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  1. Like many FM players I hoard every single high potential player I can find. I can't help myself, but the downside is the huge amount of work you have to put in at the beginning of every season loaning the players out, getting teams to pay their wages and loan fees, and then making sure that these players are going to playing a good amount, at the correct level, and training in good facilities. Doing all this manually is just a pain, and makes me hiring a director of football essentially pointless. The game should have staff that actually make your life easier. So my suggestion is an updated development/loan list. Where you can set out the parameters for what loans are acceptable. Wage requirements, loan fee requirements (what should be offered and then minimum acceptable), the level of the league, and play time. Too often will you put a player on the development list or list for loan and your director of football will loan him out as a rotational player with the loan team paying none of his wage and no loan fee. And most of the time, the loan is automatically accepted with no option to make it so that you have to sign off on the loan before it goes through, to prevent terrible deals. Whilst if you manually take over the loaning process you can get teams to pay wages, large loan fees and find teams willing to play them as first team players. This system could be implemented like this: Place player on development/loan list Wage: 100-50% Monthly loan fee: playing: 25-10%, not playing : 50-10% League level: Coach report recommended level or equivalent / top ten league. Training facilities: Minimum good training facilities. Play time: Minimum First team player. All these option could be set as default in you assistant tab in staff responsibilities, so that you don't have to do it for each individual player. I know you already have some loan options in that tab, but the director of football often does not follow those guidelines, in this situation he would have no choice, though there could be a situation where the DOF will tell you than he has not been able to loan out a player because your demands are unreasonable. There should also be an option to reject a loan that the DOF has negotiated if you decide it is not good enough. As Well as a stat, hidden or not, which effects the DOF negotiating ability, better negotiation means better deals. loan fees are also unrealistically small, in the beginning of the game you will see real loans with teams playing 700k+ monthly loan fees, look at for instance some chelsea players, Zouma, Kenedy, Batshuayi, yet in the game you will never get a loan fee for more than 300K pounds a week no matter how good a player is. Bringing in young players and loaning them out for profit is absolutely done in real life, and very possible in the game as well, the only thing I am suggesting is making it less of a pain, grinding through hundreds of terrible offers for players over a transfer window is not increasing anyones enjoyment if the game.
  2. One thing that has always been present in real life and that has never been seen in FM, as know, is the possibility of changing the rules of the competitions after the save has started, such as the number of teams in a given division , the number of divisions in a country, the number of substitutes during a game, the number of cards that can lead to a player's suspension, and even the duration of the transfer windows. I imagine that this feature could be implemented in a similar way to what is already done in Motorsport Manager, in the following way: At the end of each season, a meeting with the managers of the teams involved in eventual changes could be called and which rules would be changed , no more than two or three. Voting would be by equal weight, and in the case of a majority, the change would be made in the next season. I believe that this measure would give an even greater dynamism to this game that is already spectacular.
  3. Would be nice to start contract negotiations by approaching the player (or player's agent) about contract negotiations and get their offer first. Player Interaction -> Discuss Contract -> "The club is open to negotiating an extension to you deal. What are your terms?" Responses: "Not interested in renewing. Period" "Not interested in renewing unless conditions are met." (improve squad, increased status, playing time, et al) "Interested in renewing, not at this time." (basically gambling that performance in the upcoming season will increase contract") "Interested in renewing, here are my terms..." Player Interaction -> Discuss Transfers -> Transfer -> "We've signed [select new player] and plan to use him in your position. We expect you to [fight for you place] or [rotate with new player] or [mentor new player] or [be transferred away from club]." Responses: "WTF Mate, you don't respect me. Here's my transfer request" "This concerns me, but I'm willing to fight if you guarantee me fair rotation" "Bring on the challenge" "I'll help [new player] acclimate to the position and role" Player Interaction -> Discuss Transfers -> Transfer -> "We're looking to sell you because [you don't fit into my plans] or [you're not going to get enough playing time] or [we need to offset recent transfer outlays]." Responses ranging from willing to have agent seek transfer/loan offers to expressing desire to stay and fight for place. Player Interaction -> Discuss Squad Status -> "Your importance to us has changed and we're [increasing] or [decreasing]" Responses ranging from transfer request to gratitude and increased respect for manager.
  4. There should be variations in the clarity, quality and depth of detail in the reports provided by the analysts staff. If you have great analysts and great data analysis facilities, you should have access to great reports, with a very accurate analysis of your next opposition, for example. Very clear, with a huge depth of detail in case you want to dive deeper in the analysis. On the other hand, if you have just a decent data analysis setup, you should get only a limited access to the full picture, because not having the best would mean you wouldn't have top softwares and neither computational power to generate very accurate reports as you'd like. And finally, having a poor setup would mean having almost ****** analysis, more confusing than helpful, and you'd have to struggle to make sense of what you really needed to know about players and oppositions. The way it is today is kind of a binary situation: you either have it (being the same for any team in any situation, either Real Madrid or a 7th tier team from France) or you don't, in case you don't have any analyst in your staff. I know they have attributes to define how good they are in their analysis, but IF those attibutes really have any effect, it's too subtle to be noticed. I'd like to see a visualization of how good my data analysis setup really is. If it is bad, so make the reports view bad, with some inaccurate informations here and there. But if it is good, give me an almost-fortuneteller-like description of what is going to be for us if we get some player or how my opposition is going to play.
  5. Should not employee attributes be hidden like those of players? I think it's not real to know exactly the attributes of an employee and it is too easy in the game to sign the best staff
  6. Hiya guys! (I won't post this suggestion on suggestion category I feel like this thread will avoid or completely impossible for SI) NOTE: 1. Those are suggestions not ask remember the difference guys, 2. Stop saying test FM Touch. 3. Definition of Option: The right to choose First of all I have FM18, I didn't buy the 19 even I want it but I hold my electronic flat paper for the next version if SI adds so much changes. I have thinking about features and improvement I would love to see in FM20 I know it will be impossible for some but honestly I think anyone would agree with those features/improve/remove. Features: - Japanese league Commentary: if you can add Hong Kong league then it will be easy to add Japan - New option for the match named "quick match" Commentary > "quick match" because I'm tired to play each match I don't want to waste my time for each match (ex. F.A Premier League FM game who has 4 options) - Stadium and buildings windows Commentary > FAPLFM02 let us to construct buildings like shop, parking, training camp, hospital, clubhouse... and a window where we can see the stadium(s) and we can upgrade each part and it includes a 3D visualization. - Add an option for language course all players instead of one by one Commentary > When you recruit more than 140 players you don't have the button to send them to language course, so you have to do it manually and you know you waste your time (FAPLFM02 doesn't have it) - Add new emails > monthly awards (best player of the month, best young player of the month, best manager of the month), Financial opinion, Commentary > FAPLFM has those emails Improve/remove: - Improve or remove meeting with players Commentary > I avoid any talk with players because it's broken if you talk to them they won't win the match so I win any match when I don't talk to them. - Improve skip days Commentary > when the game skips day it stops 4 time per day same when there is a match. Can you improve it to skip instantly and when there is a match reach directly the match. - Improve match engine Commentary > People complain the match engine is broken - Improve transfer price Commentary > In FAPLFM when you want a player you put a price if he costs 8 millions well you increase by 2 so you ask for 16 millions, you wait the next week and you get an answer from the team for a yes or no (rarely for the no). In FM Lo Celso costs 8.25M and you click on suggest it is between 80 - 120 millions.... WHAT THE HELL???? This is so much unrealistic for me, normally I will put 8.25*2 = 16.5. - improve injuries Commentary > too much players in my team get injured even I give them 2 - 3 days after a match; I put one rest before the match at or training and after. - Improve inbox Commentary > Can we reduce the size of the inbox, some e-mails have lack of details take example of FAPLFM - Remove player's complain Commentary > When you don't let them play they ask you to play even they have played 2 matchs for example they complain (What the hell). Also if I don't let them play there is a reason "it because I want them for the next season while they train" but I can't select this reason when I talk to them. And also one sad affects all the team... Also when I let one player plays because he complains suddenly he gets injured during the match.... - Remove journalists interviews Commentary > I skip them because they are annoying and it is always the same questions please remove them you will reduce your work. - Remove/improve staff can leave the team for another Commentary > How bout NO, when I talk to one of them they don't care what you say they leave... in FAPLFM they don't leave they have a contract they stay until you decide to fire them or not.... - Remove complain because I give the captain's armband to another player same for captain's second Commentary > When I recruit Kobayashi and Wendell they both ask for second captain and one of them gets mad if I forgot to change the promise for one of them - Remove complain when I send a player to the reserves or youth team Commentary > This is so annoying and their morale decreased.... - Reduce number of staff Commentary > please reduce the number of people per job for 2 - 3 maximum (16 scouts is too much) - Limit the number of players by teams Commentary > it is good to have an army of recent and future players but I would prefer to be limited by 40 players by team (FAPLFM limit the number of players for good reason not to be greedy) - Remove team briefing Commentary > I don’t need to brief my team I just want to play the match (I would prefer to have a quick result than rather play the match) Most important improvement: - No more lags and freeze Commentary > France, Spain, Italy when you select a team from one of those countries the game lags or freeze and it freezes for 1 minute i have click on the game to close the bar on the top... - Improve the game speed + treatment Commentary > What I mean is when we start a new game we have to select a country or more, select the leagues, select the size of the database and those have an impact when we click on the button “start” and after because the treatment of what we have selected takes 1 minute+ each time. - No DRM this year Commentary > Let's try for one year with FM20 with no DRM included to see if people will less complain about lag and freezes. Where FM fails and not FAPLFM: - When I launch FAPLFM I click on new game, I select my team and bam I play. DB and leagues / cups / extra cups are loaded without slow the game. - FAPLFM you play for example 8 hours, in game you have played 5+ seasons / FM you play 8 hours you didn't finish the season because the game stops 4 times (maybe less when no matchs or stupid treatment) and you are still in the middle of the season. I don’t understand FAPLFM02 has “kinda” the same DB than FM but the treatment goes so fast and you can consult 8 countries with their leagues tables (England (5 leagues), Italy (2 leagues), Germany (4 leagues), Holland (2 leagues), Belgium (2 leagues), France (2 leagues), Scotland (4 leagues), Spain (2 leagues)). i have two questions > - Do you test your game before you release it ? - Did someone realize releasing a game with slow mo treatment was a good idea ? Thanks in advance for reading. =) Nenoro
  7. I feel that the DoF is currently just another staff member. I believe that, in real life, they are much more (if they exist at all in the club). In some clubs, they are a central figure. I would like to see this more well explored in FM. Examples: The club could have an imposed structure on who decides about transfers - the manager or the DoF. This should be part of the contract negotiation with new clubs and could be a feature of the game that could be turned off for FM players that want always to control everything. If the DoF is in charge of buying and selling players, two things should happen: The media, club and supports should not complain with us about new signings or sells; Before a transfer window, there should be a talk with the DoF indicating which type of players do we need to get in the team (position and ability) and which should be released. There should be a relationship between the DoF and the manager. These dynamics are also very important within the club. The club should be in charge of hiring this DoF and their policy DoF-manager could change during a save (if this option is turned on).
  8. Hi This is something I have thought of before and I think it is something that can really add to the game as press conferences can get a little samey. As an example I have just declared interest in the Arsenal job , I got an interview, didn't get it but it went on for weeks. Yet in every press conference for the games it was never mentioned. In the real world the journalists would have been bombarding the manager with questions over his future almost ignoring the upcoming match. This would be something that would really add to conferences, also big issues could be brought in. Things like, questions on VAR, or general questions about the standard of refereeing, maybe after a controversial decision in a big game involving other teams. A general question about diving in the game for example. Also in Olympic years you could be questioned about other sports. I think it would be a big addition
  9. A nice option would be something like LMA used to have when expanding the stadium. I know managers wouldn't actually have a say in this in the real world BUT it would be a quirky feature as sometimes when you expend stadiums they look terrible and not very realistic. For example MUFC or MCFC having four separate stands. Something like the below....... And i also know you wouldn't be able to have the actual look of St Andrews for example due to image rights etc but could just have something that looks similar
  10. It might be difficult to implement, but would it be possible to have an instruction like "Form Wall - if needed". And leave the decision up to the GK on numbers in the wall?
  11. Hey All, Trying to get into the match plans and install them into my main tactic set, however the dealbreaker is that I can't stop the assman from subbing players he thinks are a better fit - sometimes I want to play a game and not have my fully best 11 (give youth a chance/rotate ahead of an important game) yet still play in the same manner. Apologies if the option is still there but have searched everywhere and found several threads here on SI that suggest it has indeed been taken away this version? Please can it be added back? Pretty please? They're just not something I want to use at all without it but would be great not to have to manually switch mentalities/tactics at the same points every single game etc? Thanks!
  12. 1 - Option to use Hard coded data or edited data; My suggestion today is to bring an option to the player if he wants to play with the standard hardcoded database provided from SI or like me who likes to change the league rules / club sponsorships , etc from the editor and make the league rules / tv money and stuff like the Premier League where Tv prize money is centralized. I´m suggesting this because sometimes i like to change some rules in multiple leagues so they use the money that is provided by the league . In some of them this works but for example on Portugal , the clubs dont use the money given by the league and they make individual contracts all the time because it´s already hardcoded and i dont want that . Thats why i´m suggesting the option to use hardcoded data or data from the editor. 2- Suggestion for the editor: this one is for the editor and is to put an option in which Competition TV Money overrides Individual Club TV deals so if we want to centralize the TV rights in multiple leagues it would be easier
  13. Something that I'm sure has been discussed in the past, but I feel that being able to play non-manager roles would be a way to add some depth to the game. At present the only role that you can be appointed to is first team manager. However, a lot of managers have had non-playing careers outside this role at various points, which have aided their development as a manager going forward. The main roles that I think should be considered for human players are reserve/youth manager, assistant manager, head of youth development, director of football, coach and scout: Reserve/Youth Manager: This would be a fairly straight forward addition to the game. The player would only manage the reserve or youth team of a club, being responsible for matches and training. They would not control things such as contracts or transfers, although it may be possible to suggest contract extensions to the first team manager. Assistant Manager: The assistant manager role would most likely be an advisory role, with the player recommending training set-ups, tactics, line-ups, etc. Head of Youth Development: Playing as the Head of Youth Development would give the player control over development squads and youth intake/contacts, but wouldn't manage the development teams. They may be responsible for a budget to enable them to sign players from other teams. Director of Football: The director of football would be responsible for contract and transfer negotiations. May be responsible overall for transfers, depending on the club. Coach: A coach would be limited to the training options, being able to set and suggest various player development options. Scout: A scout would recommend players to the first team manager and would increase the player's knowledge of various countries without having to manage there. Each of these would have the ability to increase attributes and reputation of the human player, allowing for a different path through the game. In most cases, these would be roles that simple restrict various functions of the first team manager, negating any major game development to implement them, but would give a potentially more realistic path through the game, especially if you're working your way up from the lower leagues.
  14. Current football is full with stories and players being actively involved in social media. These can mine the atmosphere within the dressing room and the relation between player and manager (just see the situation at ManUnited with Pogba and Mourinho). There are also tax, alcohol, sexual abuse stories popping up now and then. Why to not include these in FM to make it more realistic? This is in line with a previous topic already reviewed about player disliking the manager and coming to the media to make it public.
  15. Since early version, I have feels of unrealistic when got the winter update. The winter update contact both 1.database bug fixed and improvement, and 2. winter transfer. I am wonder why cant we separate those and allow select by End User. I don't think it would be realistic for start the game at September but with winter transfer or keep using the old database version with know bugs or error. what the database looking for is realistic data and attributes but the winter update is broken it up. furthermore, if want to included winter transfer update, why not add future transfer date so the transfer can happen on the correct day? BTW, same apply to the game start day. i mean, can the game do more to reflex the correct transfer day of Kepa Arrizabalaga ? Banana
  16. I'd like to see clubs get the ability to gain the reputation of playing young (promising) players in their first team. Similar as to what Ajax have. This would then help with getting the attention of talent youngsters to come to your club rather than opting for that big club to sit on the bench. And it should also work the other way around, a club that only buys established players and never plays youngsters should lose reputation in that category making it harder to sign these players.
  17. I’ve been thinking about how we flatten the learning curve for FM and I keep coming back to a “training wheels” approach. Loki Doki’s recent video inspired me to finally write up how I think it might look. Assume that I’m a new player, I’ve created my manager profile and I’m ready to pick a team to manage. There’s a big friendly button, or a checkbox or something saying “Tutorial”. When the tutorial starts, it defaults to my picked favourite team before the final game of the previous season. I get a welcome email from the team’s current manager, maybe the board, saying how pleased they are I’ve joined them etc. My manager tells me he wants me to get familiar with the squad and run training. He outlines a quick tour of the interface and says I’m free to poke around, but the first thing he wants me to look at is training for the team. Maybe there’s a quick blurb to look at what he’s trying to do with the tactic and what he suggests the team focus on. I can now look at any screen. The Tactics screen will have my AI manager’s preferred tactic loaded and the team already picked. The only screen I can change things on at this stage is training. When I load that screen up the popup question marks go into a bit of detail around what I can change here, and I can set training any way I like. Once that’s done, another big “?” over the continue button. I hit continue, and there’s another email. “Good stuff, I think you’re doing well on the training ground, but I think a couple of our players would benefit from some additional focus.” There’s a bit more text about attributes, which ones the manager thinks are most important for a couple positions and then it’s off to the squad screen, getting familiar with players and choosing some individual training for them. Continue again, and another email comes in about an upcoming fixture. This is the intro to the schedule screen, and suggests looking at the opposition report from the scout. It also introduces some basic opposition analysis, and the tactics screen. The manager asks you to focus specifically on say a CM position, think about how it would fit into the overall tactic he’s already got set, and suggests based on what you’re seeing to pick a role and maybe some individual instructions for this one player. Quite a bit of time should be spent here just explaining some basic tactical concepts (e.g. the fluidity, mentality settings). Continue when ready… Match day, and you get to watch the game. Manager asks you to take the team talk (offers suggestions where normally the Assistant Manager would), and there’s a scripted injury where he asks you to substitute the player, and any others you think would be a good idea. There’s a quick intro to shouts as well. The day after the match there’s an email from the manager or data analyst (if your team employs one) giving you a quick tour of the analysis screens, and a note that these are also available during a match. When you continue past here, the manager introduces you to scouting, offering some suggestions from the chief scout. There’s a crash course in the finances screen as well, and after you continue a quick pop-up tour of the scout report. The manager asks you to make an offer for a player, which you negotiate with some popup hints, contract negotiations and then either once the player agrees or talks break down you continue again. At this point you get a notification from the board that the manager has moved on, been sacked, whatever, and they’d like you to take over on a one year deal. Tutorial over, good luck, it’s now 1st July of the current season and the team’s all yours. It probably needs work and there’s maybe a better way to order the screens being introduced, but I think something like this would be miles above the current approach which dumps you in front of a bunch of screens with text on them and asks you to look at those “?” icons.
  18. In the same way that the players have the real records of his matches and goals in the history, I believe that the managers (first team) could have his real records. In the NP history as manager, fields could be created for the number of matches on the bench and also for the number of wins, draws and losses. Obvious, only for domestic leagues. It's a problem that the history of the managers isn't year by year like the players. It's the most important job among the staffs, maybe it should be that way. This feature would be important to evaluate the performance of his career, to make comparatives and would avoid that every real manager at the beginning of the game from being a "beginner" without a real story. Perhaps, another interesting feature to add would be a "first game on the bench" (such as "senior debut" or "first senior goal") Yes, I know, this would be a laborious job to apply in the entire database, but ... the benefits would be positive.
  19. You should be able to set your club's youth intake to be able to play in a preferred formation. Maybe make it so that only 2/3 or half are at least competent in a specific position and awkward for the rest. After all they're all supposed to be trained to some degree and not just taken off the sidewalk. Way too often I get players that are just too stubborn and gets unhappy when I try to retrain them for a new position and role so that they can actually play for the club they're trained in. Also you can make it so that it can only be set once every year and able to change it midway with decreased effectiveness.
  20. Hi there, For FM 18 the time controls inmatch are hidden under a sub menu. If this continues going forward I think there should be keyboard shortcuts for them. I Think they should be has follows , - rewind . - fast foreward Crtl + , - previous highlight Crtl + . - Next highlight
  21. Hi Just been thinking about an earlier post I made about the restart option being missing for your scouts, for example if they have been scouting the major top leagues, like I always have mine do, once the season is over you have to start again and re-assign. If I have my chief scout assigning the scouts they always seem to just scout general focus, so how about this idea. In pre-season (and at the very start of your first season) you assign which leagues, competitions and/or regions you want scouted that season, your chief scout then does the actual assigning depending on yours scouts knowledge. A compromise of both systems really.
  22. 1. in the course of the expansion, reconstruction, or new construction of the stadium, players can design the stadium independently according to the funds provided by the club, including the adoption of the ceiling, the selection of the turf, the opening of the heating, the number of seats, the design of the VIP box, the design of the coach's seat, and the placement of the parking lot and so on. However, it should be noted that the stadium needs huge financial support, if it is small and medium-sized clubs or choose to be pragmatic. 2.On the financial side, the club's revenue and expenditure details will be shown more, including the daily expenses of the team, the maintenance of the court and the turf, the salary of the players and staff, and the shirt, the advertising revenue and so on. At the same time, players can set the price of team tickets and season tickets every season, and can also arrange free "special days" to give back to the local enthusiastic and loyal fans. At the same time, players can also attract investment for the club, such as which billboard to sell the stadium, which is used for public welfare and so on. 3.The player is given more space in the game, including the referee, the fourth officials, the vent to the opponent's coach, and so on. (of course, it also takes the risk of being punished). Not only does the new work allow players to make their own body language on the side of the field, including the continuous pull of the zipper and the kick. A bottle, a closed gesture to the fans, a frequent touch, a sudden landing on the ground to show the other players acting and so on.
  23. So! Maybe this have already been suggested and maybe this is already being worked on. But, I would like to see set pieces changed. In the way that now it is a bit boring and not so easy to work with. Well, maybe it is somewhat simple but its not so easy. What I mean, is that it takes a lot of time going through the set pieces in total, for only one tactic. And here is where it becomes even more pain in the ass. You need to work on penalties, corners, freekicks from several positions etc. for every tactic you make. AND you need to fix them every time you change your formation. I don't have a great suggestion to make working on set pieces easier and more fun but to myself, I would love to be able to delegate set piece responsibilities and even sign a dedicated set pieces coach. Which would make the game ahellofalot more fun for me at least since I only like doing set pieces maybe one time throughout a year. I know this probably won't be reviewed and considered for fm19 but I hope you guy will untill fm20, because right now set pieces is killing much of the will to play because set pieces is alot of the goals in the game right now. OH and another thing I hope will be considered are the way things are delegated at all in the game. Like when I try to use a sports director to handle contracts and transfers on wishlists. They SUCK! and there should be like a list where I can put players I want to resign a contract that the director will handle. Because now need to do everything manually. Actually i think fifa (I never play fifa but here they are on to something) have with they're career mode where you can ask the assistent manager to go sign or resign a player on some predefined terms, like transfer fee, salaries, and length of contract. Yeah so I hope you can look into this and I hope some more people will agree on this. Thanks!
  24. Probably been suggested before, but would love it if managers could develop reputations for things - I.e. working with youth/giving youngsters a chance, being a relegation fire fighter, playing expansive football, able to handle big egos and tough dressing rooms, etc. If you think of Poch at spurs, or Pep vs Jose, younger players seem to have a preference for development, and managers like big Sam are guaranteed to get a job when a chairman gets anxious in December. It would be interesting to see how the way you interact with clubs and players around the world as you gain a reputation - for instance if I've a track record of keeping teams up, maybe I get a job of a slightly higher level at a struggling club than I would otherwise - or if a club has an aging squad in need of a rebuild an application is given consideration.
  25. I've always wanted an option to add a rough playing and coaching history to my manager. There are several reasons for this. Let's say I am an Irish manager starting as a manger of Dortmund. Being able to add a history saying I played in germany would affect my language ability, as well as my reputation to this club/country. If my playing history is with Bayern, it would mean I would start with less confidence from the fans. This adds a bit of realism as situations like Rafa Benitez getting the Chelsea job and having to deal with fan outrage could be an extra challenge. Also, if I am a new manager getting a top job, it would be possible to put my history as a coach or assistant manager at the club previously, which would give the appointment a little more sense. Also, if you return to a club that you previously played for, you can get a little more patience and respect from the fans. Like if Ryan Giggs were to be appointed Man Utd manager, his reputation would be low for a job of that level, but the fans would be more likely to be behind him and show some patience. In practice, it would probably be best to be entirely optional (as it's likely not to everyone's taste) and doesn't have to be too deep. You can choose a few clubs that you played for and how many seasons you spent there. Or choose that you were under-23 manager/scout/youth coach for 2 seasons before being promoted to the top job. I feel there are a lot of benefits and additional layers of challenge that can come with fleshing out your manager a little more.
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