GAME SETTINGS
LEAGUE SETUP
 LEAGUE INFORMATION 
 LEAGUE NAME The Manager The full name of the league. This will be displayed at various places across the website 
 LEAGUE ABB MGR The leagues abbreviation. This is used by the software in some cases to determine which branches of code to use. Do not change this unless instructed to do so. 
 CURRENT SEASON 39 The current season. This value increments when the 'reset stats' function is used. 
 COMMISH EMAIL adam@meney.co.uk The Email address of the league commissioner. Displayed as a contact point for coaches. 
 COMMISH NAME Adam Meney The full name of the commissioner in charge of the league administration. 
 BLOWOUT VALUES 
 BLOWOUT % 50 Blowouts are caused when a team is beaten by a threshold of goals when they use only a low percentage of available skill levels on the roster. Blowout % is the value which determines what percentage of total skill level should be used by a coach deemed acceptable and within the spirit of the game. 
 BLOWOUT GOAL DIFFERENCE 6 Blowout Goal Difference is the number of goals a team must be beaten by to have committed a blowout. 
 PENALTY KICK EVENT PROBABILITIES 
 PK NOTHING 20 If a player gives away a penalty kick this is the % chance that no cards will be shown. 
 PK YLW 60 If a player gives away a penalty kick this is the % chance he will be shown a YELLOW card. 
 PK RED 20 If a player gives away a penalty kick this is the % chance he will be shown a RED card.s 
 PK PASSIVE CHANCE 0 If a player is playing passive, this is the chance per minute he adds to the overall PK chance modifier. 
 PK NORMAL CHANCE 1 If a player is playing normal, this is the chance per minute he adds to the overall PK chance modifier. 
 PK AGGRESSIVE CHANCE 10 If a player is playing aggressive, this is the chance per minute he adds to the overall PK chance modifier. 
 PK DIRTY CHANCE 15 If a player is playing dirty, this is the chance per minute he adds to the overall PK chance modifier. 
 BASE INJURY CHANCE 20 This value is the base chance of a random injury occurring. This value is added to for each player playing agressively or dirty. Currently if both teams play all players passive or normal then there is a base chance 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 base chance plus 110 in 10,000 chance that a player will be injured. 
 SEASON TURNOVER EFFECTS 
 RESET EL? N At the end of a season do all EL values get reset back to 10? Or will EL values remain as they were. 
 CARRY SUSPENSIONS? Y Do SUSPENSIONS carry into next season? DPs will be reset but this gives the option of carrying suspension over. 
 RESET MORALE A This option determines the treatment of Team Morale when a season is turned over. A - Leave it as it is, B - reset to 0.5 across the board, C - raise all team morale to a minimum of 0.5 
 TEAM CAPTAIN SETTINGS 
 USE CAPTAINS Y Does the league use the CAPTAIN feature where bonuses are awarded to that player for big victories? 
 CAPTAIN MIN AGE 5 What is the minimum age a Captain can be? 
 TEAM FOLLOWING SETTINGS 
 TRAVELLING SUPPORT % 0.25 If stadiums are used, this is the percentage of a teams following that travel to away matches. 
 NEUTRAL VENUE SUPPORT % 0.4 If stadiums are used, this is the percentage of a teams following that travel to neutral matches. 
 INDIVIDUAL TICKET PRICE 0.002If stadiums are used, this value is the cost of each ticket that the attendance will pay. 0.002k is the default. 
 BASE TV MONEY PER MATCH 144 If stadiums are used, this is the base amount of income generated from a match from TV and Sponsorships. This money is shared between both clubs involved in the match. 
 RESOURCE LIMITS 
 MAX CPs 70 The Maximum number of CPs a team can have at any point. This value is also applicable to preseason purchses. 
 MAX BANK 4000 The Maximum a team can have in the bank before the Robin Hood Effect is triggered. 
 MAX POINTS USED 7 The Maximum number of coaching that can be assigned to a player in a season. 
 TRIALIST SIGNING COST 10 The cost per SL level to sign a random trialist player from the Non-League when a team roster cannot fill all 16 slots. 
 PRESEASON SETTINGS 
 MAX CPs 70 The Maximum number of CPs a team purchase during preseason. Same value used in Resource Limits.
 MEANINGFUL RIVALS Y This option, when set to Y, will only allow a coach to update 1 rival in preseason. When a team plays a rival they will receive a morale boost for that match or get full Home Advantage. If set to N, coaches can change rivals at any point during the season and rival will continue to be a cosmetic feature. 
 ALLOW PRESEASON CPs Y Does the league allow CP purchasing in the preseaon? 
 PRESEASON CP BLOCKS 1 If the league allows CP purchasing in the preseason, this value determines the number of CPs purchased at a time. Either in single CPs or blocks of 5. 
 PRESEASON CP MIN 1 If the league allows CP purchasing in the preseason, this value determines the minimum number of CPs that must be purchased, if any. 
 BOSMAN SETTINGS 
 USE BOSMANS Y Does the league award a Bosman draft signing in the preseason? 
 BOSMAN NO TRADE 10 What is the number of matches that the Bosman player must appear in for them to be eligible for trade? 
 BOSMAN DEFAULT AGE 1 If a team does not have a history from the previous season then they are probably new. This will determine the age of the bosmans player if they partake in a preseason 
 BOSMAN DEFAULT SL 10 If a team does not have a history from the previous season then they are probably new. This will determine the skill level of the bosmans player if they partake in a preseason 
 USE LAST SEASONS DIVISION? N Does the league use the division from last season to determine the skill level of the bosman player? 
 NO TRADE EMBARGO SETTINGS 
 DEFAULT NO TRADE 10 What is the number of matches a player must appear in for them to be eligible for trade? This applies only to Auctions and Trades. Apprentices have their own settings. 
 EMAIL INVALID TRADE REASON Y Do INVALID TRADES reasons get emailed to each coach involved? 
 PRE MATCH TRADE BLOCK 24 Number of hours before a match where trading is blocked? 
 END OF SEASON VOING SETTINGS 
 VOTES PER CATEGORY 5 This is the number of votes that each team gets to cast for each category in the End Of Season Voting. A team can cast all votes against a single nominee if they wish. 
 LINEUP ALERTS 
 ALERT EMAIL 1 48 Number of hours before match when 1st Email Reminder sent. 
 ALERT EMAIL 2 8 Number of hours before match when 2nd Email Reminder sent. 
 ALERT EMAIL 3 2 Number of hours before match when 3rd Email Reminder sent. 
 SHOW EMAIL ADDRESSES N Does the league display email addresses? 
 BLOG SETTING 
 SPOILER TIMEOUT 6 Number of days aafter which the spoiler flag is removed from a post. 
 NMR SETTING 
 SHOW NMRs N Do NMRs show in the STATS page? 
 CUP SETTINGS 
 LAST CUP 1 GROUP MATCH 12 This is the last matchnumber to feature a group in the Cup 1 competition. From this point the group standigs are froxen on the web page. 
 LAST CUP 2 GROUP MATCH 27 This is the last matchnumber to feature a group in the Cup 2 competition. From this point the group standigs are froxen on the web page. 
AUCTIONS
AUCTION PLAYER PARAMETERS
 AGE  NUMBER  LOWEST SL  HIGHEST SL 
 0  1  6  8 
 1  1  10  14 
 2  2  16  19 
 3  2  18  23 
 4  1  20  24 
 5  1  22  25 
 6  1  15  20 
AUCTION RESOURCE PARAMETERS
 RESOURCE  TOTAL  LOW  HIGH 
 CP  3  2  3 
PRESEASON OPTIONS
 PRESEASON SETTINGS 
 USE BOSMANS Y Does the league award a Bosman draft signing in the preseason? 
 USE CAPTAINS Y Does the league use the CAPTAIN feature where bonuses are awarded to that player for big victories? 
 MAX CPs 70 The Maximum number of CPs a team can purchse. 
 ALLOW PRESEASON CPs Y Does the league allow CP purchasing in the preseaon? 
 PRESEASON CP BLOCKS 1 If the league allows CP purchasing in the preseason, this value determines the number of CPs purchased at a time. Either in single CPs or blocks of 5. 
 PRESEASON CP MIN 1 If the league allows CP purchasing in the preseason, this value determines the minimum number of CPs that must be purchased. 
 BOSMAN PLAYERS AVAILABLE IN PRESEASON 
 ID  Div  Place  Age  SL  Allow as GK  Allow as Multipos 
11119YN
212110YN
313110YN
414111YN
515111YN
616111YN
717112YN
818112YN
919112YN
10110113YN
11111113YN
12112113YN
132119YN
1422110YN
1523110YN
1624111YN
1725111YN
1826111YN
1927112YN
2028112YN
2129112YN
22210113YN
23211113YN
24212113YN
253119YN
2632110YN
2733110YN
2834111YN
2935111YN
3036111YN
3137112YN
3238112YN
3339112YN
34310113YN
35311113YN
36312113YN
AGING TABLE
 Age 0 Table 
 Min Skill  Max Skill  Skill Loss 
 0  15  0 
 16  17  1 
 18  100  2 
 Age 1 Table 
 Min Skill  Max Skill  Skill Loss 
 0  13  0 
 14  18  1 
 19  21  2 
 22  23  3 
 24  25  4 
 26  27  6 
 28  100  8 
 Age 2 Table 
 Min Skill  Max Skill  Skill Loss 
 0  10  0 
 11  14  1 
 15  18  2 
 19  21  3 
 22  24  4 
 25  27  5 
 28  30  6 
 31  100  7 
 Age 3 Table 
 Min Skill  Max Skill  Skill Loss 
 0  10  1 
 11  14  2 
 15  18  3 
 19  21  4 
 22  24  5 
 25  27  6 
 28  30  8 
 31  33  10 
 34  36  12 
 37  100  14 
 Age 4 Table 
 Min Skill  Max Skill  Skill Loss 
 0  10  1 
 11  14  2 
 15  18  3 
 19  21  4 
 22  23  5 
 24  25  6 
 26  27  7 
 28  29  8 
 30  31  10 
 32  33  12 
 34  100  14 
 Age 5 Table 
 Min Skill  Max Skill  Skill Loss 
 0  7  1 
 8  10  2 
 11  14  3 
 15  18  4 
 19  21  5 
 22  23  6 
 24  25  7 
 26  27  8 
 28  29  10 
 30  31  12 
 32  33  14 
 34  100  16 
 Age 6 Table 
 Min Skill  Max Skill  Skill Loss 
 0  10  3 
 11  14  4 
 15  18  5 
 19  21  6 
 22  23  7 
 24  25  8 
 26  27  9 
 28  29  10 
 30  31  11 
 32  33  12 
 34  100  13 
 Age 7 Table 
 Min Skill  Max Skill  Skill Loss 
 0  10  3 
 11  14  4 
 15  18  6 
 19  21  8 
 22  23  10 
 24  25  11 
 26  27  12 
 28  29  13 
 30  100  14 
 Age 8 Table 
 Min Skill  Max Skill  Skill Loss 
 0  10  4 
 11  14  6 
 15  18  8 
 19  22  10 
 23  26  12 
 27  30  14 
 31  100  16 
 Age 9 Table 
 Min Skill  Max Skill  Skill Loss 
 0  10  5 
 11  14  6 
 15  18  8 
 19  22  10 
 23  26  12 
 27  30  14 
 31  100  16 
TACTICS
   GP  DEF  OFF 
 TACTIC  DF  SW  SW  DF  MF  OTF  SW  DF  MF  WG  FW  OTF 
 B  0.75  0.25  1  0.75  0.75  0.5  0  0.25  0.75  1.25  1  1.5 
 C  0.75  0.25  1  1  0.5  1  0.25  0.25  0.5  1.25  1  1 
 E  1  0.5  1  1  0.5  0  0  0.25  0.5  1.6  1  0 
 L  1  0.5  1  1  0.5  0  0  0.25  0.5  1.25  1.25  0 
 N  1  0.5  1  1  0.5  1  0  0.25  0.75  1.25  1  1 
 O  0.75  0.5  1  1  0.75  1.5  0.25  0.25  0.5  1.25  1  0 
 P  0.75  0.25  1  0.75  0.25  0  0  0.5  1  1.25  1  2 
 S  1  0.5  1  1  1  2  0  0  0.25  1.25  1  0 
PLAYER RATINGS
 Rating Event  +/-  Score 
 Bonus GoAhead  +  2 
 Bonus Late GoAhead  +  4 
 Bonus Late Tie  +  4 
 Bonus Tie  +  2 
 Caught Offside Assister  -  1 
 Caught Offside Player DF  -  1 
 Caught Offside Player FW  -  3 
 Caught Offside Player MF  -  2 
 Caught Offside Player WG  -  3 
 Defender Offside Trap  +  4 
 Defender Stop Chance  +  5 
 Minutes Over 0  +  40 
 Minutes Over 15  +  50 
 Minutes Over 30  +  60 
 Minutes Over 45  +  65 
 Minutes Over 60  +  75 
 Minutes Over 75  +  80 
 Penalty Goal GK  -  1 
 Penalty Goal PK  +  3 
 Penalty Miss GK  +  1 
 Penalty Miss PK  -  4 
 Penalty Saved GK  +  6 
 Penalty Saved PK  -  4 
 Second Yellow Card - Red  -  6 
 Shot Assist  +  3 
 Shot Assist Goal  +  5 
 Shot Defender  -  1 
 Shot Defender Goal  -  1 
 Shot Defender Off Target  +  2 
 Shot GK Goal Against  -  1 
 Shot GK Saved  +  3 
 Shot Shooter  +  2 
 Shot Shooter Goal DF  +  7 
 Shot Shooter Goal FW  +  5 
 Shot Shooter Goal MF  +  6 
 Shot Shooter Goal WG  +  5 
 Shot Shooter OffTarget DF  -  0 
 Shot Shooter OffTarget FW  -  1 
 Shot Shooter OffTarget MF  -  0 
 Shot Shooter OffTarget WG  -  1 
 Shot Shooter Saved DF  +  3 
 Shot Shooter Saved FW  +  2 
 Shot Shooter Saved MF  +  2 
 Shot Shooter Saved WG  +  2 
 Shot Team Goal  +  1 
 Straight Red Card  -  10 
 Yellow Card  -  4 
SPECIAL PLAYERS
   Bonuses 
 Special  Description  Acronym  GP  DEF  OFF  OTF  EL 
 Athletic  This player will recover additional EL after each match.  ATHL  0  0  0  0  5 
 Anchorman  This MF player will add a bonus to the DEF Area Total.  ANCH  0  5  0  0  0 
 Playmaker  This MF player will add a bonus to the OFF Area Total.  PLAY  0  0  5  0  0 
 Wingback  This DF player will add a bonus to the OFF Area Total.  WGBK  0  0  5  0  0 
 Chaser  This FW or WG player will add a bonus to the DEF Area Total.  CHAS  0  5  0  0  0 
 Big Match Player  When playing in a rival match this player will add additional bonuses to GP, OFF & DEF.  RIVL  2  5  5  1  0 
 Passer  This player will add a bonus to the OTF when playing.  PASS  0  0  0  1  0 
 Shooter  This player can shoot like a FW with no positional penalty.  SHOT  0  0  0  0  0 
 Leader  Gains a +1SL bonus for playing 90 minutes in a big victory, can be combined with a Captains Bonus.  LEAD  0  0  0  0  0 
 Swansong  This player will retire at the end of this season but gains a +5 SL boost until he does.  SWAN  0  0  0  0  0 
 Maverick  Gains permanent SL but will recover at a lower EL rate after each match.  MAVR  0  0  0  0  -12 
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The Manager
SEASON 39

Online: David [USL], Paul [BAL], Colin [SPT], Richard [INB]
Recent: James [FCG], Jon [ADE], Roy [SPP], Brian [OLD], James [ORP], Simon [DYN], Mark [TAY], Mike [HUA], Steve [AFC], Bob [REA], Denis [LEI], Tim [SSK], Daniel [FCB]