Running your club

Budget, sponsors, investments, stadium and staff : the long-term management of your institution.

The budget

The budget shows the balance, the week's result (income minus expenses, average ticket revenue included), the forecast end-of-season balance and the low point, with the balance curve up to the last week.

Then come the week's income and expenses line by line, the season result taken from the ledger and the latest transactions. Finances are settled automatically every week.

Budget lines

Income : TV rights, sponsors, ticketing (weekly average) and merchandising. Expenses : player wages, staff wages, upkeep of facilities and stadium, fixed costs.

💡 If the forecast low point drops below zero, cut the wage bill or sell before starting major works.

Expenses

Below the budget, expenses detail the week's spending line by line : player wages, staff wages, upkeep of facilities and stadium, fixed costs. Their total is the budget's expenses.

Show them by week or over the season and spot the heaviest item. Transfers and investments are not part of them : they are one-off expenses, visible in the ledger.

In football, fixed costs cover operations, services, insurance and administration, depending on the division.

In rugby, fixed costs are worth a quarter of the TV rights, split between operations, services, insurance and administration.

Reports

Reports give the result of a season of your choice : income, expenses, balance, breakdown by category and change from one week to the next and from one season to the next.

The full ledger lists each transaction with its date, category, amount and the balance after the operation ; filter it by direction, category or label.

Sponsors

A sponsorship contract pays income every week for its duration, plus a bonus for each win. Each offer has an entry requirement, shown on its card.

You can have 5 contracts at the same time. ⚠️ Terminating a contract before it ends costs 4 weeks of income.

Investments

Below the sponsors, five investment programmes are available : youth development (potential of players aged 21 or under), marketing (reputation), medical research (shorter injuries and less fatigue), fan zone (supporters) and data analysis (squad morale). The higher the amount, the stronger the effect.

The money is spent at launch and the effect applies at maturity, 5 to 12 weeks later ; only one programme of each type at a time. ⚠️ An investment is not paid back : only commit what you will not need for wages.

In football, an offer requires a club sponsor level, from 1 to 10 ; a given sponsor can only be signed once and a contract lasts 2 seasons, 3 for the most demanding offers. On top of this comes the regular income from the main partner, which follows that level. Investments range from 250,000 to 6,000,000 SC depending on the programme.

In rugby, an offer requires a minimum reputation ; 15 offers in 5 categories, one contract per category. Investments range from 25,000 to 600,000 SC depending on the programme.

Staff management

Staff management lists the hired members with their role, rating, wage and contract end. Hire on the staff market or dismiss ; a dismissal costs a severance payment.

The staff market is renewed every day : a member who was never hired leaves it after 56 days and new profiles, with varied ratings, replace them.

In football, 17 roles in three families (technical, medical, psychology) ; the head coach, the sporting director, the head doctor and the head psychologist are unique. Without a head coach, the training bonus is halved. The severance payment depends on the remaining months of contract.

In rugby, 8 roles and at most two members per role : forwards, backs and skills coaches, video analyst, strength and conditioning coach, doctor, physiotherapist and mental coach. The signing fee is worth 4 weeks of wages, the severance payment half of the wages still owed.

Technical staff

The technical staff oversees training. The table shows its effect on the week : focus and intensity of the programme, average fatigue, each role's bonus and condition by unit.

Warnings flag a vacant position, very tired players or an intensity too high for a tired squad.

The stadium

The stadium is divided into stands, each with its capacity, seat type and price. Ticket revenue is collected at every home match ; a price that is too high lowers attendance.

Ticket prices : popular from 5 to 40 SC, standard from 10 to 70 SC, premium from 20 to 150 SC, VIP from 50 to 400 SC. The club's reputation, the roof and the stadium's condition also affect attendance.

Expand and equip

A stand grows in steps of 500 seats, gets a roof and moves up to higher-grade seats ; the stadium goes up to level 10.

Amenities (parking, sound system, lighting, giant screen, restaurant, press room, VIP lounge, museum …) increase attendance, revenue or reputation. Three at most are active, each up to level 5, depending on the stadium level.

The campus

The campus presents the club's buildings with their level, condition and weekly upkeep, and the effect of each on the game.

Building equipment strengthens a specific area ; some require a minimum building level before they can be installed.

In football, 5 buildings : training centre, medical centre, youth academy, marketing centre and technology centre. The training centre and the technology centre also unlock tactical formations ; 6 pieces of building equipment at most are active.

In rugby, 6 facilities, from level 1 to level 10 : stadium, training centre, medical centre, youth academy, gym and video room.

Construction work

An extra level is paid from the budget and requires a construction time, both shown before you confirm. The building remains usable during the work.

The history keeps the work carried out with the level before and after.

In football, each building has its own construction site, and some levels require a minimum level of another building.

In rugby, only one construction project can be under way at a time.

Equipment

The shop offers gear with its quality, lifespan and price ; the inventory shows the club's gear and lets you sell it, at 30% of the purchase price depending on its condition.

An item can be bought in 3 copies at most. In the inventory, assign it to a player, 3 items per player at most : in matches it only affects that player, and a player's bonus on one attribute is capped at 10. Its effect decreases with wear.

Equipment in training

For a team session, choose gear from the inventory : each item adds 3 points per effect point, depending on its condition, to the session players' chance of improving its attribute, up to 85%.

⚠️ Each session where it is used counts as one more week of wear : gear used in training wears out faster.

Maintenance

Buildings wear down over the weeks. A repair restores a building to perfect condition ; its cost depends on its level and wear.

⚠️ A facility in poor condition loses effectiveness. The history keeps the repairs carried out.

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