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Match Resolution

The match is resolved on a minute-by-minute basis

Discipline

 

Players may be booked (given a yellow card) or sent off (given a second yellow card or one red card).
 
Bookings and dismissals occur randomly with a reasonably low probability, but this chance is raised for players playing aggressively and lowered for players playing passively.

 

Bookings

The chance that a given player is booked (shown a yellow card) depends on the aggressiveness with which he plays:

Straight red cards

If a player is booked for the first time in a match there is a chance he will receive a red card instead.
*The chance is 7% if playing a or d, 4% if n and 1% if p.
If a player receives a second yellow card, he is also sent off.

*The probability per minute of a second booking is half that of the original booking chance.

If a player is sent off, he immediately leaves the field and gets no substitute.  However if a GK is sent off, and less than 3 subs have been used, then the highest SL player-as-a-GK will go in goal.

If he is a sub then the lowest effective SL MF/WG/FW will go off.  If the new GK is already on the pitch then he will reposition to GK.

There is an additional chance of a booking from a penalty kick

Disciplinary Points

Each time a player is booked, he receives four disciplinary points (DPs).
Each sending-off earns an additional six DPs (for a total of 10 DPs).

Maximum DP from one match is 10 DP.

 

Suspensions

Every 10 DPs in a season carry suspensions with them as shown on the right

 

League Rules on DP

Check your league specific rules to see if DP are carried over to new season.


Check your team landing page to see if you have a player suspended.

You can also use the Preview button for the next match.

There is no fine for attempting to play a suspended player, as the computer will select a substitute for you, but it will cost you one of your 3 subs allowed.

Penalty Kicks

If a team has one or more player’s playing aggressive or dirty, a penalty kick has a chance of occurring.
This probability is set at .0006 or a 6 in 10,000 chance each minute for each player playing aggressive or dirty
So if there are three players aggressive/dirty, there are three chances of giving up a PK per minute.
Once a penalty is determined, the highest ShootingSL player gets the shot.
In a penalty shoot-out, the order of takers is the highest ShootingSL player to the lowest.
A team will not concede any penalty kicks if all their players are normal or passive.

If a player gives away a penalty there is a chance he will be booked (yellow card) or sent off (red card), see the table on the right

Endurance Level
 

See the "Players" section for general information on Endurance Levels 

EL Expenditures
A player must have '''at least zero EL to enter a match''', and must "spend" EL to play in a match.  The amount of EL the player spends depends on the amount of time he plays and on the aggressiveness with which he plays:

 

All fractions are rounded down (whether an EL counter is 6.011 or 6.51, it rounds to 6).  For instance if you try to take off a player who started at EL 4, playing passive for 25 minutes, his EL at that time would be 4 - (25 x .055) = 2.625, which rounds down to 2.

Post Match EL Boost
The match report lists each player's EL at the end of the game.
 
Note that all players receive an EL bonus of +4 after the match (this +4 is not reflected in the match report, but is seen in the follow-up roster as the actual +4 bonus is added just after the match report is printed.)

 

Injuries
Players are checked for random injuries.

INJURY CHANCE

 

If neither team has a player playing dirty/aggressive, then the base chance of injury is .0001 per team, per minute.  Note that there is this small chance of random injury even if no players are dirty/aggressive.

 

This base chance of injury is increased if any players play aggressve or dirty

 

  • If a player plays aggressive it adds a 1/10,000 chance of a random injury for his team and the opposition

  • If a player plays dirty it adds a 2/10,000 chance of injury to his team and a 4/10,000 chance of injury to the other team.

 

This value is added to the base chance of an injury occurring. So currently, if both teams play all players passive or normal then there is a 1 in 10,000 chance in a given minute that a player on the other team will be injured. However, if both teams play all 22 dirty, then there is an 110 in 10,000 chance that a player will be injured.

This means that in any match, the chance per minute for each team of having a player injured is between .0001 and .0066 (or 1-66 in 10,000).
 
Each team is checked for this type of injury each minute.

In addition, if an injury occurs, he player injured is randomly selected.

 

If a player’s EL drops below 0, and they are in the match, they are then checked for an Injury due to exhaustion.

A player's chance of getting an EL exhaustion injury is .0011 x (-1 x EL).

So if a player's EL is -1, they will have a .0011 chance of getting an injury in that minute.  However, if they remain in the match uninjured and their EL gets to -5, for example, they incur a .0055 (55 in 10,000) chance of taking on an injury.

 

Effects of Injury
If a player is injured, he immediately leaves the match.

A substitute may come into the match, as described in their section.
 
The injured player also loses additional EL, depending on the extent of the injury.

The chance of each type of injury and the effect on the player's EL is based on one of two tables, depending on whether the injury was "random" or caused partly through exhaustion (ie. EL dropping below 0).

Substitutes

  • In the course of a match, up to three substitutes may enter to replace players.

  • When a player leaves the match, a substitute enters the match.

  • The software currently requires 5 choices for substitutes.

  • In the case of an injury the program will make an automatic substitute for the appropriate position if you have used less than 3 subs. 

  • Note that subs may have conditionals, though any player conditional will only be evaluated if the player is on the pitch.

  • If a player is ineligible to start a match due to lack of EL the program uses a substitute in his place.  This is done prior to kickoff and does not count' towards the 3 subs allowed.

  • In addition if a player is suspended, but listed as a starter he will automatically be replaced by a substitute prior to the start of the match.  This does count as one of your 3 match subs

 

SL Bonuses and Penalties

 

Types of Match SL

 

NormSL

This is the SL a player has listed on his roster.

 

EffectiveSL
This is a player's modified SL based on Out of Position (OOP) and aggression rules.

ShootingSL

This is a player’s SL when they are assigned a shot on goal.  It is based on their NormSL and is adjusted based on their normal position.

Shooting SL is, essentially, how accurate the shooter’s skill is no matter what position they are playing on the field.

For example, a DF might be assigned a shot (though they will get fewer shots than a FW), but if that DF’s base position is UT, then they will shoot like a FW.

 

Calsulated ShootingSL is is shown in the table to the right
 

GK's will only be assigned shots in a penalty shootout following a knock out match.

MarkingSL

MarkingSL is generally the same as Effective SL unless a player is marking or being marked.

 

Marking
 

Marking rules are now applied.

If a player is playing DF, is in the match AND the first player they want to mark is playing MF, WG, or FW, then the player is considered marking that opposition player.

When this happens, the DF’s MarkingSL goes to 0, and the marked player’s MarkingSL is reduced in the following manner:

MarkingSL = MF/WG/FW’s Effective SL – DF’s Effective SL.

Note that the offensive player’s MarkingSL drops to '''no less than 25%''' of their Effective SL.
*A player can “fight marking” by playing aggressive.
*If that happens the offensive player’s Marking SL drops to '''no less than 50%''' of theirEffective SL.

Note that if the first player listed as marked does not meet the above criteria (perhaps that player is playing DF rather than the assumed MF/WG/FW) then the program will check to see if there is a 2nd player listed as marked and process that.

Note that this marking check is done every minute, so various changes in the game will affect if a player is marked from minute to minute.

 

Purpose of Marking
 

In the past, all teams played a "zone" defense.  In other words the DF’s make a line across the field, and each DF is responsible for defending his area from the ball being advanced into it.  So a Left Back will play on the left side of the field, a Center in the middle and a Right Back on the right side.
 
When marking, a DF sticks very close to a particular opposition player, and seeks to deny him access to the ball at all times.  More of a "1 on 1" defense while the rest of the DF’s play a "zone" defense.

The benefit of marking is that the defending team can greatly reduce the chance of a star FW getting to take shots.  The downside is that the overall zone defence is weakened somewhat, and the defender will give up more shots overall - but hopefully to worse shooters than they would have without the marking. 

In order to make this "good news, bad news" effect for marking, we have tweaked a number of rules a little.  This is because marking, GP DEF OFF production, shot allocation and shooting are all tied into together.  We have to make marking have positives and negatives, because otherwise the game doesn’t get any better, and every team will just start marking all the time.

A DF who is marking (only those playing DF in the match can mark) will have his EffectiveSL reduced because he is not attempting to do anything else but trail an opposition player.  As such he will not add anything to GP DEF or OFF production.  So a DF that is marking will have a '''MarkingSL of zero'''.

A MF-FW-WG who is being marked will be denied the ball fairly often, and will suffered a reduced OFF production (and therefore shot allocation).

 

Effect of Marking on Gameplay
 

When players are playing out of position or passive, aggressive or dirty, their ability to shoot and score remains constant.  When marked, players suffer a reduced shot allocation, but when they shoot they will still shoot at their normal shooting ability.

When marking, a team will usually give up more shots, but have them go to worse shooters.

FWs and GKs will become slightly more valuable.  GKs because they will likely face more shots, and FWs because they are now the most effective shooters.

"Third Shooter" becomes important to a team.  Generally most teams would have enough at DF to heavily mark the best two shooters on any given team.  The ability to put a "Third Shooter" on the field is an issue.

Multi-positional players become more valuable.  A UT will shoot as a "FW" even from the DF position, and is unmarkable at DF.


Very high SL DFs decline in value as they lose a fair amount of goal scoring ability.  But on the other hand even poor 5/5 DFs can play a role in marking off that last 5 SL off a 3/28 FW, already marked from SL 12 to 7, and so gain a little value.  Mid range SL DFs won’t "steal shots" if they are marking.

MFs lose a little goal scoring ability, but may take more shots and actually score more often than before if they take the Third Shooter roles on.

Decreased offsides because FWs will likely shoot less, and more SWs fielded.

Maybe more use of passive play by FWs as they "walk around" rather than "run around" when heavily marked.  They would still get slightly less shots, but would also still have a Shooting SL as equal to their Normal SL.

 

Wingplay

 

Wingplay introduces a method for teams to create some extra OFF production by playing the ball wide and spreading the defensive line of the other team. The way this is done is by introducing a new player position - the Winger - or WG.
 

  • WG is considered one position removed from MF or FW for OOP purposes.

  • There are no multi-positional WG combinations

  • WGs shoot from halfway between MF and FW for offside and on target.

  • There can be no more than a total of 4 FW and WG players total on the field at any time.

  • There must still be a minimum of 1 FW playing at all times, as without at least 1 FW there is no one to cross the ball to easily.

  • Teams are allowed 0-2 WG on the field at one time.

  • The '''main advantage''' to WGs over FWs or MFs is that WG have a higher SL multiplier for creating OFF.

  • For all match Tactics the WG OFF Production is SL X 1.25, the exception being "Early Cross" where the multiplier is 1.75.

  • The '''main disadvantage''' to WGs over FWs or MFs is that WG have a lower chance of getting shots allocated to them.  This is because they are often wide of goal in non-scoring positions.

  • The WGs get credit for OFF production for shot allocation purposes at the rate of SL X 1 / the current OFF production multiplier.

  • The more players playing at FW/WG at one time, the more the WG advantages and disadvantages are increased.  For each other FW or WG on the field, the OFF production multiplier is increased by 0.05. 


Examples:
 

WG FW WG Normal Tactic


WG OFF production is SL * 1.35 for each WG (0.05 X 2 bonus each)
WG OFF production for shot allocation is SL X 1 / 1.35 (~0.74 about the same as a MF)

In this example the WG players are kind of like a MF player that has converted all the DEF production into OFF production.

 

WG FW FW WG  Early Cross Tactic


WG OFF production is SL * 1.90 for each WG (0.05 X 4 bonus each)
WG OFF production for shot allocation is SL * 1 / 1.90 (~0.52 about the same as a MF)

In this example the WG players are the core of the teams offense.

A pair of SL 28 WGs would produce 106.4 OFF.

This is a massive OFF production from just two players, but is balanced off by a reduced production in the rest of the team, and the fact that with marking coming into play WG OFF can be quickly chopped down to size.

So yes it can be lethal, but also deftly controlled by the right team as well.

 

Playing Out of Position and Aggressiveness

 

Playing Out of Position or OOP is checked for all players, then aggressiveness is checked.

OOP
 

An Age 0 Apprentice is never permitted to play OOP if you place an age 0 'OOP' the simulator will reposition him immediately. 

 

If a player is OOP, their Effective SL is modified from their Normal SL.  A player's Effective SL can be determined using the following chart.
 

For example, a GK whose Normal SL is 20,

  • playing in the match at SW will play at Effective SL 10

  • or would play DF at Effective SL 6.

 

Effective SL is rounded down after OOP reduction has been applied.

Aggressiveness
 

After OOP is processed, aggressiveness is used to modify the Effective SL. 
Effective SL is raised or lowered using this chart:

Effective SL is rounded down after aggressiveness has been appiled.

 

The effects on goalkeepers are slightly different

  • A GK will always use his Normal Effective SL when working out whether a shot is saved.

  • An Aggressive GK will add 25% of his SL to GP

  • A Passive GK will subtract 25% of his SL from GP

 

Morale Effect

 

A team’s morale contributes SL to DEF and OFF area stats.

The morale is multiplied by 10 and rounded down to two decimal places.


e.g. 0.72385 morale * 10 = 7.2385 rounded to 7.23 SL, which is added to DEF and OFF.

The morale bonus is not used to increase this figure.

 

Team Ratings

 

Area Ratings
The total effective SL of all a lineup's players in each of the six positions (GK, SW, DF, MF, WG, and FW) is called that area's rating.

 

Lineup Balance (2:1 rule)
 

The effectiveness of players at any given position depends, in part, on the effectiveness of the players playing behind them.  (Somebody has to give them the ball!).  Therefore, the rating of the MF area may not exceed twice the rating of the DF area.  If this rule is violated, then excess MF rating is lost.  Similarly, the rating of a FW area may not exceed twice the rating of the MF area. 

 

If a team violates this rule, the area ratings are adjusted to meet the rule.  Any SL lost by this rule is lost while the imbalance continues in the game.

 

Example:

If a club has 48 SLs in the FW area, 35 in the MF area and 15 in the DF area, the MF area has an effective SL of 30.  The 5 extra SLs are lost.  Lineup balance is applied, and must be obeyed, every minute of the game.

The 2:1 check is done using MarkingSL for all players except DF that use EffectiveSL so that those DF mark still contribute to lineup balance.  If playing ball control then a SW is counted as a DF for the purposes of this rule.

When you enter your players on the Lineup page, boxes at the bottom show you what your total SW, DF, MF, WG and FW are.

 

Exception: 

If a club uses Early Cross (E) or Longball (L) tactics, the FW rating may not exceed the DF rating by more than a factor of two, but may exceed the MF rating by any amount.

 

OFF, DEF and GP Ratings
 

Each team is given a rating for offense (OFF), defense (DEF), and goal protection (GP).   Under normal circumstances the values for each of these ratings depend on the total SL in each of the areas SW, DF, MF, WG, and FW as follows


GP  = SW + 0.5 * DF
DEF = SW + DF + 0.5 * MF + OTF
OFF = (0.25 * DF) + (0.75 * MF) + (1.25 * WG) + FW + OTF

(where OTF is the club's One Touch Football rating.)

However, if you choose to NOT play a sweeper, the OFF and GP are affected as follows, regardless of tactic employed
 

  • GP is multiplied by 1.2 (i.e. a 20% bonus to DF contribution to GP)

  • OFF is reduced by 0.05*DF  (i.e. a 5% penalty to DF contribution to OFF)

 

If you have 4 SL 20 players, here's how the figures come out:

Team Tactics and their effects

 

There are team tactics that a manager can employ, which may suit the team's playing staff or be geared to a specific situation.  These tactics can alter the above OFF/DEF/GP formulae, if applied by either manager.   Read this section and the next very carefully! A manager may use no more than one of these tactics at any one time, and does not have to use any of them (except at least Normal)!

 

Managers have the choice between playing one of eight possible overall match tactics to create GP, DEF and OFF.  Each has its good and bad points.  From the most defensive to the most aggressive the tactics are:

 

STALL

The team is hardly trying at all to score, and is simply defending the goal as much as possible.  If you have no hope of winning a match, or are desperate to hold on to a 1-0 lead, Stall is often the best option.  Against a better team you may get a draw, or at least not suffer a slew of goals against you.  A Stall team would rather kick the ball into the stands than upfield.


OPPORTUNISTIC

The team is still defensive, but tries to make a few counterattacks to score.  This may seem like a weaker version of the Stall tactic, but in fact against some of the more aggressive tactics and teams, Opportunistic may have just enough of a bite to overall improve the defence against them.  Opportunistic is the one tactic where having a very high SL SW is worth the investment as even the SWs get to create some OFF.


COUNTER ATTACK

This is a modified Opportunistic Tactic, but instead of hoping to see if offence kind of just develops, Counter teams actively seek to rush en mass upfield while the other team is still in the "wrong half" of the field as soon as they get the ball.  Against a defensive minded team Counter teams will find little chances to actively counter attack and flounder, but against unbalanced aggression counter teams thrive.  Counter Attacking will shred a "bad" Press team.

 

NORMAL

A balanced approach with an even attack and defence.  If you have no special plan, Normal is usually a okay option.  There are no real weaknesses to Normal, and likewise no real advantages.  "Simple" soccer is sometimes the best plan of all.

 

LONGBALL

Slightly more aggressive than Normal but not much.  A good tactic if you have a weak midfield and a few solid FWs on your team.  Suffers a little against teams with SWs, but usually has a good shots taken to goals scored ratio with good FWs.  If you plan to play Longball often, investing in OTF is a waste of time.  Use that extra CP to create 1-2 really standout FWs, or shore up the DF line.

 

EARLY CROSS

This is a modified Longball Tactic.  Like Longball Early Cross ignores the MF area for 2:1 rules, but instead of firing balls upfield "up the middle" it fires balls upfield "out wide" with the aim of quickly spreading defences, and constantly making quick crosses into the box for volleys and headers.  This requires a pair of standout WGs to make work, and can produce awesome OFF production, but is weakened more than any other tactic by marking. Also could do with a good FW in the middle to collect crosses and score.


BALL CONTROL

An openly aggressive tactic that requires a heavy duty midfield, enough DF SL to push the ball into the MF area, and as high an OTF as possible.  Even with all that, Ball Control can be awfully wide open at the back.  A Ball Control team tries to keep hold of possession, but rather than using clever 1 on 1 skills, they tend to use physical play, and create a Wall of Force across the middle of the field.  Also all that MF and DF development doesn’t leave much for FW and GK training and coaching.  Ball Control teams could in theory have both a solid defence and a crushing offence, but it seems to require an extra 40+ SL MINIMUM advantage over the opponent to get away with it.  The weakness at the back and in goal will likely bring them up short in the final analysis against the best.  This is probably the least used tactic of all due to its difficult nature.

 

PRESS

The most aggressive tactic of all.  Press throws everyone forward in an attempt to score, and as a result is wide open at the back.  Pressing against anything other than a team playing a defensive tactic is usually a recipe for disaster as your defensive weakness can outweigh your offence strength.  Press is actually safest with a lot of SL at DF and a high OTF in a "back attack" formation.  This style against even a superb Stall can break through and score, while having enough of a defence to shut out the other team.  Otherwise unless you have a 30-40 SL advantage over the other team, pressing is not a good option.

 

Tactical Formulae

This is the standard settings for the tactical area formulae, note each league may operate variations on this - see league specific information.

Tactical Combinations


A series of adjustments is applied for specific situations.  Some increase or decrease the multipliers above, some are percentage increases or decreases to GP, DEF or OFF and some are additions or subtractions based on a player's SL.

 

They are as follows:

  • If you have no SW then GP is increased by 20% and DF OFF multiplier is reduced by 0.05

  • If your GK is playing passive then GP is reduced by 25% of his SL. If your GK is playing aggressive or dirty then GP is increased by 25% of his SL.

  • For each WG and FW on the field WG OFF is increased by 0.05 (2 WG + 2 FW means +0.20)

  • All except Stall against Longball and Early Cross add 50% of SW SL to DEF

  • Opportunistic or Counter against Press or Ball Control increase DF OFF by 0.25

  • Press against Stall decreases DF DEF and increases DF OFF by 0.25

  • Longball or Early Cross against Opportunistic or Counter get an increase of 0.25 OFF from DF

 

Ball Control special OTF bonus

  • If the Ball Control team has '''an equal number or more MFs''' than the other team, then DEF and OFF get (OTF + 5)/4 * number of extra MFs over opposition as a bonus.

  • But if the Ball Control team has '''fewer MFs''' than the other team OTF is reduced to '''zero''' for OFF purposes. There is no penalty for DEF purposes in this case.

 

Counter Attack OFF adjustment

% OFF bonus when playing against:

  • P +40%

  • C, B, or N +20%

  • E or L no change

  • O -20%

  • S -40%


Excess GP turned into OFF when the opposition is stalling:

  • If your opponent plays Stall and their OFF is less than your GP then your GP is set equal to their OFF and the difference is added to your OFF. i.e If your GP is 60 and their OFF is 40 then your GP is reduced from 60 to 40 and your OFF is increased by 20

Home Bonus


The home club in each match has its OFF and DEF ratings increased by 8 points.  The home club may increase its home advantage by "advertising" to bring in more fans.  The cost of advertising to raise the bonus is as follows:

Shots and Goals


Each team's OFF, DEF and GP ratings are now compared.  From this, a certain number of scoring opportunities (henceforth referred to as "shots") are awarded to each club.  Each shot is assigned to a player from the appropriate team and has a chance of being converted into a goal.  This chance depends on the player to whom the shot is assigned and on the SL of the opposing GK. 

 

  • Is there a shot chance?

  • Who gets the shot chance?

  • Is he offside?

  • If not, does he hit the target?

  • If so does he score?

 

The method for resolving penalty kicks is discussed below


Is there a shot chance?

If a club's OFF rating exceeds its opponent's GP rating, the club can expect to get a number of shots over the course of 90 minutes computed as follows:

 

The chance of a shot each minute = 7 / 90 * [(OFF - OPP(GP))/OPP(DEF)]^1.5

 

where "^" is exponent and where "OPP(GP)" is the opposing GP rating and "OPP(DEF)" is the opposing DEF rating, and assuming that these ratings do not change during the game.  The shots can be expected in a random spread through the game. Tactical team changes, injuries and changes in player positions and styles will almost certainly affect the OFF, DEF and GP ratings.

 

The code actually multiplies this by 10000 and generates a random number from 1 to 10000 to see if you get a chance

Who gets the shot chance?

 

Which player gets the shot is determined by how much they are contributing to offence based on the chosen tactic and their MarkingSL - see above.

 

For example, in a normal tactic with a sweeper, a DF player contributes 25% of their MarkingSL to offence.  If the player's marking SL is 20, then they contribute SL 5 to offence.  If the total SL contribution to offence from all the players is 100, the DF player noted above would have a 5% chance of getting a shot.  An SL 20 forward would have a 20% chance of getting the shot.


The above holds true for all match positions except WG.  For WG, their chance of getting a shot is based on the following formula:


            WG OFF = (WG MarkingSL ^ 2) / WG OFF


So if the WG OFF is 25 and the WG's Marking SL is 20:


            (20 x 20 = 400) / 25 = 16

 

If the total Offense from the players is again 100, the player has a 16% chance of getting a shot. 

If a team is winning by 4 or more goals then this chance is reduced as shown in this table

Once the shooter has been determined, the chance for offsides is processed.  If the opposing team fields a SW, only a player playing FW could be offside (5% chance).  If the opposition lacks a SW, the chance of offside is determined as follows:

Next the shot is checked to see if it's on target.  The position and ShootingSL of the player are used to determine accuracy.  The chance of being on target is shown in this table:-

For example, a DF with a ShootingSL of 10 would have a 35% chance of being on target, while a FW with the same ShootingSL would have a 55% chance of being on target.


If the shot is on target it is then determined to be either a goal or a save based on the following formula:

 

Chance of save is (60 + (2 *GKs EffectiveSL) - (2 * Shooter's ShootingSL))

 

Note that an on target shot can never have less than a 10% chance or greater than a 90% chance of being saved.

 

A player's ShootingSL and a GK's EffectiveSL are never modified for aggression.

Resolving Penalty Kicks


Penalty kicks are resolved somewhat like other shots, however:

 

  • The player with the highest ShootingSL takes the penalt

  • There is no chance of being offside.

  • The shot bonus (used to determine whether the shot is a miss) is 50% (since the kicker gets a pretty easy shot).

  • The chance that the shot will be saved is reduced by half.  (The GK has to guess which way the shot will go.)

 

Example

ShootingSL = 15     GK EffectiveSL = 10


Chance of on target:

  • 50 + (3 * ShootingSL) = Chance of on target

  • 50 + 45 = 95% chance of on target


If on target, then Chance of save:

  • (60 + (2 * GK EffectiveSL) - (2 * ShootingSL)) / 2 = Chance of Save

  • (60 + 20 - 30)/2 = 50/2 = 25% chance of save (75% the shot is a goal)


Referees

 

Referees have been modified for the new software. Each referee has tendencies as described below.  The preview report will list the referee’s tendencies and you can see them in a separate referee link on the site.

 

Homefield
 

STRONG 

A strong referee does not change the chance of a YC/RC/PK for either the home or away team. 


HOMER 

A homer referee will cause the away team to have a 1-30% chance of getting more YCs/RCs/PKs.   The home team has a 1-30% chance of getting fewer YCs/RCs/PKs.


Discipline


LOOSE 

This referee will let things go uncalled. This results in a team being called for 1-30% fewer YCs/RCs/PKs. Aggressive and dirty play has a better chance of going unpunished with this ref.


FAIR 

Normal referee. He disciplines in a "normal" manner and does not call extra or fewer YCs/RCs/PKs/ than he should.


STRICT 

This referee never saw a challenge he didn't want to book. This results in a team being called for 1-30% more  YCs/RCs/PKs. Be careful with playing aggressive or dirty on this ref.

 

Blowouts

 

To discourage managers from fielding lineups that are too weak, whenever a club loses by 6 or more goal and their average total SL over 90 minutes is less than a certain % (set by the commish) of their team's total SL, that club is said to have been "blownout".

 

Out of position and aggression is not figured, just the player's actual SL.

 

In addition, in calculating the team total SL‚ ONLY players who are at EL 0 or higher and NOT suspended will be counted.

 

Injured/suspended players will not be considered as those players could not play in the match anyway.

 

Blowout Effect


The team that suffers a blowout is fined 120k.

This can be contested in writing with evidence of best efforts to win the game, to the league's commissioner.

 

League Variations


Each League Commissioner sets two values uniquely to his League

 

  • BLOWOUT %  Blowout % is the value which determines what percentage of total skill level should be used & deemed acceptable and within the spirit of the game.

  • BLOWOUT GOAL DIFFERENCE : Blowout Goal Difference is the number of goals a team must be beaten by to have committed a blowout.

 

Post Match Effects


After the match there are Team Effects and Player Effects.

 

Team Effects

 

  • The Team Bank Balance is incremented by the gate receipts from the match.

  • The team's CP and TP balances are reduced by whatever resources are spent.

  • If team uses more than one CP or TP in a game their Bank Balance is reduced by 25k per overspend

MVP Bonus

 

To encourage managers to try and do well in every match, a club is rewarded with an MVP bonus whenever it earns seven or more points in a 3-game streak. Once an MVP is earned the streak is reset. 

Player Effects


Players' SL are increased.  If they played 45 or more minutes in the game and were coached or trained then their SL is incremented by 1.

 

If a team wins by 3 or more goals, and their captain played 45 or more minutes in the game his SL is incremented by 1. Each League Commissioner sets the Minimum Age for Captains in his League.

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