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Re: Back into game
By
pahandus06 - 30-07-2026 14:36Start with the youths, in 5-6 seasons start spending money.
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Re: Back into game
By
rafcio_swierk - Tuesday 16:13hydro1 wrote:got 48 milion ... where should i start
First 30 days rules/advice:
- Spend max 15k EUR on a player from transfer list.
- Max cap/size academy.
- Try to negotiate daily with at least 10 coaches. Resign at the end. Even if he wants to sign the contract. You will build experience.
- Plan long term. Few seasons not current.
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Ce: Back into game
By
nukedheart - Thursday 22:54Below given is an extract from a previous writing of mine, auto-translated from turkish original so there may be quirks.
I had back then re-started the game with ~35M in my bank, and have since then spent approximately 2/3 of it and keeping the rest essentially as emergency/padding funds.
Long story short, essentially, you could start your spendings and commitment limited, while trying to best adjust and familiarize yourself to how the game works in 2026, with all the new features and mechanisms in place, taking your time to ingest the necessary fine-tuning knowledge and insights in the long run.
1) Don’t opt for a personalized youth system; in my opinion, the rotating organic youth system model is the most stable and predictable one at the start of the season. Call up youth players for 8+8+7 or a similar structure over the course of three seasons starting at the beginning of next season, and build a youth squad that is evenly distributed across age groups. Players with a 2-star high potential rarely have a bright future; since they can’t be cut unless they’re starters—and there’s no room for them anyway—don’t include them in the camp roster. If the opportunity arises, they can be traded in the youth squad rotation for better players (you get 9 slots at the start of the season, plus 2 substitution slots at the start of each subsequent week). Players with low development rate (2 or 1 star) may also be at a disadvantage, but if their potential stars and attribute combinations are good, develop them full steam ahead anyway.
2) Build the core of your starting 11 around young players who have the potential to reach first-team quality in the future, with key attributes at a reasonable level or still open to development. It’s too early to buy top-tier players at the highest prices just yet. I think 19–24 is a reasonable age range, with 20–23 being ideal. In some cases, the prices of 20–21- or 22–23-year-old players can be inflated because they’re competitive in the UXX categories—meaning they can go for slightly or significantly more than what they’d normally command at age 23 and beyond, given their talent. If UXX competition isn’t your goal, go for cheaper players who aren’t too low in stats but have as clear-cut attributes as possible. Players aged 24–25 are also a good choice, as they’re the youngest group exclusive to the “Senior” (O24) category, but those who’ve played regularly at a young age may have already reached good experience levels like 7, 8, or 9. If you want to get full performance in the short term in positions where speed/stamina isn’t critical, you can also go for 10 experienced older players who are nearly free—for example, on the forward line.
Generally, there are more players and a wider variety of them on the market at the end of the season and at the start of the new season. Players aged 21 and 23—if the UXX competition in that team concluded early—tend to flood the market toward the end of the season, while 19-year-olds are the group that fills the market right at the start of the new season. During these time frames, you’re more likely to find developable players who match your profile, but of course, you never know exactly what kind of players will pop up at any given moment.
I generally started with players in the six-figure range (closer to 0 for raw or modest players, and closer to 1M for players of guaranteed quality), then added more expensive transfers as needed once I gained experience and the team settled in. I have players I acquired in Div 5 while they were still raw, played them, and who are still getting playing time on the starting lineup in Div 2.
While operating with this mindset, I prioritized the following attributes by position:
(You can interpret the attributes I’ve listed with specific numbers below as those that haven’t maxed at that specified level or earlier, are still open for improvement, and are likely to reach that level)
Goalkeeper: Definitely a 10 in goalkeeping—a 9 won’t cut it. For an above-average goalkeeper, a 7–8 in stamina/intelligence is acceptable, and as much passing as possible is reasonable; however, for the upper ranks of Div 4 or Div 3 and beyond, these attributes should be at least 8, preferably higher. Goalkeepers aged 19–23 without stamina or intelligence as their primary attribute can be acquired for the long term.
Center Back: Minimum 9 tackling; 10 is great, but there’s usually a significant price difference between 9 and 10 tackling. At worst, 7 speed/intelligence, at worst 8 stamina, and as much control and crossing/passing as possible (depending on tactical style). I believe high control enhances a defender’s ability to play through balls, but this is just my own observation.
Fullback: Preferably 9 tackles; minimum 8, ideally 9–10 speed; minimum 8 stamina. If possible, 7+ intelligence, as much control and crossing as possible. If a fullback drops out of the game, it means the opposing wing will turn that side into a highway, so a fast and durable player is essential. As the league level increases, intelligence becomes significantly more critical for both center backs and fullbacks.
Defensive Midfielder: This position can accommodate a slightly broader range of players depending on the need. Especially in 3- or 5-man defensive setups, if two defensive midfielders are positioned directly in front of him, these players can even end up as the last line of defense, intervening against the opponent in the flow of the game. Ideally, the player should have an 8 in Strength, Intelligence, and Tackling. Following that, Speed, Passing, Control, and Crossing can be added as much as possible; having at least a 7, preferably an 8, in these stats makes the player suitable for the defensive midfielder role. Depending on the level, a 6 in Speed and Control, and a 5 in Passing and Crossing are also acceptable.
Winger: Minimum 8, preferably 9+ in speed/control; if possible, +9, otherwise 8 in both. At worst, 6-7 in stamina/intelligence will suffice, but higher ratings have a clearly positive impact. Passing and shooting that aren’t very poor or lacking in potential—especially passing at 7+ or 8+ in the long run—prevents the player from struggling in both wing-based and other game plans. In wing play, especially when a red card is issued to a defender, wing players are often pulled back to fill that gap; therefore, as the level increases, the ability to steal the ball is also desired in wing players, though it is not a requirement for a player we can be certain will remain offensive.
Offensive Midfielder (optional): A “number 10” can be deployed behind the forwards, either in a central passing role or, in some wing/hybrid formations, ahead of the midfield line. The primary purpose of the player placed here is to increase passing and shooting options—and thus extend the life of the attack—regardless of passing style or game plan. Intelligence and control are the top priorities; speed, passing, shooting, and crossing then determine the tactical flexibility the player can provide to the team in this role. Since this player can often be pulled into alternative positions—such as forward, winger, or defensive midfielder—across different formations, versatility can be a significant advantage. In more defensive setups or during positional transitions, there may be a need for tackling and interception at a level comparable to that of typical defensive players. This is the position I believe requires the most possession. If the player doesn’t play the full 90 minutes and is substituted, efficiency can still be achieved at a tackling level of 7 or even 6.
Striker: 10 shots is ideal, 9 is acceptable; speed, intelligence, and control are other critical attributes—+8 is ideal for these, but if one is higher, a deficiency in another can be tolerated. I believe that intelligence increases the quality of the shots a player takes, as well as the likelihood of beating the goalkeeper in a one-on-one situation or even dribbling past him directly. The number of shooting opportunities a player gains in ground-based and central attacks is directly proportional to their speed and control. Again, with a player substitution, you can get good performance from players with a Day rating of preferably 7+ or at least 6.
Header-specialist forward: Again, 10 shots is ideal, since header specialists go for shots just as often as they go up for headers—it’s not far from a 50-50 split. Experienced coaches—and even the national team—look for a profile of 10 shots and 9+ headers, but a profile of 9 shots and 9–10 headers can also play this position effectively; within a rotation, even 8 headers can contribute to scoring from aerial plays, especially if the player has high intelligence. Preferably +8, as high an intelligence rating as possible, followed by as high a control rating as possible; if the team plays with transitional or hybrid passing styles, speed, passing, and crossing also become secondary priorities. At the highest levels, all these secondary attributes are sought at high levels—7+, 8+, 9+, and so on.
3) In my opinion, it’s advantageous to have a coaching staff that’s both high-quality and cost-effective. There are approaches that prefer to keep coaching quality at modest levels to strengthen the team’s finances—or even exclude coaches entirely—but I believe they’re important.
In the old system, coaches could only facilitate superior (or equal) development in that attribute for the players they trained, whereas in the new system—if I’m not mistaken—every coach contributes to the training speed in a tiered manner based on their ball level. In its most current form, coaches with 8 or more balls (Class A or B) provide an additional boost to training speed through a separate, special status (see update notes).
Using the most minimalist approach, a roster for youth players can be built with +8 (Class B) coaches for a limited number of attributes commonly considered essential—such as speed/stamina/control, shooting/stealing, etc.—and optionally +4 (from the lowest classes) for other attributes, or in some cases, +6–7 (Class C) coaches. If a first-team roster consisting primarily of young players is being assembled, a similar approach can be applied to the main training ground; additionally, a +8 intelligence coach must definitely be hired, as intelligence is generally the last attribute to be developed. You can find some forum posts discussing the lowest possible or acceptable salary levels for each coach tier.
4) Players need to play 6 official matches per week to reach and maintain peak form. This balance is usually achieved with 2 league matches + 4 friendly matches. I strongly recommend reviewing crew and forum posts regarding how player form is affected by different match types and under what conditions.
5) The off-season tours that require you to play friendly matches pay 600,000 EUR—don’t overlook them. If you plan to play with tokens, participating in youth and world leagues provides additional income, but you can manage without them.
That’s all I can think of for now; I hope this helps. Have a great game.
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