FS Rules

Introduction

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.

Gameplay

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:

Every day (23:00 [FS] Time)

  • 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.

Monday

  • 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.

Tuesday

  • 12ST: Timezone 1 main squad National Cup matches.
  • 20ST: Timezone 2 main squad National Cup matches.

Wednesday

  • 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).

Thursday

  • 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).

Friday

  • 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.

Saturday

  • 12ST: Timezone 1 youth squad League matches.
  • 20ST: Timezone 2 youth squad League matches.

Sunday

  • 12ST: Timezone 1 main squad League matches.
  • 20ST: Timezone 2 main squad League matches.

Week 15: Last day (Sunday)

  • 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).

Week 0: First day (Monday)

  • Cups are sorted.

Club

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 35 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 finances.

Your main squad minimum number of players is 16, while the maximum is 40. Your youth squad minimum amount of players is 16, while the maximum is 40.

Switching Players

You can switch players between your squads if:

  • 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.

Finances

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.

Stadium

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

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 300 or decrease more than 150 each week. Mood value range is between 1 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 effect of every match in fanbase is explained below:

League Home Match (Any Squad)

  • Win: +50 + (Goal Difference * 25)
  • Draw: +20
  • Loss: -25 - (Goal Difference * 12.5)

League Away Match (Any Squad)

  • Win: +60 + (Goal Difference * 25)
  • Draw: +30
  • Loss: -15 - (Goal Difference * 12.5)

FS Cup Home Match (Any Squad)

  • Win: +70 + (Goal Difference * 30)
  • Draw: +30
  • Loss: -35 - (Goal Difference * 15)

FS Cup Away Match (Any Squad)

  • Win: +80 + (Goal Difference * 30)
  • Draw: +40
  • Loss: -25 - (Goal Difference * 15)

National Cup Home Match (Any Squad)

  • Win: +40 + (Goal Difference * 20)
  • Draw: +20
  • Loss: -20 - (Goal Difference * 10)

National Cup Away Match (Any Squad)

  • Win: +50 + (Goal Difference * 20)
  • Draw: +30
  • Loss: -10 - (Goal Difference * 10)

To calculate the final amount from a match the following value is added:

  • (Opponents Squad Ranking - Squad Ranking) / 100

Play-off matches and friendlies have no effect.

Fanbase cannot increase more than 300 and can not decrease more than 150 each week.

Associates

The amount of associates you are capable of gaining is determined by the amount of fan-base, overall ranking, associates fee, and the competitions your squad’s will face during the season. All new users will start with a fee already set. You can set your own associates fee at the start of a new season and have until Friday Week 0. 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". Associates also have expectations for you to accomplish. For each competition your main squad will facing during the season, they will have a minimum expected goal and an exceeded goal. These goals will allow you to get more revenue from your associates at the end of the season.

Sponsors

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. If at any point during the season your marketing levels drops below the requirement needed to sign the contract, there will be a 50% penalty of all income from sponsors. Manager has until Friday (depending on the day of registration) to select both sponsors otherwise the best possible two will be automatically selected.

TV Rights

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

Headquarters

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 rating sum. The better the rating sum the better the results you will get.

Assistant Manager

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.

Coach

You can have three coaches per squad. They improve your training results.

U19 Assistant Manager

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.

U19 Coach

You can have up to three U19 coaches. They improve your youth squad and youth academy training results.

Scout

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.

Physio

You can assign up to four physios’s. They help injured players recover faster, and help prevent injuries from happening.

Marketer

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.

Staff attributes

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.

Competitions

There are four main club competitions in [FS] for your squad’s: League, FS Cup, National Cup and Friendly fixtures.

League

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
  • Highest overall ranking
  • Highest squad ranking

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.

National Cup

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.

Seed 1:

[Phase 1] 16 Groups | 16 Clubs – Last 4 Weeks

[Phase 2] 2 Groups | 8 Clubs – Last 3 Weeks

Seed 2:

[Phase 1] 16 Groups | 16 Clubs – Last 4 Weeks

[Phase 2] 2 Groups | 8 Clubs – Last 3 Weeks

Final Phase:

[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.

FS Cup

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

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.

Card System

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 Ground

Training is essential to every football club. You will find the necessary tools within Football Strategy, 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.

In the training ground page, you will be able to set the training settings for each player. By default, the following percentages are set for each position:

GK:
15% - Keep
11% - Position, Agility
8% - Steal, Strength
5% - First Touch, Pass, Speed
2% - Fitness

SW:
9% - Mark, Steal
8% - Position, Strength
6% - Head, Agility, Fitness, Speed
2% - First Touch, Pass, Dribble, Cross, Finish, Creativity

DL & DR:
9% - Mark, Position, Steal
6% - Head, Agility, Fitness, Speed
3% - Pass, Dribble, Cross, Strength, Creativity
2% - First Touch, Finish

WBL & WBR:
9% - Fitness
7% - Mark, Position, Steal, Speed
5% - Head, Dribble, Cross, Agility
3% - Pass, Strength, Creativity
2% - First Touch, Finish

DC:
9% - Mark, Head, Steal
7% - Position, Strength
6% - Fitness
5% - Speed
4% - Dribble, Agility
2% - First Touch, Pass, Cross, Finish, Creativity

DMC:
9% - Mark, Steal
7% - Position, Fitness
6% - Pass
5% - Head, Dribble, Strength, Speed
3% - First Touch, Agility
2% - Cross, Finish, Creativity

ML & MR:
7% - Pass, Dribble, Cross, Agility, Fitness, Speed
5% - Position, First Touch, Creativity
4% - Finish
3% - Strength
2% - Mark, Head, Steal

AML & AMR:
8% - Dribble, Cross
6% - Pass, Agility, Fitness, Speed, Creativity
5% - Position, First Touch, Finish
3% - Strength
2% - Mark, Head, Steal

MC:
8% - First Touch, Pass, Creativity
7% - Dribble
5% - Position, Finish, Agility, Strength, Fitness, Speed
3% - Cross
2% - Mark, Head, Steal

AMC:
8% - First Touch, Pass, Creativity
6% - Dribble, Finish
5% - Position, Agility, Strength, Fitness, Speed
3% - Cross
2% - Mark, Head, Steal

ST:
9% - Finish
6% - Head, Dribble, Agility, Strength, Fitness, Speed
5% - Position, First Touch, Pass
3% - Cross, Creativity
2% - Mark, Steal

You can customize the values for each position, or over-ride them by setting a custom training for a player.

Under the "Training Type" column, you will see what type of training each player is using:

Default Position: Player is training based on the default training values.

Custom Position: Player is training based on the customize training values you have set for a position.

Custom Training: Player is training based on the customize training values you have set for a player.

Intensity - there are 3 levels of intensity that players can follow during training.

The higher the intensity, the more condition you end up losing daily and risk injury but you end up with more training points.

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 and training amenities. Players can raise both position and attributes, but it is unlikely.

Effects of training: When the player trains he will lose anywhere from 20 to 40 condition. Training restores anywhere from 6 to 14 condition, so the final loss is the score of gain and loss. Resting will restore from 30 to 50 condition.

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).
  • Amount of training points (Player received training and the number indicates how many points earned).

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.

The factors that affect training are player potential, ratings of assistant manager and coaches, player age, training intensity, player condition, player rating and training amenities.

Training changes are based on a pointing system. In each training session the player will gain points according to the following rules.

Age gives |(40 - age) * 1.5| points.

Training intensity:
High intensity gives 15 points.
Average intensity gives 10 points.
Low intensity gives 5 points.

Player condition gives |(condition - 50) * 0.3| points.

Player rating gives |rating| points.

Assistant Manager gives |(rating * 2) + average of his attributes connected with trained position| points when training position.

Coaches give |sum of their ratings| points.

Every completed level of training amenities gives a 4% boost in the total training points, calculated by all the above factors.

Matches will also contribute points to the training system. A player will get points from a match only if he played more than 10 minutes.
Playing time gives |minutes| points.
Rating gives |rating * 3| points.
If the match is a league match it will give a 20% boost in the total training points, calculated by all the above factors. National Cup match gives a 30% boost, while FS Cup match gives a 40% boost.
Points from matches will be assigned the same way as points from training.

Players after age of 26 will also start to lose points. If they are 30 years old or younger, they will lose between (age - 25) * 0.2 to (age - 25) * 0.4 every day in every skill. If they are 31 years old or older, they will lose between (age - 25) * 0.3 to (age - 25) * 0.5 every day in every skill. Positions that do not have a value cannot get negative training points.

There is a reduction on points when a player is set to train as a GK or plays a match as a GK. In particular, points gained or lost are the 80% of any other position.

A player will increase a skill when he collects more than 1200 points in the skill when it is below his potential. A player will increase a skill when he collects more than 2400 points in the skill when it is equal or higher than his potential. A player will decrease a skill when it drops below -200 points. The increase will occur, 1200 (or 2400) points will be removed from the skill and the rest will remain. From the other side, the decrease will occur, 200 points will be added to the skill and the rest will remain.

Youth Academy

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.

New Prospects

The formula used for new prospects is depending on a point system. You can have up to 55 points. Each scout gives as much points as his rating (up to 10 points each). Points are also given from the open spots you have in the academy and calculated using the formula: (30 + existing players in academy - total open spots) / 2. This means that the less open spots you have the more points you will get in the total amount.

Projected average player skill per total points (you can also see the current value for your club in youth academy):
0-3.99 points: 4.67
4-7.99 points: 5.17
8-11.99 points: 5.3
12-15.99 points: 5.43
16-19.99 points: 5.8
20-23.99 points: 6.17
24-27.99 points: 6.3
28-31.99 points: 6.8
32-35.99 points: 7.3
36 or more: 7.43

Training

The factors that affect academy training are the ratings of U19 assistant manager and U19 coaches and player's age.

Training changes are based on a pointing system. In each training session the player will gain points according to the following rules.

Age gives |(20 - age) * 2| points.

U19 Assistant Manager gives |(rating * 2) + average of his attributes connected with player's position| points.

U19 Coaches give |sum of their ratings| points.

GK's get half points.

A player will increase a skill after he passes 200 points. The increase will occur, 200 points will be removed and the rest will remain.

When it's time for an increase, main attributes have 70% chances to increase, while other attributes have 30% chances to increase. The maximum value that a Youth Academy player can reach in an attribute is 14.

Main attributes for academy positions are:
GK: Keep, Position, Agility, Strength
SW: Mark, Position, Steal, Strength
DL: Mark, Position, Steal, Fitness
DR: Mark, Position, Steal, Fitness
WBL: Fitness, Mark, Steal, Position
WBR: Fitness, Mark, Steal, Position
DC: Mark, Head, Steal, Position
DMC: Mark, Steal, Position, Fitness
ML: Pass, Dribble, Cross, Speed
MR: Pass, Dribble, Cross, Speed
AML: Pass, Dribble, Cross, Speed
AMR: Pass, Dribble, Cross, Speed
MC: First Touch, Pass, Creativity, Dribble
AMC: First Touch, Pass, Creativity, Dribble
ST: Finish, Head, Agility, Dribble

Assistant Manager attributes connected with player's position:
GK: Defense, Physical/Mental
DEF: Defense, Physical/Mental
MID: Defense, Offense, Physical/Mental
ATK: Offense, Physical/Mental

Match Engine Overview

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 options.

Extras

Position Level: The higher the rating MC (1) (2) (3) etc... the more of a boost the player will get to their stats at the start of the game. Currently the formula is 0.5% per level. So a player who is MC (20) will get a 0.5 * 20 = 10% boost to his attributes at the beginning of the game.

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.

Player Actions

Penalties

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.

Free Kicks

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.

Shots

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.

Crosses

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.

Passing

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.

Player Positioning

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.

Tackling

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.

Saves

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.

Formation

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.

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 change players from one group to the other by selecting and dragging their name to the desired position. 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 eleven, 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 2 – 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.

Positions Available

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.

Sweeper (SW) – Primary role is to prevent the opposition from attacking the box. The sweeper is best used when playing a very defensive tactic.

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.

Center Defender (DC) – Primary role is to stop opposing attackers from passing the defensive line and clear the ball from danger when required.

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.

Defensive Midfielder (DMC) – Primary role is to protect the defensive line from breaking, by closing down the opposition and supporting midfielders when in possession.

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.

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.

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.

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.

Striker (ST) – Primary Role is scoring. They play near to the goal, and are responsible for finishing your offensive plays.

Squad Chemistry

Squad Chemistry 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.

Presets

Possession

Your team will attempt to retain possession for a decent amount of time, and build play slowly rather than rush forward.

Counter Attack

Your team will look to attack quickly when they receive the ball, and get the ball forward to the attacking players.

Long Ball

Your team will be more likely to play the ball long if they see a potential pass target in space.

High Pressure

High Pressure will lead to your team closing down your opponent quickly when they have the ball, plus make tackles at the earliest opportunity.

It's most likely going to be best for you to customize your tactics, so you can get your team playing exactly as you like, rather than rely on the default values. Here is a rundown of what all the sliders do.

Defense

Pressure

The higher the pressure stat the more chance your players will have of closing down the ball when the opposition is in possession.

Aggression

The higher the aggression stat the more chance your players will have of attempting a tackle when they're near an opposition player who has the ball.

Width

This value effects how wide your team will play when they don't have possession. 0% will make your team play 20% narrower than they normally would. 100% will make your team play 20% wider than they do when they have the ball.

Defensive Line

This is either cover, where your players will look for close by players that are out of positions and attempt to move into a medium position to cover for them. Or Offside trap, where your players will look for when a pass is about to played and attempt to move out to play the receiver offside.

Build Up Play

Speed

This effects how quickly your team will move forward when they have possession of the ball. 0% will lead to your team passing around the back and midfield for a while before they go forward, 100% will lead to your team passing to the furthest man forward consistently.

Passing

This gives your team a penalty to passing long, if the percentage is low, or passing short, if the percentage is high.

It also makes your team more likely to offer themselves for the ball if they are within the passing range that you've set.

Positioning

Freeform positioning will allow your team to offer themselves to the player in possession for a pass more, and to make runs to get into space.

Organised will lead to your team sticking more rigid and not normally moving into space to receive the ball.

Chance Creation

Passing

This gives a bias to the chance of a pass in the offensive zone. So if it's high and a player is considering making a pass, then he's more likely to do it. There's some randomness to the players decision, so a high value won't guarantee a pass in the offensive zone, but it's much more likely.

Crossing

This gives a bias to the chance of a cross if a player is out wide in the offensive zone, if you were to have a low value here for example, the player in possession would try to make a short pass first, or even dribble towards goal before he would cross the ball.

Shooting

The gives a bias to the chance of a shot, if you set it to 100% for example, you can expect to see more shots from range, whereas if you set it to 0% you can expect to see your team trying to walk the ball into the net.

Positioning

Freeform positioning will allow your team to offer themselves to the player in possession for a pass more, and to make runs to get into space.

Organized will lead to your team sticking more rigid and not normally moving into space to receive the ball.

Defense

Offensive Support

Balance Attack

This will give the option to your defenders whether to stay back or attack when the ball is in the opposition half. Generally if you're winning the defenders will stay back, if you're losing they'll go forward, this instruction also takes into account how many players are already ahead of your defender and whether you will be exposed at the back if he goes forward.

Attack Consistently

Your defender will move forward with the team and try to help out in any attacking moves.

Stay Back

Your defender will always stay back in defense, no matter the situation.

Middle

Offensive Support

Balance Attack

This will give the option to your midfielder whether to stay back or attack when the ball is in the opposition half. This instruction takes into account how many players are already ahead of your player and whether you will be exposed at the back if he goes forward.

Attack Consistently

Your player will look to support attacks at every opportunity.

Stay Back

Your midfielder will look to sit back and sweep up the ball if the opposition manage to clear.

Position Freedom

Balance Position

Your player will have the option of whether to move from his position or whether to stay put, this will be calculated by whether your team is winning, and should stay strict, or whether they're losing, and breaking position could help your team to attack in a more successful way.

Strict Position

Your player will stick to their preset position in the formation and not look to offer himself for the ball, or cover for another player.

Roam Position

Your player will be likely to roam from his position to help out the attack, either to offer himself to the player in possession for a pass, or to try to get into the box for a chance to score.

Offense

Chance Creation

Balance Creation

Players will calculate the player in the most space, or has the best chance of scoring to pass to. And won't consider whether they're central or wide as much as if they had one of the specific instructions set.

Stay Central

Your player will try to keep the ball central, to give the best chance of a shot on target.

Stay Wide

Your player will try to move the ball out wide, potentially to allow for a cross, or to allow a player to cut in from the wing.

Cross Support

Balance Support

Your player will move forward with play as normal, and will look to move into space to give himself the best chance of winning the ball from a cross.

Inside Box

Your player will aim to get inside the box quickly when the ball is out wide.

Edge Box

Your player will stick around the edge of the box if the ball is out wide and could be crossed, to enable them to either pick up rebounds, or simply offer another option to the crosser.

All

Corner Takers

The game will pick one of these players to take a corner, the closest player out of your chosen takers will take the corner.

Penalty Taker

The game will pick the 1st choice to take a penalty, then the 2nd, and so on. This is always in order and never decided by distance to the ball.

Freekick Taker

The game will pick one of these players to take a freekick, the closest player out of your chosen takers will take the freekick.

Player Attributes

When you start a new club, you will have 35 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:

A: 17-20
B: 13-16
C: 9-12
D: 5-8
E: 1-4

Position: players specialize in a position through training and match practice. The higher their position level, the better they will be able to adopt and perform under that specific role during a match. A player's position can be changed but, there is a penalty in position level for this action.

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: 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.

*** 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.

Rating: shows the average match rating for the current and the past season.

Country: shows players country of birth.

Attributes Importance

The following table explains what the Match Engine considers important for each attribute based on the position of the player. Please know this is not 100% accurate as you might want a player with different attributes to fit your strategy. To give an example, you may want a WBR with higher "Cross" if your playing him constantly up-front performing crossing chances. An attribute with a value of 5 is very important, an attribute with a value of 0 is normally not necessary in that position.

  GK SW DL WBL DR WBR DC DMC ML MR AML AMR MC AMC ST
Keep 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Mark 0 4 4 4 4 4 5 5 1 1 1 1 1 1 1
Position 4 4 4 4 4 4 4 4 3 3 3 3 3 3 3
Head 0 3 3 3 3 3 5 3 1 1 1 1 1 1 4
Steal 3 4 4 4 4 4 5 5 1 1 1 1 1 1 1
First Touch 2 1 1 1 1 1 1 2 3 3 3 3 5 5 3
Pass 2 1 2 2 2 2 1 3 4 4 4 4 5 5 3
Dribble 0 1 2 3 2 3 2 3 4 4 5 5 4 4 4
Cross 0 1 2 3 2 3 1 1 4 4 5 5 2 2 2
Finish 0 1 1 1 1 1 1 1 3 3 3 3 3 4 5
Agility 4 3 3 3 3 3 2 2 4 4 4 4 3 3 4
Strength 3 4 2 2 2 2 4 3 2 2 2 2 3 3 4
Fitness 1 3 3 5 3 5 3 4 4 4 4 4 3 3 4
Speed 2 3 3 4 3 4 3 3 4 4 4 4 3 3 4
Creativity 0 1 2 2 2 2 1 1 3 3 4 4 5 5 2

Defensive Stats

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/defense/goalkeeper.

Head - The higher this attribute, the more accurate the player will be able to head the ball, and the more likely the player will be to win the header in the first place.

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.

Offensive Stats

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 when the ball is kicked from the ground, or from a volley.

Physical & Mental

Agility - This attribute goes with dribbling to work out how difficult a player is to tackle, it is also used by the goalkeeper to calculate how quickly he can dive across the goal to get to a shot to make a save.

Strength - This attribute adds to the chance of winning a tackle or holding off an opponent while a player dribbles. It’s also used in determining the chance of a player winning a header, and by the goalkeeper to calculate how likely he is to win the ball if he’s challenged in the air while he comes to collect the ball.

Fitness - This attribute determines how quickly a players stamina decreases while they are active on the pitch.

Speed - This attribute determines how fast a player can run, and how quickly he can accelerate up to full speed.

Creativity - This attribute allows players to see better passes, and make better runs.

Injuries

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 2 up to 10 days, depending on the severity and Physio.

Injury name:

  • Ankle Sprain
  • Concussion
  • Groin Strain
  • Pulled Hamstring
  • Injured Achilles Tendon

1 physio reduces injury length by |rating * 0.2| days.

2 physios reduce injury length by |average rating * 0.4| days.

3 physios reduce injury length by |average rating * 0.6| days.

4 physios reduce injury length by |average rating * 0.8| days.

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 10 up to 18 days, depending on the severity and Physio.

Injury name:

  • Broken Toe
  • Calf Muscle Strain
  • Dislocated Knee

1 physio reduces injury length by |rating * 0.2| days.

2 physios reduce injury length by |average rating * 0.4| days.

3 physios reduce injury length by |average rating * 0.6| days.

4 physios reduce injury length by |average rating * 0.8| days.

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 18 up to 30 days, depending on the severity and Physio.

Injury name:

  • Cruciate Ligament Tear
  • Slipped Disc
  • Fractured Patella
  • Broken Hip

1 physio reduces injury length by |rating * 0.3| days.

2 physios reduce injury length by |average rating * 0.6| days.

3 physios reduce injury length by |average rating * 0.9| days.

4 physios reduce injury length by |average rating * 1.2| days.

Transfers

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 (PLUS only).

Restrictions

  • 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 twelve players sold or loaned within a twelve-week period.
  • There is a maximum of twelve players transferred in (bought or loaned) within a twelve-week period.
  • There is a maximum of twenty four 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 40 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.

Auto-Bid (PLUS only)

In every auction, the highest bidder has the ability to place a maximum auto-bid amount. For every future bid by another manager, if the auto-bid amount is higher than the new bid plus 3% then, a bid is placed automatically in behalf of the manager who set the auto-bid in the amount of the new bid plus 3%.

National Teams

All countries supported by [FS] are able to have their own National Team and National Team U21. Your country must have at least 3 active managers 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.

Week 0 – First Season: (Selection for National Teams)

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.

Week 1 & Week 2 - First Season: (National Teams Squad’s)

The selected candidate for the National Team can now call-up between 30 to 40 players from the National Pool. This group includes the 30 GKs, 150 DEFs, 150 MIDs and 150 ATKs (suggested roles) with the highest average skill. 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 (up to three of the highest wage players). 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. If the country has 2 or less active managers at the start or the end of this process, the candidate will be fired from the National Team and become AI-controlled.

Week 3 - First Season: (Continental Cup)

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 three seedings for this competition. First seed will consist of the 12 top National Teams, second seed is consisted of the 12 next ranked National Teams and third seed is consisted of the 12 worst ranked National Teams. Three random teams from each seed are paired and make up 4 group stages of 9 teams each. Continental Cup matches are played (20:00 [FS] Time National Team, 12:00 [FS] Time U21 National Team) every Tuesday and Sunday.

Phase 1 (Home/Away Match vs each National Team):

Group 1 | 9 Teams – Last 8 Weeks

Group 2 | 9 Teams – Last 8 Weeks

Group 3 | 9 Teams – Last 8 Weeks

Group 4 | 9 Teams – Last 8 Weeks

Phase 2 - Week 11 – 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 sixteen 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 four. Best/Second Best of group four with Worst/Second Worst of group one. Matches are still played twice a week (home/away).

Week 0 – Second Season: (World Cup)

The World Cup competition involves the best sixteen 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, 12:00 [FS] Time U21 National Team) every Tuesday and Sunday. There will be two seeding’s for this competition. First seed will consist of the 16 top National Teams, and the second seed, is consisted of the 16 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 | 8 Teams

Group 2 | 8 Teams

Group 3 | 8 Teams

Group 4 | 8 Teams

Week 8 – Second Season: (Phase 2)

The best four from each group enter a final knock-out stage. Phase 2 involves a total of sixteen 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 four. Best/Second Best of group four with Worst/Second Worst of group one. Matches are still played twice a week (home/away).

Week 15 – Second Season: (Ending)

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

World Cup:

First Place - 6% Fanbase Increase

Second Place – 5% Fanbase Increase

Third Place – 4% Fanbase Increase

Fourth Place – 3% Fanbase Increase

Plus System

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.

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Football Strategy is under maintenance. Maintenance is essential to provide the best possible playing experience. During this period a new "day cycle" will occur and all updates will be shown for the particular day as soon as the site is back online. In the mean time you can check the rules section to familiarize with the game features and events that happen throughout the season.