Ruleset 62
The world can now be created: eight named clubs, ninety-six generated players, contracts at the published wage curve, seated AI managers and a full schedule arrive with one command. No rule of a match changes.
What changed in Dawgin, who helped, and what we know is broken.
The world can now be created: eight named clubs, ninety-six generated players, contracts at the published wage curve, seated AI managers and a full schedule arrive with one command. No rule of a match changes.
Nothing about the game changes here. Administrators now confirm a second factor, a code from an authenticator app, before the admin area opens, and every account can turn one on from its settings. No rule, match, table or result is affected.
Nothing about the game changes here. Feedback and bug reports get a screen, a ticket number and a status you can follow, and the rate at which reports may be filed is now a published limit: ten a day, or three while an account is under a week old. No rule, match, table or result is affected.
Nothing about the game changes here. Somebody who manages a club in any world can no longer be given a moderator, operator or owner role, and somebody who holds one of those roles can no longer take a club. An administrator does not play in a game they moderate. Support is unaffected, and so is every rule, match, table and result.
Nothing about the game changes here. This version is about who runs it: the four administrative roles now say in one place which actions each may take, world creation refuses the calibration-only speed profile on a live server, and the record of who held which role is added to what an account deletion keeps. No rule, no match, no table and no result changes, and no club or manager is affected.
The transfer market opens to managers, and this version is the price list that comes with it. Withdrawing a listing is free until somebody bids, then costs two per cent of the price you asked for, and is refused in the last hour before the auction closes. You are told which of the three applies before you press anything. There are also limits on how quickly bids and listings can be made, which exist to stop scripts and which no ordinary session will meet. No club decides anything differently, no match, table or result changes, and an AI club is unaffected by every one of these.
Nothing about the game changes here either. This version adds the rules for what happens to your account if you ask us to delete it, what goes, what stays because other managers played those seasons too, and what stays with your name taken off it, and how long a copy of your own data is kept once we have made you one. You can read the whole of it before you register. No rule, no match, no table and no result changes.
Nothing changes for you in this version, and that is the whole of it. What it adds is one number the game measures itself against: how much better off a club with a real scouting department has to end up than a club with none, once the players they signed have been at the club long enough for everyone to see who they actually were. Paying for scouting has always been worth something; this is the first version that says how much, so that it can be checked instead of assumed. No rule, no match, no table and no result changes.
The other clubs start trading. Every club run by the game now looks at the market each day: it bids for players who would improve it, stops at a maximum it works out for itself and never goes past it, signs free agents when it is short at a position, and once a week puts up players it has too many of. No club will do more than four deals in a season, so squads change without churning. A club will not react to a new auction the instant it opens, it takes anywhere from two to eighteen hours to notice, and it will never sell you a player for less than it would pay for him. If a manager leaves a club with bids of over 25,000 standing, those bids are held for a day for whoever takes over, with the money still set aside; nobody claims them and they are cancelled and refunded. This version changes no match, no table and no result.
The market gets its brakes. A player you sign cannot be sold again for a week, and when you do sell, the selling club pays a tax that is much steeper the sooner you resell: nearly half the fee after a week, settling to eight per cent once you have held him for a season. That money is destroyed rather than paid to anybody. Two clubs can only do three deals with each other in a season, whichever way round, and a bid in the last five minutes pushes the close back five minutes so an auction cannot be sniped. Prices far away from what a player is worth are recorded for a moderator to look at; the sale still goes through. This version changes no match, no table and no result.
The transfer market gets its foundations. Players can be put up for auction with a reserve, bids are recorded with a minimum step between them, and money behind a bid is held aside the moment you place it, so the same funds can never back two auctions at once, and being outbid frees them again immediately. Nothing is on screen yet and no player changes club: this version changes no match, no table and no result.
Money moves. Your club now earns a gate on every home match, sponsorship, merchandising and a league share every week, and prize money when the season ends, and it pays wages, staff, upkeep and, if it outspends its cap, a luxury tax, every single evening. A club that runs out borrows automatically and pays interest until it repays. Your arena no longer sells out by default: how full it is depends on how popular you are, how you have been playing and who is visiting, and a thin crowd is worth less to your team on the floor.
Your club now writes to an inbox. Match results, squad news and the events around the club arrive there as they happen, a training report lands every seventh game day, and coming back after half a day away gives you one summary of what your assistant did and what your delegation level held back for you. Nothing about a match, a season or a table changes.
Every manager you play now has a permanent record against you, and you against them: wins, losses, margins, streaks and the last five meetings, kept per manager rather than per club, so it follows both of you when either changes job. It appears on their profile and on the report of a match you managed, and it counts only the games you were both in post for. Records for matches already played are built from the fixtures that produced them, so nothing is invented and no result changes.
Club pages and manager profiles can now be read by anyone, with no account and no sign-in, and a link to one keeps working when you paste it somewhere else. A club page shows its squad in rating bands, never exact numbers, and never anything about money; a profile shows a career and hides whatever its owner has chosen to hide. Pages are held by a cache for five minutes, so a result can take that long to appear on one. Nothing about a match, a season or a table changes.
The squad, lineup and tactics screens are open. Orders scoped to one match stop being editable fifteen minutes before it starts. Your standing orders stay open and apply to the next match after that. Five more player composites are computed so that every tactical control can tell you what your own squad has. No completed result is recalculated.
Your assistant now looks after training too. When you take a club, it starts running everything for you, the side, the tactics and the training plan, and you take each of those back whenever you want to, from the assistant screen. Before this, a newly taken club trained nobody in particular until its manager set a plan, which quietly cost the squad its development. Nothing already played is recalculated.
Nothing you can see has changed yet, and this note exists so that it is not a surprise when it does. Two sets of words were pinned down: how tired another club's player looks to you, fresh, tired or exhausted, and how sure your scouts are of what they are telling you, which is always a phrase and never a number. Both were already written into the rules; neither had been given a setting a world could carry until now. No result changes, and nothing already played is recalculated.
You can take a club. Every club in a world is run by an AI manager until somebody takes it over, and joining a world now creates your manager. A name, an age, and seven abilities that all start at the same value for everybody. There is no build to choose and no starting bonus to look up: two managers made on the same day are identical, and everything that separates them afterwards is something they did. When you take a club you get all six posts at it, the squad arrives rested with its short-term knocks cleared and no inherited debt, and your record starts the moment you arrive. The AI's results before you are the club's, not yours. Longer injuries stay, because they are part of the club you took on. A club cannot change hands in the last three match days of a season, and if you walk away from one there is a short wait before you can take another. Leaving is not punished: the club goes straight back to an AI manager and your record stands as it was.
Invitations work. Every account now has its own permanent invite link, and anyone who registers through yours is recorded as having arrived on it: once, permanently, and never rewritten. That is what opens World 1: an invitation-only world admits you when the person who invited you is already playing in it, so the first managers are placed by us and everyone after them arrives on somebody else's standing. An invitation is worth nothing else for now: no money, no players, no advantage of any kind, and nothing that could change a result. The rewards for inviting people come later. We never send an invitation for you and never ask you for anyone else's email address: you share your own link, however you like.
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