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CM01/02完全官方手册(英文)(2)

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发表于 2002-4-5 10:53:16 | 显示全部楼层 |阅读模式
Defend from the Front
If you have hardworking attackers then sometimes it may be helpful to tell them to close down the defence, this will prevent defensive play makers from having time to look around for creative passes and can sometimes cause mistakes which can generate goals.
Maximise Set Pieces
I definitely recommend customising which players are Forward/Back for set pieces as this can be worth several goals over the space of a season.
In particular for Corners I would recommend pulling back any players with 15+ Jumping ability when defending and conversely pushing forward as many players with 15+ Jumping or high Anticipation / Off the Ball skills (the latter for getting on the end of any rebounds).
Holding up the ball
I recommend using holding up the ball if have a player with High Strength, Dribbling and Technique (especially if he has low pace) if he plays either as a lone SC or as a DMC (this will allow the rest of the players to get forward).
Check who’s referee
I would recommend NOT playing with hard tackling if you have a referee who is rated as ‘Harsh’ … although it can work (especially if your opposition have players who are easy to ‘wind’ up).
Getting crosses into the box
If you have tall (i.e. Good jumping and heading) strikers then try playing with very wide wingers and pushing them forward so that they are more likely to get crosses into the box.
Wide Players
Something which players often overlook is that if wingers hog the touchline then your team will be quite likely to get a throw-in if they are tackled.
Forcing Strikers to make runs
If you want to force a striker to make runs through a defence then simply push him forward of the oppositions defensive line (I usually just always position them in front of the opposition goal regardless of where the ball is on the pitch in the ‘With Ball’ tactics screen) this will cause the player to run towards his tactic position until he realises he is offside when he will tack back and then start the run again. Bear in mind that I only recommend this if the striker isn’t tired and has very good ‘Off the Ball’ skills.

During a Match
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The Main Match Screen during a match
Upon entering a match the Main Match screen will be displayed. This shows the current match score at the top of the screen and a possession bar in the bottom half of the screen.  The buttons at the bottom of the screen will take you to additional information screens through which the match can also be displayed, these screens are:
Match Statistics Screen
This screen details the match statistics from a team point of view, the number of Goals, Shots, Freekicks for each team is displayed here.
Freekicks is the number of free-kicks that the team in question has received because of fouls on their players.

Player Match Statistics Screen
This screen breaks the match statistics down into values for the players on each team.
The following abbreviations are used on this screen:
AbbreviationDescription
PassNumber of Passes Attempted by a player
TckNumber of Tackles Attempted by a player
HeaNumber of Headers Attempted by a player
AstNumber of goals created by a player
ShoNumber of shots attempted by a player
OnNumber of shots on target
ConPlayers current condition
IntNumber of interceptions made by player
RunNumber of successful runs made by player
OffNumber of times a player has been caught offside
FouNumber of fouls given against a player
FldNumber of times a player has been fouled
CmpNumber of Passes / Tackles / Headers completed
KeyNumber of Key Passes / Tackles / Headers completed

Pitch Possession Screen
This screen splits the pitch into three sections and displays the percentage of possession within each section. You can change the time period that the information displayed related to by selecting an ‘First Half’, ‘Second Half’ or ‘Last Five Minutes’ from the view menu.
Live League Table
This screen is only accessible during league matches and displays the league table as it would be if all the currently played games finished with their current scores.
This is especially useful towards the end of the season as the promotion and relegation places are decided.
Match Report Screen
This screen displays the text that is displayed during a match in past tense so that you can read through at your leisure and determine which players influenced the game.
To begin playing the match simply click on the ‘Kick Off’ button, this will now change into a ‘Pause Match’ button to allow you to pause the match if you have to leave the PC for some reason.
You should now see a message displayed indicating that the match has kicked off, the clock in the top left hand corner will begin to count upwards and commentary will be displayed when anything exciting happens in the match. To attempt a substitution simply click upon your clubs tactics button and when the ball next goes out of play you will be allowed to attempt a substitution.
The commentary has been enhanced considerably in Championship Manager 3. This allows people to easily ascertain the reasons behind the success (or otherwise) of their teams. As well as the various statistics available to you as manager (e.g. rating, passing stats etc) the following key messages should be taken into consideration:
·Defenders
Messages about successful tackles (or players beating them) will give you an indication of your defender’s skill in comparison to the opposition player involved. Bear in mind that sometimes there may be a key player on the opposition who cannot be handled by a single defender (e.g. Alan Shearer) in this case it may make sense to put 2 players on man marking him (I usually use one defender and one midfielder).
If opposition players are getting shots in but the commentary about the shots indicates that they had very little space then this indicates that your current tactic is successfully closing them down if not actually getting the ball from them.
·Midfielders
Messages about passes which lead to shots (especially where the commentary mentions easy chances or tap ins) or about lots of passes going astray.
If the opposition has an attacking midfielder who is making lots of runs into the box then it may be an idea to tell one of your midfielders to Man Mark him.
·Attackers:
Messages about shots where a goalkeeper was off his line tends to indicate a player with good anticipation and vision.
If all the shots that attackers are having indicate that they had little space to work in then the defence is closing them down, if this is the case then it may help to find players with better off the ball movement or to give the players move runs to try and shake markers off them.
·Other Messages
In CM01/02 there is even more feedback than before to bring tactical nuances to your attention, look out especially for an indication that a striker is 'towering above' your defender (ie. you're weak in the air) or that a striker is continually out-pacing your defense. In a similar fashion the commentator may mention that a players runs from midfield are not being picked up by the defenders.
It a good idea when Players get aggravated (shown by arguing with the referee, shoving players, kicking the ball away etc.) to either substitute them or put their tackling down to Easy to attempt to prevent them from getting themselves sent off.
Also when a message is shown indicating that a dubious decision has been given this can sometimes indicate that one of the players involved has dived. This should be noted if a player is red carded for this challenge as it is fairly likely that you can get the ban appealed after the match.
Other match tactical things to bear in mind when organising your team include:
·If an opposition player gets a yellow card then he will be less likely to make challenges on your players as he will be worried about being sent off. You can take advantage of this by setting his opposing number to run with the ball.
·If you have a team with forwards with good condition and decent pace and dribbling then you can quite often sucker teams in by playing ‘Counter Attack’ after going a goal up.
·Your team captain has a certain amount of influence over the style and work-rate of a team, bear this in mind when selecting him.
·If you play the ‘Offside Trap’ tactic and you have tired defenders then it will be less successful than if the defenders were fully fit.
·A fully fit and enthusiastic youngster will in some cases be better than a tired and jaded first team player.
·Players who have low stamina aren’t suited to a ‘pressing’ game as this will tire them out even quicker than normal.
·Keep an eye out for messages indicating that a player has taken a ‘knock’, this means that he may now be carrying a minor injury and might be a candidate for substitution.
When a player falls below 70% condition he is considered to be tired and will probably not play such an active part in a game.

On The Training Ground
Having had a chance to evaluate your team in a match you may now decide that it is time to improve your squads training scheme to suit your tactical preferences.
The training within Championship Manager 3 has been implemented in such a way that your can either ignore it, in which case your assistant manager or head coach (depending on who is available) keeps your players training sensibly.
Please note that if you have no coaches at a team then your team’s skills may deteriorate though.
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The Training Screen
When you first go to the Training Screen the main section of the screen will display the players in your squad and around the outside of this there will be a collection of Blue buttons. The currently selected button ‘Overview’ displays all of the squad players and their selected training regime, each of the other buttons indicates a style of training.
To change a players training regime simply left click on that players name and drag and drop him onto the desired training regime. The button next to the players name should now display his new training regime.
If you select the attributes option from the view menu then you will notice that the players attributes are displayed in three colours, Red indicates an attribute which has dropped, Blue indicates an attribute which has not changed and Green indicates an attribute which has risen.
Using the default training schedules that come with the game I would recommend putting the Goalkeeper’s under Goalkeeper Training, Defenders under General Training and midfielders and strikers under Skills Training.
If you are to get the maximum benefit from your players training then you will need to assign the correct coaches to each coaching regime. To do this simply click upon the ‘Coaches’ button on the overview, this will cause a dialog box containing the names of your current coaches and their assigned training schemes to be displayed. To examine a particular coach’s strengths click upon his name to be taken directly to his factfile.
The most important attributes that a coach should have for assignment to each of the default training schemes is shown below, bear in mind that a players ability to ‘Judge Potential’ and ‘Ability’ is important as otherwise the coach may take up valuable training time with players who have no chance of improving.
Training RegimeImportant Attributes
GeneralCoaching Outfield Players Adaptability
FitnessCoaching Outfield Players Discipline
ShootingCoaching Outfield Players
SkillsCoaching Outfield Players Working with Youngsters
TacticsCoaching Outfield Players Tactical Knowledge
GkCoaching Goalkeepers
If you are finding it hard to obtain decent coaches for a small club then I would recommend that you approach Bob Clayton and/or Richard Stacey. They both begin the game unemployed but are top class coaches.

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The Customise Training Scheme Dialog
It is possible to create a custom training regime by selecting one of the blue training button and then selecting edit. A dialog box, which will allow you to specify the exact training pattern, will now appear. Simply click to toggle between the various training combinations possible. From this screen you will see that it is possible to retrain a player in a new position (thus if you young left-back is fast and good at dribbling you may decide to retain him as a left winger instead). Be warned however that this takes time.
If a player has no aptitude for being retrained in a position that you have selected for him to be trained in then he will become ‘unhappy with training’, this will lower the effect of any training upon him.
If a training regime is overly ambitious (e.g. You select Intensive on all categories) then players training with it will be more prone to injuries (and very importantly may rise slower in condition than normal), in contrast if you only lightly train players then they will be less prone to injuries while training.
When a player is injured he will automatically be taken out of training until he recovers.
The Transfer Market
After a manager has evaluated his squad his next step is to discard any unwanted players and buy players to shore up weak team positions. He may also want to attempt to tie key team players to long term contracts.
Buying Players
To find suitable players for purchase most managers will search the transfer markets to find a suitable player. This is done by selecting 'Player & Staff Search’ from the Manager menu.
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The Player & Staff Search Screen
When searching for players to buy I recommend two methods.
The first is to set-up filters on the important attributes (listed in the ‘selecting a team’ section) to find the type of player that you’re trying to purchase in the staff search area. Then send scouts to each player individually so they can assess the player (I tend to use this method if I’m looking for a single player in a particular position).
The other method is to send out the scouts on a general search and then apply the filters to the results of that (I generally use this if I’m looking for players in several positions at once).
Again for the first time in CM01/02 players will react to your signing big-name players, sometimes positively indicating that the club is going places .... sometimes negatively by indicating that they are worried about the extra competition for a team place. How you deal with this solution is of course up to you ...

Selling Players
To sell players in Championship Manager 3 simply place them on the transfer list to advertise the fact that they are available for offer. If you are after a fast sale then it may be necessary to drop the value of the player to entice clubs in.
If a player’s squad status is set to ‘Not Needed’ then he will be more likely to accept transfer offers from other clubs. Please bear in mind that this will make the player unhappy though.
In CM00/01 a player will actually accept a contract for a lower amount than he is currently on if the player is unhappy at his current club.
To place a player on the transfer list simply go to his player profile by clicking on his name and then select ‘Set Transfer Status’ from the Action menu displayed at the top right of a players profile.
Note:
If you transfer list a player unexpectedly (for example shortly after purchasing a player) then he may take umbrage at this and talk to the media.
Before discarding any unwanted players that relationships between players exist much more in CM01/02 than in previous versions, if you sell a player who is much loved by his team-mates you might find you have a dressing room revolt on your hands. Warning of this can be found by referring to the 'Future' section of each players profile and noting if they have a favourable comment about a player (eg. Is honoured to be at the same club as Bobby Zamora).

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The Transfer Status Screen
The Transfer status screen will now be displayed from this screen you can change the perceived value of the player (what other teams will expect to have to offer to purchase the player), the players squad status (how he is thought of within your squad) and his transfer status.
Should a club approach to buy this player negotiations will now take place via the news screen. When you receive an offer from a club for one of your players simply click on the ‘Respond’ button to take you to the Offer Negotiation Screen.
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The Offer Negotiation Screen
Upon this screen you can either adjust the offer that the club has made you using the plus or minus buttons. You can also add/remove clauses by clicking upon them. The various options available on this screen are detailed below:
·Transfer Fee
This is the basic fee that will be instantly paid upon the transfer being completed.
·Monthly Instalments
This will allow the club involved in the transfer the chance to pay the transfer fee over a period of months instead of in one go.
·Percentage Of Next Sale
This clause means that if the club that the player is sold to in turn sell the player on then a percentage of the fee the new club receive will go to the original club. This clause is popular among small clubs selling players to larger clubs. If you click on the percentage amount then this will change in steps of 5%.
·Fee After 10 League Appearances
This clause indicates an amount that will have to be paid by the purchasing club if the player makes 10 league appearances for his new club. You can change the number of appearances that the player must make for the fee to be paid by clicking upon the number of appearances.
·Fee After 10 International Appearances
This clause indicates an amount that will have to be paid by the purchasing club if the player makes 10 international appearances for his new club. You can change the number of appearances that the player must make for the fee to be paid by clicking upon the number of appearances.
·Exchange
To attempt to take a player in part-exchange click upon the ‘Exchange’ button and you will be take to a screen where players who can will be offered in part-exchange are listed. To add one of these players into the deal simply click on the ‘Exchange’ button and then on the name of the player you wish to add into the transfer deal.
When you return to the main Transfer Negotiation screen the part exchange player should now appear in the bottom half of the screen as part payment for the transfer.
All that’s left to do after you’re happy with the settings is to press the Negotiate / Cancel button and continue the game to see if the club will accept your demands.

Contract Negotiations
Contract Negotiations usually take two forms either negotiating a contract for a player who is joining the club or attempting to extend the contract of a player who is already present at the club.
Negotiations with players presently at your club can afford to be drawn out and you can haggle with the player over clauses to try and get the best deal possible. Negotiations with players you are attempting to purchase are usually harder as there is always the risk that they will sign a new (and possibly more lucrative) contract at their current club or have a better offer from elsewhere.
A new hazard to bear in mind when attempting to sign new players to your club is that in cm00/01 you cannot just jump around the 'player status' until you find the status at which the player will sign cheapest - the player will remember the status that you tell him and it will take a small amount of time (up to around 2 weeks) for him to allow you to approach him with a new status.
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Main Contract Offer Screen
When you offer a player a contract the main Contract Offer screen will appear.
The top most section of this screen will indicate if the player is interested in a contract from your club and if so what his demands are. Be warned some foreign players may demand many times their current wage as they will have to dislocate from their families and friends to join your club.
If a player indicates that he is not interested in ‘joining as a squad player’ or a similar message then this means that the player will consider joining but only if considered as a different type of squad member (usually he wants a more important role but some young players won’t want to be thought of as first team members because of the pressure involved in this).
If a player indicates that he isn’t interested in a contract then he is very unlikely to accept a contract from you unless it the offer is considerably more than he is on currently (in this case Escape clauses also become very important).
The lower section indicates the offer you are about to make to the player, by default show the players current demands (or if the player is demanding more than your board will allow you to offer, then it will be set to the maximum allowed).
The parameters that can be tuned on the main Contract Offer screen are:
·Weekly Wages
This section indicates the weekly wage that the player will receive while playing at your club.
Be warned that the total wage bill that your team have affects both the wages that you can offer to other players and the amount of money that the board will allow you to use for transfer funds. For example if you have 20 players in your squad earning around £30k a week then you will have an annual wage bill of approximately £30 million pounds which may persuade the board to restrict your spending power somewhat.
This of course works both ways, quite often you can free up transfer funds by allowing highly paid players to leave the club.
·Signing On Fee
This is only shown when you are attempting to sign a player from another club and is a bonus payment that the player receives when he joins your club.
This fee can often persuade a player to join a club, however when you are managing a small team don’t be scared of dropping this value (especially for Free-Transfer players who are probably quite desperate to join a club).
·Contract End Date
This is the date upon which the players contract expires.
It is advisable to be cautious of giving older players long contracts as they may lose fitness and form towards the end of their career (Ian Rush anyone?).
·Position
Certain older players will have an extra field displayed which allows the job you are going to offer the player to be toggled between ‘Player’ and ‘Player/Coach’.
Apart from the main Contract Offer screen there are two other sub-screens that can be accessed via the Blue buttons at the top of the screen. These screens are the ‘Contract Bonus’ screen and the ‘Contract Clause’ screen.
The Bonus screen allows you to offer players bonus payments according to their performances within games. For goalkeepers these bonuses relate to Clean Sheets while for outfield players they relate to Assists and Goals.
The Clause screen allows you to offer players ‘Escape Clauses’ which will allow them to leave the club in certain situations. The three clauses are described below:
·Minimum Fee Release Clause
This indicates that if a team offers over the amount indicated then you will not be able to refuse the transfer offer. This clause is always active.
·Relegation Release Clause
This indicates that if a team is relegated then the player will be free to move if the club is offered more than the fee indicated. When this clause is active it is displayed in red.
·Non-Promotion Release Clause
This indicates that if a team is not promoted then the player will be free to move if the club is offered more than the fee indicated. When this clause is active it is displayed in red.
·Manager Job Release Clause
This indicates that if the player is offered a management position then you will not be able to retain the player.
Note:
This is the only Release clause that has no clause relating to it.
If you increase the ‘Fee’ related to a requested release clause (or even worse remove the clause all together) then the player in question will be very reluctant to sign the contract unless compensated in other ways.

Game Details
This section of the Guide reveals some of the finer details of the Championship Manager 3 engine.
Board Ultimatums
New to CM01/02 is the ability to issue ultimatums to your board.
If the board unjustly refuse one of your reasonable requests for more money to waste on untried foreign players, call their bluff and issue them an ultimatum. This puts your job on the line but can force the board to see things from your point of view (on the other hand it can also lead to your sacking).
This is best to be used only after you have made an impact at a club as a board will have no problem with dismissing an unproven manager for such an arrogant action. However if you have brought glory to the club in the form of silverware though you can probably getting with moaning like a real manager ;-).

Appealing Against Red Cards
You can now appeal again bans which you feel are unfair. The FA may rescind these bans occasionally and the media may pick up on your moaning ways.
You can do this by simply clicking the 'Appeal' button that is displayed above certain suspension news items (please note not all suspensions are appealable - which ones are (if any) depends upon the league your team is active in). For best results with appeals scrutinise the commentary surrounding the offense in the match report, if it mentions a 'harsh decision' or the opposition player diving then its much more likely that you'll be successful.

Leave Of Absence
You can now send players who are homesick on a leave of absence in an attempt to cheer them up. This is only available as an option when a player is homesick. Please remember that there is a risk assocated with this option as the player may decide that he prefers life at home and fail to re-appear for training at the end of his holiday.

Rehabilitation
Players with re-occuring injuries may now be sent for rehabilitation to cure those injuries.
This option is only available when a physio has detected a players recurring injury. Be warned treating players in this way will remove them from first team action for quite a while, however it might mean that they have less niggling injuries and can help young players fulfill their full potential which might otherwise be prevented.
NB. If a player is injured when sent for surgery his time out will be the total of his surgery time plus his injury time.

Improved Scouting
Hand in hand with the Fog of War option you may now set a scout to constantly watch your next opposition. This scout will return with a detailed report of the teams strength and weaknesses.
You can do this by selecting 'Scout Next Opposition' on a scouts option menu. This will tell the selected scout to keep an eye on your next opposition and to report back with information upon the teams strengths and weaknesses. Generally the scout will come back with the teams most likely formation, their general strength (relative to your team - in your scouts opinion) and information upon any particularly strong players that the team has.

Discipline
In Championship Manager 3 you can take your aggression out on your staff. If a player has upset you for some reason you can now discipline him either with an official warning or by fining him up to 2 weeks wages.
To fine a player simply select the ‘Discipline Player’ option from the staff ‘Action’ menu and then select the serverity of the fine or warning and the reason for it being given.
The various reasons, which can be given when disciplining players, are explained below:
No Reason
This is a very dangerous thing to do and is tantamount to victimising a player for no reason.
Unprofessional Behaviour
This reason should be selected when the player has done something that brings the club into disrepute, examples of this are the player going AWOL, missing training.
Dismissal in prior match
This reason should be selected when a player has been sent off during a previous match.
Violent Behaviour
This reason should be selected when a player has been involved in violent acts during a match.
Poor Performance
This reason should be selected if you as a manager feel that a player is under-performing.
When doing this caution is recommended however as if you fine players too often you may upset the player (or even friends of his within the squad) and possibly incur the wrath of the board.
If you use the fine system sensibly it is possible to improve player’s attitudes slightly (thus if a player is fined for missing training he may decide not to do that again).

AWOL Players
Player power has been implemented in CM for the first time, certain players may now become so unhappy at a club that they may go AWOL. If a player at your club goes AWOL then he will be unavailable for matches until he decides to return to the club.
It should be noted that a player going AWOL will disrupt the rest of the squad and may also cause the chairman to react against the player.
It should be noted that players can go AWOL for many reasons the most common being a player ‘unable to settle in a new country’ or a player who feels his career is being stifled due to transfer offers being declined.

Changing Squad Status
Changing of a player squad status is much more important in the new version of Championship Manager. If you muck around too many players then your reputation will be sullied which may cause your existing squad members to disbelieve the status that you have given them (and also make potential signings dubious about joining you).
When changing a player’s squad status take into account the following:
1. How long since he signed his last contract (a player won't appreciate being signed as an important player and then dropped to a backup player 2 weeks later.. however if he has had erratic form and in the team for 9 months then he may take a more pragmatic approach to a change in status).
2. Age Of the Player (if a player is past his prime then he is more likely to accept a drop in squad status).

The Reserve Team
The reserve team in Championship Manager 3 can be managed either by yourself or left to your assistant manager to control.
The reserve team is mainly used for developing young talent or bringing players back from injury, however it can also be useful for building up the confidence of young players who have lost form.
Players who are placed in the reserve team for any length of time should have a squad status of ‘Backup Player’, ‘Hot Prospect’ or ‘Decent Young Player’ otherwise they will get upset with you quite quickly.
It is possible to force a player’s selection into a reserve match even when you aren’t managing the team by selecting him into the squad, this is very useful when you have just obtained a player and want to see how he gets on.

Non-Playing Staff
It is very important to try and find the right non-playing staff for your club. Each member of non-playing staff has a clearly defined role within the game, their sphere of effect is shown below:
Note:
In Championship Manager 2001/02 the displayed staff abilities are relative to the staff’s current ability level so what you see if what you get. A staff can change in ability in the same way that a player can.
For the first time in CM01/02 non-playing staff can now learn languages in the same way as players. Non-playing staff that can communicate with players are much more effective than ones which can’t.
·Physio
A physio treats injured players and a good physio will speed up the recovery of injured players slightly.
Physiotherapy is the most important attribute for physios, Man Management, Discipline and Motivation are also important to a lesser extent.
·Coach / Assistant Manager
A Coach’s role at a club is to train players. Assistant Managers also train players but will have the responsibility of picking the reserve team.
The following attributes are important to Coaches and Assistant Managers:
Working With Youngsters
Judging Player Ability
Judging Player Potential
Coaching Goalkeepers
Coaching Outfield Players
Man Management
Motivation
Tactical Knowledge (if in charge of reserve team)
If there is no Assistant Manager then the picking of the reserve team is left to the most senior coach.
·Scouts
Scouts are used to search for new talent within the game.
The most important attributes for scouts are Judging Player Ability and Judging Player Potential.
New Player Stats
As well as the ‘traditional’ player statistics there are now the following ones for your analysis:
PassThis is the percentage of passes that a player has completed, when looking at this bear in mind the type of passes that a player attempts and the area in which he attempts them has a large bearing on this stat. Hence traditionally defenders will have a higer percentage than other positions as in real-life.
TckThis is the number of tackles completed on average in a game.
DrbThis is the number of dribles complete on average in a game.
Sh TarThis is the number of shots on taget on average in a game.
WonNumber of Matches in which a player was involved in which his team won.
LostNumber of Matches in which a player was involved in which his team lost.
TglsTotal goals scored by his team when he was playing.
TconTotal goals conceded by his team when he was playing.
Background Processing
When-ever the mouse cursor turns into a hand click your left mouse button and control will switch back to you, while processing carries on in the top left hand corner of the screen.

Finances & Transfer Funds
The amount of money that your team generates depends largely upon your team’s reputation and the size of their stadium, extra cash from investments and the like however are down to the business acumen of the chairman in charge of the club.
The amount of the available funds that the board will release as Transfer Funds is affected by several different factors:
·Board Caution
The board will reserve a certain amount of money to ensure that the club’s out-going bills can be covered for a certain period of time. The amount that the board hold back for this depends on the personality of the chairman at the club. Obviously a club with a large wage bill and stadium will hold back more money than a club with a small stadium and light wage bill.
The maximum wage that the board will allow you to offer is calculated in a similar fashion, thus if you have a high wage bill the board will be less likely to allow you to offer high wages to incoming players.
·Manager Reputation
The reputation of the club’s current manager in ratio to that of the club affects the amount of funds that the board will make available. Thus if an unknown manager takes control of Manchester United then he won’t be given the same amount of funding that Alex Ferguson would get.
·Club Reputation
The board will cap the amount of money that a club can spend in a season according to the size of club (e.g. Fulham are one of the richest clubs in Britain but Kevin Keegan wasn’t allowed to spend as much as a Premiership club).

Youth Players
During the game (usually at the end of a season although not always) you may get a news message indicating that a player has been promoted from your youth team into your reserves for your assessment.
If you check your team then you will find the player has been placed in your squad and is on a rolling contract, if you believe that he may make a useful player in the future then give him a contract otherwise release him.
Note.
If you have a full team of 50 players then you won’t get any youth players promoted.

Weather
As in real-life the weather will affect the way a match plays. The actual effects are shown below:
Weather ConditionMatch Effect
BreezyLong Passes more difficult, Long shots harder to get on target but also harder to save
DrizzleMakes ball control slightly more difficult
DryNo Effect
WetHarder to control ball as it will skip about. Pitch will be slightly boggy so players will tire more quickly
Hot TemperaturePlayers will tire slightly more quickly
Cold TemperaturePlayers with low work-rate and motivation will be slightly less inclined to run around.

Stadium Relocation / Expansion
The board may expand your stadium at the end of a season, there are two reasons why the board will consider doing this (1) If you have been promoted into a league which has a minimum stadium requirement that your stadium doesn’t meet or (2) if the attendance’s are sufficiently high (average attendance should be 90%+ of the stadium capacity) and you have the money available to do so.
Bear in mind that expanding a stadium is expensive and that this may remove a large part of your transfer budget. Also the larger a stadium that a team has the more money its costs to upkeep it.
If your club stays in a poor financial situation for too long then the Health and Safety officers may force the closure of parts of your stadium due to lack of upkeep.

Referee Statistics
There are now referee statistics available in all leagues active in the game, these include ‘Games Played’, ‘Yellow Cards’, ‘Red Cards’ and ‘Average Rating’ (Average rating indicating how the referee performed during a game … a referee with a low average rating is more prone to incorrect decisions or poor control of a match than one with a high rating).
These can be used by a discerning manager to warn them that maybe ‘Hard Tackling’ isn’t a good idea in the next match (or maybe that the referee is a soft-touch and the team should launch in two footed).
发表于 2007-1-17 19:45:23 | 显示全部楼层
居然没有人支持呢 奇怪
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发表于 2007-1-17 19:54:45 | 显示全部楼层

呵呵

原帖由 hamfaye 于 2007-1-17 07:45 PM 发表
居然没有人支持呢 奇怪

你看下那贴是什么时候发的。
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