in other areas, like pace and acceleration, dribbling and technique, for example, he’ll have more ways to succeed. Players make thousands of mental calculations in every match based around the best option available to them at any given moment, and those are based off their attributes and their all-round competency. They won’t always be right in their decision (the Decisions attribute itself plays a big role here), nor will the right decision always be the successful one. Try to think of attribute combinations ‘creating’ templates of players; athletic players, intelligent players, creative players, leaders etc. Much of this can be deciphered by using the ‘Highlight Key Attributes for Role’ option on the player’s profile. This is not necessarily an exhaustive list – the hint is in the word ‘Key’ – but at the same time, it should be simple to understand which attributes do not work well together, or at all, by a combination of common sense and a process of elimination. Strength, for example, has nothing to do with Crossing. Positioning, as a purely defensive attribute, does not work with Finishing. Vision and Tackling are not associated as Vision refers to the opportunities a player can see open up in possession. All of these attributes are explained in more detail in this section; using the descriptions to build a foundation of knowledge of how they work will leave you better informed as to how they might interact with each other. Technical Attributes Corners This attribute reflects how well the player takes a corner kick. Crossing This indicates a player’s proficiency at crossing the ball, predominantly but not exclusively from wide areas, into dangerous goalscoring positions. Dribbling This refers to the player’s ability to run with the ball and manipulate it under close control. This is purely his proficiency at moving with the ball at his feet; his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstance. A player with higher ratings here will also be able to move in more directions more fluidly with the ball than someone with a lower rating. Finishing The player’s ability to put the ball in the back of the net when presented with a chance. A high Finishing attribute will put the shot on target a majority of the time as a bare minimum but, compared to a player with poorer Finishing, will find the places where the goalkeeper can’t save it. This is purely the ability of the player to perform an accurate shot – Composure and Decisions will also impart on the ability of a player to score consistently. First Touch This controls how good a player’s first touch is when receiving the ball. A higher rating will ensure that the player can control the ball quicker and put it in a useful position to then act upon. Players with lower ratings here will struggle to control the ball as adeptly and may be prone to losing the ball if closed down quickly. Free Kick Taking               This reflects how good at taking free kicks the player is. It solely applies to direct shot at goal; indirect free kicks are governed by other technical attributes like Crossing. Heading This is a player’s competence in aerial situations. Heading applies to all situations with the ball in the air and is only about the player’s ability to use his head well. Jumping Reach, Height, and to a lesser extent Strength all play a part in combination with heading to utilise the attribute to greater effect. Long Shots This is the player’s prowess at shooting from distance – from outside the penalty area. It is largely a stand-alone attribute but pay attention to any PPMs the player may have which complement their Long Shots rating. Long Throws The ability of the player to perform a long throw, which can be taken advantage of in attacking situations, or to help move the ball forward from defensive areas. Marking How well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job of identifying, tracking, reacting to and denying opponents if the attribute is high, but remember that other attributes – Strength, Positioning, Anticipation – will play a part in the effectiveness of the marking, as well as the comparable physical statures of the two players. Passing Passing refers strictly to how good the player is at passing the ball to a team-mate. Vision dictates whether or not he sees different types of passing opportunity. Technique affects the quality of his execution (for example, whether the pass lands perfectly for a player to collect in stride). Passing itself, in isolation, determines how successful the player is at producing consistent success over different types of passing opportunities. Penalty Taking The ability of the player from the penalty spot. Composure is also factored into whether a player is successful with his penalty, but as part of a broader spectrum of mental attributes overall; the Penalty Taking attribute itself governs the majority of success or failure. Tackling How successful the player is at winning tackles and not conceding fouls from such situations. Players with a high Tackling rating will consistently win the ball cleanly and be a more capable defensive player. Technique Technique is the aesthetic quality of a player’s technical game – how refined they appear to be with the ball. A player with high Technique will be more likely to pull off a tricky pass or a cross-field ball with greater ease than someone less technically able, or to use their preferred foot in situations where their weaker one would appear to be easier. This in turn affects technical attributes – poorer Technique will let a player down. Mental Attributes Aggression This reflects a player’s attitude in terms of playing mentality but is not necessarily a dirtiness indicator. A more aggressive player will look to involve himself in every incident, press more often, tackle harder, foul more often, and engage in the ‘darker arts’ of football such as dissent towards officials and foul play. Anticipation How well a player can predict and react to an event. If a player has a high attribute here he can read the game well and react to situations quicker than others. It also has a significant effect on a player’s awareness and whether they identify space for themselves to play in as well as reacting to signs of danger created by the opponent. Bravery This attribute determines how committed and indeed, brave, a player is. Braver players will risk injury more in situations a more cautious player may shy away from. They will compete more often in the air, contest more 50/50 or low-percentage challenges, both on the ground and in the air, and look to put their body on the line with blocks and last-ditch challenges. Composure Composure reflects he player’s steadiness of mind and ability, particularly with the ball.  When faced with a big goalscoring chance, or heavy pressure defensively, a player with high Composure will be able to keep his head and more often than not make an intelligent decision which is beneficial to the team. In general play, they will appear to have more time on the ball, make smarter and more successful decisions with it, and generally be more aware of their surroundings in all phases of play. Concentration This reflects a player’s mental focus and attention to detail on an event-by-event basis. A high rating here will mean the player will be more consistent on a move-by-move basis during a match. They will also react better under pressure, position themselves correctly in all phases of play, and make better judgment calls in tight situations, whilst players with lower concentration will be seen to struggle more in these areas. Decisions The ability of a player to make a correct choice the majority of the time. This attribute is important in every position, and additionally works out how likely a player is to feel under pressure at any given moment, and to make the best choice accordingly. Determination A commitment to succeed both on and off the pitch. A determined player will give everything in order to win. This ties in with Bravery – players with a high attribute in one of these attributes may also be high in the other as the traits necessary are similar. Flair A natural talent for the creative and occasional unpredictability. Flair governs whether or not a player is likely to choose to dribble, to take on long-range shooting opportunities or spectacular overhead kick efforts, or generally to take risks with the ball. Leadership Leadership is the player’s ability to affect events or other players. Players with high Leadership will be influential on the pitch and team-mates will perform better when playing with them. Off the Ball A player’s movement without the ball. Similar to Anticipation, this is how well players, particularly attacking ones, can assess a situation and then move off the ball, making themselves available to perform another action after making a pass themselves, or to move in position to receive the ball from a team-mate. Positioning This attribute reflects the ability of a player to read a situation and manoeuvre themselves into the best possible location to deal with the unfolding events in defensive situations. It is not used in attacking situations; rather, it is used to determine how well a player identifies who to mark, when and how and where to mark them, and whether or not they’re in the best position within their current tactical setup. Teamwork How well the player follows tactical instructions and works for and alongside his team-mates. A team full of players with a high rating here will work better as a unit. Players with lower ratings will slack off and not ‘buy in’ to the team ethos, becoming more individual, and not providing adequate support for their team-mates. It is also used to help decide whether or not a player opts to use one of his Player Traits ahead of a tactical instruction. Vision This refers to a player’s ability to see a potential opportunity, not necessarily exploit it. A player might be able to see something to take advantage of but also requires the technical proficiency to pull it off; this attribute governs how likely they are to visualise something developing or, in the case of a higher rating here, spot something that another player might not. Work Rate This reflects the player’s mental drive to work to his full capacities. A high rating will ensure a player wants to work his socks off from start to finish, but he will need the necessary physical attributes to actually be able to pull it off. It does not merely represent a willingness to run – something that would be inappropriate in many positions – but rather the urgency with which a player gets to where they’re supposed to be in all situations. Physical Attributes Acceleration Acceleration is how quickly a player can reach top speed (pace) from a standing start. It therefore ties in very closely with the Pace attribute. Agility Agility reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the Pace, Acceleration and Balance attributes as they work together in the match engine, especially when a player is running with the ball. Balance Balance reflects simply how well a player can keep his balance in situations both with and without the ball. With the ball, it refers to how balanced he is running with it and evading opponents, without it, it refers to his balance when facing a player running at him, or his stability when turning/jumping. Jumping Reach  Jumping Reach reflects how good a player is at reaching the ball in the air. It indicates the highest point an outfield player can reach with his head. It is not necessarily reflective of how tall a player is, but when considering his jumping ability, it makes sense to consider the player’s height. For example, a player of 200+cm will still possess a high reach even if he is a poor jumper, and a player who measures in at 170cm will struggle to compete at the same height due to the 30cm difference in height between the two. Natural Fitness How high the player’s natural fitness is influences how well he stays fit when injured or not training. This will help to determine how quickly players recover from injury, how well they retain their physical attributes as they go past their peak, and how fast they recover between matches. Pace      Pace is a player’s top speed. Whereas Acceleration reflects how quickly a player can attain their top speed, Pace is that top speed and, together with Stamina and Natural Fitness, controls how long they are able to maintain it in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it. Stamina Stamina is a player’s ability to endure high-level physical activity for a long period of time. With the demands placed on a player over a full season, players with high attribute ratings for Stamina will be able to perform at their top levels for longer. A player with less Stamina will not only tire quicker, but the quality of his execution in all phases of play will decrease the more tired he becomes. It also ties in directly with Natural Fitness. Strength A player’s Strength is his ability to exert his physical force on an opponent to his advantage. A player with a high Strength rating will be able to use it to his advantage against weaker opponents. Goalkeeping Attributes Aerial Reach This is the goalkeeper’s physical ability in aerial situations. Taller goalkeepers will typically have a higher rating here as they are naturally pre-disposed to being able to reach areas shorter goalkeepers cannot, but there will be exceptions. This attribute works in connection with several other goalkeeping attributes in order to determine proficiency in dealing with the numerous aerial situations they will encounter during a match. Command of Area This affects how well the goalkeeper takes charge of his penalty area and works with his defensive line. A goalkeeper who commands his entire box (i.e. has a high rating) will be instinctive and look to take charge of situations, especially coming for crosses (therefore working in tandem with Aerial Reach) or coming out for interceptions. Do note, however, that a high rating only determines whether or not they try, not that they succeed. Communication How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating will be reflected in a defender’s comfort in possession near his own goal and whether or not they correctly leave the ball for the goalkeeper rather than trying to play it themselves. Eccentricity This attribute represents the likelihood of the goalkeeper to do the unexpected and typically act completely unlike a goalkeeper. Things like dribbling out of his area, coming for the ball outside of the area, and to generally be more involved in outfield play when losing will be commonplace if the Eccentricity attribute is high. Handling How securely the goalkeeper holds onto the ball when making a save or coming for a loose ball. Greater Handling will be beneficial in unfavourable weather conditions, but in general a goalkeeper who doesn’t give up rebounds will be useful. Kicking The physical capability of a goalkeeper to kick the ball – this purely defines the distance he can reach with a kick from hand or from the ground. One on Ones The ability of the goalkeeper to do well when faced with an opponent in a one on one situation. Higher attributes will see goalkeepers make better judgments of the opponent’s speed and likely decision and result in them being more likely to make a successful decision. Reflexes This reflects how good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will have a quicker reaction time to make more difficult saves and will anticipate a better position to make saves in general. Rushing Out How good the goalkeeper is at coming off his line to react to through balls and to narrow the angle for various shooting opportunities. Goalkeepers will also benefit from having high Pace and Acceleration attributes in combination with Rushing Out. Tendency to Punch This determines whether a goalkeeper will catch the ball when he can, or whether he prefers to punch it clear. A higher rating reflects a tendency to punch most things clear, even when it may be possible to hold onto the ball. Throwing Throwing governs how likely a goalkeeper is to start moves, often counter-attacks, with quick throws from the ball in his hands. Some technical attributes, like First Touch and Passing, are also applicable to goalkeepers. Attribute Changes The player overview screen shows you when an attribute has either increased or decreased. The all-new Attribute Changes screen then takes this to another level, allowing you to comprehensively track the short and long-term development of every single attribute. Select the desired attribute(s) and the timespan you want to review, and those changes will be displayed in both a line graph at the top if the screen, and with exact numerical differences placed next to the attribute name itself below. A summary of the overall Technical, Mental and Physical trends completes the screen at the bottom. Player Traits Every attribute plays a part in whether or not a Player Trait is successfully used as well as being possible to learn. The full list of traits and a very brief explanation of what they do are below: Runs With Ball Down Left Increases the frequency with which a player will decide to run with the ball down the left. Runs With Ball Down Right Increases the frequency with which a player will decide to run with the ball down the right. Runs With Ball Through Centre Increases the frequency with which a player will decide to run with the ball in central areas. Gets Into Opposition Area Mostly governs how often a player makes forward runs but can be overridden by Player Instructions. Moves Into Channels Increases the frequency with which central players will move into the space between their position and a wide attacking position; also allows wide players in certain roles to move inside into that space. Gets Forward Whenever Possible Increases the frequency with which a player makes forward runs, adjusting for team mentality. Plays Short Simple Passes Reduces the directness of a player’s passing. Tries Killer Balls Often Increases the frequency with which a player will attempt through balls. Shoots From Distance Increases the likelihood of a player attempting long-range shots, particularly where his Flair attribute is greater than his Decisions attribute. Shoots With Power Increases the chances of a player opting to shoot with power over placement. Places Shots Increases the chances of a player opting to place his shots with accuracy rather than power them. Curls Ball Improves the player’s ability to curl the ball above and beyond his ability as already determined by his attributes. Likes To Round Keeper Increases the likelihood of a player looking to go around the goalkeeper in one-on-one situations. Likes To Try To Beat Offside Trap Increases the frequency with which a player will look to make runs in behind. The success is determined by his overall attribute profile. Marks Opponent Tightly Will ensure a player is set to tight marking by AI teams; improves the chances of him being successful at it if set in any team, but the overall success is still controlled by his attributes. Argues With Officials Increases the chances of a player showing dissent to match officials. Plays With Back To Goal The player will look to hold up the ball in attacking areas. Comes Deep To Get Ball Increases the frequency of a forward player dropping into midfield to get possession against a team playing with a deep defensive line. Plays One-Twos Increases the frequency with which a player will make a pass and immediately want to receive the ball again, having moved into an advantageous position. Likes To Lob Keeper Increases the likelihood of a player looking to loft the ball over the goalkeeper when presented with a chance at goal. Dictates Tempo Increases the chances of the player taking charge of typically midfield situations and using their attributes to influence the team’s performance. Attempts Overhead Kicks Increases the chances of a player attempting a spectacular overhead kick rather than a header at goal or to a team-mate when in an attacking situation. Looks For Pass Rather Than Attempting To Score Increases the chances of a player opting to give a scoring chance to a team-mate rather than take it on himself. The success of the decision will be based off the player’s attributes. Plays No Through Balls Decreases the frequency of a player looking to play through balls, adjusted for team mentality. Stops Play Increases the chances of a player simply coming to a stop in possession, primarily to assess his options. Knocks Ball Past Opponent Increases the chances of a player looking to beat his immediate opponent for sheer pace and athleticism and get into a more advantageous position. Dwells On Ball The player will take longer to make a decision when in possession. Arrives Late In Opponents Area Increases the frequency with which a player makes forward runs, adjusting for team mentality. Tries To Play Way Out Of Trouble Increases the chances of a player looking to pass or dribble against pressure in a defensive position, rather than opting for the safety-first approach of clearing the ball. Stays Back At All Times The player will make no forward runs, adjusted for team mentality. Avoids Using Weaker Foot The player will always look to use their preferred foot where possible, even if the situation would benefit them using their weaker foot. Tries Long Range Free Kicks Increases the chances of a player taking a direct shot from a free kick 35 metres or more from goal. Dives Into Tackles Increases the frequency with which a player will engage into a tackle. It does not simply mean the player ‘goes to ground’ when challenging for the ball. Does Not Dive Into Tackles Decreases the frequency with which a player will engage into a tackle. It does not simply mean the player stays on his feet when challenging for the ball. Cuts Inside From Both Wings Increases the frequency with which a player will look to attack central areas from a nominal wider starting position. Hugs Line Ensures the player will remain in wide areas of the pitch whenever possible. Hits Free Kick With Power Increases the chances of a free kick being struck with a lower, harder trajectory. Likes To Switch Ball To Other Flank Increases the frequency of a player looking to move the ball from one half of the pitch to the other. Possesses Long Flat Throw Allows the player to deliver a long throw with a low and flat trajectory, akin to a cross, in attacking areas only. Runs With Ball Often Increases the chances of a player choosing to run with the ball rather than pass it. Runs With Ball Rarely Decreases the chances of a player choosing to run with the ball, instead looking to make a pass at every turn. Uses Long Throw To Start Counter Attacks Goalkeepers only; increases the chances of them looking to make a quick throw from hand to launch a counter attack. Refrains From Taking Long Shots The player will not attempt shots at goal from outside the penalty area. Does not Move Into Channels The player will not move from central areas into space between them and the wide positions; wide players will similarly not look to come inside to operate in that same space. Cuts Inside From Left Wing Increases the chances of a player looking to move inside from the left wing and attack in central areas. Cuts Inside From Right Wing Increases the chances of a player looking to move inside from the right wing and attack in central areas. Crosses Early Increases the chances of a player crossing from a deeper position, rather than seeking to find a better opportunity higher up the pitch. Brings Ball Out of Defence Increases the likelihood of a defender running with the ball into midfield positions. Medical Centre This section is dedicated to all things concerning the physical well-being of your players, from injury prevention to rehabilitation, and everything in between. Overview The Overview mainly provides a breakdown of players in the squad who are at risk of injury. The Head of Sports Science (where employed, otherwise an alternative member of staff provides this information) details the work load and injury proneness of each at-risk individual and summarises how likely they might be to pick up an injury in the immediate future. The risks are colour-coded, with players in the ‘red zone’ highly likely to encounter problems unless immediate preventative action is taken. Risk Assessment The Risk Assessment sub-panel has its own dedicated screen where you can action all of the above. It features much of the same content but instead covers your entire squad whilst informing you of the upcoming fixtures and the team’s overall training workload for additional context. Current Injuries and Injury History These screens detail every injury suffered by a player in your squad during the current season. The bar traversing the top of the Injury History screen area provides additional information to place these injuries into context; the middle section comparing them to the rest of the league is perhaps the most important, whilst the comparison to your own injury record last season will also offer insight into whether things are getting better or getting worse. Season Summary The Season Summary section lists every player in the squad alongside the number of injuries and time spent on the sidelines as an overall summary. Player Overview Each player will also have an injury overview page accessible via their player profile from the ‘Reports’ menu, under ‘Medical Report’. This report provides a visual overview of their current injury status, risk assessment and injury history. Development This section allows you to check up on and configure individual training details for the player. These details range from their schedule through to attribute changes to new positions and player traits or affiliate loans. You can also perform various interactions such as moving players between squads and player advice from here as well as the player’s overall tactical familiarity from the ‘Tactics’ section. This displays his positional versatility as indications of how integrated he has become into various facets of your tactical approach. Familiarity grows with each player’s experience at playing with various facets of the team’s instructions, as displayed on the Tactical Familiarity Levels overlay. The more often they play under these instructions – at your club or elsewhere – the more familiar they become, and the higher the overall levels become for both the individual and the team. If the tactics or team and player instructions change dramatically (for example, short passing to shorter passing won’t impact things, but short passing to more direct passing will) on a regular basis, those familiarity levels will take a hit. The full range of familiarity, on the same theoretical 1-20 scale as player attributes work (although in reality the scale between each level is considerably bigger) is as follows: Awkward: 0-5 Competent: 6-11 Accomplished: 12-18 Fluid: 19-20 How can I improve my player’s attributes and ability? A player’s development is an inexact science but there are plenty of ways you can improve your chances of helping their progress: -          Improved coaching staff The better the coach, the more impactful their attributes are on improving a player. This is particularly true with the Working With Youngsters attribute but, in general, each coaching attribute has a more profound effect on a player’s own attributes depending on how good it is. -          Improved training facilities The standard of training facilities has an impact in determining the chances of a player’s attributes developing, how close to their potential they can get, and how likely they are to continue developing overall. Better facilities will encourage a greater chance of a player realising his true potential but, like everything, it isn’t wholly decisive in and of itself. It can also help the coaching staff develop too. -          Playing time A player with greater exposure to meaningful playing time will develop better than someone who isn’t playing quite as often. Playing first-team minutes is more valuable than playing reserve or youth team football, and a young player who stagnates from his teens into his 20s without starting to play regular football stands a greater chance of not being able to reach his potential. -          Training A player will develop most through day-to-day training; his overall development is affected by the quality of the facilities and coaches, the team-mates he’s training with, the appropriateness of the schedules he’s given, whether he’s with the first team or any of the club’s sub-teams, and whether he’s tasked with additional individual work outside of the team’s sessions. The more of these that are met to as high a standard as possible, the quicker a player develops towards his full potential. -          Mentoring Young players can develop by working closely, during training, with a more experienced team-mate or team-mates within their squad. Their mental attributes and Player Traits are the only areas affected, and the entire concept is detailed more in the Training section of the manual. Interaction As a manager, you’ll find yourself interacting with players on a daily basis. Not just interaction through the direct interaction module detailed in this section, but in more minor manners, such as promoting a player from the reserve team into your senior squad. A majority of these are carried out from options found within a player’s Actions menu, which can be accessed from their Player Interaction tab or by right-clicking on a player’s name. You should make sure you pay close attention to the Dynamics section, both in-game and in this manual, when interacting with players, as their reaction can and often will influence other players in the squad. Development - Move Players Between Squads This option allows you to assign players to various squads, most typically a Senior, Reserve or Under-23 or Under-21, and Youth team. As manager, you have the ultimate say in the development of a player and it’s up to you to decide when a player needs to be tested further, for when he’s not ready or performing at a higher level. You can also assign a player to a team for a period 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. Contracts – Release on a Free/Mutual Termination If you no longer want the services of a player at the club and can’t shift him on to another team, you may want to release the player from his contract and make him a free agent. If you decide to do this, you will have to pay off the remainder of his contract, unless you agree a mutual termination with the player. Should he also want out of the club, offering him the chance to leave the club in a mutual agreement for a lower payoff or completely free of charge may be successful, but it will not be in all cases and you may end up merely making the player stubborn, in turn making things harder for you as he takes offence at being asked to leave. Interaction 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 will scan the database in your saved game for players with a similar attribute profile to the selected player; it will return players who play in the same position and role, so as to give you a range of options that might include retraining a potential new signing to play in a new position. History - Keep History After Retirement If you wish to retain a player’s career history once he has retired, ensure that this option is enabled. His playing history and biography will be permanently accessible if retained; if not, he will disappear from the saved game should he not move into a non-playing position. How important is player interaction to my chances of success? Like most aspects of Football Manager™, player interaction is a piece of the puzzle that is overall success. Making the right decisions with your players directly affects their morale, which in turn directly affects their performances on the pitch. To repeat what has been written in the Dynamics section; keep your players happy and you’ll be rewarded. They will give you every opportunity to do right by them before things become truly unmanageable, and they want to be successful every bit as much as you do. The interaction module is an important part of ensuring their morale remains high. There are no right or wrong answers in direct interactions with your players and, as is often the case, a common-sense approach is usually a good starting point. Understand your players, know their personalities, and respond to their concerns. Some players will require a firmer hand than others, who might need an arm around the shoulder and a softer approach. There is no singular solution to each conversation, but the right outcome can be discovered through experience, understanding and strong management.
    10. Staff

      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. They can help take significant weight off your shoulders and allow you to get on with enjoying the things you love most about being a football manager. 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. What is the impact of delegating tasks to my staff versus keeping control myself? It ultimately comes down to how you want to experience Football Manager™ 2019. If you want to have complete control of everything, micro-manage every detail, and know exactly what’s happening at any given time, then keeping control of everything will work for you. There is no direct impairment on the standard of quality of management by a member of staff you’ve delegated a task to; it all comes down to their attributes themselves. If you delegate something to the theoretical best Assistant Manager in the world, one flawless in every regard, then the benefits will be plentiful and perhaps better than if you had retained control yourself. If the task is placed in less capable hands, however, it won’t be. That might mean that a player doesn’t develop as well as he might otherwise, that a team talk isn’t issued as productively as it could have been, or that a player is sold by the Director of Football that you might have otherwise wished to keep. Make the decisions that work for you; understand the strengths and weaknesses of the support team at your disposal, and react accordingly. Staff Attributes The following details and describes how the ratings model for non-players works in Football Manager™ 2019. All attributes work on the 1-20 scale where 20 is the very best whilst 1 is the lowest possible value, in the same way as Player Attributes do. Coaching Attributes Attacking Their competency and interest in coaching attacking football. This will be used to determine how likely a manager is to adopt a suitable attacking approach from game to game, how likely certain Player Traits are to be successful under their coaching, and a general attacking bias towards training, backroom advice and player evaluations. Defending The ability of the staff member to coach the defensive side of the game. Higher ratings indicate an interest and a proficiency in working well on the defensive side of the game. If the non-player in question has a higher Defending rating than Attacking, their bias when undertaking match preparation will be skewed towards the defensive side of the game, for example. Fitness This reflects a coach’s ability to work on the fitness side of the game, and to recognise potential issues before they arise during matches. Goalkeeper Distribution This reflects their ability to competently coach a goalkeeper in the quality and effectiveness of their distribution. Their technical attributes – Kicking and Throwing in particular - will govern the success of their delivery, this attribute primarily deals with identifying the right player to distribute to, and the method of getting the ball there. Goalkeeper Handling This reflects their ability to coach a goalkeeper’s Handling attribute as well as impacting upon their Aerial Reach, Command of Area and Communication. Goalkeeper Shot Stopping This reflects their ability to coach a goalkeeper’s ability to stop all types of shots. A better coach will see improvements in a goalkeeper’s Reflexes and One on Ones in particular. Mental The ability of the individual to provide the right help (particularly in backroom advice) when appraising the players with which he works. 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. It plays a part in the recommendations given concerning the individual attribute focus for player training, as well as the intensity of the training sessions they run. Working with Youngsters How successful a coach is at working with younger players – those aged 19 and under in particular. A non-player with a high rating here will improve players they work with if given a youth team training assignment, whilst the quality of an annual youth intake is affected by the rating of the person responsible for bringing them through. It is also used to determine an individual’s interest in young footballers overall, such as Chairmen when asking the Board for improved youth facilities. Mental Attributes Adaptability Adaptability refers to how well the non-player adapts to living in a country that is not theirs. It will affect their interest in moving to another country too. 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 and the players they work with. 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 (which in turn discourages players from raising complaints in private chats and other similar aspects of managing players). A lower one means the coach is a little more relaxed but also easier for players to exert a little more power and influence over. 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, with particular regard to interaction, morale, coach reports and backroom advice, as well as scheduling appropriate rest periods during training. Motivating The mental ability of a coach to motivate their players. This has an impact in player interactions, team meetings, team talks and training. Medical Attributes Physiotherapy This attribute is predominantly for use with Physiotherapists. In general, a high attribute here indicates a more accomplished Physiotherapist, but the rating is also used for fitness tests, player transfer medicals, and assessing injury proneness. Sports Science This attribute is also predominantly used by members of the medical team and governs the competency of the individual to accurately manage every player’s fitness level and injury risk in such a way that they are able to keep them in condition to play regular football. Knowledge Attributes Judging Player Ability and Potential When employing a scout, these two attributes are the first things you should look at, but it remains valuable for all non-players, particularly coaches too. High attribute ratings in these two areas will most likely result in more accurate scouting reports and player evaluations. Judging Ability is important if you have assigned a scout to watch players you intend to bring in, are scouting upcoming opponents, or ask a coach to provide reports or advice on players in your squad. Judging Potential does much the same, but concerning the player’s long-term outlook, rather than his current situation. Tactical Knowledge The tactical knowledge possessed by a non-player. This has many uses; from opposition and team scouting to training and match preparation focus and backroom advice, a higher rating will result in both more accurate and more detailed information being passed back to you. Data Analysis Attributes Judging Player Data The ability of a Data Analyst to understand data concerning an individual player and interpret it in a manner useful to the manager. Judging Team Data The ability of a Data Analyst to understand data concerning a team and interpret it in a manner useful to the manager. Presenting Data The ability of a Data Analyst to present their data in an efficient and easily digestible manner to the manager and to the players. How does each attribute impact a player’s performance or development? A high attribute will typically deliver success more often, and more consistently, than a lower one. That means a scout with 20 for Judging Player Ability and Judging Player Potential will submit top quality reports on players that can be relied upon wholly; it means a coach with 20 for Tactical Knowledge will provide the best tactical advice, and it means a Physiotherapist with 20 for Physiotherapy will be proactive and responsive in their treatment of injuries. That much should be relatively clear from the outset, but what about staff who score 10 in these areas? How does that affect my players? In short, they become less reliable, but with that comes a few caveats. For example, if you have a Physiotherapist with 10 for Physiotherapy but the league average for staff employed in that role is 7, you have a significant advantage. The advice and treatment dispensed might not be the best it can be, but it could be the best it can be for your club, for your level and at this current time. Numbers become relative to the standard you’re playing at. A top-quality coach working with players below his ability is worth their weight in gold; the effect they can have on your squad will be more tangible and obvious than someone working at the level suitable for their ability; you’ll be able to see it in the development of your own players, the insight you’ll have into other teams and players if it’s a quality scout, and so on. Conversely, if you have a sub-par member of staff working at a level they’re not qualified for, and is below the average for your club, for your level and at this current time, then you’ll be somewhat handicapped by their work until you’re able to upgrade that job. Non-Player Tendencies Players have traits; non-players have tendencies. All tendencies are scored on a 1-20 range like attributes, but rather than impact how well they do something, they determine how likely something is. They can broadly be divided into two main categories: Managers, Coaches etc. Operate without an Assistant Manager Fit players into preferred tactic Have a large senior squad Make early tactical changes Rely on set pieces Select domestic players for National Team Use counter-attacks Use Target Man Use young players in low priority cups Use zonal marking for set pieces Select a substitute Goalkeeper Have a willingness to work in the lower leagues Use non-first team goalkeeper for domestic cup games Use non-first team goalkeeper for continental cup games Doesn't use Data Analysts Person responsible for transfer activity Sign domestic-based players Sign lower league players Sign many youth players Sign youth players for first team Spend on youth signings Use budget on one player Use loan market Offer high Promotion wage percentage increases Offer high Relegation wage percentage decreases Pay fees upfront Target high-profile signings Sign many young players to make profit on them Staff Roles Each member of the backroom team can be assigned to train at least one squad at the club, with some roles allowing more freedom, and greater flexibility. As Manager, you can assign yourself to any of the teams at the club, whilst First Team Fitness Coaches and Goalkeeping Coaches can do the same. First Team Assistant Managers and Coaches, however, may only work with the senior squad itself, as is the case for all Reserve, Under-21, Under-19 or Under-19 staff; they may only work with their assigned age groups with one exception. If two or more squads share facilities – for example a First Team and a Reserve Team train at the same site, then the assignments are opened up for anyone from any squad to move around freely. Fitness Coaches may only work with the Strength and Aerobic categories whilst Goalkeeping Coaches may only work with the Handling and Shot Stopping categories.
    11. Tactics

      Tactical Templates To assist you in setting up the basic framework of a tactic, a host of templates are provided for you to use as a foundation for the way in which you want to play. Each tactical template sets a series of team and player instructions geared towards a particular style of play; once you’ve picked the one that best suits your plans (the textual descriptions on screen will help guide your choice), have a look at the various instructions set as a result to better understand what’s going on. Mentalities What are the differences between mentalities and what do they change 'behind the scenes'? In keeping with the theme throughout this manual, mentalities – like attributes and many other in-game scales – can be thought of as being scored between 1-20. A more attacking mentality moves the score closer to 20 and represents the fact that the team is being asked to operate in a more attacking manner. Conversely, a Very Defensive mentality moves the scale much closer to the other end. Each base Mentality adjusts a number of tactical settings ‘under the hood’ combined with your Tactical instructions, including intensity of press, line of engagement, tempo, attacking width, directness and time-wasting. In turn, mentalities also affect the actions of players set to an Automatic duty; a more attacking team mentality will ask those players to be more attacking accordingly, and the same applies if you adopt a more defensive approach. Team Fluidity The number of attack, defend and support duties you set within a Formation whilst using a given Mentality will be reflected in your Team Fluidity. For example, a Balanced Mentality and a Balanced Fluidity will have three players with Defend duties, four players with Support Duties, and three players with Attack duties. Moving up and down the scale to more attacking or defensive football, and in more fluid or more rigid approaches, is determined by your distribution of duties. If you set seven players to have Attack Duties and three players with Defend duties, you’ll be playing with a Very Attacking mentality but a Very Rigid fluidity, as you haven’t provided sufficient balance within your overly-attacking setup. Balancing this with more Support duties will achieve a more fluid result, and the same rule applies across the board, so feel free to play around with your options and see what happens. Your overall Fluidity will always be indicated to you on the Tactics Overview screen. Formations What are they? A formation is the distribution of players across the pitch both in and out of possession. Football has developed to a point where the majority of teams will play either three, four or five defenders, and then split the remainder of their outfield players between midfield duties (playing in the middle of the pitch) and the attack; players who are primarily there to score goals. A host of pre-set formations are ready for selection via the dropdown menu with the tactic name on; the ‘Set to Formation’ option then lists a handful of the most prominent formations whilst also including sections covering all 3, 4, and 5 Defender formations. A 4 Defender formation has two central defenders and two full-backs; 3 and 5 Defender formations are often quite similar with the most significant difference being that the full-backs in 5 Defender formations become more advanced in 3 Defender formations and can often be found as part of the midfield instead. Most teams will try to arrange them symmetrically to provide balance and options to move in either direction without becoming unpredictable, but this is not a hard and fast rule, and, indeed, many a formation is adjusted to suit the players at the manager’s disposal. Players to fit the formation or formations to fit the player? There are two very basic schools of thought on formations; pick a shape that best suits the players at your disposal, or force your best players into a preferred formation and tell them to make it work. The latter doesn’t provide much flexibility and will likely result in a certain level of compromise on how much you’re able to get out of each player, but the argument in favour of it is that if the tactic itself is structurally sound and the players do what’s asked of them, you’ll be hard to beat. The former is a more idealistic approach and allows players to fully express themselves in their best positions and roles, but it requires a fine balancing act between individual talents and the needs of the team. What am I looking at? What does the tactics screen actually represent? It bears noting that the formation you see on screen represents the team’s defensive shape when not in possession. The instructions you then apply to the team and to each individual will impact what they do and where they go when they do have the ball. This is particularly important to consider when placing players in terms of defensive positioning, and areas of potential weakness and exposure. When a player is assigned a position, a coloured graphical indicator associated with 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. Roles and Duties Each role carries a textual description alongside it that explains the fundamentals of what they’ll be asked to do. An additional sentence is appended to reference what happens when the player’s duty changes. A player can have an Attack, a Defend, or a Support duty, ostensibly adjusting how attacking they’re allowed to be within the team’s overall mentality. They directly modify the player instructions to allow for a greater level of risk within the tactic, and those instructions in turn require slightly different attributes. ‘Highlight Key Attributes for Role’ on the Player Profile screen identifies these changes for each role. How much does it matter if I play a player in an unfamiliar role? As outlined in the similar question about playing a player out of position, there are several degrees of how much it might matter. As a rule, it won’t be quite as disadvantageous to play a player in an unfamiliar role as it would be for a different position, as the player is likely to at least still be in the same position on the pitch. The difference between a Box-to-Box Midfielder and an Attacking Playmaker isn’t as marked as the difference between a Central Defender and a Central Midfielder, for example; to use a metaphor, they’re speaking different dialects of the same language, rather than a different language altogether. That said, you end up with ever diminishing returns if you try to ask a player to adopt a role to which his attributes are not suited. Asking a Ball Winning Midfielder to operate as a Trequartista is unlikely to yield positive results as he won’t have the right attribute profile to perform the instructions set for that role. By using the ‘Highlight Key Attributes for Role’ option on the player profile screen, you can see how much scope you have for asking a player to play a role he isn’t familiar with, and that in turn will give you some insight into how he might perform on the pitch. Will it help him learn that role faster? In short, yes. The more he plays there, the more his attributes will adjust to the requirements of the role, and as he should be training in the same role too, he becomes exposed to it on a daily basis. There is no set timeline for how long it can take for a player to learn, instead it’s depending on his familiarity with the position, the quality of the coaching staff, the similarity of the positions and roles to those he can already play (a centre-back could learn to play full-back roles quicker than a striker role, for example), and what position and role he’s set to play in training. The more of those criteria that are matched successfully, the better chance he stands of learning it properly in a quicker period of time. Team Instructions The majority of the Team Instructions come with the scope to move incrementally up and down a range of settings. Each one of these settings represents a number; the higher the number, the more likely something is to be attempted, or it will fill more of the scale to try to be more comprehensive. An explicit text instruction without a scale acts as a modifier on the percentage chance that the players will seek that option against the other options available to them. IN POSSESSION Attacking Width This controls how wide you move the ball when in possession. A wider approach stretches the field horizontally; a narrower one funnels play through the middle of the pitch. Approach Play This instructs your players where to focus their passing. Pass Into Space asks players to lead their team-mates into open spaces with their passing, rather than delivering it to their feet, in an effort to stretch the play and increase the overall tempo. They can Play Out Of Defence as well as focus their play down either flank or through the middle, and you should set this based on the strengths of your players and the weaknesses of the opposition. Passing Directness The Passing instructions above set the intention of the pass, the Directness instruction sets how it gets there. A more direct approach will see the ball played forward in a more vertical manner, with increased urgency, moving it from back to front as quickly as possible. Conversely, a less direct approach will see the ball moved patiently from side to side, probing for a way to unlock the defence. Tempo A higher tempo asks players to make more decisions in a quicker fashion, designed to capitalise on situations as they present themselves, and to force lapses in concentration. Time Wasting The higher the setting here, the more your players will look to do nothing with the ball, and will take more time over set pieces and dead balls. Final Third When you’ve got the ball into the attacking third of the pitch, there are a host of options for you to ask them to focus their play on. The end game with all of them is how the ball makes its way into shooting positions. Mixed Crosses is set by default but you can change this to focus on high, low, or near post deliveries if it suits your players and/or the circumstances. Play For Set Pieces will encourage every player to attempt to win corners, free kicks and throw-ins so as to allow the team to bring players forward from dead ball situations, attempting to command control of the match in that way. Dribbling Dribble Less makes them more likely to pass the ball, while Run At Defence increases each player’s likelihood of dribbling with it. Creative Freedom Creative Freedom is closely tied to your overall Team Fluidity. Be More Expressive increases the overall fluidity score, whilst Be More Disciplined reduces it. IN TRANSITION When possession has been lost This instructs your players how to react after losing the ball. Counter-Press will ask the players to immediately apply pressure in hope of recovering the ball as quickly as possible; Regroup is a defensive instruction asking them to fall into position and focus on defending. When possession has been won Once you’ve recovered possession, you have to decide what to do with it. Counter asks them to immediately go onto the front foot and seek to take advantage of any opportunities left by the dispossessed opponents. Hold Shape will ask the players to adopt a patient approach, keeping the ball and retaining their formation, before building an attack. Goalkeeper in possession If your goalkeeper has the ball, you can ask him to either Distribute Quickly or Slow Pace Down in order to set the tone for that phase of play, whilst you can also ask him to attempt to distribute the ball to a range of options across the length and breadth of the pitch. The type of distribution is controlled by the settings below that; Roll it Out, Throw it Long, Take Short Kicks, or Take Long Kicks. OUT OF POSSESSION Defensive Shape Line of Engagement The Line of Engagement is where the forwards in your team begin to press the opposition to try to win the ball back. In combination with the Defensive Line, it allows you to control the team’s vertical compactness out of possession. The distance between the Defensive Line and the Line of Engagement is the amount of space you’re willing to allow the opposition to potentially play in if they’re able to beat your press and move the ball into attack. Defensive Line This instructs the defenders as to how high they should position themselves when the opposition have the ball in their own half. You can also set whether or not to Use Offside Trap, although this should generally be used in tandem with a higher line, else opponents will be able to make their move from positions closer to the goal and with a reduced risk of being caught offside. Defensive Width This instructs the team how much of the width of the pitch they should attempt to defend within the structure of their formation. A wider approach will cover more of the pitch but leave larger spaces between each man; a narrower one will allow the opposition to keep the ball on the periphery of the penalty area but will then flood central areas in an attempt to protect the goal. Marking and Tackling Tight Marking will ask every player to get closer to the player nearest to them and engage in the tackle, rather than standing off them and allowing them to receive the ball without possession. Pressing Intensity The intensity of your press will dictate how successful your Defensive Transition and your Line of Engagement will be, but it also needs to fit snugly with those instructions to be possible in the first place. An intense press from a deep defensive line and a deep line of engagement is somewhat counter-productive as you’re already allowing the opposition to move up the pitch, and the forwards doing the pressing will be a long way from the rest of their team-mates. A lower intensity doesn’t mean they won’t press at all, but it does mean that they’ll do so in appropriate situations, rather than persistently and frenetically. Prevent Short GK Distribution takes this a stage further and will assign forwards to man-mark defenders who might receive the ball from a goalkeeper looking to pass the ball short, rather than kick it long. Tackling Stay On Feet asks the players to remain upright when challenging for the ball; Get Stuck In increases the chance of them going to ground to try to win it. IN TRANSITION When Goalkeeper has the Ball Roll It Out asks goalkeepers to roll the ball out to a team-mate from hand, rather than kicking it. 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 reduce 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. 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. Furthermore, selecting any of the players in the ‘Instructions For’ section allows you to quickly toggle between using the instructions set for the position or for the player. The Position/Personalised toggle switch in the panel directly underneath the player’s name achieves this. 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. Each instruction acts as a modifier to an instruction already set for the player by the role and duty assigned to him. When Team has the Ball Get Further Forward increases each player’s chances of making forward runs. Hold Position reduces the freedom for a player to move from his assigned position. The team’s overall Fluidity will still govern how often he does this. 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 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 instructs central players to find space between their assigned positions and the wider areas. It also allows players in some wider roles, like Raumdeuter, to move inside to exploit the same spaces. 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 Player has the Ball Hold Up Ball asks players to turn their back towards goal and retain possession before bringing team-mates into play. 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 allows the player to run with the ball more often. 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. Shorter Passing asks players to adopt a shorter passing game and primarily retain the ball with a patient approach. Take More Risks encourages players to increase the number of low-percentage through balls in the hope that one or two of them will unlock the opposition defence in a potentially decisive manner. It does not ask the player to try riskier passes than he would normally consider, though as a natural by-product of attempting more low-percentage passes, this might occur. Take Fewer Risks asks players to play fewer through balls and only attempt them when the opening is much clearer. Standard Passing asks players to adopt a sensible style of passing correlating to the game situation. More Direct Passing asks players to adopt a direct passing game and primarily retain get the ball into advanced areas of the pitch as quickly as possible. 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. When Opposition has the Ball Pressing Intensity determines the urgency with which the team go about trying to regain possession. A more urgent approach 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. A less urgent one instead 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 timelier 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. Mark Specific Player focuses on a specific opponent to mark. Mark Specific Position focuses on a specific position to mark, regardless of the player occupying it. 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. Alternatively, they can be delegated to the Assistant Manager. Tight Marking, Pressing Intensity and Tackling all act the same way as described above but whilst focusing on one player outside of the Team Instructions as a whole; Show onto Foot asks the team to ensure that the opponent isn’t allowed to use a particular foot, and is instead forced into situations where he perhaps has to use his less favoured option. The success of these instructions is determined by the relative ability of the player tasked with the instruction compared to his direct opponent, the tactical balance of incorporating it into the instructions given to the player and the team, and the overall head-to-head tactical battle between the two teams. Think of it as just another instruction, another move made in the metaphorical chess battle. 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 as high an attribute as you can in each of these specific 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 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. 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 and Composure, although these carry less weight in the overall decision-making process, and Penalty Taking as a standalone attribute is what you need to really concern yourself with. It may be that you’re forced to use players who aren’t natural penalty takers when it comes to shootouts, 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. Match Plans Where applicable and where set, your Match Plans will be carried out by your Assistant Manager depending on any given match scenario. These plans can be tailored to your own personal tastes and triggered whenever you see fit (including a host of scenario-based possibilities), allowing you a fairly dynamic range of criteria to set for action when a particular circumstance occurs. The ‘Create New’ button will take you step-by-step through creating your Match Plans. Let’s run through one example to familiarise you with the concept: 1.       Select ‘Add Scenario’. 2.       Select a Match Strategy; for this we’ll use ‘Winning by 1+ goal’. 3.       Select the time period you want the plan to apply to. Let’s choose ‘in 70-90 mins’. 4.       We’re now in a position to ask the Match Plan to be activated when leading by at least one goal in the last twenty minutes of a match. At this stage, you now get to choose what Tactic and Mentality is deployed in these circumstances, as you seek to preserve the advantage late in a match, or perhaps kill the game by adding to the lead. 5.       Touchline Instructions may be added to complement the above. They issue new Team Instructions, as if you were making the changes in the full Tactics screen. The powerful scope at your disposal theoretically allows you to set up several plans to be automatically used throughout a match, as you have the ability to cover almost every conceivable situation. Plans can be overridden by your changes from the touchline, and the combination of the two should leave you well-positioned for anything and everything that can possibly happen over the course of ninety minutes. 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 –he’ll ideally have been at the team for a few years and been in football long enough to understand what it is to captain a team – and their place within the Team Hierarchy. A Team Leader or Leading Player is likely to serve as a better captain as they have already ascended into a leadership role within the changing room and, by and large, carry the respect of many of their team-mates with them. A good captain will improve the ability of every player in the team, with the potential for them to exceed their ability on occasion. A poor captain will result in those same players not playing to their full capacity. Your choice matters. Analysis The Analysis section offers a statistical insight into your previous performances (as opposed to the Analysis section on the Overview screen, which deals with upcoming matches) whilst using certain tactics in a bid to keep you fully informed in your decision-making process. A breakdown of your Team Talk effectiveness, where your shots and goals have come from (and been conceded from), and detailed feedback from any match of your choice are always accessible from here. The ‘Recent Matches’ Analysis distils Positives and Negatives from your last five matches.
    12. Training

      Overview Each week is devoted to focusing on a particular tactic and is scheduled around the number of fixtures to be played in that seven-day period. In a typical week with one match on a Saturday, each day will typically have two Sessions, with scope for an Extra Session, depending on the overall Intensity, which is representative of a comparison to a percentage of the expected match load per player. Training can be handled in as much or as little depth as you want: -          It can be handled entirely by your Backroom Staff, using a selection of pre-set schedules and sessions. -          You can pick from those same pre-set schedules and devise your own training calendar. -          Finally, you can be fully hands-on, tailoring each Unit, Session, and Schedule to your full requirements. You can move seamlessly between these at any time; newer managers might feel more comfortable with leaving the Backroom Staff in charge in the immediate short-term whilst learning more about each aspect of training, and then slowly but surely assuming more control. The more experienced manager, on the other hand, might favour getting stuck into full control and managing every detail. A maximum of three Tactics can be worked on at any one time; the Primary Trained Tactic will benefit from 60% of the contribution towards the team’s Tactical Familiarity, with the other two each gaining 20%. Familiarity rise and falls depending on the team and player instructions set in a tactic and is remembered across the use of all tactics. For example, if a player is tasked with Short Passing in all three tactics, his Familiarity will be higher in that particular regard, which contributes towards the overall score when extrapolated across all players and instructions. It's necessary to remember that players can become unhappy if training isn’t meeting their needs. If you give them too much to do or unsuitable individual training, focus too heavily on one positional unit at the expense of another, or negate to work on certain attributes, it could lead to individuals becoming disillusioned with your practices and asking you to do something about it. Sessions Selecting any Session on the weekly Calendar view brings up the full range of Sessions to select from. Sessions are divided into nine categories: General, Match Preparation, Attacking, Defending, Technical, Tactical, Goalkeeping, Set Pieces, Physical, and Extra-Curricular. Within each category, you have the freedom to adjust how your team prepares on a direct tactical basis; an Attacking Session might focus on specific Attacking Wings, Patient or Direct build-up play, or a more General rounded approach. Each Session has an explanation of how it benefits the entire first-team squad; for many Sessions, there is an Offensive Unit, a Defensive Unit, and a Goalkeeping Unit. Depending on the Session, one of these will take the Primary Focus, with the others adopting a Secondary Focus as a result. This in turn also affects the balance of attribute development over the course of a Session; an Attacking Unit being given Primary Focus will typically benefit from 60% of the overall focus for that time on the training ground. For example, if the Offensive Unit is given an Attacking Session, they’ll be the Primary Focus as they work on chance creation and finishing. The Defensive Unit’s Secondary Focus is to work on their defensive strategy against this, whilst the Goalkeeping Unit will work to prevent goals from being scored. Other, more situational Sessions, will have Set Piece takers against the rest of the squad, and so on and so forth. There are some Sessions undertaken as a Team as opposed to being divided into Units. In these scenarios, the entire squad works together, swapping roles throughout, with the exception of the Goalkeeping Unit, who will remain in their role of trying to prevent goals from being scored in all practical sessions. Analysis sessions, in the classroom, will be a whole-team affair. Every session outlines the potential benefits to Attributes, whilst also indicating the Injury Risk, Condition, Fatigue and Happiness of the players. Fatigue is mostly brought upon by physical training. Technical and other attributes have a much smaller or no impact. When Fatigue reaches a certain threshold a player becomes tired and requires rest. If a player is fatigued, any Sessions with a high risk of fatigue will only serve to make the situation worse. However, if he isn’t, he is actually more likely to improve his fitness level to make fatigue less likely in the longer term. A full pre-season schedule with adequate physical training will reduce fatigue in the long term, allowing for a prolonged, tough season. Conversely, if pre-season is inadequate, without sufficient physical training, fatigue will be negatively impact and the player may tire much earlier in the season. Schedules Schedules are devised on a weekly basis to then be actioned throughout the season. Pay close attention to the Intensity indicators when adding and removing sessions so as to make sure you’re not overloading the team with too much work, making them more susceptible to injury and fatigue; there are also indicators for how beneficial each day is to the Goalkeeping, Defensive and Offensive Units. Extra Sessions will quickly result in fatigue and tiredness amongst your players; however, it is less of an issue for youth teams, who are more likely to benefit from the additional time spent learning and developing. There is, as always, a fine balance to be had though, and the risk of over-training a young player could result in his eventual burnout. Aside from that, how you set up a Schedule is down to the players at your disposal and your managerial philosophy. The ‘Select Schedule’ button is a good way to get started as it allows you to select a pre-populated Schedule for a different period of the season. Pre-Season work might be more demanding physically, whilst Mid-Season and Late-Season work will be lighter in that regard but potentially more focused on recovery, analysis and tactical work. It is, however, entirely up to you. Professional clubs will have the full week available; Semi-Professional and Amateur clubs will have three days including a match day to work with. Units Whilst Units are separated into the aforementioned Attacking, Defensive, and Goalkeeping splits, you get to decide who takes part in each Unit, and what role they attempt to perform during training sessions. This is universal across each session -  you can’t place players into different Units for different Sessions – but otherwise you control whether a player is in the Offensive or Defensive setup. Goalkeepers must be in the Goalkeeping Unit. Drag and Drop players between each Unit as desired. Players from the Reserve or Youth Teams may be invited to take part in a Unit at any time, and will benefit from doing so with an exposure to a higher standard of training, in turn improving their overall prospects of developing towards their potential. Mentoring Mentoring, previously a concept known as Tutoring, allows younger players to learn from more senior team-mates by working directly with them during training. A group must feature a minimum of three players before they can begin working together. The closer they are in profile, the more likely the senior player will be able to translate some of his influence onto the younger player, whilst success is also based off several factors like the senior player’s age and importance within the squad, and how well the players in the group get along. The influence is an ongoing one; the longer they spend working together in the same group, the more likely it is to succeed, but it isn’t perpetual; there will be a point where the return has been maximised and can no longer be of any use to the younger player. Individual Players can be assigned new Positions and Roles to train in; they will do this automatically within appropriate Units during Sessions. They can also be tasked with working on a ‘weaker’ area of their game, using training sessions to specifically focus on a small number of attributes that either need improving, or are heavily stressed for their position and role and therefore need further dedication. Individual training can be undertaken in the following areas: Injury Rehab: Speed, Agility and Balance, Speed and Quickness, Resistance, Endurance, General (this is only applicable when a player is recovering from an injury) Set Pieces: Free Kicks, Corners, Penalty Taking, Long Throws Attributes: Quickness, Agility and Balance, Strength, Endurance, Defensive Positioning, Attacking Movement, Final Third, Shooting, Passing The intensity of the additional work can also be governed on a Normal, Half or Double basis, which adjusts the overall Individual Training Workload accordingly. Rest You can, should you also want to, give the player time away from pitch and gym work for anywhere from one day to two weeks. 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, if they are solely a Reserve/Youth age group coach, in which case they may only work with those players. 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. Tactics: Coaches should have a high Tactical rating. Ball Control: Coaches should have high ratings in Technical and Mental. Defending: Coaches should have high ratings in Defending and Tactical. Attacking: Coaches should have high ratings in Attacking and Tactical. Shooting: Coaches should have high ratings in Attacking and Technical. Shot Stopping: Coaches should have a high rating for Goalkeeper Shot Stopping. Handling: Coaches should have a high rating for Goalkeeper Handling. Distribution: Coaches should have a high rating for Goalkeeper Distribution. Further Information There is further information available on the finer details of training in our community forum, should you wish to discuss your approach with other managers. https://community.sigames.com/forum/19-tactics-training-strategies-discussion/
    13. Scouting and Transfers

      Scouting Centre This is the hub of your activity and the single reference point to return to for all your scouting and player identification business. Everything begins with the choices you make from the bar at the top of the main screen area. Scouting Responsibility: This allows you to either take charge of things yourself or delegate them to a chosen member of your backroom staff. If delegated, scouting assignments are handled automatically, otherwise you get to decide. You will still be able to handle the recommendations yourself if these assignments are delegated. Scouting Focus: Determine the type of players you want your scouts to go out and find. A more General focus allows you to instruct the scouting team to identify players based on age, playing style, location and availability, whilst a Short-term focus instructs the Head Scout to pause all ongoing activity to find a player for a short-term or immediate need, based on those same criteria listed above. The Recruitment Team section details your current scouts and links to the Assignments Panel, whilst the Scouting Budget section displays the monthly remaining budget, which can be used for upgrading Scouting Packages and/or undertaking assignments outside of your scouting range. The Recommendations panel is the most important aspect of the Scouting Centre though as it’s where you go through the brief reports filed by your recruitment team, agents, affiliates or players directly approaching you. Split into two views – Cards and List - you can cycle through each player report card before actioning it in one of four primary ways: Discard: Dismiss the report and forget about the player. Acknowledge: Retain the player within your Scouting Centre to keep track of his progress. Get Analyst Report: If the report card hasn’t been provided by an Analyst, you can request that a member of that department files a full statistical report on the player. Keep Scouting: Add the player to your scouting assignments to generate a full Report Card. Make Offer: Immediately begin negotiations to sign the player. You can also choose to Add to Shortlist or Add as Transfer Target to continue to monitor the player, or you can Offer a Trial where appropriate. The List view looks similar to the Player Search screen, described immediately below. Players This is where the heavy lifting is done in terms of identifying new talent and sifting the wheat from the chaff. To begin with, click the ‘New Search’ (or ‘Edit Search’ when a search has been made) button to bring up the search dialog. This enables you to start filtering down to the exact specifications of your player search. Flick between the ‘Quick’ and ‘Advanced’ modes to find the right settings for your requirements and then select ‘OK’ to refine your results; these actions can be undertaken from both the ‘Player Search’ and ‘Scouted’ screens, the latter only filtering through players you’ve actively scouted (and can subsequently be filtered by assignment from the foot of the main screen area). There is also a ‘Quick Search’ drop-down menu that acts as a shortcut to refine the search results for a particular type of player based on a single criterion. A host of information is presented to you on each player simply from the Overview view but perhaps the most important is the Scout Recommendation score. This takes the scout’s report on a player and distils all the information provided into a single number from 1-100 and, in essence, makes for a much easier comparison when attempting to weigh up the pros and cons of multiple potential targets. There will naturally be times when even this isn’t enough to separate them, meaning you must dig even deeper to determine the best of the bunch, but it’s yet another tool at your disposal in the hunt for greatness. Assignments This screen lists all ongoing scout activity, featuring details of each individual’s previous, current, and future scouting assignments, and links to their reports. The ‘Players’ Assignment screen holds details of tasks to watch an individual player in action as opposed to an assignment covering a broader region, country, or competition. Shortlist It is quite likely that for one reason or another you’ll have a target you can’t currently sign, but would like to keep track of his progress and be informed of any action involving him. This is where your shortlist comes into play. The shortlist allows you to add players to it for a desired period and for that duration you will receive news to your feed whenever a key event involving that player occurs. To add a player to your shortlist, right-click and select’ Add to Shortlist’ or select the same option from the ‘Transfer’ section of his profile. A box will pop out asking you to choose how long he remains on the shortlist. Select your choice and he’ll be added. The Shortlist screen itself looks much the same as the Player Search screen but instead only features you’ve added to it. A powerful set of filters can be applied from the ‘New Search’ button towards the right of the main screen area whilst the ‘Positions’ sub-tab allows you to break it down position by position (and subsequently role by role) with direct comparisons to players within your current squad. Select a player and then use the ‘Scouting’ button at the bottom of the screen to get a Scout or an Analyst Report should you wish to get further information on him. To remove a player from your shortlist at any time, load up his profile and from the ‘Transfer’ section on his tab bar select ‘Remove from Shortlist’. This act can be performed on multiple selections by selecting all the players you wish to remove from your shortlist, then right clicking and selecting the same remove option. To remove everyone at once, from the ‘Shortlists’ menu below your shortlist of players, select ‘Clear Shortlist’ and then confirm your decision. The same menu is used for saving and loading different shortlists should you wish to keep different ones for multiple purposes. Knowledge Every non-player in Football Manager™ 2019 is considered to have a certain level of knowledge about a country. Depending on their experience and where they’ve spent their career both as a player and a member of staff, they may increase their knowledge of certain areas and indeed hold knowledge about different countries and regions. The knowledge bar doesn’t necessarily equate to automatically identifying the best talent in those countries – the scout’s attributes and overall ability will play a massive part in that. What it does do is allow you to see where they will do their most comprehensive work and to assign them to countries they know well. If you do choose to assign a scout to a country they are unfamiliar with, over time they will gain knowledge from that country. They will also progressively accumulate more knowledge the longer they reside there. The Knowledge section offers an overall indication of the club’s entire knowledge base; beginning with a world map indicating the overall knowledge at the club, then a regional breakdown on the lower left sub-panel, before breaking it down into specific nations (and who holds that knowledge) on the right. A club’s scouting knowledge is largely made up of the knowledge of their non-playing personnel, the region in which they play, and any affiliates they can lean on for further information. A staff member’s knowledge comes from their career history and the places they’re tasked with scouting. The improvement in their knowledge is loosely attached to their non-playing Current Ability as well as the time they’ve spent in each country (which in turn opens up knowledge to neighbouring or nearby countries). The better they are at their job and the more time they spend in a given place, the quicker they accumulate knowledge. Reports and Feedback Clicking on any player and selecting ‘Scout Reports’ from their Tab Bar will allow you to access the scout’s detailed reports on the player. This is the real work your scout does when he’s on assignments. They will file a report on the player’s strengths and weaknesses (Pros and Cons) and how he may potentially fit into your team and each time the player is watched, the information fed back will be a little more detailed and informative. The Player’s overall playing style is also featured for comparison with any scouting assignment focuses you might wish to undertake. You can keep fully appraised of how far along a scout is in assessing a player by using the tracker at the top of the screen indicating the knowledge level (%) and the remaining areas left to scout. Hold the mouse cursor over the ‘areas yet to assess’ label to view them in detail. You can view individual scout reports from the ‘View’ menu towards the upper left of the main screen area, next to the ‘Scout Report by’ label. You also have the option, when requesting for a report to be compiled, to request a highlights package from your Data Analysts. These highlights will be accessible via the Inbox. Queue If you make several scouting requests and find your scouting team unable to handle the workload, some of those requests will be queued up until an available member of the scouting pool can be found. This screen lists those such requests. It also allows you to easily clear a number of queued scouting assignments at once. What is the difference between each scouting package? Scouting is increasingly done within the club as part of a wide-reaching operation to refine a massive pool of players into a powerful list of potential signings, and it’s all made possible by Scouting Packages. Put simply, the better Scouting Package you have, the more players you have access to. Applicable to both senior and youth teams with separate packages, they come in different shapes and sizes, with the cost increasing the higher you go. World: The best package available covers almost every player in the world without restriction. Continental: Covers almost every player within the chosen continent, an example being Europe. Regional: Covers almost every player within the chosen region, an example being Central Europe. National: Covers almost every player within the chosen country, an example being England. Divisional Plus: Covers almost every player within the chosen division PLUS the divisions either side of it in the national hierarchy, an example being EFL League One plus the EFL Championship and EFL League Two. Divisional: Covers almost every player within the chosen division, an example being the EFL Championship. Clubs without a package are restricted to only those players known by members of staff, whilst you are free to choose any package if it remains within your scouting budget, whilst also downgrading to add funds back to your budget. The scouting budget itself is used for packages as well as undertaking Assignments outside of your immediate scouting range on a per-case basis and will require monthly management to always keep your club in with a chance of keeping up. What is the benefit of undertaking additional scouting reports? Each time you request a scout report on a player, you unlock a little more of his profile, and get more information about him. The more information you have, the better understanding you’ll be able to put together about the player, and you can therefore make a more informed decision about whether to sign him. It typically takes three to four full matches of watching a player before your scout can put together a 100% complete report, so time becomes a factor, as well as the cost of that scout’s assignment. You might need to balance the need for comprehensive knowledge against the urgency of completing a deal, or moving in early before a market develops for the player. Making a Transfer Offer The Transfer Offer screen allows you to compose your offer in as much detail as you like. Begin by deciding whether you want to make a Transfer offer or a Loan offer.  You can also offer a trial or make an enquiry from the player’s right-click Context Menu or the Tab Bar, but for the purposes of this section we’ll deal with the two main types of offer to make. Sticking with the Transfer type, you then need to decide upon a fee for the player. The information panel to the top of the main screen area indicates the player’s current estimated valuation and any fee his club are likely to demand (if made clear). Unless the player has been transfer listed, you will usually need to bid an absolute minimum of his valuation to hold the interest of his owners, and most likely have to offer above that to get anywhere. The ‘Transfer Date’ allows you to set when the deal will go through. A lot of the time you’ll leave this as ‘Immediate’ to go through at the first possible opportunity but, should you not have the required funds at the time, or perhaps leave the player to develop at his former team for a longer period, you can have the deal complete at the end of the current season. At the bottom of the screen you can decide whether the deal is Negotiable or not, and you can set a ‘Decision Deadline’, should you be tight for time or simply keen to get the deal done. Once you’ve set the core components of your deal, you can begin tweaking it with Additional Fees and Clauses to entice the other team into accepting. For example, you can break down the payment into instalments, or offer add-ons based on performance or international recognition. These in particular will be of interest to any prospective selling club as the potential income in months and years to come can help long term financial security and prosperity. Many aspects of a deal can be insisted upon by ‘locking’ them into place using the padlock icon (once for non-negotiable (red), twice for semi-negotiable (orange); semi negotiable means the other party is aware that you want to insist upon it, but you might be prepared to budge if another part of the deal is sweetened), and they can be either removed by clicking on the circular icon with a ‘-‘ through the centre, or removed permanently and excluded from negotiations by selecting that option from the menu produced by clicking it. There is also the facility to offer a player in a part-exchange deal. This will usually only be of benefit if the selling club has an interest in any of your players, which your Assistant Manager will inform you of in the comments panel at the left of the screen. Additionally, you will be informed of any potential needs they may have in order for you to make an informed judgment if offering a part-exchange. Use the ‘Add’ button to include players in the deal. Once you’re happy with the package, you can either click on ‘Make Offer’ and await a response which will typically arrive 24-48 hours later, or you can click ‘Suggest Terms’ to negotiate ‘live’ in a bid to get your business done swiftly. In this situation, the other party in the deal will tell you what they like and dislike about the offer, with colour-coded references around the screen leading you to identify which areas need further work if you’re to strike an agreement. Making a Loan Offer Loaning players typically benefits all parties. The player gets first team football, his owners benefit from the player either developing or not being at the team any more, which reduces the club’s wage bill depending on the deal, and the loaning team get a player they presumably want, having offered to loan him. Note that you can offer a Playing Monthly Fee and Wage alongside a Non-Playing Monthly Fee and Wage. In essence this means that you can try to sweeten the deal by offering to pay a greater sum and/or contribution should the player not play a certain number of minutes for your first team (the rough thresholds are no minutes, every possible minute, and about halfway between the two), perhaps whilst not paying so much for the privilege of actually playing him. It could theoretically encourage a team to enter into a loan agreement with you if they are being compensated for their player not playing, but – as with all transfer negotiations – it’s a fine balancing act. When composing a loan offer you can set the duration of his spell at your club, as well as your wage contribution and any fee you may offer as an incentive for his club to accept the offer. A series of clauses and loan options may then be configured; for example, if there is any intention to keep the player long-term, you can set a ‘Future Fee’ which you can meet at any time and offer the player a full time contract. You are also able to inform the player’s parent club of your intentions for him by declaring his role in the squad and the position you’re likely to play him in. Free Agents If your club is short of money and short on numbers/talent, you’ll have to look elsewhere for your additions. The free agent market comes into play here. It’s not just for the lesser teams; clubs of all sizes can find a vast array of talent, particularly in the lower leagues, where long-term contracts are rare, and annual player turnover high. Selling and Loaning Players Out Selling players is just as fundamental a part of management as buying.  Whether you’re doing it to get rid of dead wood, or to ensure financial stability, it’s going to happen. If you receive an offer for a player from another club, you can negotiate the deal in the same way as you may have put together a bid as described in the previous section. However, if you wish to initiate the sale of a player, you have the power to set the ball rolling. From the ‘Transfer’ tab on a player you wish to sell, select ‘Offer to Clubs’. The screen is similar to the Transfer Offer screen in appearance. Initially set the fee you’re aiming to receive for the player. Try to consider the target club(s) and what they may be able to afford. If necessary, ask for less up front and more money over a longer period of time or incentive-based payments, available from the ‘Additional Fees’ section. At the same time though, don’t forget you’re the selling club – try to get back as much value as you can. One such way is to include an additional clause. If you’re selling a young player with potential, try to include a clause where you get a certain percentage of any fee the club may sell him for in the future. If you suspect the player may not get a lot of first team football at his new club, maybe include a ‘Buy Back’ price, where you can attempt to bring the player back to your club for an agreed fee. Your Assistant Manager will send the details of any proposed deal to all clubs he deems suitable. If you don’t want a player going to a rival club, tick the appropriate check box on the Targets tab before clicking ‘Confirm’. Any interested parties will indicate as much in the days immediately following by making an offer of some kind. From here, it’s up to you to negotiate the best deal possible. Alternatively, you can add the player to an ‘Unwanted List’ and have the responsible person, e.g. your Director of Football, manage his departure. If you are loaning a player out, you may want to consider whether the player is able to play in matches against your club or play in cup competitions (therefore becoming cup-tied should he return to you), and whether you may want the option to terminate the loan early. Additionally, ensuring that the player is going to play regularly and in a position you wish to see him used in is an advisable approach, and there is plenty of flexibility to ensure you’re suitably compensated financially for allowing someone else to borrow one of your assets.
    14. Club Details and Board Confidence

      Club 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. 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. Facilities The ‘Facilities’ sub-tab displays all the information about the club’s stadium and training ground, and any other facilities they may have, such as a youth academy. Training Facilities, Youth Facilities and Data Analysis Facilities all 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, Excellent, Superb, Great, Good, Average, Adequate, Below Average, Basic, Poor The Stadium Condition and Pitch Condition fields exist on a scale of seven… Perfect, Very Good, Good, OK, Poor, Very Poor, Terrible …whilst there is also 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, Adequate, Average, Fairly 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. What benefit does increasing quality of various facilities have for my team? Facilities directly affect player development. An increase in quality of training facilities allows player attributes to develop more, allows them to become more likely to realise their full potential, improves the rate at which they progress, and also improves the coaching staff working there, which in turn benefits the players again. The same applies to youth facilities; the players and coaches working in this part of the club will reap many of the same benefits at a markedly more important time in their careers. Increasing the standard of Youth Recruitment, for example, each time will boost the quality of potential ability amongst players coming through into your annual youth team intake. Each time the board decide to an aspect of the club’s infrastructure, it will increase to the next level up the scale. Each scale is representative of a 1-20 range, like the player attributes model, and so jumping between levels roughly represents a 2-3 digit change on an average scale size of six to seven definitions. If the number of definitions is fewer, the leap between them is bigger, and vice-versa. If technology elsewhere improves at a pace you can’t keep up with, you’ll be notified that your facilities have been downgraded in their grading; they haven’t physically changed, but the standard at which they exist will have been re-evaluated. The cost of each stage of improvement depends on the standard of existing facilities, starting out smaller for minor improvements, and then into several millions for high-end adjustments. These sums are slightly more expensive when dealing with training facilities as additional investment is required for the scale of the work being done and staff requirements, and they are adjusted depending on the financial state of the country where the work is taking place. Affiliates Teams are increasingly seeking arrangements with others in order to create mutually beneficial situations both on and off the pitch. From local relationships to international partnerships and corporate groups, the footballing world is connected like never before, and affiliations are a major part of that. Any club 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; primarily from the ability to receive players on loan from them, but also potentially through shared scouting, finances and facilities. Any proposed affiliations will appear under the ‘Proposed Affiliates’ option. There are a number of types of affiliation which each have their own benefits. A local partnership in which players are loaned. - Players will be made available for loan from the senior affiliate at no cost to the lower affiliate. A local partnership in which facilities are shared. - The teams will share training facilities, typically to benefit the lower affiliate. A national partnership in which players are loaned. - Players will be made available for loan from the senior affiliate at no cost to the lower affiliate. Financial benefits for both teams. - A commercial link-up, usually with an overseas team in a ‘new market’, that will boost club finances. Benefits for the youth setup for both teams. - A link-up with a foreign academy whereby players from the affiliate may appear in youth intakes. The senior affiliate has first option on the affiliate club’s players. - The senior affiliate has the right to match any transfer offer accepted for a player at the lower affiliate. An international partnership in which players are loaned. - Players will be made available for loan from the senior affiliate at no cost to the lower affiliate. To avoid work permit regulations. - Players are loaned from the senior affiliate until they’re able to acquire a nationality that doesn’t require them to qualify for a work permit. These deals are usually struck with teams in countries where the naturalisation period is shorter than average. The senior affiliate will send youth players to the affiliate club to gain experience. - Youth players at the lower affiliate will spend time training with the senior affiliate. The senior affiliate will send reserve players to the affiliate club to put them in the shop window. - The senior affiliate will send unwanted players to the lower affiliate to try to make them more attractive for a transfer offer. The affiliate club will receive players from the senior affiliate to aid them in their bid for promotion. - The lower affiliate will be sent players to aid in their promotion challenge. The affiliate club will receive players from the senior affiliate to aid them in their bid to avoid relegation. - The lower affiliate will be sent players to aid in their survival bid. A mutually beneficial relationship. - All other affiliate links where no specific reason for the relationship exists. 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. Affiliations may be cancelled for a few reasons; the most common amongst them is if the lower affiliate is promoted to play in the same division as the senior affiliate. Underuse of the affiliation – particularly with regards to loans – is another commonly-seen outcome, whilst a change in reputation between the two clubs can either cancel the deal outright, or see the senior party in the arrangement change. Board 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, the overall dressing room atmosphere and support levels amongst the players, your tactical decisions, and 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. 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 they 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. How do I ensure the board are happy and that I keep my job? The most important thing is to ensure you’re constantly aware of board confidence, both on an Overall level and in each contributing area. A brief shortlist of things to always keep at the forefront of your attention also goes a long way to ensuring long-term success: -          Keep promises. -          Pay attention to the Dynamics screens. -          Don’t let player concerns develop into full-blown unhappiness. -          Perform well on the pitch, in terms of both result and performances. -          Manage your finances properly. -          Don’t make excessive or unlikely board requests and demands. -          Understand your status within the club; wait until you’re established before asking for more. Keep tight control over these areas, follow the advice laid out throughout this manual, and you should be in a good position to move forward in your career. What are the different levels of board confidence and what do they mean? Untouchable In terms of the 1-20 attribute range as seen on player profiles, imagine this to register at around the 16 or above mark. This is the strongest level of confidence you can have and it means your job is as safe as can be. Very Secure We lose a couple of marks dropping to Very Secure but you’re still highly impressive and have the board’s full backing. Secure Another couple of marks drop off as we’re ‘only’ Secure now; you’re doing a good job, and the board have no concerns with your management. Stable Consider this to be just above 50%; you’re trending slightly upwards, but things are finely-poised and the next few results could swing things up or down. Insecure We’re now dropping below the mid-point threshold and your job could be in peril if you don’t start to pick up points. It’s at this point that the board might start to consider calling a meeting for you to explain yourself. Very Insecure One step down is Very Insecure; your job is now in great peril, and a win in your next fixture is of paramount importance. Precarious Anything at this level or below on the comparative attribute scale means you’re almost certainly on the verge of being sacked; the board may take action at any time, and another defeat before then will almost certain result in the termination of your contract. Under Review This is used immediately following a board takeover whilst the new Chairman evaluates the managerial situation at the club.
    15. 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. Basic 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 display a detailed breakdown of 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 rules and 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. 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. There are regular Inbox updates from the board projecting whether or not the club is likely to pass any checks, and the FFP screen itself is constantly up-to-date with the same information. Successfully managing your finances 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 Board 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. Otherwise, sensible financial management relies on you taking an active role in checking your Finances screen often, and making sure you know where money is being spent. One common area some managers struggle with is how much money leaves the club in transfer deals; just because the fee is being spread over a certain number of months doesn’t mean that the money doesn’t have to be budgeted for immediately, and then there’s the loyalty bonus or the agent fee to factor in too. A few quick transfer deals in a short space of time – or a host of contract renewals all done together – can have a major impact on your finances. If you’re on a tight budget and are struggling to keep things balanced, pay attention to player wages, money being spent on scouting, and additional payments either due to players (bonuses, clauses) or other clubs (additional transfer payments). You can often negotiate a fee with the other club to buy out that clause and stop that money from going out, and you can attempt to renegotiate more favourable terms with your own players or, if needs be, sell them.
    16. Competitions and Fixtures

      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™ 2019 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). Basic Competition Information Overview A comprehensive overview of the competition, with a number of dedicated sections with a trove of content. Profile Each competition page has a ‘Profile’ screen which 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 a line graph. Rules The ‘Rules’ screen informs the manager 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. Some competitions feature extensive and often complicated rules and regulations and, as such, it pays to read them thoroughly to ensure you’re well on top of any and all situations that might arise. 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, as well as details of the pitch dimensions and playing surface. 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 three different calendar-style formats as well as a list as an alternative. The three calendar-style options 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. 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. An ‘Upcoming Events’ panel is featured towards the right of the main screen area 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™ 2019 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. Juggling The Fixture List There will inevitably be moments throughout your career – throughout most seasons of your career in truth – where fixtures come thicker and faster than you can really handle. This is where smart forward planning can pay off. Using the various schedule and fixture screens at your disposal will allow you to foresee any fixture clusters – including provisional dates for matches yet to be scheduled, such as future rounds of cup competitions – and pick your teams accordingly. Selecting a squad of players three or four matches in advance might seem unusual and at times unnecessary, but it can pay off handsomely if your best players are available for the bigger matches during a spell of congestion.
    17. Playing a Match

      So, with everything covered up to this point, it’s probably time to play a match. Match Centre The Match Centre will be accessible prior to every single fixture from the foot of the sidebar and will allow you to plan ahead in a number of ways, beginning the serious preparation with the Pre-Match Briefing. The number of days remaining before your match are indicated within the icon itself. Pre-Match Briefing On/before the day of your upcoming match, you’ll have the opportunity to sit down with your players and prepare them for the task at hand. The focus of this briefing is to emphasise the particulars of your intended tactical approach to the preliminary match squad by going through a process very similar to a team talk. Topics are divided into a range of areas including Tactics, Team and Player Instructions, Match Squad, and Opposition Instructions, and will be populated with the most common/sensible suggestions for each match situation. Selecting any one of them will present you with a pop-up displaying basic information about the topic as well as a number of statements to issue to the players. In having the chance to explain your decisions to the squad in advance, you’re able to see how well received they are, and in turn have the opportunity to make further adjustments to your plans before kick-off so as to ensure you’re as prepared as possible. What are the options and what do they achieve? The Pre-Match Briefing allows you to speak to your team about your specific approach for the upcoming match. You can discuss the following areas with them: Formation, Mentality, Fluidity, Team and Player Instructions, Opposition Instructions, Match Squad, and Match Plans It gives you the opportunity to tell your team why you’ve chosen to adopt a certain style or implemented a certain instruction, and lets you talk to each player about what you expect of them during the match. The players will react to each topic accordingly, ranging from positive to negative with very little reaction a possibility too, and their morale will also be affected as they listen to your reasoning and thoughts ahead of kick-off. The benefit, in the best possible scenario, is that the players’ morale is lifted to a higher level, and the likelihood of them carrying out their instructions as specified is increased if they react positively. This is more common when morale is already high and the players have a strong level of trust in you, but if morale is low and the players have begun to question your leadership, a more negative reaction might be the most likely outcome. It is, in essence, a brief moment for you to reinforce a message to the team shortly before the match, with each outcome relatively minor in the big picture, but still effecting the result in some way regardless. Team Selection If you haven’t settled on your team selection by match day, this is your final chance to put your plans into action. -          Are your players appropriate for the Positions, Roles and Duties defined in your tactics? -          Are those players fit and match sharp enough for the demands of the fixture? -          Who’s in form? Who isn’t? Does your team represent the best it can be right now? -          Do you have sufficient flexibility to change your tactic if it’s not working? -          Do you have the ability to change the game with your substitutes? -          What is the morale of the team? Are there players with higher morale not involved? Could they be a better fit for the next match? -          What does your fixture list look like? Do you need to rotate your squad? -          Are there any unhappy players who you have promised more first-team football to? -          What threats do the opposition carry? Have you successfully identified those, through opposition analysis reports, and made plans to counter them? -          How important is the match? Can you play a weakened team or give some younger players much-needed playing time? Board Confidence will tell you how important they deem the competition to be when appraising your performance. Answer all these questions before confirming your match day team selection. Being able to provide a comprehensive answer to each question will stand you with a much better chance of achieving the desired result. Team Talks Team talks give you a tremendous opportunity to have a positive impact on your players before, during and after each match. A good team talk can lift spirits, sharpen focus, and improve performance. A bad one, however, can do the exact opposite in each regard. The pre-match team talk is your chance to ensure the players are ready for the task at hand; that they know what’s expected of them, and are put into the right mind-set before going about their business. The half time team talk is a chance to react to the first 45 minutes of football and instruct them accordingly. They might need some encouragement, or waking up, or a reminder that their standards have dropped, or any number of similar things. It sets the table for the second half and can make or break a result. The full time team talk can be celebratory in the right circumstances – even in defeat – or it can be a stark reminder to ensure complacency doesn’t creep in, that the outcome was unacceptable, or that they were perhaps lucky. It ensures the team go home with plenty to think about before returning to training and playing their next match. Your Assistant Manager will offer advice on the best team talk to give and this can often reveal something about the players, particularly if they’re somewhat nervous or complacent. It might act as a warning that you should take heed of and address directly with your team talk. Alternatively, you can ask the Assistant Manager to take the talk directly. Team talks may be issued in one of six distinct tones: Aggressive, Assertive, Cautious, Reluctant, Calm, Passionate They each carry an emotion to be transmitted from you, the manager, to the team and it should be appropriate for the situation you find yourself in. A calm tone issues considered, well-gathered instructions and is probably the most advisable ‘base line’ tone to adopt the majority of the time. The rest of the scale can be used when you feel the team need a stronger dose of emotional reasoning; each player will react differently depending on their personality, morale and body language. For example, an Aggressive approach might work well for a player who is ‘Fired Up’ whilst being either Spirited or Resolute in character, but it wouldn’t be successful if given to a player who is Easily Discouraged as a character, and is displaying Nervous body language. To repeat a common theme from throughout this manual, using common sense when dispensing with team talk advice is a sensible approach, and will likely return good results. In addition to those six tones, team talks as a whole cover six more basic sentiments: Angry, Disappointed, Encourage, Sympathise, Pleased, Delighted You might be Delighted after a big win, but Angry or Disappointed at a below-par performance. You might want to Encourage the team to perform pre-match, Sympathise with the way the game has gone at half time, before returning Pleased at full time with their application and the outcome. The combination of tone and sentiment creates a multi-layered device that can truly affect each and every fixture you play. Try to take as many factors into account as you can before you issue a team talk: -          What has your recent form been like? -          Are you expected to win this match? -          How is each player’s morale? -          Is this your strongest team? Are there any inexperienced players involved? -          How important is this match in the context of your season? -          How did the team perform in the first half? Could they have done better? -          Have you seen signs of the team playing as you want? Has luck simply deserted them? -          Have the team been lucky? Are they focused enough? -          Does the outcome match the performance? Are you happy with the result? -          What does the fixture list look like after this match? Do they need to avoid complacency? -          Is there room to boost morale? Do the players need to come back down to Earth? The questions might well be endless; the above is just a top-level list of suggestions that can form the basis of a comprehensive approach. Team talks matter more than you might realise, and it is definitely worth spending time getting to know what works for your team, in order to get the best possible results. The Match Screen 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. Along the top of the screen is the match time bar, which will log moments of note and incident for quick reference when playing the match back. Tactics Use this menu as your shortcut to make any necessary tactical changes from the full tactics screen. Analysis The Analysis section allows you to break down all of the match stats as well a number of incidents. Select different events to see them appear on the pitch graphic. Stats The basic range of match stats can be accessed from here. Use the Analysis section for more in-depth coverage. Updates Get the latest event updates and latest scores from elsewhere on this screen. Settings Using the match speed slider, the manager 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. The ‘Camera’ option presents a list of different views from which the match can be watched. How can I see more of what’s going on? Widgets etc Widgets are custom overlay panels that enable you to view a range of information about the match as it unfolds. They can be enabled or disabled by ticking or unticking each box and repositioned by dragging them around the screen. They are extremely useful for being able to stay right up to the second on any number of stats, analysis areas, individual form, morale and fitness, and even scores and results elsewhere affecting the live league table. Managing During the Match Tactical Changes Making tactical changes during the match starts and ends with watching the match. Whatever your preferred camera view and highlight mode might be, make sure it gives you a sufficiently complete view of the action, and allows you to be aware of every development as play unfolds. The shortcut buttons allow you to make substitutions, tactical changes, mentality adjustments, touchline shouts and set opposition instructions. At every turn, you must decide whether or not your tactical instructions are: a)       Being carried out as designed, and b)      Whether the opposition are nullifying them, or c)       Whether the opposition have left something you can exploit Let’s use an example. If you’ve adopted a 4-2-3-1 formation with your AML and AMR both set to ‘Inside Forward’ Roles and instructions to ‘Cut Inside With Ball’, you should be able to clearly see each of them leaving the touchline and moving into central areas in possession. However, if the opposition have seen this, and have decided to play two DMs with the express intent of blocking the very space your AML and AMR are seeking to exploit, you have a decision to make: a)       You could change their roles to ‘Winger’, for example, and attack the opponent on the outside, potentially rendering those two DMs useless. b)      You could adjust the team’s overall playing style; if the opponent has adopted a ‘low block’ with the two DMs ahead of a deep defensive line, it might call for a more patient passing game to probe for space and lapses of concentration, or a more direct approach where long balls are pumped into the penalty area, going over the heads of the DMs. c)       You could do nothing and hope that your players are simply better than theirs, and that quality will ultimately always shine through. The same applies in reverse; if you’re stopping them from doing something, or have left an area of weakness for them to exploit, they might tweak their tactics and try to get on top that way. It’s a perpetual chess match, where each manager is seeking the upper hand, and the possibilities are nearly endless. You must know the versatility of your tactics and your players, be able to identify what’s working and what isn’t, and know when and when not to make a change. Shouts In addition to being able to make more comprehensive tactical changes, you can give a series of ‘Shouts’ to your players – either individually (using the drop-down option next to each shout) or collectively - from the technical area. Encourage, Show Some Passion, Push Forward, and Praise all contribute to the players being pumped up more if successful. If unsuccessful, they’ll become more frustrated. Concentrate, Tighten Up, and Demand More increase each players’ individual and collective focus if successful. If not, they’ll lose focus. Calm Down and No Pressure seek to relax the players but, in some situations, can burden then with additional pressure. Get Creative loosens the shackles on the players and encourages them to be more expansive with their passing. The success of a touchline shout depends on the morale, motivation and body language of each player, and so it pays to ensure you’ve checked this information (from a widget or from the main tactics screen) before making a shout. Summary Analysis is split into three main sections during a match, and can also be reviewed in full after each and every fixture. It is divided into Match Stats, Team Analysis, and Player Analysis, with additional information also presented in the form of Action Zones and Focus of Attacks. Match Stats cover player ratings, top-level match stats like shots, possession, clear cut chances etc., and detailed totals for each player on each team in an array of areas. Team Analysis allows you to select a type of match event – shots, passes, crosses, tackles etc. – and populate a chalkboard view of them. Each event type is then further broken down into situational specific totals, and clicking on the event itself on the chalkboard pitch view allows you to either view all events linked with it (for example, a pass that led to a shot on goal), or to watch the highlight of the event itself). All of these can be filtered by Pitch Area of Direction of play. Player Analysis follows the same routine; use the ‘Views’ menu to choose the type of event, then select the event from the player and display it on the pitch. These are extremely powerful tools than can be used live during a match for instant feedback and recognition of what’s happening, or in the wake of a match when reviewing performances and planning for the future. The key information will be distilled into reports from your Data Analysis team, if you have one, but you have the power to really dig into the fine detail of your team’s performances and use it to better understand why things are happening. This, in turn, will educate you more about how your players are executing your tactical instructions, and will arm you with more information to make improvements. Assistant Manager Advice 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 regular intervals, and advise on how to remedy any problems he or she has noticed. The feedback appears on the Match Screen, and can be actioned immediately from within the pop-up itself.
    18. Enhancing Your Experience Further

      Advanced Game Setup If you want to have greater control about the setup of your new saved game, and include several more leagues than the Quick Start setup allows, then you should use the Advanced Setup option. Rather than selecting a team and getting into your saved game as quickly as possible, you can tweak and tailor things to your exact requirements here. The ‘Add/Remove Leagues’ button is the nominal starting point; this is where you can choose the nations represented in your saved game. Upon hitting ‘Confirm’, the ‘Active Leagues’ panel will populate with a list of leagues from the selected nations, their playable status, and the reason for inclusion where one exists. From here, you can then use the drop-down menu for each country’s entry in the list to determine how many leagues from that nation are loaded in. The more leagues you include, the more players will be in your saved game, and the slower the Estimated Game Speed – indicated in the panel to the right of the screen – theoretically becomes. Switching between Playable and View-Only mode allows you to include countries in your game for the express purpose of increasing the scope of your game world; View-Only achieves this on the proviso that you cannot manage there without converting it to Playable by using the Add or Remove Leagues option within your saved game. 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 managers 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’ Database. Selecting this 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. The ‘Advanced Options’ section at the foot of the screen provides eight options to further refine your experience: 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 use them by default. A fictional schedule will instead be created whilst retaining the same competition rules. Do not Add Key Staff
      Tick this box if you do not want the game to add key backroom staff (such as Assistant Managers) to teams that 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 Transfer Window Activity
      Football Manager™ typically starts a new game in the pre-season preceding the current season in the real world. The database therefore reflects this in squad lists and team transfer budgets. By disallowing transfer activity in the first transfer window the saved game will reflect the real world more accurately than if the save allows teams to make moves they did not make in real life. Simply put, this is another option to add to the realism of your saved game. Disable Player Attribute Masking
      Attribute masking, colloquially referred to in places as ‘Fog of War’, 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 as you progress in your career. If you wish to simply display all information and attributes from the off, tick this option. Prevent control of teams with managers in place
      Tick this option if you want to restrict managerial options to those clubs that do not currently have a manager employed and instead only have the option to take charge where vacancies exist. 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. This action cannot be reversed once the saved game has been started. Add or 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. The act of adding nations and leagues to your game will likely impact your overall experience; the additional player numbers and resulting performance and speed of the game will change with every addition or subtraction you make before hitting ‘Confirm’. Detail Level The Detail Level screen allows the manager 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 manager 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). Screen Flow Tucked away in ‘Preferences’ -> ‘Interface’ is the Screen Flow section. This 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’ ‘Overview|Stages’ ‘Every Week’ ‘During Competition’ and have it stop the game from processing during the ‘Morning’, by adding an entry with each of those settings. The end product is that, at weekly intervals (the start day is determined by the day you set up the Screen Flow item), you will be taken to the ‘Stages’ screen of that competition, giving you the opportunity to review whatever content you want to from that competition. Repeat the process as much as you like for as many competitions as you need to. 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. Pre-Game Editor The Football Manager™ Editor is a powerful application that allows the manager to modify the Football Manager™ 2019 game database. As a part of the Editor, you can edit and create competitions. For help using the editor, please visit the Community Forums at http://community.sigames.com/. The Pre-Game Editor is an advanced user tool that has something of a learning curve, but simple changes can be made with a minimum of fuss. 1.    Select ‘File’ and ‘Load Database’, then select the chosen database you want to edit. This will most likely be the most recent database released by Sports Interactive, e.g. 19.0.1.
      2.    The database will load; this should take a few moments on most computers or devices.
      3.    Select an area from the ‘Database’ list in the bottom left of the screen. Let’s choose ‘People’.
      4.    Select ‘Add Condition’, ‘Second Name, and then search for your desired Person to edit by Surname.
      5.    Select the desired Person from the list of results and then hit ‘Edit’.
      The ‘Database’ section of the screen is now updated to show the various parts of a Person’s profile.
      Details: Their biographical information.
      Contract: Everything relating to their current contract.
      Person Data: Attributes not displayed in-game, Job Preferences, Current or Planned Retirements, Languages Spoken, Days Spent in Nation (for Home Grown rules), and Career Plans.
      Player Data: Basic Positional and Ability Data, Positions, Physical/Technical/Mental/Goalkeeping Attributes, Player Traits, Injuries, Suspensions, and MLS Specific Information.
      Relationships: Liked and Disliked People and Clubs.
      History: Their year-by-year career path.
      Achievements: Details of significant milestones achieved as part of a team.
      Changes: A log of all changes you make to the Person. Make any changes you want, then ensure they’re saved and prepared for use in a new saved game.
      1.    Select ‘File’ again, and now ‘Save Editor Data As’.
      2.    A dialog will pop up asking you to give the changes file a name. You are advised to save the file in the path presented by default, as this is where it will be read in from. If it is saved elsewhere you will have to manually ensure it is placed back into Documents/Sports Interactive/Football Manager 2019/Editor Data for it to be read into the game.
      3.    Save the File.
      4.    Start a new game of Football Manager™ 2019. Where Editor Data Files are found, you will be prompted to select whether or not they are included in your new game by means of a tick box. Please also note that their presence will result in the ‘Quick Setup’ mode being bypassed; you will have to use the Advanced Setup mode. The same process applies to simple editing of any database object, yet the power of the Pre-Game Editor extends much, much further. Please refer to the advice given on the majority of screens in the Editor as well as on the Community Forums for more help on getting to grips with some of the more advanced capabilities. Editor Data Files If you have created or edited any nations, leagues or competitions in the Pre-Game 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 been created by different managers), 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 indicating that there is an error. Amongst the most common conflicts is that the same data has been edited in multiple files, meaning you then have to decide which file to proceed with, as only one set of changes can be made to a game object. When the game has finished loading, you will be prompted to complete your managerial profile and add a manager to the game. 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. You can toggle whether or not the In-Game Editor is active for each saved game during the setup process. You can also toggle whether it appears in the tabs bar or not in the Game Preferences. Online Play and Streaming If you want to stream Football Manager™ 2019 and share your experience with a wider audience, it couldn’t be easier. The first step is to select your preferred third-party software; some well-known options include Open Broadcaster Software (OBS), XSplit Broadcaster, and Gameshow Streaming Software, and then decide upon the platform you want to stream live to. Beginner Broadcasting
      https://help.twitch.tv/customer/en/portal/topics/925393-beginner-broadcasting/articles Broadcasting Requirements
      https://help.twitch.tv/customer/en/portal/articles/1253460-broadcast-requirements Broadcasting Software
      https://help.twitch.tv/customer/en/portal/articles/2146245-broadcasting-with-gameshow Once you’ve installed and familiarised yourself with your choice of streaming software and how to integrate it with your desired platform, all you need to do is set Football Manager™ 2019 as your source material for your window/monitor/game capture (or equivalent), and away you go!
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