In this manual, you will find all the information required to play "Football Strategy" (later [FS]). It is necessary for every user to familiarize himself/herself with this guide, in order to better understand the game and its rules.
It is strictly prohibited to have more than one club account per user. All clubs that share computer access must contact [FS] administration via the contact form. Furthermore, these clubs aren’t allowed to have any sort of interaction within [FS].
It is against the rules to sell, exchange or trade your club. Also, any users found to artificially raise transfer prices to gain an unfair advantage will be suspended. We expect all dealings on the transfer market to be fair, transparent and in realistic market value(s).
It is prohibited to use offensive language such as profanity, pornographic allusions, racism, any form of threats, sharing of illegal material. Such behavior will not be tolerated, and the offenders account(s) will be suspended.
Use of third-party software is not allowed (unless approved by the Administrator), and any such action by the user(s) will result in suspension. We expect a fair game from all players.
The rules are set to be followed, and we will monitor all activity in [FS], to ensure fair play and the development of same. By violating the game rules, you risk permanent suspension of your account.
The game is ongoing and you will always have access to our server. At any time you can log on and find out what has happened since your last session and view upcoming events. Football Strategy is designed to be playable without much effort. For the manager with limited time, can still manage a successful club without the need of playing daily. You can set future line-ups for your competitions, set up training schedule and youth development plans in advance.
When you invest more time and enthusiasm into the game, you will find that it will most likely pay off in better results for your club. The community is growing at an increasing rate, and divisions are getting tighter, more active, and more competitive. The forums are alive with discussions, with people trying to figure out the best tactics for their side, and offering their suggestions to help improve the game even further. [FS] offers an active staff team, who are working on the game daily, and interacting with the community frequently.
A season consists of 16 weeks (conveniently labeled 0 to 15). Here is a basic overview of events you can expect to happen throughout the week:
- Maintenance is schedule from 23ST to 24ST.
- Competitions are updated.
- Training is updated.
- Injury status is updated.
- Stadium construction progress is updated.
- Youth Academy prospects progress are updated.
- 12ST: Timezone 1 youth squad National Cup matches.
- 20ST: Timezone 2 youth squad National Cup matches.
- Fanbase count and mood is updated.
- Ranking for your main and youth squads are updated.
- 12ST: Timezone 1 main squad National Cup matches.
- 20ST: Timezone 2 main squad National Cup matches.
- 12ST: Timezone 1 youth squad friendly matches (based on home club timezone).
- 12ST: Timezone 1 youth squad FS Cup matches (based on home club timezone).
- 20ST: Timezone 2 youth squad friendly matches (based on home club timezone).
- 20ST: Timezone 2 youth squad FS Cup matches (based on home club timezone).
- 12ST: Timezone 1 main squad friendly matches (based on home club timezone).
- 12ST: Timezone 1 main squad FS Cup matches (based on home club timezone).
- 20ST: Timezone 2 main squad friendly matches (based on home club timezone).
- 20ST: Timezone 2 main squad FS Cup matches (based on home club timezone).
- Finance is updated.
- New prospects for your Youth Academy are introduced.
- TV Rights are paid to your club once a week.
- Sponsors pay their season subscription once a week.
- 12ST: Timezone 1 youth squad League matches.
- 20ST: Timezone 2 youth squad League matches.
- 12ST: Timezone 1 main squad League matches.
- 20ST: Timezone 2 main squad League matches.
- Promotion/relegation matches take place.
- National Team election starts. (First Season)
- National Team bonuses are sorted. (Second Season)
- Associates pay their season subscription.
- Sponsors pay their bonus payout.
- Leagues are sorted.
- Players gain age.
- Value and wage of players is updated.
- Player cards count reset.
- Sponsor selection - open until Friday (automatically chosen if not selected).
- Associates price adjustment - open until Friday (automatically chosen if not selected).
- Match ticket prices selection - open until Friday (automatically chosen if not selected).
- Cups are sorted.
When you register, you will take control of a brand new club to manage. The club’s long term future is now in your hand. You will start with 25 main and youth squad (U19) players.
Both of your squad’s are equally responsible for the success and development of your club. They share all facilities and financial responsibilities. But they have their own competitions, rating system, and training sessions. Your main squad also has a slightly higher impact on match attendance and TV Rights income.
Your main squad minimum number of players is 16, while the maximum is 30. Your youth squad minimum amount of players is 16, while the maximum is 40.
- He is 19 years old or younger.
- Does not exist in starting eleven or substitutes in any formation.
- Did not move squads in the last 3 weeks.
Up to three players can change squad each week. After successful movement, the player appears in the new squad but is not able to participate in any activities for the next 48 hours.
Your club has three different rankings: Overall Ranking – Main Squad Ranking – Youth Squad Ranking. It is important to maintain a high ranking position in order to qualify for cup matches. Rankings are updated every Monday, counting all match results of the past week. Please note that friendly and play-off matches are not considered when calculating your new ranking. When calculating your ranking, it will consider the opponent you are playing against, and whether you are playing home or away.
There are four types of club’s that are determine by the color of their club name: blue represents a staff member, yellow represents a plus subscriber, white represents an active player, and green represents a “bot” controlled club.
It is your job as manager of the club to maintain a positive balance for your clubs funds. For that, you must achieve a balance between revenue and expenses. Your club will be in bankruptcy when a -500,000$ limit is reached. After that, you have three weeks to turn things around, or your club will be deleted. During this period, you will not be allowed to endure extra expenses. Be very careful and avoid the club fund’s going negative; as while in debt you have to pay a 0.3% interest fee weekly. On the other hand, you gain 0.3% interest of your total balance every Friday as long as you maintain a positive balance.
For new club owners it is highly recommended not to gain any expenses until you’re comfortable with the game. Stadium (tickets), fanbase, associates, sponsors, and TV rights are the primary sources of income.
Match attendance is determined on many factors such as fan-base mood, associates, match type, ticket price, and caliber of squad's involved in the match. You can set at the start of a new season ticket prices in your stadium page for the competitions your club will be involved through-out the season. Ticket prices are based on the amount of fanbase, squad league division, and zone level of your stadium. Marketers will suggest an optimum ticket price range. It will be automatically set to the average recommended price if no value is set. The higher your marketing level is, the shorter the range will be. Fanbase count and mood changes are based on how both of your squad’s perform weekly, although friendlies do not have any impact.
It is essential you make sure your stadium is matching your club goals and size. When your club has grown in size, and there is a bigger demand for tickets, you can opt to increase the number of seats, which takes up lots of funds. Each upgrade of seating capabilities opens up new upgrades for the stadium. Warning: rushing through and overbuilding your stadium at the beginning will most likely result in bankruptcy.
Stadium is displayed the following way:
There are four zones, North - South - East - West.
Seating is divided into five levels:
Level 0 - Grass - 1000 max capacity per zone.
Level 1 - Terrace - 5000 max capacity per zone.
Level 2 - Terrace - 10000 max capacity per zone.
Level 3 - Bleachers - 20000 max capacity per zone.
Level 4 - Suites + Seats - 20000 capacity for South and North zone and 30000 capacity for East and West zone.
Level 5 - Suites + Seats - 20000 capacity for South and North zone and 30000 capacity for East and West zone.
Fanbase is an estimation of the amount of supporters to your club. Mood indicates how happy your supporters are and how much passion they have to support your club presently. Fanbase and mood alternation is based on your club's match results (friendlies excluded). Fanbase initial value is 500 while mood initial value is 5. Fanbase cannot increase more than 40 or decrease more than 20 each week. Mood value range is between 0 and 10. Both fanbase and mood affect the match attentance. You should try to have as much fanbase as possible and keep the mood close to 10 to have the higher match attendance; which will lead in higher match revenue.
The amount of associates you are capable of gaining is determined by the amount of fan-base, overall ranking, associates set price, and the competitions your squad’s will face during the season. Player has until Friday (depending on the day of registration) to set a price for the season subscription otherwise a random price will be set. Marketers will suggest an optimum price range. The higher your marketing level is, the shorter the range will be. Associates pay their seasonal subscription at the end of the season and do not pay for tickets as they are considered "season-ticket holders".
There are a total of twelve possible sponsorship contracts. In order to sign a deal with any sponsor, you must meet their qualification status based on the amenities and marketing level. You can purchase amenities for your stadium and training ground and increase your marketing level by hiring marketers. You can select two sponsors to sign with during a season. They payout a determine amount and its paid weekly through-out the season, with the opportunity to achieve bonus payments at the end of the season. You can track your progress to these milestones in the media page. Player has until Friday (depending on the day of registration) to select both sponsors otherwise the best possible two will be automatically selected.
This source of income gives you a boost on revenue generated during a season. The following scale represents how much per main squad division is distributed, although the exact amount depends on your club overall ranking:
League Division 1 > $2,400,000 - $3,000,000
League Division 2 > $1,900,000 - $2,400,000
League Division 3 > $1,500,000 - $1,900,000
League Division 4 & 5 > $1,200,000 - $1,500,000
The purpose of your headquarters is to manage club staff. When starting for the first time, you will be assigned Continental C rank Assistant manager, and U19 assistant manager. Recruiting better staff is a sound plan, but requires a lot of finances, as they are hugely expensive. We strongly suggest committing to your starting staff members at least for the first few seasons before considering changing it. The effect of any group of staff members depends on their average rating. The better the average rating the better the results you will get. Having more staff members gives you a bonus, so it's better to have more staff members when you can keep the average rating on the same levels.
You can assign only one to your club. His main duty is to help with training and has the most impact for your main squad.
You can have three coaches per squad. They improve your training results.
You can assign only one to your club. He is tasked with training your youth academy and has the most impact for your youth squad.
You can have up to three U19 coaches. They improve your youth squad and youth academy training results.
You can assign up to four scouts. Their job is to scout for talented youngsters around the world for you to sign allowing better prospects into your youth academy.
You can assign up to four physios’s. They help injured players recover faster, and help prevent injuries from happening.
You can assign up to four marketers. Responsible of your sponsor contracts, and helps with attracting visitors to games by suggesting a short range of match ticket and associate prices.
Age: when starting your staff will be between 35-48 years old, and will retire between 55-65 years old.
Staff qualification: There are three levels of staff
- Degree A – highest skills.
- Degree B – medium skills.
- Degree C – low skills.
You can hire a staff member based on his degree license. It requires you to pay a fee to acquire a staff member (varies per degree), and if you fire him his wage will still be charged against your clubs budget for that week.
Wage: weekly cost of staff member.
Rating: determines how well his capable of performing; represented by a scale from 1-10 (in decimals).
*** Assistant manager and U19 assistant manager have three additional attributes: Defense, Offense, and Physical & Mental.
There are four main club competitions in [FS] for your squad’s: League, FS Cup, National Cup and Friendly fixtures.
Your club will participate in League depending on the country selected on registration. The system of leagues is as follows:
- First division (A) - one league
- Second division (B) - four leagues
- Third division (C) - sixteen leagues
- Fourth division (D) - sixty four leagues
- Fifth division (E) – two hundred and fifty six leagues
Each league is consisted of eight clubs, which are fourteen fixtures each season. Games are played every Sunday. The points are given as follows:
Victory (V) - 3 points, Draw (D) - 1 point, Loss (L) - 0 points.
The ranking order on the League table is (if there are teams with same number of points):
- Total points
- Goal difference
- Goals for
- Number of victories
All four league tiers will be active, but the clubs without human players (bots) will be automatically controlled, to preserve the integrity of competitions. Therefore, your overall placement on the league table will be dependent upon your time of registration and the number of available clubs. Essentially, players will take over the management from automatically managed clubs. New managers can take over clubs that are in division three or four (up to fifth if enabled) respectively and strive for a better division placement.
Promotion and relegation:
First Division - Club in 8th position qualifies for automatic relegation to Second Division. Clubs ranked 7th, 6th and 5th respectfully will enter play-offs with three Second Division winners. The winners of the play-offs earn a place in First Division.
Second Division - Overall best club will receive automatic promotion to First Division. Three remaining champions will enter play-off stage where they will fight with Division One lowest ranked teams for promotion. Teams that finish the competition as 8th will be automatically relegated to Division Three. Those placed 7th, 6th and 5th respectfully will enter a play-off stage with Division Three clubs. The winners of the play-offs earn a place in Second Division.
Third Division - Best four clubs will receive automatic promotion to Second Division. Remaining twelve winners will enter play-off stage where they will fight with Second Division lowest ranked teams for promotion. Teams that finish the competition as 8th will be automatically relegated to Division Four. Those placed 7th, 6th and 5th respectfully will enter a play-off stage with Division Four clubs. The winners of the play-offs earn a place in Third Division.
Fourth Division - Best sixteen clubs will receive automatic promotion to Third Division. Remaining forty eight winners will enter play-off stage where they will fight with Third Division lowest ranked teams for promotion. There are no relegation's from this league as it is the lowest league in game.
* A fifth division will only be available in certain countries that have reach full capacity.
** When deciding which team is promoted directly and which partake in play-offs, the rules applied are the same as League rules stated (overall points, goal difference, goals for, number of victories).
*** When deciding pairs for play-off series, there are several rules. The weakest team from a higher division will play the strongest team from lower division. The higher rank squad is always the host, although revenue generated from match attendance is shared equally for both sides. In case of a draw, there will be a penalty shootout to determine the winner.
There are Cup competitions in every country represented in [FS]. The National Cup will consist of the highest 512 ranking clubs from the designated country. National Cup matches are played every Tuesday.
There will be two seeding’s for this competition. First seed will consist of 256 top clubs, and the second seed, is consisted of the 256 lower ranked club. One seed is randomly paired with another club from the other seed.
[Phase 1] 16 Groups | 16 Clubs – Last 4 Weeks
[Phase 2] 2 Groups | 8 Clubs – Last 3 Weeks
[Phase 1] 16 Groups | 16 Clubs – Last 4 Weeks
[Phase 2] 2 Groups | 8 Clubs – Last 3 Weeks
[Phase 3] 1 Group | 4 Clubs – Last 2 Weeks
System of play is single elimination game, during the entire season. Pairs are randomly drawn by the game. In the event of draw, penalties are played to determine the winner. Higher ranking club is the host of the game.
Best clubs in the game overall (512 clubs) will participate in the most pristine competition. The seeding’s and terms for this competition are the same as the National Cup. The FS Cup fixtures are played every Thursday.
Friendlies can be arranged on Thursday’s and serve for training and small boost in your revenue. Income from match attendance is shared equally for both sides. In order to arrange a friendly fixture you must:
- Accept an invitation before Tuesday maintenance.
- Not be involved in the FS Cup competition.
You can add your squad’s in the friendlies pool anytime between Friday and Tuesday. If there is a club with ranking lower or greater than 500 of yours already in the pool, then a friendly will be arranged between your squad’s automatically. If not, you have to wait for another manager to add his squad in the friendlies pool and meet the requirements. Home club is the squad with the greater ranking. On Tuesday's maintenance, all clubs are removed from friendlies pool; you have to add your squad again if you want to arrange a friendly match next week.
Yellow and red cards players receive, have effect in the upcoming matches.
If a player receives a red card, he will lose the next match. If a player receives 5 yellow cards, he will lose the next match. Cards received in friendly matches do not count, and also, a player cannot serve his penalty on a friendly match.
Training is essential to every football manager. You will find the necessary tools within [FS], that will allow you to manage your squad’s progress and focus on weak points. Training ground will also enable your players to improve both physical and playing attributes. But most importantly, it will allow your young talents to develop and make their way to the main squad.
There are two training methods to choose from:
Positioning Focus - players train up for a specific role or position you need, and they gradually acquire more points in attributes for the selected position.
Attribute Focus - players concentrate on a specific attribute to train and develop further.
Despite training, players can still lose attribute points as a result of aging, non-playing, injuries etc.
Factors that affect training and how often players increase attributes and/or positions are: player potential, ratings of assistant manager and coaches, player age, training intensity, player condition, player rating. Players can raise both position and attributes, but it is unlikely.
Effects of training: If the player trains both attribute and position he will lose anywhere from 20 to 40 condition. If he trains for attribute or position only, he will lose from 15 to 30 condition. Training restores anywhere from 7 to 12 condition, so the final loss is the score of gain and loss. Resting will restore from 30 to 50 condition.
Players will keep track of the previous training sessions (positions and attributes) that a player had trained for. The more he trains for one position or attribute; the better the possibility to have a skill increase. Please keep in mind that when a player does have an increase, the counter will reset and start-over.
When assigning players to specific training/rest actions, the action images will show the players actions for the current day.
Depending on past day performance, every player will get one of the following messages after a training/rest session:
- No training (Player did not receive training).
- No progress (Player received training but there are no increases in his attributes and/or positions).
- New Changes (Player received training and there are increases in his attributes and/or positions).
In custom training you have the option to select position focus, attribute focus and intensity for each player individually. You will be able to select the days that players train in a two week schedule. Each player will train selected position (plus its main and secondary attributes) and/or selected attribute in days you have set training to occur.
In automatic training you have the option to select position focus individually and intensity for all players. Each player will train selected position and as default he will train for attribute focus the primary attribute related to the position his training.
Players also have the chance of gaining skill points on match days related to the position they play in a match. The more playing time and the better the player performs, the higher the chance of achieving better attributes.
It is necessary to schedule a rest period before matches, as players who just had a rough training will not perform well, or they can get injured. You have the option to select condition limit, where players will not train if their condition drops down the limit.
Chemistry system is a unique feature of [FS]. It allows the squad to perform better, based on the level of cohesion earned throughout the season. Squad chemistry is displayed as a decimal number between 1 and 20, it is unique for each formation and it is affected by several factors. Only the starting eleven players affect chemistry when is calculated, depending on:
- The biggest factor in squad chemistry is the number of matches each player played during the current and the past season. If same eleven players started in 20 games, the squad would get 10 points of chemistry, which is also the highest score from this factor. If none of them have played for the squad before, chemistry score is 0. In order for this factor to give the highest score, 20 matches must have been played. If less than 20 matches have been played, the highest score of this factor is calculated by this formula: chemistry score = number of matches / 2.
- Rating of players in the squad also affects chemistry. If the players have high ratings, squad will get a better chemistry score. Maximum number of points achieved from this factor is 5.
- Number of players in the squad that are from the same country. More players from the same nation play in a squad, the higher chemistry score of the squad. Maximum number of points achieved from this factor is 5.
This is where you manage future prospects into your youth squad. Consider it a vital part of your club, as it will not only provide you with new players, it can also earn you money in the future. Your U19 staff members influence on their progression while they are at the academy.
Each prospect will be on trial with your club for twelve weeks. During this period, you can either keep him on trial or release him from the club. After the twelfth week, you have the option to accept or decline the player into your youth squad for three more weeks, however, during this time he will not progress any further. The information you have about each new prospect is his skill level; it is the average of all his attributes. Every day, each prospect's skills will be evaluated. The progress of the past day is known to you.
You can also manage the amount of opening you wish to have at a time although it will add more cost to the club. You can expect to bring in up to six new prospects every Friday; however, there must be enough space available otherwise they will be automatically rejected. You can manage up to 30 prospects. You must handle your academy with careful as it can be very expensive to maintain. There is a weekly maintenance fee of $5,000 per spot open and $12,000 per player kept.
When you start a new club, you will have 25 players on roster for each squad. Players will vary in age, from 18-32 in your main squad, while youth squad players are between the ages of 15-19. Players normally retire at age 34-38, while goalkeepers retire at age 38-42.
When viewing players from other squad's, their defensive, offensive, and physical/mental skills are hidden. Although the exact skill level aren't revealed, their skills are categorized in the following format:
Position: players specialize in different positions through training and match practice. However, only the highest ranking position will be displayed. The higher their position level, the better they will be able to adopt and perform under that specific role during a match.
Age: shows the age of the player.
Value: shows value of the player based on his attributes that are rank from 1-20.
Wage: shows the weekly cost of the player. The wage varies depending on his stats and on the league division the player participates in as he would require more from a higher-tier club.
Condition: shows the overall status of your player in a numerical rating from 0 – 100. If the player is injured, the condition will change to "Injured".
*** It is important that your players are fully fit and have a 100% condition when playing a match, because unfit players get injured more frequently and do not perform well. A player cannot participate in training sessions or matches if his condition is below 60%. The condition ratio increases or decreases depending on the player’s fitness level. You must find a balance for each player between training sessions and matches as these activities will decrease the player’s condition level.
Potential: shows the potential of a player in a 15-20 scale as a permanent skill for all players. If for example a player has a PP of 15, then when any attribute and/or position start nearing his PP level his speed of improvement will start to degrade and make it harder to gain a skill. It would be possible to pass his PP level (15 in this case), but his increase rate would be a slower then someone with a higher potential.
Rating: shows the average match rating for the current and the past season.
Country: shows players country of birth.
Keep: important for goalkeeper. Shows how well he guards the net. Combined with position, agility, and strength.
Mark: This skill shows how well does the player mark opposition. A high mark level allows the player to make better decisions in defense phase. Combined with position, agility, and speed.
Position: This skill shows how well the player positions himself in the field. Good positioning allows the player to anticipate opponents move and act accordingly. Combined with mark, agility, and speed.
Head: This skill shows you how well the player uses his head. Good headers will win more air duels, and increase the chance of scoring. Combined with mark, position, finish, and strength.
Steal: This skill shows how well can player tackle the ball.It gives the player better chance of stealing the ball from an opponent. Combined with mark, position, strength, and creativity.
First Touch: This skill shows how well can player control the ball. Good first touch allows the player to dictate play. Combined with position, speed, and creativity.
Pass: This skill shows how well can player pass. Good passing allows the player to give usefull balls to the attackers. Combined with speed, and creativity.
Dribble: This skill shows how well can player dribble. Good dribbling allows the player to play out opposing defenders and run into space. Combined with first touch, agility, and creativity.
Cross: This skill shows how well can player cross. Good crossing allows the player to send usefull balls from the sides and corners to his attackers. Combined with speed, and creativity.
Finish: This skill shows how well can player score. Good finishing allows the player to use opportunities and score better. Combined with head, first touch, dribble, speed, creativity.
Agility: This skill shows how well can player move. Good agility allows the player to outrun opposing players. Combined with speed.
Strength: This skill shows how strong is the player. Good strength allows the player to win duels and tackle more efficiently. Combined with agility and creativity.
Fitness: This skill shows overall fitness level of player. Good fitness allows the player to maintain good condition in a tight game schedule.
Speed: This skill shows how fast can player react. Good speed allows player to cover lot of ground in short time. Combined with agility.
Creativity: This skill shows how creative is the player. Good creativity allows the player to perform moves that others can't. Combines with agility, strength, and speed.
Football is a game where injuries tend to happen, and [FS] is all about reality. There are three categories of injuries that can occur to players in [FS], spanning from a minor concussion to a broken hip. Injuries are divided by duration and the chance of occurrence.
In 80% of cases, players will suffer an injury that falls under Category 1.
Most frequent type of injuries occurs very often but has limited duration and little impact on the player. Injuries in this category normally last from 4 up to 18 days, depending on the severity, player condition, and Physio.
- Ankle Sprain
- Groin Strain
- Pulled Hamstring
- Injured Achilles Tendon
Much less frequent, Category 2 injuries occur in 15% of cases.
Medium severity injuries that have some impact on the players attributes and require a longer recovery period. Injuries in this category last from 21 up to 40 days, depending on the severity, player condition, and Physio.
- Broken Toe
- Calf Muscle Strain
- Dislocated Knee
Least frequent injuries fall under Category 3, and they occur only in 5% of cases.
High severity injuries that have a major impact on the players health. Require extensive recovery periods. Injuries in this category last from 46 up to 80 days, depending on the severity, player condition, and Physio.
- Cruciate Ligament Tear
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- Fractured Patella
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As a manager, you will be responsible for your squad’s tactics. Everything from general player instructions to setting up players on the field. Make sure that you select a line-up for a match in the fixtures page ahead of time as they have to be lock-in 5 hours before match time. Both a formation and tactics for a line-up have to be set up in order for it to show up in the fixtures page.
There are 3 possible saved formations at any given time, and each can be modified separately. Players are divided in 3 groups; starting eleven, substitutes and reserves. Users can shift players from one group to the other by selecting and dragging their name to the desired position. To place a player in the starting line-up simply drag and drop to the shirt icon on the pitch (keeping in mind the position of the player of course). Injured players can only be placed in Reserves group. Note that players who have their condition below 60%, although they can be placed in Playing Squad or Substitutes, they cannot play a match and will be replace automatically before match is simulated. If you do not have enough players to fill up your starting elven, you automatically forfeit the match.
There are 3 main zones on the pitch: defense zone, midfield zone and the attack zone. Defense zone can have anywhere from 3 – 5 players, midfield can have anywhere from 3 – 5 players whereas attack can have 1 – 4 players at any time. This is to ensure users do not make “bunker” formations, or try to exploit the system.
Goalkeeper (GK) – Primary role is to defend the goal and prevent the opposition from scoring. He will distribute the ball differently based on the strategies chosen. For most cautious and defensive tactics, he will aim to clear the ball deep. In more aggressive tactics, he will tend to feed the ball towards nearby players.
Main Attribute: Keep; Secondary Attributes: Agility, Strength, Position and Speed.
Sweeper (SW) – Primary role is to prevent the opposition from attacking the box. The sweeper is best used when playing a very defensive tactic.
Main attribute: Steal; Secondary Attributes: Mark, Position, Head, Pass, Agility, Strength, and Speed.
Full Back (DL) (DR) – Primary role is to defend the flanks. Can go in to offense when your team has possession of the ball and support offensive actions, depending on your tactics.
Main Attribute: Steal; Secondary Attributes: Mark, Position, Head, Pass, Agility, Strength, and Speed.
Center Defender (DC) – Primary role is to stop opposing attackers from passing the defensive line and clear the ball from danger when required.
Main Attribute: Steal; Secondary Attributes: Mark, Position, Head, Pass, Agility, Strength, and Speed.
Wing Back (WBR) (WBL) – Primary role is similar to a full back, but takes a more offensive approach depending on your tactic and strategy selection. They need very good fitness because they cover lot of pitch switching from defense to offense.
Main Attribute: Steal; Secondary Attributes: Mark, Position, Head, First Touch, Pass, Dribble, Cross, Agility, Strength, Speed, and Creativity.
Defensive Midfielder (DMC) – Primary role is to protect the defensive line from breaking, by closing down the opposition and supporting midfielders when in possession.
Main Attribute: Pass; Secondary Attributes: Mark, Position, Head, Steal, First Touch, Agility, Strength, Speed, and Creativity.
Wide Midfielder (ML) (MR) – Primary role is to perform defensive and attacking duties on the flanks. They support midfield lines and look to create opportunities for offensive actions.
Main Attribute: Pass; Secondary Attributes: Mark, Position, Head, Steal, First Touch, Dribble, Cross, Agility, Strength, Speed, and Creativity.
Center Midfielder (MC) – Primary role is to create chances and support offensive players. When playing defensive strategy they fall back and help with defense. They need very good fitness because they cover lot of pitch switching from defense to offense.
Main Attribute: Pass; Secondary Attributes: Mark, Position, Head, Steal, First Touch, Dribble, Agility, Strength, Speed, and Creativity.
Winger (AML) (AMR) – Primary Role is to support the flanks and feed balls for offensive plays. Depending on your tactic and strategy selection, they will look for crosses, passes or will try to break the defense and create a scoring chance.
Main Attribute: Pass; Secondary Attributes: Position, First Touch, Dribble, Cross, Finish, Agility, Strength, Speed, and Creativity.
Inside Forward (AMC) – Primary Role is to cut from inside and run towards the defensive line to create scoring chance. This role connects midfielders with strikers.
Main Attribute: Pass; Secondary Attributes: Position, Head, First Touch, Dribble, Finish, Agility, Strength, Speed, and Creativity.
Striker (ST) – Primary Role is scoring. They play near to the goal, and are responsible for finishing your offensive plays.
Main Attribute: Finish; Secondary Attributes: Position, Head, Dribble, Agility, Strength, Speed, and Creativity.
Tactics page is where users set team tactics. The two most important decisions you will need to make are what philosophy and strategy will you use in your matches. Philosophy can be set to rigid, fluid, or somewhere in between. The more fluid your style is the more your players will try to contribute to both defensive and offensive phases. They will also attempt to express themselves beyond tactical restrictions. On the other hand, a more rigid style will instruct players to stick to position and adhere to your tactical instructions. This will give you a greater tactical control over players and give the team more shape. Your philosophy should largely depend on your personal preference on how you want your team to approach the game. You should also consider the type of players and staff you have when selecting your tactics.
Strategy determines the extent in which your team will defend or attack. It is necessary to change your strategy according to the opposition. For example, if you’re a strong favorite for a match it may be appropriate to use a more attacking strategy. If you’re not a favorite you should employ a more defensive strategy.
You have six options when selecting your strategy:
Contain: Best for holding on to a result late in the game, against a very attacking side.
Defensive: Best when playing against a much stronger side or playing for a draw.
Counter: Best when playing against a much stronger side and want to exploit any space in their lines. Useful when playing away against a similar side and don’t want to risk much.
Standard: Best used when playing home against a similar team and you’re unsure how they will play. Useful when holding a lead against a weaker side.
Control: Best used when playing at home against a similar or weaker team. Useful when playing away against a weaker side that is very defensive.
Attacking: Best used when playing at home against a weaker team. Also useful when playing away against a much weaker side.
You can also manage the set pieces for your line-up; mainly substitutes and formation changes during a match, corner, penalty and free kick takers.
The match engine strives to give each match a feel of realism, while at the same time offer a wide variety of tactical options. The focus of the match report is to be informative so the manager can further analyze his squad performance. We can say with confidence that our simulation offers the best 3D match experience there is available for any browser online game. Our match engine takes the quality of players and tactical options into account for all matches.
Each side gets approximately the same amount of opportunities unless their tactics and player quality stipulate otherwise. It's not necessary to make advanced choices to win matches, but it is often the best way to utilize specific players.
During the match the conditional orders and tactical swaps of the manager can come into effect. These orders are given before the match and come into effect when their condition (leading with 2 goals and/or in a certain minute for example) is true. Once again these settings are not necessary to win, but playing more offensive when behind in the second half can lead to an equalizer or even turn the game around. Substituting tired players are also a common conditional order. This a strategic game and it's quite possible to lose while having the best squad if one neglects the match tactics or don't understand the essence of the match simulation:
Very Rigid - Stick to the managers instructions.
Rigid - Stick to the managers instructions the majority of the time.
Balance - Stick to the managers instructions when reasonable, but also have the ability to deviate when they see it necessary.
Fluid - Allow players more freedom to decide how best to break down the opposition.
Very Fluid - Allow players even more freedom to decide how best to break down the opposition.
Contain - Very defensive, stay back and attempt to weather the storm.
Defensive - Defensive when not in possession.
Counter - Defensive, but when in possession counter quickly.
Control - Control play, build up attacks slowly.
Attacking - Control play, if the opposition has the ball work hard to get it back as quickly as possible.
Standard - Somewhere in between Attacking and Defensive.
Short - There will be a greater chance that each pass a player makes will be short.
Balance – There is no player preference on short or long passes.
Long – There will be a greater chance that each pass a player makes will be long.
Cautious - There will be a slightly less chance that a tackle will be successful, less chance that your player will get booked for a foul and less condition will be lost from the player who was tackled.
Balance - Allow the players to choose whether they go easy or aggressive in the tackle.
Aggressive - There will be a greater chance that a tackle will be successful but a greater chance that your player will get booked for a foul and more condition will be lost from the player who was tackled.
Disciplined - Stick to the chosen tactics.
Balance - Allow players to occasionally deviate from the tactics set.
Expressive - Allow players to deviate from your tactics when they see fit.
Zonal - Use zonal marking for set pieces
Balance - Players may use either man or zonal marking if this is chosen.
Man - Use man marking for set pieces.
Pressure - The distance players will close down from is increased.
Balance - Players will close down a player that comes within a certain distance.
Await - The distance players will close down from is decreased.
Strict - When your team is in possession, your players will stick closely to their place in a formation.
Balance - Players will look around an average radius for a better position close to their designated position in a formation.
Press - Players will look around a large radius for a better position than their designated position in a formation.
Middle - Around a 10%% chance that passes will go to the middle of the pitch rather than anywhere else.
Both Wings - Around a 10%% chance that passes will go to the wings of the pitch rather than anywhere else.
Left Wing - Around a 10%% chance that passes will go to the left wing of the pitch rather than anywhere else.
Right Wing - Around a 10%% chance that passes will go to the right of the pitch rather than anywhere else.
How it works - When a player has the ball and is looking for a pass, the player will rank every other player based on their position, ability and the difficulty of a pass to them. As part of this process the player will check to see if the target is in a bonus position. If you have set to focus passing on the left wing and this player is on the left wing then this player will get a 10% bonus to it's ranking. When these calculations are complete the player with the ball will pick out the player with the highest ranking and try to pass to them.
Yes - Players will look to get up the pitch faster when your team has the ball.
No - Players won't rush to get up the pitch when your team has the ball.
Yes - Players will look to move up and catch players offside when they think an opposition player is about to make a pass.
No - Players will stay in their position and not consider stepping up just to catch someone offside.
The higher, the further up the pitch your players in the defensive line will stand.
The higher, the further up the pitch your players in the middle of the pitch will stand.
The higher, the further up the pitch your players in the final third will stand.
The higher, the more likely it is that a player will hold onto the ball if they have space.
Keep - The higher the keep attribute, the better chance the goalkeeper will make a save if the ball is in range of the goalkeeper.
Mark - The higher this attribute, the more closely a player will be able to mark their opponent.
Position - The higher this attribute, the better the player will be at positioning himself on the pitch. Works for attack and defense.
Head - The higher this attribute, the more accurate the player will be able to head the ball.
Steal - The higher this attribute, the better the chance that a player will make a successful tackle if he is in range of an opponent with the ball.
First Touch - The higher this attribute, the better the players chance of controlling the ball at the first attempt.
Pass - The higher this attribute, the more accurate the passing from this player will be.
Dribble - This attribute goes with agility to work out how difficult a player is to tackle.
Cross - The higher this attribute, the more accurate the crosses from this player will be.
Finish - The higher this attribute, the more accurate the shooting from this player will be.
Agility - This attribute goes with dribbling to work out how difficult a player is to tackle.
Strength - This attribute adds to the chance of winning a tackle or holding off an opponent while you dribble.
Fitness - This attribute determines how quickly a players stamina decreases while they are active on the pitch.
Speed - This attribute determines how face a player can run.
Creativity - This attribute allows players to see better passes, and make better runs.
Condition - As a players condition decreases, the level of the rest of their stats also decrease to represent the more tired a player is, the worse they play.
Chemistry Effect: Chemistry effects each player, the players attributes are boosted if the team has higher chemistry - up to a maximum of 10% if they have perfect chemistry in a formation.
Home Squad Advantage: The home squad gain rating faster if they do something good, they also lose it faster if they make a mistake. This is to simulate the effect a home crowd would have on a player. Currently the home squad ratings will increase around 5% faster than the away squad players.
Rating Effect: Rating effects a players accuracy when it comes to performing tasks. If they are playing well they have a better chance of making a good pass, shooting accurately, etc... Also, players with higher form will also lose condition at a slightly slower rate.
Players Attributes: Players attributes degrade over the course of a match. The attributes will degrade much faster if the player has low condition and/or rating.
Condition Lost: Condition is lost when the player moves, the faster he moves the faster he loses condition. The player also loses condition if they are involved in a tackle. Also, players will higher fitness will lose condition at a slightly slower rate.
Effect of Condition: As the player loses condition their attributes decrease. The lower their condition the poorer they play.
Injury Chance: The chance of an injury is per tackle. There is currently less than 1% chance an injury will be caused but it is also dependent on the condition of a player and the type of tackling set in your tactics.
Goalkeeper - Will dive in a random direction. There are 6 possible choices, lower left, upper left, lower middle, upper middle, lower right, upper right. If the goalkeeper guesses right and has a chance to save then the save algorithms detailed below are ran.
Taker - The player will choose a random direction to shoot to. The accuracy of the shot will depend on the shot algorithm.
The taker will decide whether to shoot, cross or do a simple pass. This decision will be based on the distance and angle to the goal.
The shooter will choose which area of the goal to shoot to, it will normally be based on which area of the goal is least guarded. Then the player will shoot the ball towards the target. The accuracy of the shot is based on the finishing ability of the player, as well as any pressure the player may be under from the opposition.
The player will choose to cross the ball if there's a player in the box that is well positioned. If the player decides a cross is the right choice they will lift the ball towards the target player. The accuracy of the cross will be based on the crossing attribute, as well as any pressure the player may be under from the opposition.
When a player decides to pass they will rate every player around them. The rating is based on my variables, such as how much space the player has, how well positioned the player considers the other player to be, whether the player considers the potential pass target to be better positioned then him. After the pass rankings have been calculated the player will decide whether it is worth passing to a player. If it is the player will pass. The accuracy of the pass will be based on the passing attribute, as well as any pressure the player may be under from the opposition.
A player will originally look to move to their position in their respective formation. After they have found out where they are supposed to be stood they then look for a position around themselves that suits them more. If the player has a high positioning stat and the players team is in possession then they will look around themselves for a position with more space, or that has more attacking possibilities. This will also consider your tactical instructions.
If a player gets close enough to the player in possession the tackling algorithm will kick in. The chance of a successful tackle is based on, the dribbling ability of the player in possession, and the tackling ability of the tackler. Along with a few other variables such as the tackling tactical choice.
A goalkeeper will dive faster the higher their agility and strength is. If a goalkeeper gets close enough to make a save, the chance that the save will be successful is based on the goalkeepers keep ability.
There will be an initial fee charged for putting players on the transfer list, in the amount of 2% of the starting price. If the transfer goes through successfully, the seller will pay additional 5% of the sale price. If the player wasn’t brought in from your Youth Academy and is under 26 years old, than a 5% fee is paid to his original club. Loan listings are exempted from all fees, but the 2% starting fee. Managers are eligible to take down their listing if there are no active bids for a player without refund. If a player below the age of 19 is bought; he will automatically be placed in your youth squad. [FS] There are three types of possible transfer methods in [FS]:
- List player for loan on 12, 18, or 24 week period. The format available is fixed price loan or auction style for 4-12 days on the transfer market.
- List a player for sale in auction-style format for 4-12 days on the transfer market.
- List a player for sale for a fixed price for 1-12 days on the transfer market.
- All fixed price sales have to be manually approved by admin. Approval can take up to twelve hours.
- All fixed price sales require a player to be listed for at least 80% of his market value while auction sales require a player to be listed for at least 10% of his market value.
- All loan fixed price sales require a player to be listed for at least 10% of his market value.
- There is a maximum of eight players sold or loaned within a twelve-week period.
- There is a maximum of eight players transferred in (bought or loaned) within a twelve-week period.
- There is a maximum of sixteen players or staff members released within a twelve-week period.
- There is a minimum of 16 players for each of your main and youth squad.
- There is a maximum of 30 players for your main squad and 40 players for your youth squad.
- Recently transfer players cannot be listed on the transfer market for a twelve-week period.
- Players under the age of 19 are automatically assigned to the youth squad.
- You cannot list a player on the market between 22-1 ST.
All countries supported by [FS] are able to have their own National Team and National Team U21. Your country must have at least 50 active managers (subject to change in the future) to be eligible for participation in the two tournaments available otherwise the National Team will be AI-controlled in order to maintain integrity between competitions. Also, the card system and injuries still count for both competitions.
The selection process for the manager who will take charge for two full seasons of either National Team is democratic. Players will be able to vote for candidates that would want to become a manager for a National Team. Anyone can apply for a National Team no matter what country you belong too, but only players who belong to the designated country can vote for candidates. To become a candidate, all you need to do is visit the country page for the National Team you’re interested in and select the “declare interest” option. Players who belong to that country would then be able to vote for you. Candidate with the most votes will be given access the National Team they declared interest in (only up to one national team). In case of a tie, the candidate with the highest Overall Ranking is chosen.
The selected candidate for the National Team can now call-up between 30 to 40 players from the National Pool. This group includes the thirty highest valued players for each of the fifth-teen field positions. The National Team manager would be able to freely see the stats of players in National Pool and can “virtually clone” the player into the National Team squad without affecting the club he belongs in. However, a club that contribute players to the National Team will gain a small 2% fan-base increase bonus per player (up to 6% between both National Teams) and their weekly wage is covered by the federation while the candidate is active with the National Team. Rest assured that the staff will monitor closely the selection and abuse of this system will not be taken kindly. If the candidate does not bring in the necessary amount of players, the candidate will be fired from the National Team and become AI-controlled.
The Continental Cup has two different versions based on the country geographic location; Europe (36 countries) and “Rest of the World” (36 countries). There will be two seeding’s for this competition. First seed will consist of the 18 top National Teams, and the second seed, is consisted of the 18 lower ranked. One seed is randomly paired with another team from the other seed and make up three group stages. Continental Cup matches are played (20:00 [FS] Time National Team, 18:00 [FS] Time U21 National Team) every Tuesday and Sunday.
Phase 1 (Home/Away Match vs each National Team):
Group 1 | 12 Teams – Last 10 Weeks
Group 2 | 12 Teams – Last 10 Weeks
Group 3 | 12 Teams – Last 10 Weeks
Week 12 – First Season: (Continental Cup Continuation)
The best four National Teams from each group stage qualify for Phase 2 of the Continental Cup and earn a spot for the World Cup competition. Candidates who did not qualify become inactive and loose access to their National Team, however, they are re-apply for next selection. Phase 2 involves a total of twelve National Teams in knock-out rounds seeded as follow:
Best/Second Best of group one with Worst/Second Worst of group two. Best/Second Best of group two with Worst/Second Worst of group three. Best/Second Best of group three with Worst/Second Worst of group one. Matches are still played twice a week (home/away).
The World Cup competition involves the best twelve National Teams from the two versions of the Continental Cup. Candidates can optionally bring in an additional ten players into their squad (clubs can still benefit from the bonus if their player is selected). World Cup matches are played (20:00 [FS] Time National Team, 18:00 [FS] Time U21 National Team) every Tuesday and Sunday. There will be two seeding’s for this competition. First seed will consist of the 12 top National Teams, and the second seed, is consisted of the 12 lower ranked and make up four group stages.
Week 1 – Second Season: (World Cup Continuation)
Phase 1 (Home/Away Match vs each National Team):
Group 1 | 6 Teams – Last 5 Weeks
Group 2 | 6 Teams – Last 5 Weeks
Week 6 – Second Season: (Phase 2)
The best two from each group enter a final knock-out stage. Phase 2 involves the best four National Teams and is seeded as follow:
Best from group one with worst of group two. Best of group two with worst of group one. Matches are still played twice a week (home/away).
The best four World Cup candidates will have the option to continue for another two seasons or open the National Team for re-election. Clubs can benefit if their National Team’s perform well from the following bonuses:
Continental Cup (Both Versions):
First Place - 4% Fanbase Increase
Second Place – 3% Fanbase Increase
Third Place – 2% Fanbase Increase
Fourth Place – 1% Fanbase Increase
First Place - 6% Fanbase Increase
Second Place – 5% Fanbase Increase
Third Place – 4% Fanbase Increase
Fourth Place – 3% Fanbase Increase
The "Plus" system will give subscribers access to numerous perks and allow a better playing experience for those of you who choose to support the game. Funds collected through “Plus” system will be used for further development and server costs of the game. Naturally, we did our best to ensure gameplay is not affected, in order to keep the game competitive, and that everyone has an equal chance of progressing. Players who wish to continue playing without subscribing will be in no way hindered in their efforts, and can achieve anything a subscriber can. You can read more about this system in the “Plus” section. We strongly encourage club owners to support [FS] by subscribing to our “Plus” system.