Squad Size, Recruitment, Ageing, Coaching (CPs, XPs)

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Squad Size

The minimum squad size is 24, and this must include 6 P, 3 H, 3 SH, 3 FH, 3 C and 3 W.  

The maximum squad size is 30.

Recruitment

Players are either youth players discovered through the club’s own academy or college recruits hired via a competitive recruitment process.

Youth Players

Youth players (SBs and/or Apps) can be called up from the academy at any time, and play for the team immediately.  

However, only a maximum of 6 youth players can be recruited per season.  

Skill levels are randomly determined.

New SBs have the potential to eventually become 3* or 4* players.  New Apps have the potential to be either 1* or 2* players.  

Starting skill levels for SBs and Apps are set out below:  

DRAFTING NOTE: this could be a continuum rather than two separate sections.  Eg: the PCE of a SB P could just be a random number between 4 and 11.

SB

4* potential

P H SH FH C W
PCE 9-11 9-11 14-16 14-16 14-16 19-21
PAW 9-11 9-11 19-21 14-16 14-16 19-21
STR 19-21 19-21 9-11 9-11 14-16 9-11
HND 14-16 14-16 19-21 19-21 14-16 14-16
KCK N/A N/A 14-16 19-21 14-16 14-16
JMP 9-11 19-21 9-11 9-11 14-16 14-16
SB

3* potential

P H SH FH C W
PCE 4-6 4-6 9-11 9-11 9-11 14-16
PAW 4-6 4-6 14-16 9-11 9-11 14-16
STR 14-16 14-16 4-6 4-6 9-11 4-6
HND 9-11 9-11 14-16 14-16 9-11 9-11
KCK N/A N/A 9-11 14-16 9-11 9-11
JMP 4-6 14-16 4-6 4-6 9-11 9-11
APP

2* potential

P H SH FH C W
PCE 9-11 9-11 14-16 14-16 14-16 19-21
PAW 9-11 9-11 19-21 14-16 14-16 19-21
STR 19-21 19-21 9-11 9-11 14-16 9-11
HND 14-16 14-16 19-21 19-21 14-16 14-16
KCK N/A N/A 14-16 19-21 14-16 14-16
JMP 9-11 19-21 9-11 9-11 14-16 14-16
APP

1* potential

P H SH FH C W
PCE 4-6 4-6 9-11 9-11 9-11 14-16
PAW 4-6 4-6 14-16 9-11 9-11 14-16
STR 14-16 14-16 4-6 4-6 9-11 4-6
HND 9-11 9-11 14-16 14-16 9-11 9-11
KCK N/A N/A 9-11 14-16 9-11 9-11
JMP 4-6 14-16 4-6 4-6 9-11 9-11

College Players

A total of 45 College players are made available in any given season.  

Teams compete competitively to sign these players, recruiting a maximum of 4 players.

Successful recruits join their teams at the start the following season.  They all start at Age 1 and are a mix of 3*, 4* and 5* rated players - as set out in the table below.

College Recruits 3* 4* 5* Total
P 3 4 3 12
H 2 3 2 8
SH 2 3 2 8
FH 2 3 2 8
C 2 3 2 8
W 2 3 2 8
Total 13 19 13 45

All 3* players, six 4* players (one per position) and three randomly chosen 5* players will have a special personality type which influences their future development or match performance in a positive way.  

Six 4* players (one per position) and three randomly chosen 5* players will have a special personality type which influences their future development or match performance in a negative way.

Special Players 3* 4* 5* Total
P 3 positive 1 positive

1 negative

Max 1 positive

Max  1 negative

5-7
H 2 positive 1 positive

1 negative

Max 1 positive

Max  1 negative

4-6
SH 2 positive 1 positive

1 negative

Max 1 positive

Max  1 negative

4-6
FH 2 positive 1 positive

1 negative

Max 1 positive

Max  1 negative

4-6
C 2 positive 1 positive

1 negative

Max 1 positive

Max  1 negative

4-6
W 2 positive 1 positive

1 negative

Max 1 positive

Max  1 negative

4-6
Total 13 12 6 31


Starting values for players recruited from College are set out below.

5* College P H SH FH C W
PCE 54-56 54-56 59-61 59-61 59-61 64-66
PAW 34-36 34-36 44-46 39-41 39-41 44-46
STR 64-66 64-66 54-56 54-56 59-61 54-56
HND 59-61 59-61 64-66 64-66 59-61 59-61
KCK N/A N/A 59-61 64-66 59-61 59-61
JMP 54-56 64-66 54-56 54-56 59-61 59-61
4* College P H SH FH C W
PCE 49-51 49-51 54-56 54-56 54-56 59-61
PAW 29-31 29-31 39-41 34-36 34-36 39-41
STR 59-61 59-61 49-51 49-51 54-56 49-51
HND 54-56 54-56 59-61 59-61 54-56 54-56
KCK N/A N/A 54-56 59-61 54-56 54-56
JMP 49-51 59-61 49-51 49-51 54-56 54-56
3* College P H SH FH C W
PCE 44-46 44-46 49-51 49-51 49-51 54-56
PAW 24-26 24-26 34-36 29-31 29-31 34-36
STR 54-56 54-56 44-46 44-46 49-51 44-46
HND 49-51 49-51 54-56 54-56 49-51 49-51
KCK N/A N/A 49-51 54-56 49-51 49-51
JMP 44-46 54-56 44-46 44-46 49-51 49-51

Ageing

All players who finish the season at Age 1 or above are affected by ageing.  With the exception of PAW, all skill attributes will decline according to the following formula: (Z x their new Age), where Z is a random number between 4 and 6.  

Example - If an Age 2 player has PCE 80, then he will start the new season as an Age 3 player with PCE 68 if Z=4, PCE 65 if Z=5, and PCE 62 if Z=6.

Players will retire if ANY of their skill levels fall below 0 after ageing.  Coaches can also choose to release players for free at any time.

Coaching Energy

All players start the season with the maximum Energy level of 100.

Players expend Energy at the rate of 2 per minute when they are on the pitch during a match and can also lose Energy through injury. Note that the risk of a player being injured increases as Energy levels drop and they get tired.

Example: A player with an Energy level of 100 is on the pitch for the first five minutes of a match.  During that time his Energy will have dropped to 90.

During a match, players recover one Energy at half time and regain an additional 0.5 for each minute they are sat on the substitutes bench rather than being on the pitch.

Example: A player with an Energy level of 100 is on the pitch for the first five minutes of a match (Energy drops to 90) after which he is substituted.  He stays on the bench for two minutes (regains one Energy to 91) until the half time break (regains one Energy to 92).  He then plays all seven minutes of the second half, dropping his Energy level to 78.

If a player does not take part in a match during a session, he will regain 8 Energy levels (up to the maximum of 100) from being rested.  If he does not play in any matches during a session, he will regain 24 Energy levels (up to the maximum of 100).

A player’s energy levels can also be improved, up to a maximum of 100, through the use of Coaching Points (CPs).

The CP cost of raising a player’s Energy level is equal to the age of the player being coached (Youth players cost 1), and the increase in Energy achieved will be a random number between 3 and 7 - applied at the start of the following session.

Example: If an Age 2 player finishes Session 1 with Energy of 80, it will cost 2 CPs to coach him for Energy, and his starting Energy level for Session 2 will be somewhere between 83 and 87.

Coaching Skills

With the exception of PAW, the skills of Age 1 and older players may be coached with CPs three times per season up to a maximum of 99.  

It costs 5 CPs to coach a player and the skill level increase will be randomly determined number between 3-7.  

As set out in the table below, the chances of the random number being high decreases as Skill Levels increase.

Skill increase
3 4 5 6 7
Starting player level 1-9 0 5 20 35 40
10-19 5 10 20 30 35
20-29 10 15 20 25 30
30-39 15 20 20 20 25
40-49 20 20 20 20 20
50-59 20 20 20 20 20
60-69 25 20 20 20 15
70-79 30 25 20 15 10
80-89 35 30 20 10 5
90-98* 40 35 20 5 0

*Note: skill levels cannot exceed 99

Coaching XPs

All players earn XPs for each minute they are on the pitch.

Youth Players

All Youth player skills can be coached twice per season using XPs.  

It costs 10 XPs to coach a Youth player and the skill level increase will be the sum of two randomly determined numbers between 3-7. As set out in the table above, the chances of the random numbers being high decreases as Skill Levels increase.

PAW

XPs can also be used on Age 1 and older players to increase PAW levels.

It costs 5 XPs to coach a player and the skill level increase will be a randomly determined number between 3-7.  As set out in the table above, the chances of the random number being high decreases as Skill Levels increase.