WEFS Rulebook Season 20 version 1 ----------------------------------- Welcome to Weekly Electronic Football Simulation !! Table of Contents: What is new for season 20? Background Introduction Aging Budgeting Clubs and Players Coaching Commissioner Conditionals Conditioning Cup Designating Shooters Discipline and Suspensions Fouls Free-agent Auctions Game Balance Game Pressure Getting Your Orders In Goal Protection and Goal Threat Hidden Player Features League and Season Structure Lineup Marking and Fighting Against Marking Match Seed Messages New Players OFF and DEF Computations Officials Offsides Orders Format Player Attributes Player Aggressiveness Level Playing Out of Position Performance Level Reruns Rookie Auction Rules Roster Format Seasoning Bonus Set Plays Shots Substitutions Tackles And Interceptions Team Aggressiveness Level Team Bonuses Team Creation Toto Trading Training Camps (Talent Scouting) Varying Playing Time Weekly Cycle Wingplay World Cup **************************************************************** WHAT IS NEW FOR SEASON 20? **************************************************************** Revised rules for player attribute (A) and rough play. **************************************************************** BACKGROUND **************************************************************** WEFS is based on Experimental Electronic Football League (EEFL). Contact Commissioner Prune Wickart (prune@teleport.com) for more information about EEFL. The following is a short caption of the EEFL Rules, version 11.1: --- [A 1.0] Short History About 1970, a bloke in England named Alan Parr invented a "soccer" simulation he named "United". The game became rather successful both in the UK and in the USA, where several play-by-land-mail games are still alive and well. In 1989, Bruce Geryk and Bob Kusumoto developed a version at the University of Chicago, improving several aspects of the game to help focus on the play and balance the long-term strategies better. They brought this version to the Net that September, founding the United Electro Football League (UEFL). In March of 1990, Bob's education and health needs suggested a new commissioner for the UEFL. Chris Gandy took over, and was followed by Jeremy Billones, who still runs the UEFL. When the league shut down for the northern-hemisphere summer, a few stalwarts rebelled against the hiatus, against some of the rules, and against everything in general. This bunch formed a second league, the Experimental Electronic Football League (EEFL). In the EEFL, play is year-round, breaking only for massive holiday interruptions (as in late December). Bruce Cota began as commissioner, with five teams and a sixth he ran under autopilot. The rules focused even more on the play -- and they've changed every season according to the wishes of the managers. Over the next four seasons, the league grew to 12 teams, and the rules stabilized -- somewhat. In June of 1991, Bruce got a *real* job, losing his Internet access. After roughly 3 months of no play, Prune Wickart volunteered to step into Bruce's position. Besides getting Bruce's records and automating scripts, Prune let in 48 new teams, massively expanding the league. There was some turnover and a few embarassing software errors, but the league ran with a fair amount of fun for five times as many people. Currently, the EEFL runs at about 10-14 days per session, with 10 sessions (including playoffs) plus a Cup tournament to each season. We have just begun season 11, and have a First division, two Second, four Third, three Fourth divisions and now also bring on two novice divisions. All in all a total of 120 teams. Welcome to the monkey house! --- **************************************************************** INTRODUCTION **************************************************************** Some differences in comparison to EEFL (in no particular order): TOP 11 APPROACH --------------- No EL, so team can basically concentrate on building and fielding top 11 all the time. However, there are various factors which might keep a player on the sideline occasionally, such as wide variety of injuries and suspensions. Teams have to guard against this by having a useful bench all the time. HIDDEN PLAYER FEATURES ---------------------- Two hidden player features, known only by the Commissioner, are introduced: Talent and Resilience. Talent reflects player's ability to learn from the coaches on the team. Resilience reflects player's ability to maintain his skill level - in some sense, his "resistence" to the affects of age. PERFORMANCE LEVEL ----------------- In a distant way, EL is replaced by a Performance Level (PL), which reflects players current ability to play up to his skill (PL affects the effective SL). PL changes according to various factors such as Game Pressure, injuries, resting etc. CONTINUOUS PLAYER SL -------------------- Player SL's are continuous and the intention is to remove all artifical SL boundaries in aging, shooting, saving, scoring etc. There are no SL caps, but every SL matters, still. STARS vs DEPTH -------------- Another target is to go more for a team effort instead of stars & fillers approach. The methods striving for this include: - nonlinear formulas decreasing the importance of star SL's - heavier aging on higher SL's - redefined shooting formula -> no SL is good enough to hit goal with every shot - a bonus for well-balanced squad of players in an area RID OF STAR GK/FW/UT-DOMINANCE ------------------------------ Star GK is not a definite must any longer, neither is a rookie GK a definite loss in WEFS. The importance of star FW's is lessened by improving DF/MF-shooting. UT is replaced with (U) (Utility) player attribute. OFFICIALS --------- Just like in real life, WEFS games have a referee and two linesmen. Officials have properties, which describe their officiating style, strength to stand the pressure of rowdy home fans and ability to distinguish good plays from offsides. Be careful with rough play, if you have a STRICT referee in your match :) GAME BALANCE ------------ Game Balance (GB) reflects the center of the graveity of the match. In WEFS terms, GB affects the location of fouls. If you're creaming your opponent, most of the play is going on at your offensive half, meaning your fouls will be relatively harmless, while most of the opposing fouls are going to be penalty kicks and free kicks in close range. GAME PRESSURE ------------- The idea of Game Pressure (GP) is introduced. GP reflects the pressure on a player in certain area. The higher the GP is, the faster player gets tired, the easier he commits a serious foul and gets booked and the more likely he is to get injured. PLAYER ATTRIBUTES ----------------- Special attributes don't get automatic 10% SL bonus anymore, but attributes result in bonuses in various situations. New attributes such as Shooter (S), Marker (M), Cool (C), Kicker (K), Utility (U) and Aggressive (A) are introduced. Players with multiple attributes are possible. TEAM PROPERTIES --------------- Team Acclimation Bonus (TAB) Players who play together with each other on regular basis tend to learn each others moves and can predict where they will be, how they will pass etc. In WEFS you get a Team Acclimation Bonus for fielding the same squad on a regular basis. Team Aggressiveness Level (TAL) Manager can order his team play at a certain Team Aggressiveness Level (TAL). High TAL increases teams DEF and OFF, but may result in increased number of bookings and injuries. Team Homogeneity Bonus (THB) A skill-wise well-balanced team gets rating bonuses. TRAINING/COACHING ----------------- Training/coaching is now separated from the actual match, i.e. players can be trained/coached regardless if they play or don't play. A bit closer connection to real life, where coaching takes place during the week and games during the weekend. Also, as part of coaching, manager can invest money in medical treatment of injured players. GRADUAL SEASONING BONUS FOR ROOKIES ----------------------------------- Training and bringing up rookies poses an interesting choice to the manager. Fielding a rookie naturally results in a significant loss in the ratings, but the more a rookie plays during his rookie season, the more experience he gains (thus, the higher his SL will be at the end of the season). VARYING PLAYING TIME -------------------- Game time is not fixed 90 minutes, but the referee may add some time due to injuries, bookings and other possible delays, just like in real life. TRADING ------- Trading is somewhat more expensive compared to EEFL. Transaction fees are higher and trading a player imposes a small loss in team bonus(es). The motivation is to reduce the importance of trading as a path to success and emphasize more long term planning. Also, trading a player can impose a small change in player's SL, reflecting the real life change in environment. CUT IN WINGPLAY --------------- The wingplay bonus for (W) players is lowered to 35% (50% in EEFL). EXTENDED MARKING ---------------- In WEFS, player can be assigned to mark down opposing (I) bonus, which provides a counter against the opposing (I) players. Also, a player can be assigned to 'fight' against marking. In this case, the player can be only marked down to a certain percentage of his effective SL. Finally, DFs can mark any player at any position. MATCH SEED ---------- In WEFS match seed is provided by the teams, not by Commissioner. WEEKLY CYCLE ------------ WEFS will run with a fixed weekly cycle, one game every week. **************************************************************** AGING ****************************************************************- Aging takes place at the end of the week, i.e. after the game. Aging is gradual, i.e. players lose SL every week: SLloss = AgingCoeff * (age / 20) * exp(SL / 20) / 3 where AgingCoeff ~ N(2-Resilience, 0.05) , 0.50 <= AgingCoeff <= 1.50 where Resilience is a (hidden) player specific feature. If player's SL drops below 0.0 due aging, he retires immediately. Team bonuses age every week as follows: OTFloss = 0.010 * OTF OSTloss = 0.013 * OST CKloss = 0.016 * CK This type of aging results in asymptotic upper limit for the bonuses. Without 'intensive' coaching the asymptotic limits are: 33.33 for OTF 25.64 for OST 20.83 for CK After every aging, a detailed aging report is provided for the manager: ------------------------------------------------------------------------------ *** AGING REPORT *** Pos Player Age SL Base Aging SB [min/kick] New SL GK P. Toivonen 4 18.23 0.17 0.16 - 18.07 SW H. Rivas 1 14.10 0.03 0.03 - 14.07 DF R. Ahola 3 25.07 0.18 0.17 - 24.90 MF H. Harry 0 6.73 - - 0.30 [90/1] 7.03 FW S. Vaisanen 1 24.22 0.06 0.06 - 24.16 OTF: 0.00 - 0.00 -> 0.00 OST: 0.00 - 0.00 -> 0.00 CK: 4.00 - 0.06 -> 3.94 Total aging : 1.91 Total SB : 0.50 In the above Base is the standard aging for a player with given age and SL. Aging is the true aging, after AgingCoeff is tkaen into account. ------------------------------------------------------------------------------ **************************************************************** BUDGETING **************************************************************** General ------- Team has a bank account (measured in Kilo-Dollars), which may never go below 0K. A new team gets a starting balance of 100K. Income from Gate Receipts ------------------------- gate = DIV_mul x (12.75 + 2xhome_rating + visitor_rating) / 3 If the match is played on a neutral ground, then gate = DIV_mul x (12.75 + 1.5xhome_rating + 1.5xvisitor_rating) / 3 In practical terms team with rating 0.00 makes 90% of the gate of a team with 1.00 rating. Division multipliers: Elite 15.000 Second 13.500 Third 12.150 Fourth 10.935 Novice division always enjoys Second division gate. Note that gate formula and division multipliers combined mean in practical terms that 1.00 rating in Second makes the same gate as 0.00 rating in Elite. Gate income in different divisions for particular ratings: div DIV_mul 1.00 0.80 0.60 0.40 0.20 0.00 --- ------- -------------------------------------------- Elite 15.000 2250 2205 2160 2115 2070 2025 Second 13.500 2025 1984 1943 1903 1862 1822 Third 12.150 1822 1786 1749 1713 1676 1640 Fourth 10.935 1640 1607 1574 1541 1509 1476 Cash Awards For Regular Season Finish ------------------------------------- In order to keep regular season titles on par with Cup title, the following cash awards will be given for final regular season finish, in all divisions: 1st 100K 2nd 75K 3rd 50K 4th 25K WEFS Champion ------------- Always worth 100K. Income from Cup --------------- Gate is not awarded in Cup games. Instead, teams get money based on their success: losing in 1st round 50K losing in 2nd round 100K losing in 3rd round 150K losing in 4th round 200K 4th 250K 3rd 300K runner up 350K winner 400K Other sources for money ----------------------- Stats Awards The awards are given in each division at the end of the regular season. Note that player's stats are reset, if he is traded. Platinum Hammer (goals scored) 1st 40K 2nd 30K 3rd 20K 4th 10K All other competitions (Golden Cross (assists), Iron Boot (blocks), Brick Wall (save percentage), Fair Play (team disciplinary record)) 1st 20K 2nd 15K 3rd 10K 4th 5K If there is a tie, the award will be splitted accordingly. Manager Of The Year (MOY) & Player Of The Year (POY) Once the season is over, in each division managers will vote for MOY & POY of their division. Both get 25K. League MVP The player receiving most stars in the *regular* season games is named as The League MVP and he gets 50K. Runner-up gets 30K and third gets 10K. Rookie of The Year The rookie receiving most stars in the *regular* season games is named as The Rookie of The Year and he gets 50K. Runner-up gets 30K and third gets 10K. Press Awards "Good", entertaining press can be worth 5K or 10K. Early Bird Bonus You get 10K for getting your orders in before the EB deadline. 10K might look pretty much useless at first look, but remember that beating EB deadline on a regular basis results in a handy 300K over the season (assuming there is 30 games). Team rating ----------- Team rating is updated after every match: 0 , if loss new_rating = (5/6)*old_rating + 1/12 , if draw 1/6 , if win If team promotes/relegates, rating is reset to 0.5 for next season. Team rating bonuses ------------------- regular season finish 1st 0.15 2nd 0.10 3rd 0.05 promotion 0.05 Cup 1st 0.15 2nd 0.10 3rd 0.05 WEFS Champion 0.10 Blowouts and team rating ------------------------ The bonus for 'winning big' is defined as follows: result bonus to team rating ------ -------------------- win by 1 0.02 win by 2 0.04 win by 3 0.06 win by 4 0.08 win by 5 0.10 win by 6+ 0.12 *NOTE*: There is no penalty for losing by alot of goals (a "blowout" in other leagues). Various expenses ---------------- * purchasing Coaching Staff at the beginning of the season * rookie auction at the end of the season * 'extra' coaching * 'intensive' coaching * medical treatment of injured players * YC/RC fines * fines for errors in orders * trading fees * conditioning * free-agent auctions **************************************************************** CLUBS AND PLAYERS **************************************************************** Club and player names --------------------- The cost for changing the name of the club (possible only at the beginning of the season) is 100K. Player name consists of first name and last name. The maximum length for a player name is 20 characters, including the space between first and last name. Team can't have several players with a particular first initial and particular last name. The cost for changing the name of a player is 10K. Team adoption ------------- A new manager taking over an existing team may change the name of the club and the names of the players for free. If a new manager adopts an existing team which has more than 1.0 TP and/or CP, the new manager is allowed to spend any TP/CP over 1.0 on retroactive coaching immediately upon team adoption. Restart with a new roster ------------------------- Manager is allowed to disband his current team during the off-season and start all over again with a new roster, if - manager has had his current team for at least 2 seasons - the team plays in the lowest division - the roster is worse than the average roster of the lowest division Also, a manager having adopted an existing (dropout) team DURING the previous season is allowed to disband this team and restart with a new roster in the same division. Stasis policy ------------- - any team is eligible to go to stasis. - team may go to stasis at the off-season deadline, only (i.e. not during the season!). - team participates in the rookie auction before going into stasis. - Commish announces stasis teams right after the off-season deadline, before that it's up to the respective managers if they want to make it public. - stasis team may return at the beginning of the season, only. - stasis team team may return only if there is a vacant slot, either due a dropout or stasis of another team, in the division team is eligible to play in. In other words, Elite team going into stasis may return only if there is a vacant slot in Elite. - if there are several eligible stasis teams for a vacant slot in a particular division, they will get a call at return in the order they entered stasis (i.e. the team having been longest in the stasis will be asked first). **************************************************************** COACHING **************************************************************** General ------- At the beginning of the season, team purchases coaching facilities, Coaching Points (CP). Amount of CP staff per 3 weeks, the associated cost, and how the CP's are allocated over 3 consecutive weeks: CP staff cost week 1 week 2 week 3 -------- ------ ------ ------ ------ 0.5 125K 0.5 0.0 0.0 1.0 250K 0.5 0.5 0.0 1.5 375K 0.5 0.5 0.5 2.0 500K 1.0 0.5 0.5 2.5 750K 1.0 1.0 0.5 3.0 1000K 1.0 1.0 1.0 3.5 1250K 1.5 1.0 1.0 4.0 1500K 1.5 1.5 1.0 4.5 1750K 1.5 1.5 1.5 5.0 2000K 2.0 1.5 1.5 +0.5 +250K --- --- --- Further, teams get allocation of 1 Training Points (TP) every week. Every season, teams get 30 weekly TP/CP allocations. Every week, team can spend CP/TP to raise skill levels of players and/or team bonuses. Team can spend 1 CP and 1 TP every week without any additional cost. TP's can be used to train age 0 and I players, as well team bonuses. CP's can be used to coach age II and older players, as well team bonuses. Player or team bonus can be trained/coached only *once* in a given week. There is no maximum value for team bonuses (OTF, OST, CK). CP/TP's (minimum quantity is 0.5) can be freely accumulated and traded. Coaching takes place before the game in that week. Coaching and playing are not related ------------------------------------ Coaching and playing are not related to each other, i.e. a player can be trained/coached, regardless if he plays that week. A suspended player can be trained/coached normally. 'Extra' coaching ---------------- As stated above, team can spend 1 CP and 1 TP every week without any additional cost. Additional CP and TP expenditures, called 'extra' coaching, carry an additional fee: first 'extra' coaching costs 10K, second 20K etc. 'Intensive' coaching -------------------- The standard coaching scheme is that a player or team bonus can be trained/ coached every 3 weeks. However, manager can gamble and go for 'intensive' coaching. Each player and team bonus has a Coaching Counter (Co). Every time player or team bonus is trained/coached, 3 is added to the counter. If the player or team bonus enters the coaching with counter value higher than 0, the coaching is subject to following: - extra fee: first 'intensive' coaching for that week costs 10K, second 20K, third 30K etc. - coaching has Co*10% chance to fail partially. If the coaching fails, the gain for the CP/TP is RANDOM(100 - Co)%. Every week Coaching Counter Co decreases in value as follows: if Co is greater than zero, it will lose 1 point. If Co is still greater than two, it will lose additional Random(Co-2) points. Here Random(Co-2) has an equal chance to be any of {0,1,..,Co-2}. In other words, Co will change every week as follows: before after ------ ----- 0 0 1 0 2 1 3 2 4 2 or 3 (50% chance each) 5 2, 3 or 4 (33% chance each) 6 2, 3, 4 or 5 (25% chance each) 7 2, 3, 4, 5 or 6 (20% chance each) etc. Coaching counter is reset at the end of the season. Coaching a tired/injured player ------------------------------- Further, if a player enters the coaching with PL less than PLrest, the coaching has (PLrest-PL)/10 % chance to fail partially. If the coaching fails, the gain for the CP/TP is RANDOM(100 - (PLrest-PL)/100)%. The risks of 'intensive' coaching and coaching a tired player are cumulative. Coaching failing completely --------------------------- The coaching fails completely, if team doesn't have enough CP/TP to cover the coaching or if the team doesn't have enough cash to cover the extra cost associated with the coaching. Team gets to keep the CP/TP assigned to the failed coaching. Completely failed coaching does not increase the value of the coaching counter. Conditioning ------------ Additionally, manager may spend TP or CP in conditioning, which increases PL of all players, excluding injured players. In other words, manager has the option to trade the long-term gain of a TP or a CP into a short-term gain, by using conditioning instead of coaching. See Section 'Conditioning' for further details. Medical care (MC) ----------------- Every week, team can invest money on Medical Care (MC) on injured players (PL < PLrest). The designated player gains 30+RANDOM(60) PL when allocted an MC. PL never recovers beyond PLrest. First MC costs 5K, second 10K, third 15K etc. Intensive care (IC) ------------------- Intensive Care (IC) is a more efficient and a more expensive version of MC. The designated player gains 60+RANDOM(120) PL when allocated an IC. PL never recovers beyond PLrest. First IC costs 15K, second 30K, third 45K etc. Misc details about MC/IC ------------------------ Player can receive only 1 MC or 1 IC (not both) in a given week. During the so-called off-season team can spend up to 12 MC/IC in total at half-price (MC costs 3K, IC costs 8K). Format of coaching orders ------------------------- Coaching orders are given in the 'coaching:' section of team orders. --- coaching: TP OST CP P. Merson MC R. Prosinecki IC I. Wright CP PL --- In return, manager gets a detailed report summarizing the coaching: ------------------------------------------------------------------------------ *** COACHING REPORT *** TP OST value before coaching : 5.74 [Co = 2] 1.0 TP used: SUCCEEDED gain = 1.05 cost for 1. 'intensive' coaching [Co = 2] : 10K value after coaching : 6.79 [Co = 5] CP P. Merson value before coaching : 23.37 [Co = 2, PL = 941] 1.0 CP used: FAILED PARTIALLY gain = 0.72 cost for 2. 'intensive' coaching [Co = 2] : 20K value after coaching : 24.09 [Co = 5] MC R. Prosinecki PL before treatment : 822 5K used [1. MC] : gain = 34 PL PL after treatment : 856 IC I. Wright PL before treatment : 755 15K used [1. IC] : gain = 65 PL PL after treatment : 820 CP PL SUCCEEDED 1.0 CP used for conditioning. cost for 'extra' coaching [2. CP] : 10K total gain = 549 PL average per player = 27.4 PL Summary: TP usage : 1.0 -> 0.0 remaining CP usage : 2.0 -> 1.0 remaining old balance : 92K coaching cost : -60K new balance : 32K ------------------------------------------------------------------------------ **************************************************************** COMMISSIONER **************************************************************** Commissioner does his best to keep the game running. Commissioner evaluates trades, and will be especially stingy on trades involving new managers. **************************************************************** CONDITIONALS **************************************************************** Using conditionals, you can move your players around, change your tactics etc. Format of a conditional order is case: which is interpreted as "when conditions are met, apply commands". Conditions are based upong thins like current score, time, shot count, player's PL etc. Commands for players can be positional moves, subbing commands etc. Commands for team are tactical orders. is a list of conditions, which are separated by spaces: etc. All individual conditions must be met, in order for the whole expression to be true. is a list of commands, which are separated by spaces: etc. You can give several conditional orders to player/team. They are listed in separate lines: DF P. Player case: case: etc. If more than one conditional order triggers for any given player or team at a given time, the last (lowest) true case statement in the list is the one applied to the player or team. Note that spaces in conditions and commands are important! Conditions for both team and players ------------------------------------ condition examples of usage --------- ----------------- T (time) T=15 TRUE, if game time is exactly 15 mins T>=30 TRUE, if at least 30 mins has been played T<45 TRUE, if less than 45 mins has been played Since varying playing time is used, time constants HT (half- time), HTet (half-time in extra time) and FT (full time) are needed to allow managers to spot half-times and the pause between the normal time and extra time. Not all of the comparisons below are needed, but they are provided for the sake of consistency. T=HT TRUE, if it's the half-time THT TRUE, if the second half is being played T<>HT TRUE, if it's not half-time T>=HT TRUE, if the first half has been played T<=HT TRUE, if the second half has not yet started T=HTet TRUE, if it's the half-time in the extra time THTet TRUE, if the second half ot the extra time is being played T<>HTet TRUE, if it's not half-time in the extra time T=FT TRUE, if it's the pause between the normal time and extra time TFT TRUE, if the extra time is being played T<>FT TRUE, if it's not the pause between the normal time and extra time G (goals) G=0 TRUE, if the score is tied G=1 TRUE, if team is leading by exactly 1 goal G>=2 TRUE, if team is leading by at least 2 goals G<0 TRUE, if team is losing G<=-2 TRUE, if team is losing by at least 2 goals G<2 TRUE, if team is losing, tied or leading by at most 1 goal F (shots) F=0 TRUE, if the shot count is tied F=1 TRUE, if team is leading shot count by exactly 1 shot F>=2 TRUE, if team is leading shot count by at least 2 shots F<0 TRUE, if team is losing in shot count Ix (injury) IG TRUE, if GK has suffered a game ending injury IS TRUE, if SW has suffered a game ending injury ID TRUE, if DF has suffered a game ending injury IM TRUE, if MF has suffered a game ending injury IF TRUE, if FW has suffered a game ending injury These conditions are TRUE, if the particular incident has taken place earlier in the match. Rx (RC) RG TRUE, if a player playing GK has been sent off RS TRUE, if a player playing SW has been sent off RD TRUE, if a player playing DF has been sent off RM TRUE, if a player playing MF has been sent off RF TRUE, if a FW has been sent off These conditions are TRUE, if the particular incident has taken place earlier in the match. A[+|-|s|l]#id A+#123 TRUE, if player with ID 123 is on the field A-#123 TRUE, if player with ID 123 is not on the field As#123 TRUE, if player with ID 123 is on the sub bench Al#123 TRUE, if player with ID 123 has left the field (subbed out/injured out/ejected) Note that A condition can only be used to check players in the own team. You can't poll for opponents lineup. With A you can react to conditional subsitutions (e.g. 'case: G>0 T>30 @@ S1') you might have made earlier in the match. U number of YC's team has received during the game U>1 TRUE, if team has received more than 1 YC V number of RC's team has received during the game V<2 TRUE, if team has received less than 2 RC's Note: 2 YC's received by the same player count as 1 RC, 0 YC. Kx (x = G/S/D/M/F) Number of own players at position x. KG=0 TRUE, if no GK on the field KS=1 TRUE, if SW on the field KD<3 TRUE, if less than 3 DF's on the field KM>2 TRUE, if more than 2 MF's on the field KF=3 TRUE, if 3 FW's on the field Conditions only for players --------------------------- condition examples of usage --------- ----------------- % %S TRUE, if team is Stalling %P TRUE, if team is Pressing %+ TRUE, if team has TAL = rough %- TRUE, if team has TAL = passive E (PL level) E>950 TRUE, if player's PL is higher than 950 E<900 TRUE, if player's PL is lower than 900 Y0 (YC) Y0 TRUE, if player has got a YC in the match I0 (injury) I0 TRUE, if player has suffered an injury H0 (injury) H0 TRUE, if player has suffered an injury that forces him to leave the field (pull/torn/broken leg). This conditional (and consequently the case(s) containing it) is only evaluated in the event of a game ending injury. Commands for team ----------------- command meaning ------- ------- N,P,L,S,O,B start using given team tactics: Normal, Press, Longball, Stall, Opportunistic, Ball control +,0,- start using given Team Aggressiveness Level (TAL): rough, normal, passive "text" produce text output (see below) Commands for players -------------------- command meaning ------- ------- +,0,- start using given Player Aggressiveness Level (PAL): rough, normal, passive <,|,>,^ positional moves: drop back, position normally, push forward, move to wing : positional move for DF: mark opposing player, which is : <#playerID> designated by name of player ID. ! positional move for any DF/MF/FW: mark opposing (I) bonus ? positional move for any DF/MF/FW: 'fight' against marking C GK/SW/DF/MF/FW switch to play given position X pos#id swap position with designated player, if he is playing at the designated position X GK#123 change position with player with ID 123, if he (ID 123) is currently playing GK X MF#123 change position with player with ID 123, if he (ID 123) is currently playing MF @@ S2 substitute for sub S2 ## S3 leave voluntarily the field. S3 will enter as replacement, if all substitutions haven't been used. Leaving the field with the ## command is only allowed, if the player has suffered an injury earlier in the game. In other words, the ## command will trigger only, if the player has suffered an injury or there are substitutions left. "text" produce text output (see below) Examples of team cases: case: G>0 - S employ (S) and TAL=Passive, if leading case: G<0 + P employ (P) and TAL=Rough, if losing case: G<0 T=45 + P employ (P) and TAL=Rough, if losing at T=45 note that team will stick to (P) and TAL=Rough from there on, unless other cases change that Examples of player cases: case: G<0 T>60 + C MF > employ PAL=Rough, switch to MF and push forward, if team is losing and time is at least 61 mins. case: F<0 C DF | move to DF and position normally, if team is losing in shot count. case: Y0 0 employ PAL=Normal, if player has been booked in the match. This is useful case to combine with rough play. case: RS C SW move to SW, if SW is sent off. case: RM X MF#123 swap position with given player (MF with ID 123) if a MF has been sent off case: T=60 ## S2 leave the field at T=60 and if all substitutions have not been used, bring in S2. If all substitutions have been used, player will leave the field without a replacement. This will take place only, if player has suffered an injury (bruice or twist) earlier in the game. case: RG @@ S1 C GK this is a handy way to guard yourself against possible RC to your starting GK. If GK gets RC, this player is told to sub out and the replacement player starts playing as GK (i.e. S1 is assumed to be your backup GK). Example of how a bunch of conditionals are interpreted: vs ZZZ (H3L) case: G<-2 P case: G<0 B Remember that the last case that triggers in respect to certain action (here team tactics), will be used. So, here team will never end up using (P), for the second case is always true, whenever the first case is true. The workaround is to list cases in proper order: vs ZZZ (H3L) case: G<0 B case: G<-2 P Remember to guard yourself against changes in game: vs ZZZ () case: G<0 + P case: G>=0 N Here team starts with TAL=Normal and (N) tactics. If team goes down a goal at some point, TAL=Rough and (P) are employed. So far so good, but if team manages to pull back to even score, team will still be using TAL=Rough. Tactics changes to (N) as planned. Hence the right way to do this is: vs ZZZ () case: G<0 + P case: G>=0 0 N Similarly, it's important to verify that cases for your players really do what they are supposed to do. In the following the idea is to play F. Winger on the wing (^), when team is not leading and to drop him back (<), when team has the lead. Remember to use FW F. Winger ^ case: G<=0 ^ case: G>0 < here the first case guarantees that F. Winger will move back to wing, if team loses their lead. instead of FW F. Winger ^ case: G>0 < This is a very common error. Producing text output --------------------- You can add color to match reports with text conditionals. The format is case: conditions [commands] "text" Conditions: - there must be at least one condition in the case statement - commands are optional - the text must be enclosed in "" - max length for the text is 60 characters - there may NOT be any conditions/commands after the text, i.e. case: T=60 "runs to the toilet" @@ S1 is illegal Text is printed only in the first time the conditions trigger, not after that, regardless if the conditions trigger or not. Text can be used both in team and player cases. In team cases the text will be printed as it is. For example: vs BGS () case: T=10 "Zeus waves to Jackie!" gives output Min 10: >>> Zeus waves to Jackie! In player cases the output will begin with the name of the player, followed by the text. For example: GK A. Autism + case: Y0 0 "sneezes at the referee" gives output (if Autism is booked at min 30) Min 30: >>> Acute Autism sneezes at the referee **************************************************************** CONDITIONING **************************************************************** Manager may spend TP or CP in conditioning, which increases PL of all players. The gain in PL for a given player depends on his PL: PL >= PLactive (1000) PL increases by 25, up to PLmax (1100) PLactive > PL >= PLrest (900) PL increases by 25+(PLactive-PL)/2 e.g. 1000 -> 1025 950 -> 1000 900 -> 975 PL < PLrest (900) no change In other words, manager has the option to trade the long-term gain of a TP or a CP into a short-term gain, by using conditioning instead of coaching. Only 1 TP or CP may be spent on conditioning in a given week. Conditioning is ordered in the 'coaching:' section of orders: CP PL or TP PL As all other coaching moves, conditioning takes place *before* the match. **************************************************************** CUP **************************************************************** Cup games are interleaved with the regular season. Suspensions earned in Cup games will be served in following regular season game(s). No aging will take place in Cup games. Cup games are played on neutral WEFS Ground. Cup games affect the 'history' of players. Cup games do NOT affect team rating. No blowout bonuses/penalties will be awarded in Cup games. Rookies do NOT get Seasoning Bonus in Cup games. No training/coaching is allowed in Cup games. No gate receipts are awarded in the Cup games. Instead, teams get Cup money based on how far they get in the Cup. Teams enter the Cup according to their division, lowest division(s) first and highest division(s) last. In other words, teams in lowest division(s) will play in the 1st round and the teams in higher divisions will enter the Cup in later round(s). If not all teams of a certain level do not enter the Cup at the same time, the teams entering the Cup are drawn randomly. **************************************************************** DESIGNATING SHOOTERS **************************************************************** Designating Kickers For Direct Free Kicks and Penalty Kicks ----------------------------------------------------------- Manager has an option to designate, which player will take a direct free kick or penalty kick awarded due to an opponent's foul. The shooter is designated at the beginning of the orders using keyword 'kicker:'. Further, using cases manager can designate a different kicker based on current score, playing time etc. The designated player is called the 'Designated Kicker'. kicker: S. Tandard case: G<0 E. Mergency case: G>1 T>60 R. Ookie Designating Shooting Order In A Penalty Kick Shootout ----------------------------------------------------- Manager has an option to decide the shooting order in a pk shootout. Shooting order is defined at the beginning of the orders, using keyword 'shootout:'. A list of player ID's, each starting with '#', follows the keyword. shootout: #101 #102 #103 Manager can provide an arbitrary number of player ID's, i.e. he doesn' have to list exactly 5 shooters, nor all players in his team. If the list is exhausted during the shootout, the remaining players enter the shootout in a decreasing order of SSL. If the list contains an ID number of a player who is not on the field at the end of the game, it will be skipped. If the list contains an ID number that is not found in the team roster, it will be skipped and manager is fined for the error. As default, if no shootout list is provided by the manager, the players enter the shootout in a decreasing order of SSL (status quo). **************************************************************** DISCIPLINE AND SUSPENSIONS **************************************************************** The chance that a given player is booked (shown a yellow card (YC)) in a particular minute, Booking Chance BC, depends on the Player Aggressiveness Level PAL with which he plays, as well on the Team Aggressiveness Level TAL and Game Pressure GP on him: BC = PABF * TABF * GPF * 0.01 % The above BC is checked every minute. If player has been booked earlier in the match, his booking chance is reduced by 50% (he is assumed to be more careful after the first YC). PABF is Player Aggressiveness Booking Factor with values of 1, 4 and 16 corresponding to passive, normal and rough play, respectively. See Section 'Player Aggressiveness Level' for further details. If player is Aggressive (A) (who always plays rough), BC is decreased by 50%, i.e. his PABF is 8. TABF is Team Aggressiveness Booking Factor with a value of 1, 2.5 or 6. See Section 'Team Aggressiveness Level (TAL)' for further details. GPF is the Game Pressure Factor with a value of 0 3 games 2 YC -> max 4 games (both YC's transform to RC worth 2 games) YC & direct RC -> max 5 games (YC transforms to RC worth 2 games and direct RC transforms to 3 games) Of course these are highly unlikely events, but possible nevertheless. * protest is ordered in orders *before* the match with keyword 'protest:' protest: N A#??? S#??? ... N the maximum number of players whose cards the manager wants to protest again (this way team can guard against excessive cash expenses from multiple protests): if more than N players 'trigger', only first N players are processed. A#??? protest a card for this player always S#??? protest a card for this player only, if the card would result in a suspension for this player **************************************************************** FOULS **************************************************************** Individual rough play --------------------- Based on PAL, each player has the following Foul Chance (FC) to commit a foul in a given minute: PAL FC - 0 0 0.10% * GPF + 0.20% * GPF If the player is Aggressive (A), FC is reduced by 50%, for he knows how to play rough. See Section 'Game Pressure' for further details about GPF. The outcome of the foul depends on the position of the player committing the foul: Direct pos Penalty Kick Free Kick Lost Shot --- ------------ --------- --------- GK 50% 50% - SW/DF 20% 80% - MF 10% 45% 45% FW 5% 20% 75% Direct Free Kick is a free kick awarded to the opponent just outside the penalty box. Lost Shot implies own team losing a shot due a foul in the offensive half of the pitch ruining the play. Team rough play --------------- Based on TAL, team has the following Foul Chance (FC) to commit a foul in a given minute: TAL FC - 0 0 1% + 2% If a foul is committed, the player committing the foul is chosen randomly. Player's chance to be the one committing the foul depends on his position and Game Balance (GB): pos chance --- ------ GK 0 SW 1/(GB^2) DF 1/GB MF GB FW GB^2 See Section 'Game Balance' for the definition of Game Balance. In other words, high GB increases fouls by MF/FW's whereas low GB increases fouls by SW/DF's. Notice that a GK can not commit a foul due rough team play. Once the player committing the foul has been chosen, the outcome of the foul depends on the position of the player: pos Penalty Kick Free Kick Lost Shot --- ------------ --------- --------- SW/DF 20% 80% - MF 10% 45% 45% FW 5% 20% 75% **************************************************************** FREE-AGENT AUCTIONS **************************************************************** Manager may declare any player(s) and/or coach(es) (TP or CP) of his team as free-agents. Free-agents are listed in the weekly free-agent list and for players the exact stats are presented (SL truncated down) but not names. The trader indicates the minimum price he wants for the free-agent. Minimum Selling Price (MSP) --------------------------- The minimum price asked by the manager has to be at least the Minimum Selling Price (MSP), which provides a loose lower limit: MSP for players: MSP SL age 0 age 1-2 age 3-4 age 5+ ---- ----- ------- ------- ------ 0-5 50K 10K 5K 5K 5-10 100K 20K 10K 10K 10-15 175K 150K 100K 50K 15-20 250K 200K 150K 100K 20-25 300K 250K 200K 150K 25-30 350K 300K 250K 200K 30+ 400K 350K 300K 250K If player is (I), 50K + age*10K is added to MSP. MSP for coaches: TP 50K CP 40K Declaring a player as free-agent -------------------------------- Players are declared as free-agents in the weekly orders by keyword 'auction:' and command 'transfer' auction: transfer name1 minimum_price1 transfer name2 minimum_price2 ... If minimum_price is below the MSP of the named player, the entry is void. 'MSP' (Minimum Selling Price) is a valid entry for minimum_price. Example: auction: transfer O. Player 250 transfer S. Striker MSP If MSP is given as minimum_price, the code replaces MSP with the corresponding Minimum Selling Price in the auction list. Declaring a coach as free-agent ------------------------------- Coaches (TP or CP) are declared as free-agents in the weekly orders by keyword 'auction:' and command 'transfer' auction: transfer type1 amount1 minimum_price1 transfer type2 amount2 minimum_price2 ... type the type of the coach, either TP or CP amount the amount of coaches declared as free-agent If minimum_price is below the MSP of the given coach type, the entry is void. 'MSP' (Minimum Selling Price) is a valid entry for minimum_price. Amount has to be at least 1, and at most the sum of current TP/CP stock and the expected allocation in the next match after which this auction list will be solved. Example: auction: transfer TP 1 75 transfer CP 2 MSP If MSP is given as minimum_price, the code replaces MSP with the corresponding Minimum Selling Price in the auction list. NOTE: coaches declared as free-agents can't be used for coaching. In other words, if you declare all your upcoming TP's as free-agents, you can't TP anybody in the next match. Minor league players/coaches ---------------------------- In addition to the items declared by WEFS managers, six minor league players and one minor league coach will be available in the auction list every week. The age of the minor league player is RANDOM(6). The RankSL of each minor league player is derived by multiplying the league average RankSL of all used players (Hist field not '----') with a coefficient: player index coefficient (%) 1 30 + RANDOM(20) (30 - 50) 2 36 + RANDOM(24) (36 - 60) 3 42 + RANDOM(28) (42 - 70) 4 48 + RANDOM(32) (48 - 80) 5 54 + RANDOM(36) (54 - 90) 6 60 + RANDOM(40) (60 - 100) For example, if the first minor league player is drawn to be age 1 and the average RankSL of all used age 1 players is 20, then the RankSL of the first minor league player is drawn randomly from range 6-10. Similarly, sixt minor league player with age 1 would have RankSL in range 12-20. The minor league player has 12.5% chance to be either GK or SW, and 25% chance to be any of DF/MF/FW. He has 50% chance to have an attribute. If so, his SL decreases by 4. Each attribute listed below for a particular position has an equal chance to occur: GK (A) (B) (C) (I) (T) SW (A) (B) (C) (I) (K) (Q) (T) DF/MF/FW (A) (B) (C) (I) (K) (M) (Q) (S) (T) (U) (W) The minimum_price of each player is MSP plus possibly a random small amount. The minor league coach has 50% chance to be either TP or CP. The minimum_price is MSP plus a random amount. Auction list ------------ The weekly auction list is published as a part of the normal weekly junk. The list of players may look something like: lot pos age SL char PL min price --- --- --- ---- ---- ---- --------- 1 DF 0 10 - 950 400K 2 FW 5 23 Q 1004 200K (MSP) Su field is not listed, for it could allow for identifying the player. The list of coaches may look something like: lot type min price --- ---- --------- 3 CP 55 4 TP 75 Bidding procedure for players ----------------------------- Teams may bid for the free agent players in their *next week* orders by keyword 'auction:' and command 'offer' The syntax for bidding on a player: auction: offer signed1 lot1 pos1 age1 SL1 amount1 PL1 Su1 fname1 lname1 inj1 offer signed2 lot2 pos2 age2 SL2 amount2 PL2 Su2 fname2 lname2 inj2 ... signed max accepted number of players signed *prior* to this bid (bid is void, if more than 'signed' players have been signed prior to this bid) lot lot number pos player position age player age SL player SL amount amount offered (has to be at least min price listed in the free agent list) PL min accepted PL Su max accepted suspension in # of matches (delayed suspension is taken into account) fname first name lname last name inj injury condition (format #E, e.g. #1034E100) lot, pos, age and SL ensure proper identification of the free agent. signed provides protection against signing too many players. PL and Su provide protection against injuries/cards. '-' (= don't care) is a proper entry for signed, PL, Su and inj. If inj is defined (i.e. not '-'), then the offer is valid ONLY if the player designated with ID has PL below after the match. Team may provide exactly one bid for a particular free-agent and bids are solved in a decreasing order of amount. If multiple bids are given for the same free-agent, only the first one counts. Only bids with a valid syntax are taken into account. Example (team wants to sign either of the above players, but not both, DF having higher priority, with PL threshold of 800 for both players, and the FW may not be suspended): auction: offer - 1 DF 0 10 428 800 - The Wall #1034E100 offer 0 2 FW 5 23 224 800 0 Goal Hog - Note that 2 games are played between the time, when team A declares a player as free-agent and when the player actually transfer to team B, who claimed him with the highest valid bid. For this reason use 'PL' and 'Su' fields properly. Bidding procedure for coaches ----------------------------- Teams may bid for the free agent coaches in their *next week* orders by keyword 'auction:' and command 'offer' The syntax for bidding on a coach: auction: offer spent1 lot1 type1 amount1 offer spent2 lot2 type2 amount2 ... spent max allowed amount of money spent on coaches *prior* to this bid (bid is void, if more than 'spent1' amount has been spent on coaches prior to this bid) lot lot number type coach type (TP or CP) amount amount offered (has to be at least min price listed in the free agent list) '-' (= don't care) is a proper entry for spent. Auction results --------------- Bids are resolved at the end of the week (after matches) and the highest valid bid claims the free-agent. Player/coach and cash are transferred between the respective teams, and the transfer is announced normally. Misc rules ---------- Free-agent trades are free of trading fees. The automatic name change is free. If a player is traded away as a free-agent, penalties to team bonuses apply normally. If a player is signed as a free-agent after the trading deadline, he is suspended for the remaining games of the season. By declaring a player/coach as free-agent manager commits himself to trading the free-agent, if somebody makes a bid, which equals or exceeds the minimum_price set by owner. Also, a free-agent player/coach in the current active auction list can not be traded in a 'normal' trade, nor can a free-agent coach be used for coaching. **************************************************************** GAME BALANCE **************************************************************** Game Balance (GB) reflects the centre of gravity of the game. GB is defined as GB = OFF/opp(DEF) * DEF/opp(OFF) The higher GB team has, the more the play is at the offensive half of the team and vice versa. GB of 1 reflects a perfectly balanced match. GB affects the positional distribution of fouls due rough team play. See Section 'Fouls' for further details. **************************************************************** GAME PRESSURE **************************************************************** Game Pressure GP implies the pressure certain area is facing by the opponent. Game Pressure Factor (GPF) is defined as follows: GPF = 1 - 0.5 * log10(AREA / OPP(opposing_AREA)) GPF is bounded ]0.0,2.0[. GPF is computed using total area ratings (not effective area ratings), i.e. a marking DF contributes with full SL to the DF area rating in GPF calculations, and similarly a marked FW contributes with full SL to the FW area rating. The opposing areas are defined as follows: AREA OPP(opposing_AREA) ---- ------------------ DF FW MF MF FW DF SW counts towards DF for this purpose. Exception: for GK the GPF is defined as a function of DEF and opposing OFF: GPF(GK) = 1 - 0.5 * log10(DEF / OPP(OFF)) If a player pushes forward (>) or stays back (<), GPF is defined as the average of the GPF values of the two areas the player contributes to. For example, if a DF pushes forward, his GPF is defined as 0.5*GPF(DF) + 0.5* GPF(MF). However, GPF for a DF staying back is GPF(DF). Similarly, GPF for a FW pushing forward is GPF(FW). For purposes of GPF computations the age of an (I) player playing at his assigned position is added to the 'area rating' of that area. Since GPF of a GK is a function of DEF and opposing OFF, the age of an (I) GK is added to DEF for GPF computations. GPF has an influence on - bookings & fouls (player playing under higher pressure is more likely to commit a serious foul). See Section 'Discipline' for further details. - player's performance level (PL) (player playing under higher pressure gets tired easier and vice versa). See Section 'Performance Level' for further details. **************************************************************** GETTING YOUR ORDERS IN **************************************************************** Taking a break -------------- Don't panic, if you're leaving for a vacation and won't have access to internet for a week or few weeks. You can always submit orders in advance, by designating future week in your orders with keyword 'week:'. In case of an emergency a note to Commissioner saves you from NMR. NMR (No Moves Received) ----------------------- Teams not having submitted their orders at Final Deadline and not having informed Commissioner of their absence (see 'Taking a break' above) are automatically declared NMR. The time Commissioner gets the orders matters, not the time you have sent the orders. In other words, please do NOT wait for the final minute to submit your orders. Losing your team ---------------- Manager is removed from the league, if - NMR in pre-season - 2 consecutive NMR's - 3 NMR's during the same season NMR penalty ----------- NMR penalty is 100K. NMR orders ---------- NMR orders are generated automatically by the code. NMR orders do not include coaching. **************************************************************** GOAL PROTECTION AND GOAL THREAT **************************************************************** Goal Protection (GoP) --------------------- Goal Protection GoP depends on area ratings: - GoP - SW DF Normal (N) 1.0 0.5 Stall (S) 1.1 0.7 Longball (L) 1.0 0.5 Press (P) 0.7 0.2 Ball Control (B) 0.7 0.3 Opportunistic (O) 0.8 0.6 If team does NOT play a sweeper, GoP gets a 20% bonus, regardless of the tactic employed. However, if the opponent plays (L), this bonus is not awarded. For purposes of computing GoP, players on the wing (^) contribute 100% of their effective SL. A DF who is marking does not contribute to GoP. (I) GK/SW/DF contributes his age to GoP, if he is - playing at his assigned position - not assigned to mark an opposing player - not playing on the wing Goal Threat (GoT) ----------------- Goal Threat GoT depends on area ratings: - GoT - FW MF Normal (N) 0.5 0.4 Stall (S) 0.3 0.1 Longball (L) 0.6 0.2 Press (P) 0.7 0.5 Ball Control (B) 0.4 0.5 Opportunistic (O) 0.5 0.3 For purposes of computing GoT, players on the wing (^) contribute 100% of their effective SL. A FW or MF who is marked contributes to GoT with only the SLs that are not marked out. (I) FW contributes his age to GoT, if he is - playing at his assigned position - not fighting against opposing - not playing on the wing Tactical combinations --------------------- Further, some tactics get 'bonuses' against some other tactic: (P) vs (S) DF +0.1 to GoT DF -0.1 to GoP The idea is to support (P) as the "stall breaker" (O) vs (P)/(B) DF +0.1 to GoT The idea is to promote (O) as the counter tactic GoP, GoT and Quality of the scoring chance ------------------------------------------ Goal Protection GoP is not used in the shot resource calculations, but combined with opposing Goal Threat GoT it affects the quality of the scoring chance. Also, GoP is used to determine the number of blocks team makes in the game. See Section 'Shots' to see how GoP and GoT affect GK's save chance. **************************************************************** HIDDEN PLAYER FEATURES **************************************************************** Two hidden player features, known only by the Commissioner, are introduced: Talent and Resilience. For future Novice (new) rosters, the features are drawn from the corresponding distributions so that the means of the Talent & Endurance values of all players equal to 1. Talent ------ Talent reflects player's ability to learn. In game terms this is modelled as increase in the SL, when the player is coached with a TP or CP. Let's call this increase SLgain. SLgain is defined to be a random variable with a normal distribution SLgain ~ N(Talent, 0.10) , 0.50 <= SLgain <= 1.50 In other words, the higher Talent is, the more SL player gains on average, when he is coached. Every time you coach a player, you get to see SLgain, which allows for estimating Talent of this player. The mean of the distribution, Talent, is an individual feature every player has. Talent follows normal distribution Talent ~ N(1.0, 0.05) , 0.75 <= Talent <= 1.25 This reflects the fact that most players belong to the 'average Joe' category, exceptions spanning the range in both directions. NOTE: if a player is traded, his Talent feature is redrawn from the corresponding distribution. This reflects the fact that clubs make better/worse use of the inherent Talent of players. Resilience ---------- Similarly to talent, Resilience reflects player's ability to maintain his skill level. When aging takes place, the normal aging is multiplied by a AgingCoeff, which is a random variable with a normal distribution AgingCoeff ~ N(2-Resilience, 0.05) , 0.50 <= AgingCoeff <= 1.50 In other words, the higher Resilience is, the less the player ages on average. The above small random variation has been added to aging, so that deriving Resilience of a particular player is not totally trivial. Again, Resilience is an individual player feature following normal distribution Resilience ~ N(1.0, 0.05) , 0.75 <= Resilience <= 1.25 This reflects the fact that most players lose their skill 'normally', while some age faster, some slower. **************************************************************** INJURIES **************************************************************** Injury Chance (IC), player's chance to suffer an injury at a given minute is defined as: IC = (N/4 + 1) * PAIF * (2*TAIF + OPP(TAIF)) * exp((PLmax - PL)/500) * 0.001% where N total number of players playing rough (Aggressive (A) player counts as 0.5) PAIF Player Aggressiveness Injury Factor TAIF Team Aggressiveness Injury Factor PL Performance Level If player has been under 'intensive' coaching lately, i.e. his Coaching Counter (Co) is > 3 when entering the match, IC is increased by 10% for every Co over 3. Thus, a player with Co value of 6 has 30% higher chance to get injured. If player gets injured, Injury Level (IL) is defined by IL = RANDOM(100) + age + (PLmax-PL)/200 + max(Co-3,0) IL injury effect in PL ----- ------ ------------ 0-60 bruise -5 * (5 + RANDOM(10)) 61-85 twisted ankle -10 * (5 + RANDOM(10)) 86-97 pulled muscle -50 * (6 + RANDOM(7)), leaves the field 98-102 torn ligament -100 * (8 + RANDOM(5)), leaves the field 103+ broken leg -400 * (4 + RANDOM(7)), leaves the field **************************************************************** LEAGUE AND SEASON STRUCTURE **************************************************************** Format of the season -------------------- 30 regular season games. Cup games are interleaved with the regular season games as follows: round time 1st between weeks #5 and #6 2nd #10 - #11 3rd #15 - #16 4th #20 - #21 semis #25 - #26 finals after week #30 Club ranking ------------ Club is awarded 3 LP's for a win and 1 LP for a draw. Clubs are ranked according to: #1 number of LP's #2 goal difference #3 head-to-head record #4 draw Above tie-breakers decide the final ranking at the end of the season, except for the division champions. If two teams are tied in LP's at the top, the division championship will be decided by a head to head match at the neutral WEFS Ground. Injuries/ suspensions/etc. in this 'extra' match are taken into account normally. If more than two teams are tied in LP's at the top, we will look at the head-to- head matches between these teams. The two teams having the highest LP sum in head-to-head matches will play for the championship. If LP sum does not solve the tie, goal difference in head-to-head matches will be used. If there is still a tie, standard tie-breakers will be used. **************************************************************** LINEUP **************************************************************** General restrictions -------------------- Minimum lineup is 2 DF's, 2 MF's and 2 FW's. If team fails to field the minimum lineup, team forfeits the match (result is 0-5). There may be at most one GK. GK may not be given any instructions regarding position. GK can play passively or rough. There may be at most one SW. SW may not be given any instructions regarding position. There must be at least two players at DF, MF and FW. However, team is allowed to field less than two players in an area, if a player in that area is removed due to RC or injury. Manager, however, is not allowed to create an area with less than two players by moving players around with case commands. Only DF's may mark opposing players. Only DF/MF/FW's may mark opposing (I) bonus. All DF/MF/FW's positions may fight against marking. There must be at least two players in each area who are not playing center. In other words, if team fields only two FW's, neither of them can play center. No more than one FW may play center (FW >). No more than one DF may play center (DF <). In each area (DF, MF or FW) there must be exactly zero or two players on the wing. It's legal to have two wing players as the only two players in an area. Note that the validity of the lineup is checked every minute. Hence, if you for example have 1 or 3 players on the wing, one of them (picked randomly) will be moved back to normal position. Also, you can never have fewer than two players in any position (DF, MF or FW), so if you have only two MF's you can't change the other of them to play FW, unless you first place third player into MF area. **************************************************************** MARKING and FIGHTING AGAINST MARKING **************************************************************** DF marking opposing player -------------------------- A DF may be assigned to mark one opposing player (not GK). The effective offensive SL of the marked player is reduced by an amount equal to the effective SL of the defender who is marking him, to a minimum of zero. Marking doesn't affect the defensive capability of the marked player. A DF who is assigned to mark an opposing player doesn't count his effective SL towards his team's DF rating, except for purposes of team balance. Also, he doesn't contribute to his team's GoP (Goal Protection) rating. Marking an opposing player is designated by ':', e.g. DF M. Arker case: G<0 > case: G>0 : S. Corer A (M) DF gets 25% bonus to his effective SL, when he is marking an opposing player. However, his chances to get booked are increased by 50%, when he is marking. If an (I) DF is assigned to mark an opposing player, he loses the (I) bonus himself. Marking and OTF bonus --------------------- For every player who is marked, the contribution of a club's OTF bonus to OFF is reduced by 10%, to a minimum of zero. DF/MF/FW marking opposing (I) bonus ----------------------------------- DF ! reduces opponent's (I) bonus in GoT and OFF by 0.1*ESL points, to a minimum of 0. MF ! reduces opponent's (I) bonus in DEF and OFF by 0.1*ESL points, to a minimum of 0. FW ! reduces opponent's (I) bonus in GoP and DEF by 0.1*ESL points, to a minimum of 0. The booking chance of a DF/MF/FW marking opposing (I) bonus is doubled. If the DF/MF/FW is (M) (Mark) * the reduction in opposing (I) bonus is 0.2*ESL points * booking chance is increased only by 50% Marking down opposing (I) bonus is designated by '!', e.g. MF T. Guy ! case: G<=0 > case: G>0 ! This instruction is one of the positional instructions, i.e. player can't simultaneously mark opposing (I) bonus and push forward, for example. A player marking opposing (I) bonus is positioned normally in this sense. If an (I) player is assigned to mark down opposing (I) bonus, he loses the (I) bonus himself. Player 'fighting' against marking --------------------------------- A player may be assigned to 'fight' against opposing marking. In this case the player can be marked down only to 25% of his effective SL, but his chances to get booked are double the normal. If a (M) player 'fights' against marking, he can be marked down to only 50% of his effective SL, and his chances to get booked are only 50% higher than normally. 'Fighting' against marking is designated by '?', e.g.: FW M. Unmarkable ? case: G<=0 ? case: G>0 < This instruction is one of the positional instructions, i.e. a player can't simultaneously 'fight' against marking and push forward, for example. A player 'fighting' against marking is positioned normally in this sense. If an (I) FW is assigned to 'fight' against opposing marking, he loses the (I) bonus himself. **************************************************************** MATCH SEED **************************************************************** At the beginning of the match Random Number Generator is initialized with the match seed. Match seed is the sum of the seeds provided by both teams. This way we eliminate any possible abuse by carefully chosen, 'lucky' seed numbers. This means that everybody has to submit a seed number in his orders. Seed is a positive integer number with maximum length of 8 digits. If seed is not provided by the manager, or the provided seed is illegal, Default Seed is used. Default Seed is the date of the orders deadline in format ddmmyyyy (e.g. 24121995 for Dec the 24th 1995). A 5K fine will be imposed for a faulty/missing seed. Seed number is given in 'seed:' section of the orders: seed: xxxxxxxx **************************************************************** MESSAGES **************************************************************** Saves ----- Min 46: AML decent long shot by Tony Adams ... ... is ??? by GK Peter Shilton! message SAVE - Random % +++++++ +++++++++++++++ "turned onto the post/bar" < 2 "scrambled around the post/over the bar" < 4 "just pushed wide" < 6 "just palmed away" < 8 "parried by" < 10 "fisted away" < 12.5 "punched to safety" < 15 "tipped over the bar" < 20 "smothered" < 30 "held comfortably" < 40 "saved acrobatically" < 50 "saved easily" < 60 "saved with xxxx" >= 60 Goals ----- Min 43: AML average shot by Alan Smith ... ... ??? GOAL!!! ... score now: AML 1 - FAR 0 message Random - SAVE % +++++++ +++++++++++++++ "goes through the keeper's legs!" < 2 "slips in under the keeper's body!" < 4 "goes in off the post!" < 6 "just beats the keeper's fingertips!" < 8 "trickles over the line!" < 10 "is drilled low into the goal!" < 12.5 "beats the helpless keeper!" < 15 "easily passes the keeper!" < 20 "bulges the roof of the net!" < 25 "is unstoppable!" < 30 "is blasted home!" < 40 "bursts the net!" < 50 "forces the keeper to xxxx!" >= 50 Missed shots ------------ Min 3: AML promising attempt by Paul Merson ... ... ??? message Random - SA % +++++++ +++++++++++++ "hits the post/bar!" < 2 "clips the post/bar!" < 4 "grazes the woodwork!" < 7 "misses by a whisker!" < 10 "just misses the left/right hand post!" < 15 "dips over the bar!" < 20 "flies a couple of yards wide!" < 25 "blazes wide of goal!" < 30 "swerves well away from the goal!" < 40 "is well wide!" < 50 "missess completely!" < 60 "hits xxx!" >= 60 Offsides -------- Min 29: AML good chance by Ian Wright ... ... the play is ??? offside! message OC - Random % +++++++ +++++++++++++ "marginally" < 5 "barely" < 10 "just" < 20 "a couple of yards" < 30 "few meters" < 40 "clearly" < 60 "miles" >= 60 Quality of the scoring chance ----------------------------- Min 9: AML ??? chance by Ian Wright ... message adjustment on the GK's ESL +- Random(4) +++++++ +++++++++++++++++++++++++++++++++++++++ "excellent" < -14 "good" < -10 "promising" < -6 "decent" < -2 "mediocre" < 2 "difficult" < 6 "really difficult" < 10 "desperate" < 14 "hopeless" >= 14 Blocks ------ Min 86: AML average effort by Paul Merson ... ... is ??? by DF Colin Hendry! message ESL(blocker) - ESL(shooter) +++++++ +++++++++++++++++++++++++++ "deflected onto the post/bar" < -20 "deflected inches wide" < -15 "blocked in the last second" < -10 "hastily hoofed clear" < -5 "punted upfield" < 0 "headed clear" < 5 "knocked to a teammate" < 10 "calmly cleared" < 15 "easily blocked" < 20 "easily controlled" >= 20 Tackles ------- Min 76: Paul Merson (AML) ??? Colin Hendry! message ESL(tackler) - ESL(tackled) +++++++ +++++++++++++++++++++++++++ "is tackled last gasp by" < -20 "is brutally tackled by" < -15 "is clumsily tackled by" < -10 "is just tackled by" < -5 "is nudged away by" < 0 "is pushed aside by" < 5 "is calmly blocked by" < 10 "is firmly stopped by" < 15 "is confidently tackled by" < 20 "is easily tackled by" >= 20 Interceptions ------------- Min 76: Colin Hendry (XYZ) ??? Paul Merson! message ESL(interceptor) - ESL(intercepted) +++++++ +++++++++++++++++++++++++++++++++++ "slides desperately to intercept a pass from" < -20 "stretches out to intercept a pass from" < -15 "just manages to intercept a pass from" < -10 "heads the ball away from" < -5 "boots the ball out of reach of" < 0 "steals the ball from" < 5 "robs the ball from" < 10 "forces a bad pass from" < 15 "calmly steals the ball from" < 20 "easily intercepts a pass from" >= 20 Injuries -------- Min 90: Paul Merson (AML MF) goes down injured ... following lines PLloss +++++++++++++++ ++++++ "... diagnosed as bruised thigh ..." "... X cans of cool spray get him back to the field." 5 * X "... diagnosed as twisted ankle ..." "... X rolls of tape get him back to the field." 10 * X "... diagnosed as pulled muscle ..." "... Paul Merson is helped out of the pitch ..." "... recovery of X weeks is expected." 100 * X "... diagnosed as torn knee ligament ..." "... Paul Merson leaves the field on a stretcher ..." "... recovery of X weeks is expected." 100 * X "... diagnosed as broken leg ..." "... Paul Merson is taken to hospital ..." "... recovery of X months is expected." 400 * X Officials --------- Min 12: Grim Reaper (RD DF) deliberately handles the ball ... ... referee Mueller surprises everybody by waving the play on. Sign of a LOOSE referee. A non-LOOSE referee would have booked Reaper here. Min 10: Nick Dure (IM DF) kicks the ball to the stands after the whistle ... ... referee Krug stunns the crowd by sending Dure off! This is typical for a STRICT referee. A non-STRICT referee would have given only a yellow card. Min 42: RD promising header by Ariel Sharon ... ... linesman Bianchi hastily flags the play to be offside! An EAGER linesman sometimes raises his flag too quickly. A non-EAGER linesman would have approved this play. Min 35: MEX promising header by Too Cold ... ... linesman Bennett is flirting with a spectator ... ... is just palmed away by GK Callum Gilhooly! Typical error by a BLIND linesman. A non-BLIND linesman would have judged the play to be offside. Min 11: Tie Domi (WMW MF) punches Gary Lupul ... ... referee Mikkelsen exchanges few words with Domi. This message means that the player was really close to getting a yellow card for the foul (RNG roll was within 20% of the Booking Chance, and knowing that BC is normally around 0.003 or something, YC was pretty close). Min 60: Al Migon (TXL DF) kicks the ball to the stands after the whistle ... ... home fans applaud referee Batta for booking Migon! WEAK referee pleasing the home fans with his decision. A STRONG referee would have ignored the foul. Min 54: BBT decent chance by Jock McGlashan ... ... home fans cheer linesman Lorenc for waving his flag! Sign of a WEAK linesman favoring the home team. A STRONG linesman would have not raised his flag. Other ----- "Smart moves" are due to (I) bonus. "Quick passes" are due to OTF bonus. "Fast breaks" are due to wingplay. "... beats the trap with a quick pass to ..." means that the play would have been judged offside without offensive OTF. **************************************************************** NEW PLAYERS **************************************************************** Rookie Auction -------------- At the end of the season teams can acquire new players in the rookie auction. See Section 'Rookie Auction' for further details. Free-agent Auctions ------------------- Manager may declare any player or players in his team as free-agents. Free-agents are listed in the weekly free-agent list and the exact stats are presented (SL truncated down) but not player names. See Section 'Free-agent Auctions' for further details. Amateurs -------- At any time during the season, teams can sign age 0, SL 0.00 players to any position for 50K. Requalification ---------------- A player can be requalified to another position. The loss in SL is 1 + OOP penalty for the shift. If SL is below 0 after the requalification, player retires immediately (i.e. requalification doesn't make much sense in this case). A rookie (age 0 player) can not be requalified. Requalification carries a cost of 25K. **************************************************************** OFF and DEF COMPUTATIONS **************************************************************** Area ratings ------------ Area rating is the total Effective SL of all players in that position (GK, SW, DF, MF and FW) plus possible bonuses (Team Acclimation Bonus TAB, Area Homogeneity Bonus AHB). A DF who pushes forward (>) or a MF who stays back contributes half of his ESL to the DF rating and half to the MF rating. Likewise, a MF who pushes forward (>) or a FW who stays back contributes half of his ESL to the MF rating. A DF that is assigned to mark an opposing player does not contribute to the DF rating (except for purposes of lineup balance). Lineup balance -------------- 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. Likewise, the rating of the FW area may not exceed twice the rating of the MF area. However, if the team uses Longball (L) tactics, the FW rating may exceed the MF rating by any amount, but may not exceed twice the rating of the DF area. Players on the wing (^) contribute only 75% of their ESL towards lineup balance computations. Team bonuses (TAB, AHB) do not affect lineup balance computations. OFF and DEF ratings ------------------- Team's OFF and DEF ratings depend on the tactics team is using: ----- DEF ------- ----- OFF -------- SW DF MF FW OTF SW DF MF FW OTF Normal (N) 1 1 .5 1 .25 .75 1 1 Stall (S) 1 1 1 2 .25 1 Longball (L) 1 1 .5 .25 .5 1.25 Press (P) 1 .75 .25 .5 1 1 2 Ball control (B) 1 .75 .75 .5 .25 .75 1 1.5 Opportunistic (O) 1 1 .75 1.5 .25 .25 .5 1 If team is NOT fielding a sweeper, OFF is reduced by 0.05*DF. This penalty affects shot allocation, too. Tactical combinations --------------------- Tactic used Opposing Tactic Effect on your team ----------- --------------- ------------------- all Longball DEF += SW DEF += 0.25*SL of Big SW/DF all Opport Def_SL += 0.25*SL to quick players who are not on wing Opport all Off_SL += 0.25*SL to quick players who are not on wing Opport Press/Control OFF += 0.25*DF Control all OFF/DEF += diff_in_no_of(MF) * (OTF+5)/4 if diff_in_no_of(MF)<0, i.e. the MF is outnumbered, then the team loses the 1.5xOTF bonus to OTF Press Stall DEF -= 0.25*DF and OFF += 0.25*DF Longball Opport OFF += 0.25*DF Offensive bonuses affect shot allocation. Miscellaneous OFF and DEF bonuses --------------------------------- Intelligent players (I) players add their age to DEF and OFF ratings as follows: pos DEF OFF --- --- --- GK age SW age - DF age - MF age age FW - age This bonus is not affected if player drops back (<) or pushes forward (>). The bonus is not awarded, if (I) player - does not play at his assigned position - plays on the wing - is assigned to mark an opposing player - is assigned to mark down opposing (I) bonus - is assigned to 'fight' against opposing marking Home Bonus (HB) The home team in each match has its OFF and DEF ratings increased by 7 points. The home team may increase its home advantage by advertising to bring in more fans. The cost of advertising to raise the bonus is as follows: HB: 7 8 9 10 11 12 cost: free 5K 10K 15K 20K 25K Home Bonus of 7 points is the default. **************************************************************** OFFICIALS **************************************************************** Officials have certain properties regarding their ability to stand the pressure of rowdy home fans, officiating style (referee) and their ability to distinguish offsides from good plays (assistant referees). 8 trios of a referee and 2 assistant referees are designated for each division and they will take care of all games in that division. Official trio for a particular game is chosen randomly. Official trios for games on neutral ground (Cup, possible qualification games) are chosen randomly from all official trios in the league. At the end of the season, one referee trio will resign in each division. It's replaced by a new trio of young officials, who can have different properties. This means that each official trio will stay in the league for 8 seasons. Officials have a limited number of features, 2 for referees and 2 for assistant referees. Both share so called 'home field factor' which describes how sensitive the official is to the mental pressure built by the rowdy home fans. Further, referees have 'discipline factor', which reflects the general officiating style the referee has; how easily he books people, how easily he gives fk/pk. Linesmen have 'offside factor' which describes how well the linesman distinguishes offsides from good plays. Home field factor (both referees and assistant referees) Description: Describes how sensitive the referee is to the mental pressure built by the rowdy home fans. If he can't stand the noise, he may favour the home team in his decisions. Affects: YC/RC chances foul/fk/pk chances Possible values: STRONG pays no attention to the home crowd WEAK occasionally lets the pressure to affect his calls Discipline factor (only referees) Description: Describes the general officiating style the referee has: how easily he books people, how easily he gives fk/pk. Affects: YC/RC chances foul/fk/pk chances Possible values: LOOSE lets things go FAIR normal STRICT calls about everything Offside factor (only assistant referees) Description: Describes how well the assistant referee distinguishes offsides from good plays. Affects: offside chances Possible values: BLIND sometimes fails to spot an offside PRECISE reliable in his decisions EAGER too eager to raise his flag Given the possible values for different factors we can have 6 (2x3) type of referees and assistant referees. The factors affect the game resolution as follows: Home field factor STRONG no effect WEAK in certain amount (max 30%) of calls/offsides home team gets a certain bonus (max 50%) Discipline factor LOOSE in certain amount (max 30%) of referee calls booking/foul/ fk/pk chance is decreased by a certain amount (max 50%) FAIR no effect STRICT in certain amount (max 30%) of referee calls booking/foul/ fk/pk chance is increased by a certain amount (max 50%) Offside factor BLIND in certain amount (max 30%) of offside calls offside chance is decreased by a certain amount (max 50%) PRECISE no effect EAGER in certain amount (max 30%) of offside calls offside chance is increased by a certain amount (max 50%) You get to know only the maximum values for the random factors; the true values are hidden in the code. You don't have to scout for the properties of the officials. Instead, at the beginning of the season the league office publishes an official guide listing all official trios and their properties. Trios are designated by a country code: FIN referee Ilkka Koho {STRONG, STRICT} assistant referee #1 Tapio Yli-Karro {STRONG, PRECISE} assistant referee #2 Tuomo Rantala {STRONG, EAGER} The official trios drawn to each game are printed in the schedule: Week 01: ABC-TOD VA-DM ... fin usa Week 02: JGR-BGS IFE-MEX ... eng ita In the first half linesman #1 is at the defensive end of the team listed first in the matchup and vice versa. For example, in the ABC-TOD Yli-Karro would be at ABC's defensive end in the first half and at TOD's defensive end in the second half. **************************************************************** OFF-SEASON **************************************************************** Off-season refers to the break between consecutive seasons. During off-season * all players automatically recover 1200 PL, up to PLactive * managers can use at most 12 MC and/or IC in total on any player(s) in their team at half price (MC 3K, IC 8K) **************************************************************** OFFSIDES **************************************************************** Once a shot is allocated, the possibility of the play being offsides is checked. The Offside Base Chance (OBC) for the shooter to be offsides depends on shooter's position on the field. pos OBC ----- --- SW 2/3% DF < 4/3% DF 2% DF > 4% MF < MF 8% MF > 12% FW < FW 16% FW > 20% OBC is adjusted according to the opposing defence: OBC' = OBC - OP% * OBC Defending players contribute to the Offside Penalty (OP) of the defending team as follows [the value for a (Q) player in brackets]: pos OP for this player --- ------------------ SW 20% [10%] DF < 15% [7.5%] DF |^ 10% [5%] DF > 5% [2.5%] MF < 5% [2.5%] The offside penalty for a DF, who is marking, depends on the position of the player being marked as follows [the value for a (Q) player in brackets]: marked player OP for the marking DF ------------- --------------------- SW 2/3% [1/3%] DF < 4/3% [2/3%] DF 2% [1%] DF > 4% [2%] MF < 4% [2%] MF 8% [4%] MF > 12% [6%] FW < 12% [6%] FW 16% [8%] FW > 20% [10%] Note that OP is exactly the same as OBC of the player being marked. Offside Chance (OC) is modified by the OST rating of the defending team: OC = (1 + 0.35*OST) * OBC' The chance for a Quick (Q) player to be caught offsides is 50% of OC, but at most 40%. For non-Quick players the maximum value for OC is 80%: OC = MIN(80%, OC) Shots due to offensive OTF can not be offside. In practical terms this is implemented by computing the percentage of OTF in total OFF and the offside chance for each shot is decreased by this percentage: OC *= (1 - OFF(OTF)/OFF(total)) The treatment of CK shots (50% corner kicks, 50% indirect free kicks): corner kicks (no change) can't be offside indirect free kicks OC = 3 + 3xOST + 3% for each (Q) in the defending team If the kick is given by (K), OC is decreased by SSL% (he times his kick perfectly). Note that this offside chance does not depend on the position of the allocated shooter (i.e. the player receiving the cross), nor on the lineup of the defending team. If the player taking the final shot is (Q), OC is reduced by 50% (he times his run perfectly). The treatment of foul based shots due to rough play (penalty kicks and direct free kicks): penalty kicks can't be offside direct free kicks (changed) + 0.25% for each (Q) in the team in defense OC = 0.25% + OST/4% - 0.25% for each (Q) in the team in offense No offside bonuses for (K) here, he just shoots at goal. Note that this offside chance does not depend on the position of the shooter, nor on the lineup of the defending team. As you see, OC is quite small, for direct free kicks end quite rarely in offside (well, there are always some boneheads who run too early to the goalkeeper's area and interfere with the goalie when the shot is taken :) **************************************************************** ORDERS FORMAT **************************************************************** Orders consist of following sections: keyword mandatory usage of the section ------- ---------- -------------------- orders: yes orders header seed: yes match seed lineup: yes lineup for the week week: no week designator protest: no protesting cards auction: no free-agent auction shootout: no shooting order in pk shootout kicker: no designated kicker coaching: no coaching orders for the week comments: no comments to the commissioner press: no possible press submission for the week trade: no possible trade ad Keywords are written in lower case. A keyword have to be followed by a space. Press submissions will be automatically compiled into a Press Release. Trade ads will be automatically compiled into a Trade Digest. Lines starting with '/' are interpreted as comments and will be ignored by the code. Orders header ------------- Orders start with a mandatory header: Team abbrev Manager name orders: XYZ Cool Coach If manager intentionally uses team abbreviation of some other team, he is removed from the league. Seed ---- Match seed is max 8 digits long positive number. seed: 123 Week designator --------------- Valid entries: 01, 02, 03, ..., 30, cup1, cup2, ..., cup6, qual, grudge If week is not provided, then current week is always assumed. week: 01 Lineup format ------------- First comes the lineup header, which is given using the following format: 'vs' <<< opponent designator '('')' <<< Hx = possible home bonus (7-12) <<< T = team tactics: N/L/P/S/O/B/none(=N) <<< tal = TAL aggressiveness level: + or - H, T and tal are optional, but () has to be there! 'ZZZ' can be used to designate any opponent. Examples: vs XYZ vs XYZ vs XYZ () (P-) (H8L+) OPTIONAL team cases follow next: 'case #1' 'case #2' ... 'case #N' Example: vs XYZ (H8L+) case: G<0 T>=30 + P case: G=0 + L case: G>0 - S case: RG 0 S Player information follows team information. Players are listed using the following format: is a two character string: GK goalkeeper SW sweeper DF defender MF midfielder FW forward Sn sub #n (n is an integer from 1-5) is given as <1st initial><.> e.g. 'P. Player', if the complete name is 'Poor Player'. is optional and can be: PAL: one of '+' or '-' and/or positional order: one of ': or #' or '>' or '<' or '^' or '!' or '?' If several commands are given to the player, they must be separated by a space (i.e. '> +' instead of '>+'). Note!! Substitution commands can NOT be given in player line !! They are given in case-statements!! Examples of player lines: DF A. Defender + : S. Striker DF B. Defender - : #123 DF C. Defender ^ MF D. Midfielder + ! MF E. Midfielder - < FW F. Forward + > S1 S. GoalKeeper - S2 S. Defender + : S. Striker OPTIONAL player cases follow player line, e.g. P. Player + > 'case #1' 'case #2' ... 'case #N' Example: P. Player + > case: %L C FW > case: %P C DF > case: %S C DF - < case: G>=2 T=60 @@ S2 case: I0 T>=60 ## S2 case: Y0 0 Sample Orders ------------- / WEFS Season IV Orders Template / comments start with '/' / remove the comments and extra stuff and you get a clean template / remember: / keywords in lower case, don't forget the ':' from the keyword / a space has to follow each keyword / do not use keywords elsewhere in the orders / remember correct Subject line when mailing your orders / Subject: WEFS : orders / Subject line may not contain words 'Re:', 'auction' and 'Toto' / correct Subject guarantees that AM will process your orders / remember to always check AM's reply for possible errors / mandatory orders header / do NOT dare to forget this!! / team abbrev manager name orders: ZZZ Good Manager / mandatory seed number for the RNG / accepted range 1 -> 99999999 seed: 1 / optional entry which allows you to send orders in advance / valid entries: 1, 2, 3, ..., 30, cup1, ..., cup6 / if week is not given, current week is always assumed week: 1 / optional entry which allows you to protest against cards / see Rulebook for exact syntax protest: 2 A#1 S#2 S#3 / optional entry which allows you to declare a player as free-agent / or to bid at available free-agents / see Rulebook for exact syntax auction: transfer R. RookieKicker MSP offer 1 1 GK 2 23 450 900 - New Keeper - / optional entry to designate who will take your set plays / you may use cases to designate different player in different situations kicker: S. StarShooter case: G>1 T>60 R. RookieKicker / optional entry to define shooting order in a pk shootout in a Cup match / use this if you don't want to give out a snapshot of your relative SL's shootout: #3 #2 #1 / coaching orders / no coaching in cup games, btw / coaching PL means conditioning coaching: TP R. Rookie CP O. Old CP PL MC L. LightInjury IC B. BadInjury / mandatory lineup header lineup: vs ??? () / optional team cases case: G<0 P + case: G=0 N 0 case: G>0 S - / 11 players / the GK GK N. NetMinder / optional player cases for this player case: T>0 0 case: %P + case: Y0 0 case: %+ 0 / 10 outfielders / optional SW SW S. SweepEm / minimum lineup is 2 DF, 2 MF and 2 FW DF T. ToughGuy + case: %+ 0 DF M. Marker : S. Scorer DF C. BigDF < MF F. FirstWinger ^ MF I. Intelligent < MF S. SecondWinger ^ FW U. Utility case: %P C MF ! case: %N C FW ? case: RD C DF > case: %S C DF : S. Shooter FW R. Rookie < case: IG @@ S5 C GK case: RG @@ S5 C GK FW B. BigGuy > case: T>0 > case: %S < / max 5 subs can be listed / list enough subs ... one for each position is a good strategy / do NOT list your backup GK as S1 S1 S. SWSub case: T>0 C SW S2 D. DFSub S3 M. MFSub S4 F. FWSub S5 G. GKSub case: T>0 C GK / finish lineup with end or END / not mandatory, but it saves a little bit of my time, in case your / signature file follows immediately end / optional comments for Commish comments: / optional submission to Press Magazine / keep in mind those juicy press awards press: / optional submission to Trade Digest / got something to trade ? trade: --- Answering Machine & Sending your orders --------------------------------------- Incoming orders are processed by an Answering Machine, which automatically confirms and archives your orders. The confirmation will either state that your 'ORDERS ARE CORRECT' or if that's not the case, a list of errors spotted by the parser. In order to use the AM you have to have a specific form for the Subject line: WEFS : orders The Subject line has to contain words 'WEFS' and 'orders'. The Subject line may not contain word 'Re:'; this is to prevent orders replies to be used as orders. Some typical errors and how they are treated -------------------------------------------- error treatment fine +++++ +++++++++ ++++ * orders header missing damn! 10K * misspelled player name fixed 10K * wrong opponent fixed 10K * suspended player listed replaced by a sub, if starter 10K removed if sub * injured player listed replaced by a sub, if starter 10K removed if sub * player listed twice latter occurrence removed 10K * typo fixed 5K * faulty seed default seed is used 5K * trying to overspend on TP/CP coaching fails ---- * coaching ineligible player coaching fails ---- **************************************************************** PERFORMANCE LEVEL **************************************************************** Performance Level (PL) reflects player's ability to perform up to his SL. There are 4 particular levels of PL: PLmax (1100) The maximum value for PL. PLactive (1000) The expected value of PL; target value for a player who is playing constantly. PLrest (900) Target value for a player who is not playing constantly or who is recovering from an injury. PLstart Player's PL at the beginning of the game. PL affects player's Effective SL: ESL = SL * (PL / PLactive) At the beginning of the season, the starting value for PL is PLactive. No injured players in the lineup -------------------------------- Player with negative PL (PL<0) may no longer be listed in the lineup. Violation of this rule will result in 10K fine. Player is removed from the lineup. If he is in the starting lineup, he is replaced with a sub, if there are available subs. PL varies according to various factors: Losing PL in the game --------------------- The amount of PL Consumption per minute (PLC) is defined as PLC = (2 + GPF + (age-2)/10) x PAPL where PAPL depends on PAL: PAL PAPL - 90% 0 100% + 110% Aggressive (A) player always has PAPL 100%. See Section 'Game Pressure (GP)' for the definition of Game Pressure Factor (GPF). Hence, the tougher game the player has, the faster he gets tired during the game (and loses more PL in total). Further, the older the player is, the faster he gets tired (and loses more PL in total). Basic PL recovery after the game -------------------------------- Let N be the total amount of PL player consumes during the game. If N>=270, player recovers 270+(2/3)*(N-270) PL. If N<270, player recovers N+(270-N)/3 PL, up to max(PLstart,PLactive). This does not apply in Cup games, where player recovers at most N PL. In other words, player can gain PL by playing less than 90 minutes. If he plays 1 min, PL increases by ~89 (compared to 100 by resting the match completely). If he plays 45 mins, PL increases by ~45. Also, the above means that an extra-time in a Cup match will result in a PL loss of ~45 for those players, who play the whole match. Might be a good time for investing a CP for conditioning ... If player gets injured out of the game, this basic recovery is not awarded. Cooling off from a 'hot streak' ------------------------------- If PL>PLactive after the game, then (PLactive - PL)/3 is substracted Individual PL bonuses/penalties during the game ----------------------------------------------- The following individual PL bonuses/penalties are awarded immediately: incident effect -------- ------ score a goal +5 PL assist a goal +2 PL block a shot +2 PL save a shot +2 PL concede a goal GK -4 PL SW/DF -0.5 PL get booked -4 PL miss target with a shot -1 PL take a shot +0.5 PL Resting ------- If player did not play, due to suspension, benching or recovering from injury, his PL changes as follows: If PL>PLrest and PL=PLactive prior the game, player always suffers PL Bench Loss PL Bench Loss is defined as (PL - PLrest)/3, if player rests due benching PLBL = (PL - PLrest)/4, if player rests due suspension PLBL is 0 if PL PL goes down various amounts. See Section 'Injuries' for further details. Medical care ------------ Recovery after an injury can be speeded up by medical treatment every week. See Section 'Coaching' for further details. Conditioning ------------ Mamanger may spend TP/CP to increase PL of all players. See Section 'Conditioning' for further details. Three stars of the game ----------------------- In every match three guys are chosen as the three stars of the game. The stars are picked based on their game performance, which is measured by giving bonus/penalty points for particular actions players make during the game. At the end of the game points are added together and the three guys with highest totals get PL awards, 10 points for each star they get. This PL bonus is added after the normal recoveries. This way players can get into a hot streak, which wears off slowly, unless player repeats his star performance over and over again and doesn't suffer an injury on the way. Following individual actions are used to determine the three stars of the game: Good: take a shot score a goal score a goal from fk score a goal from pk assist a goal block a shot save a shot (GK) save a fk (GK) save a pk (GK) catch opposing play offside (SW + DF) Bad: miss a shot miss a fk miss a pk let in a goal (GK) let in a goal from fk (GK) let in a goal from pk (GK) let in a goal (SW + DF) booked sent off Actions have different positive/negative weights, which will remain top secret. Following factors are used to scale the individual point totals: bonus for home team bonus for winning the match (depends on goal difference) Team PL bonuses --------------- If team beats a higher ranked team, every player having played in the match gains +(rank_diff)/3 PL. If team beats division leader, every player having played in the match gains +5 PL. These bonuses are added after the basic PL recoveries. **************************************************************** PLAYER ATTRIBUTES **************************************************************** Player attributes do NOT get any automatic SL bonus. Player attributes and associated bonuses and penalties: Aggressive (A) (A) player plays always rough with 30% bonus to his SL. Booking/injury/foul penalties associated to rough play are 75% of the standard rough play penalties. Big (B) * (B) DF < adds 25% of his SL to DEF WP * (B) FW > adds 25% of his SL to OFF WP * 25% of the ESL of (B) SW/DF is added to DEF, if the opposing team is playing Longball. This bonus is not awarded, if (B) player plays on the wing (^). * (B) players get the following bonuses in Special Shot calculations: (B) GK adds 100% of his ESL to DEF (B) SW/DF adds 100% of his ESL to DEF (B) MF adds 50% of his ESL to DEF and OFF (B) FW adds 100% of his ESL to OFF This bonus is not awarded, if (B) player plays on the wing (^). * (B) player suffers a 25% penalty to his ESL, if he is playing on the wing (^). Cool (C) * his Game Pressure Factor is reduced by 10% * his probability to get injured is 1/3 of the normal * his probability to get booked is 1/3 of the normal If (C) player plays rough, he loses all bonuses related to (C) attribute. Intelligent (I) * (I) GK/SW/DF add age to DEF * (I) GK/SW/DF add age to GoP * (I) MF adds age to DEF and OFF * (I) FW adds age to OFF * (I) FW adds age to GoT * (I) players add age to area ratings for purposes of GPF The (I) bonuses are not awarded, if (I) player - doesn't play at his assigned position - plays on the wing - is assigned to mark an opposing player (DF) - is assigned to mark down opposing (I) bonus (MF) - is assigned to 'fight' against marking (FW) Kicker (K) This guy is excellent with set plays; he knows how to find the upper left hand corner with that nice curving shot. (K) player shoots direct fk and pk (due to foul!) with shooting coefficient 125% (i.e. FW + 25%), no matter what is his assigned position. See Section 'Set Plays' for further details. Mark (M) * a (M) DF gets 40% bonus to his SL, when marking an opposing player, i.e. a (M) DF marking always makes use of his (M) ability. However, his chance to get booked is increased by 50%. * a (M) DF/MF/FW reduces opposing (I) bonus by 0.2*ESL points (only 0.10*ESL points for a non-(M)), if he is assigned to mark down opposing (I) bonus. His chance to get booked is increased by 50% compared to the 100% for a non-(M), when assigned to mark down opposing (I) bonus. * a (M) player can be marked only down to 50% of his SL (a non-(M) player only down to 25%), if he is assigned to 'fight' against marking. His chance to get booked is increased by 50% compared to the 100% for a non-(M), when assigned to fight against marking. Quick (Q) * (Q) player not playing on the wing gets 25% bonus to his offensive SL, if his team is playing Opportunistic * (Q) player not playing on the wing gets 25% bonus to his defensive SL, if the opponent is playing Opportunistic * (Q) players have 50% smaller Offside Penalty * (Q) players have 50% smaller Offside Chance Shooter (S) * (S) player gets 15% bonus to his Shooting SL Teamplayer (T) * (T) player increases the effective THB of his team by 0.1*SL %. * (T) players are also not included in the calculations for THB. Utility (U) This guy can play several positions equally well. The following SSL and OOP percentages apply to (U) at different assigned positions: OOP penalty ass. pos SSL GK SW DF MF FW DF 80% 75% -- -- -- 20% MF 90% 75% 20% -- -- -- FW 100% 75% 40% 20% -- -- Wing (W) * (W) player playing on the wing gets 35% bonus A (W) player on the wing would have (of his base SL) 100% in computing GoP, GoT 75% in computing DEF, OFF, 2:1 balance, shot allocation 60% in computing DEF WP, OFF WP A non-(W) player on the wing would have (of his base SL) 100% in computing GoP, GoT 75% in computing DEF, OFF, 2:1 balance, shot allocation 60% in computing DEF WP 0% in computing OFF WP Players with multiple attributes are allowed. However, the following combinations are not allowed: (BW), (QW), (CA), (IM), (IW), (SK) **************************************************************** PLAYER AGGRESSIVENESS LEVEL **************************************************************** Player can adopt any of 3 different levels of aggressiveness (PAL): passive (-), normal (0) or rough (+). Different levels with the associated Player Aggressiveness Skill Factor (PASF), Player Aggressiveness Booking Factor (PABF) and Player Aggressiveness Injury Factor (PAIF). PAL PASF SSL PABF PAIF PAPL -------- ---- --- ---- ---- ---- non-(A) passive (-) -25% -25% 1 1 85% players normal (0) 0% 0% 4 2 100% rough (+) +25% +25% 16 4 115% (A) players rough (+) +30% +30% 12 3 100% Rough play thus increases the ESL of non-(A) players by 25% whereas passive play decreases the ESL of non-(A) players by 25%. GK's can play passively/rough, too. Passive/rough play doesn't affect GK's save chance on a penalty kick. Rough/passive play does affect player's Shooting SL (SSL). (A) players, who always play rough, have PASF of 30%, PABF of 12 (75% of 16), PAIF of 3 (75% of 4), and PAPL of 100%. Rough/passive play does not affect player's Shooting SL (SSL). See Section 'Discipline' to see how PABF affects on player's chance to get booked. See Section 'Injuries' to see how PAIF affects on injuries. See Section 'Performance Level' to see how PAPL affects PL consumption. **************************************************************** PLAYING OUT OF POSITION **************************************************************** Penalty (%) for playing out of position (OOP): position in game ---------------------------------- assigned pos GK SW DF MF FW GK - 75 75 75 75 SW 75 - 20 40 60 DF 75 20 - 20 40 MF 75 40 20 - 20 FW 75 60 40 20 - OOP penalty affects player's Effective SL (ESL). OOP penalty does not affect player's Shooting SL (SSL). Note that Utility (U) player is less vulnerable to OOP. **************************************************************** RERUNS **************************************************************** Since we are dealing with an everchanging code, we're bound to find a bug or two while the season rolls on. Once the bug is fixed, the game will be rerun completely with the same seed and the new outcome will stand as the official result. **************************************************************** ROOKIE AUCTION **************************************************************** General Concept --------------- All teams in the league bid on the same pool of rookies. Bid Form -------- Bids are submitted using a specific form: MaxCash: maximum cash manager is willing to spend on rookies BidRaise: the amount manager is willing to raise his bid, if his bid is tied with the highest bid (0 is a legal value) MaxRookies: maximum number of rookies manager is willing to sign MaxGK: maximum number of GK rookies manager is willing to sign MinGK: minimum number of GK rookies manager is willing to sign MaxSW: MinSW: MaxDF: MinDF: MaxMF: MinMF: MaxFW: MinFW: $START ... as many bids as desired $END , and have to be separated by a space. is for your own notes. The auction code will ignore it. Manager can enter exactly 1 bid for a particular lot. The bid has to at least equal the minimum price for that lot. The bids are assumed to be in priority order, hence if manager has several bids tied for the highest bid, the one listed first in the bid form is taken into account. A sample entry: MaxCash: 510 BidRaise: 5 MaxRookies: 2 MaxGK: 1 MinGK: 1 MaxSW: 0 MinSW: 0 MaxDF: 1 MinDF: 0 MaxMF: 0 MinMF: 0 MaxFW: 1 MinFW: 0 $START 1 320 GK 4(C) 2 320 GK 8 3 275 GK 7 5 263 GK 6 8 224 GK 5 32 244 DF 7 41 205 DF 5 48 188 DF 4 95 263 FW 7 100 188 FW 6 105 164 FW 5 $END Here team is ready to spend at most 510K on 2 rookies, of which the other is GK and the other is either a DF or a FW. Since MinGK is set to 1, there is no chance that team would sign both a DF AND a FW, for then MaxRookies (2) rookies would have been signed, but no GK. Situation #1 XYZ gets lot 1 (GK) for 320K. This immediately means that - all other GK bids (lots 2,3,5,8) are void, since MaxGK (1) GK's are signed - bids on lots 32,41,95 are void, since bid > (MaxCash - 320 = 190) Situation #2 XYZ gets lot 95 (FW) for 263K. This immediately means that - all other FW bids (100,105) are void, since MaxFW (1) FW's are signed - all DF bids (32,41,48) are void, since MinGK is set to 1 and MaxRookies is 2. There is no chance that team would sign both a DF AND a FW, for then MaxRookies (2) rookies would have been signed, but no GK. In practical terms only bid 224K on lot 8 would remain at this point (other GK bids would have preceeded bid 263K on lot 95). Situation #3 Bid 188K on lots 48 and 100 is the current highest bid. The bid on lot 48 would be taken into account, for it's listed earlier in the bid form. Situation #4 XYZ's bid 275K for lot 3 is tied with AAA's bid of 275K for lot 94 as the highest bid. XYZ has BidRaise of 5, while AAA has BidRaise of 4. XYZ claims lot 3 for 280K (275+5). Situation #5 XYZ has spent 320K on lot 1, hence 190K (MaxCash - 320) is remaining. XYZ's bid 188K on lot 48 is the highest bid, tied with AAA's bid (equally 188K). Since 188K+BidRaise exceeds 190K, XYZ's bid stays at 188K. AAA has BidRaise of 0. The team getting the next rookie is chosen randomly of XYZ and AAA. In Each Round N Highest Bids Get A Rookie ----------------------------------------- In each round, the remaining bids are searched for the highest bid, which is valid, in terms of conditions given by the manager. The rookie is signed for this team and the price charged from the team is the amout of the bid. If there is a tie in the highest bid, the team with the highest BidRaise will get the rookie. If there is a tie in the highest BidRaise, the team getting the rookie will be chosen randomly of those having the highest BidRaise. The above procedure is repeated N times, so that N rookies are signed in the round. Bidding Deadline ---------------- The auction will advance in a pre-defined cycle. Commish will be *very strict* about the deadlines; if you miss it by a second, your bids will have to wait for the next round. So try to send your bids well before deadline. Changing Your Bids ------------------ Managers can change their bidding orders any time during the auction. However, pay attention to the bidding deadline. Also, keep in mind that you have to stick to the bids you 'have in' at the bidding deadline. Once the bidding deadline has passed, you enter the current round of auction with your current bids and there is simply no way you can bail out later and say 'After second thought, I don't want that 0/1 FW for 350K'. Auction Results --------------- The results for the current round are published roughly 24 hours after the bidding deadline. Protesting The Results ---------------------- Once the results for the current round have been published, you have exactly 48 hours to protest against the results. If you're not pleased with the outcome, complain to the Commish. Minimum Price ------------- Rookies have a minimum price, which is 25K for each SL plus 100K for an attribute. Final Rookie SL --------------- The SL printed in the rookie list is not the final SL of the rookie, but all printed SL's have a fraction attached to them (0.00 -> 0.99). Hence a SL 8 FW can be anything from SL 8.00 to 8.99. You get to know the true SL, when the rookie is added to your roster. SL 0 Rookies For Free --------------------- After the auction teams can sign SL 0.00 rookies to any position for free. Names For Rookies ----------------- Rookies are named as part of the off-season activities. Roster Update ------------- Rookies are added to your rosters during the off-season, once the auction is completed. Similarly, your cash balance is updated after the auction. **************************************************************** ROSTER FORMAT **************************************************************** Team: Nuclear Rain Madrid Abbrev: NRM Manager: Antonio Sanchez Nationality: SPA Email: i12ga03@daxp.ciemat.es Stadium: Nuclear Reactor Division: Second Rank: 0 0 0 WDL: 0 0 0 0 0 0 0 0 0 0.0 WDL MC: 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 Goals: 0 0 0 0 0 0 Rating: 0.5 Bonus: 0.00 0.00 Discipline: 0 0 0.00 OTF: 12.4298 0 CK: 5.31514 0 OST: 2.17077 0 CP: 0.0 3.5 0.0 TP: 0.0 3.0 0.0 Cash: 957 Injuries: 0 0 0 0 0 0 0 0 0 Suspensions: 0 0.00 Attendance: 0 0 0 0 Extreme: 0.00 0.00 0.00 0.00 0.00 Average: 0.00 0.00 0.00 0.00 0.00 RStreaks: 3 0 1 0 0 0 3 0 1 1 4 3 0 0 0 1 4 3 4 4 0 0 CStreaks: 0 0 1 0 0 0 0 0 1 1 4 0 0 0 0 1 4 0 4 4 0 0 TRecS: 059104920291029427932493000000001091149106930191019201910492 TRecA: 059104920291029427932493000000001091149106930191019201910492 PRecS: 030374910403629209037491060378930303689103098091040980930503629100000000 PRecA: 030374910403629209037491060378930303689103098091040980930503629100000000 Age SL Ch Pos PL Hist Su YC Gl Sh As Sa Bl Co Ga St Id Name 1 19.15 - GK 1000 ---- 0 0 0 0 0 0 0 0 0 0 1420 Andon Zubizarreta ... Peak Injuries YC RC Su Gl Sh As Sa Bl Co Ga St Orig Name 1 19.15 0 0 0 0 0 -29 0 0 39 0 0 16 3 orig Andon Zubizarreta ... Description of header fields: Team: full team name Abbrev: team abbreviation Manager: the name of the manager Nationality: nationality Email: manager's email address Stadium: the name of team's home stadium Division: division Rank: WDL: WDL MC: Goals: Rating: team rating Bonus: Discipline: <#YC> <#RC> OTF: value of OTF bonus CK: value of CK bonus OST: value of OST bonus CP: TP: Cash: current balance Injuries: Suspensions: Attendance: Extreme: best extreme ratings Average: best average ratings RStreaks: all time streaks CStreaks: current streaks TRecS: team records for season TRecA: team records for all time PRecS: player records for season PRecA: player records for all time Description of player fields in the active roster: Age current age SL Skill Level Ch attributes Pos assigned position PL Performance Level Hist history for last 4 games Su suspension counter '0' eligible to play, no delayed suspension '1' not eligible to play, active 1 game suspension '2' not eligible to play, active 2 game suspension '3' not eligible to play, active 3 game suspension '4' not eligible to play, active 4 game suspension '5' not eligible to play, active 5 game suspension 'a' eligible to play, delayed 1 game suspension 'b' eligible to play, delayed 2 game suspension 'c' eligible to play, delayed 3 game suspension 'd' eligible to play, delayed 4 game suspension 'e' eligible to play, delayed 5 game suspension 'F' not eligible to play until next season (traded/signed after the trading deadline) YC Yellow Card counter Gl goals Sh shots As assists Sa saves Bl blocks Co coaching counter Ga games played St stars earned Id player id Name player name Description of player fields in the career roster: Peak age/SL when player's SL peaked Injuries number of career injuries and PL total lost in those injuries YC career YC's RC career RC's Su career games lost due suspensions Gl career goals Sh career shots As career assists Sa career saves Bl career blocks Co times coached during career Ga career games St career stars earned Orig origin of the player orig original roster draf rookie auction trad from trade auct free-agent auction Name player name **************************************************************** RULES **************************************************************** Rule changes ------------ The intention is that the Rulebook should be as stable as possible. However, we are dealing with a big bunch of new things here and if there are holes in the net, Commissioner has to fix those, maybe even in the middle of the season. **************************************************************** SEASONING BONUS **************************************************************** Rookies get Seasoning Bonus (SB) gradually, i.e. after every game following SB is added to the SL: SB = (MINS_game/MINS_season) * SBmax where SBmax (6) is the maximum amount of seasoning rookie can gain MINS_game is the number of minutes played in the game MINS_season is the total number of game minutes in the regular season In other words, rookie gains 6 SL's in total, if he plays every minute during the regular season. If a rookie plays OOP, 50% of SB is awarded when the rookie is once moved from his assigned position. Rookie GK gains SB only when playing at GK. Rookie SW/DF/MF/FW can not gain SB when playing at GK. Rookie (U) gets full SB at those positions where he contributes full SL. Rookie (K) gets 0.10 of SB for every direct free kick and penalty kick he takes in regular season games. **************************************************************** SET PLAYS **************************************************************** Corner Kick ----------- Corner kick is a Special Shot due to CK bonus. Corner kick can not be offside. If team has a (K) player, then the corner kick is given by him, which means that the final (real) shot can't be allocated to him. 50% of corner kicks are deflected, i.e. no assist is rewarded in case of a goal. Indirect Free Kick ------------------ Indirect free kick is a Special Shot due to CK bonus. It's a cross towards the goal. If team has a (K) player, then the indirect free kick is given by him, which means that the final (real) shot can't be allocated to him. 50% of indirect free kicks are deflected, i.e. no assist is awarded in case of a goal. The play can be offside with the following Offside Chance: OC = 3 + 3*OST + 3% for each (Q) in the defending team If the kick is given by (K), OC is decreased by SSL% (he times his kick perfectly). Note that the offside chance does not depend on the position of the allocated shooter (i.e. the player receiving the cross), nor on the lineup of the defending team. If the player taking the final shot is (Q), OC is reduced by 50% (he times his run perfectly). Direct Free Kick ---------------- Direct free kick is a direct shot at goal, just outside the penalty box. They occur due to fouls by the opponent, which can only occur if the team and players are not passive. Direct free kick has always Shooting Accuracy base of FW, regardless of who takes the kick. Further, GoT and opposing GoP do not affect the final Save Chance. Direct free kick can be offside with the following Offside Chance: + 0.5% for each (Q) in the team in defense OC = 0.5% + OST/2 - 0.5% for each (Q) in the team in offense Note that this offside chance does not depend on the position of the shooter, nor on the lineup of the defending team. As you see, OC is quite small, for direct free kicks end quite rarely in offside. But there are always some boneheads who run too early to the goalkeeper's area and interfere with the goalie when the shot is taken :) Penalty Kick ------------ Penalty kick is awarded for a foul committed inside the penalty box. Penalty kick can no be offside. Shooting Accuracy base for a penalty kick is 40. GoT and opposing GoP do not affect the final Save chance. GK's possible rough/passive play do not affect the final save chance with penalty kicks. For purposes of computing the save chance on a penalty kick, the SSLpk of the player taking the kick is multiplied by 2. Who Takes Direct Free Kicks And Penalty Kicks ? ----------------------------------------------- All players have the so-called kicking probability P, which affects the likelihood that the player takes the next direct free kick or penalty kick. At the beginning of the match all players have P = 100%. P of a particular player is affected by direct free kicks and penalty kicks as follows: The player in question takes the kick: fk/pk scores -> P = 100% fk/pk is saved by the GK -> P -= 25% fk/pk misses -> P -= 50% Some other player takes the kick: fk/pk scores -> P stays the same fk/pk is saved by the GK -> P += 25% (up to 100%) fk/pk misses -> P += 50% (up to 100%) The procedure to determine who will take the direct free kick or penalty kick: #1 Designated Kicker Designated Kicker will take the kick, if he has been defined by the manager (with keyword 'kicker:') and he is on the field and he is drawn to take the kick (probability is P). #2 (K) player (K) player will take the kick, if he is on field and he is drawn to take the kick. If several (K) players are on the field simultaneously, the player taking the kick is chosen randomly, according to probabilities P. #3 Default Kicker Highest shooting SL on the field will take the kick, if he is drawn to take it. If he is not, then the next highest SSL is checked etc. If step #1 doesn't provide the kicker, then step #2 will be processed. If also step #2 fails, then step #3 will be processed, which is guaranteed to provide a kicker. Player that has been checked in the previous step(s), will not participate in any following step(s). In other words, if a (K) player is also the Designated Kicker and is not chosen to take the kick in step #1, he will not be polled in steps #2 and #3. **************************************************************** SHOTS **************************************************************** Shot allocation --------------- There are 2 different types of shot resources, Normal Shots (NS) and Special Shots (SS). Both shot resource functions independently as follows. Let S be the amount of shot resources and X a random variable drawn from a uniform distribution [0,1]. Every minute, shots are allocated as follows: STEP 1: S = S + S(this minute) STEP 2: if S>X then A) allocate shot B) S = S - 1 C) generate X = uniform[0,1] D) goto STEP 2 Normal Shots (NS) Resources for Normal Shots are allocated according to the following formula: NS = 6 * [(OFF / OPP(DEF)]^1.5 NS is computed both with and without wingplay and the higher value is used. Special Shots (SS) Team gets indirect free kicks and corners according to the following formula: SS = (2 + CK)/3 * [OFFss / OPP(DEFss)]^1.5 For each own player being marked CK is reduced by 10%, to a minimum of 0. DEFss and OFFss are the modified versions of DEF and OFF. (B) players get bonus for this purpose: (B) GK adds 100% to DEF (B) SW/DF add 100% to DEF (B) MF adds 50% to DEF and 50% to OFF (B) FW adds 100% to OFF This bonus is not awarded, if (B) player plays on the wing (^). This bonus affects shot allocation of Special Shots. SS is computed both with and without wingplay and the higher value is used. When a SS is allocated, it has equal chance to be either an indirect free kick or a corner kick. The difference is that free kicks can be offside, whereas corner kicks can not. Seet Section 'Set Plays' for further details. Long-range Shots (LS) Long-range shots (LS) is a shot resource, which does not depend on opposing ratings at all: LS = OFF/50 Long-range shots are allocated to outfielders based on their ESL, not offensive contribution, which is multiplied by the following LR coefficients for different positions: pos LR coefficient --- -------------- SW/DF 4 MF 2 FW 1 Thus, a DF with a given ESL is four times more likely to be allocated a long-range shot than a FW with the same ESL. Exceptions: - ESL for a marking DF is reduced by 50%. - ESL for a marked player is reduced by the amount of marking. - ESL for a winger is reduced by 25%. Regardless of who takes the shot, the base for shooting accuracy is always that of a DF positioned normally. Offside chance for a long- range shot is the same as for a normal shot taken from DF positioned normally. Resolving a shot ---------------- #1 assigning the shot Once a shot is allocated to team, the shot is randomly assigned to a player (called shooter from now on), according to players' offensive contribution, excluding Long-range Shots, which have a specific allocation scheme (see above). A player on the wing gets only 75% of his base SL for this purpose. #2 offside? Next step is to decide, whether the play is offsides. If the shooter is judged to be offsides, the shot is lost. See Section 'Offsides' for further details. A corner kick (Special Shot due CK bonus) and a penalty kick can not be offsides. #3 on target ? If the shooter is not offsides, next step is to decide whether the shot is on target. Player's Shooting SL (SSL) is a function of base SL, Performance Level PL and Shooting SL coefficient SSLcoeff SSL = (PL / PLactive) * SSLcoeff * SL Shooting SL coefficient depends on player's assigned position: position SSLcoeff SSLcoeff (for pk's) -------- -------- ------------------- GK 50% 70% SW 70% 80% DF 80% 90% MF 90% 100% FW 100% 100% Note that (S) player gets 15% bonus to his Shooting SL. Shooting Accuracy Factory (SAF) is a nonlinear function of SSL: SAF = 2400 * (atan(SSL + 25) - atan(25)) Final Shooting Accuracy (SA) is defined as a function of SAF and player's current game position: SA = BASE + SAF BASE depends on the game position: game position BASE ------------- ---- SW, DF 10 MF 20 FW 30 5 is added to SA, if player is pushing forward (>) 5 is substracted from SA, if player has dropped back (<) Long-range Shot has always BASE 10. Direct free kick has always BASE 30. Penalty kick has always BASE 40. #4 save by the GK or goal? If the shot is on target, the GK has a chance to save the shot. This chance is dependent on the difference between GK's ESL and shooter's SSL: SLgap = ESL(GK) - SSL(shooter) The save chance is defined as: 70 + SF, if SLgap > 0 SAVE = 70 , if SLgap = 0 70 - SF, if SLgap < 0 where Save Factor SF is a function of SLgap: SF = 500 * (atan(fabs(SLgap) + 15) - atan(15)) If the shot is a free-kick due an opposing foul, the above save chance is the final save chance. If the shot is a penalty kick, the final save chance is 50% of the above save chance. For normal shots and for special shots due CK bonus, the SLgap is adjusted by a term which reflects the quality of the scoring chance: SLgap' = SLgap + SLAdj SLadj is a function of Goal Protection (GoP) of the defending team and Goal Threat (GoT) of the team in offense: SLadj = (GoP - GoT) / 4 See Section 'Goal Protection and Goal Threat' for definition of GoP and GoT. So, for every 4 points GoP exceeds the opposing GoT, GK's ESL is increased by 1. And vice versa, for every 4 points opposing GoT exceeds your GoP, your GK's ESL is decreased by 1. Assists ------- If a shot scores, another player (not the goal scorer) in the team can be credited with an assist. The assist contribution of a player equals to his offensive contribution as follows: SW 1 x offensive contribution DF 2 x offensive contribution MF 3 x offensive contribution FW 1 x offensive contribution If the shot was generated due to (I) bonus (so called 'smart play'), one of the (I) players on the field is chosen randomly, according to the assist contributions, and he is credited with the assist. If the goal was scored by the only (I) player on the field, nobody will be credited with the assist. If the shot was generated due to wingplay (so called 'fast break'), one of the players on the wing (a player who plays DF/MF/FW ^ or FW >, not necessarily a (W) player) is chosen randomly, according to the assist contributions, and he is credited with the assist. If the goal was scored by the only wing player on the field (i.e. FW >), nobody will be credited with the assist. All other plays have a random 50% chance for an assist to be credited. If an assist is credited, one of the players on the field is chosen randomly, according to the assist contributions. Blocks ------ Blocks are 'fake shots', which are blocked by defensive players. The number of blocks a team makes during the game is two plus the number of shots the opponent would have lost, if the GoP of the defending team would have been substracted from the OFF of the team in offense. The player making the block is chosen randomly according to the (GoP+DEF) contributions of the players. The message in the block describes the difference in ESL of the shooter and the blocker, hence blocks are a useful scouting tool. **************************************************************** SUBSTITUTIONS **************************************************************** Team can make 3 substitutions during the game. A player can't voluntarily leave (means not being replaced by a sub) the field (with ## command), unless he has suffered an injury (bruise or twist) earlier in the game. Up to 5 subs can be listed in every game (inclusively the GK sub). They are listed as S1, S2, etc. in the orders. Substitutions are ordered in player conditionals. For example, case: T=60 @@ S2 If no sub number is given, or if the designated sub has already entered the field, the remaining subs are checked and first one with the assigned position equal to the player coming out will sub in. If no such sub is found, the sub with lowest sub number is used. If no subs at all is available on the bench, the substitution won't take place. The playing position (GK, SW, DF, MF, FW) is inherited by the substitute, also orders to play on the wing (^), but nothing else. **************************************************************** TACKLES AND INTERCEPTIONS **************************************************************** In a game, each team suffers 2-4 tackles/interceptions, in which a player is tackled or his pass is intercepted by an opposing player. The players involved in the tackle/interception are chosen randomly. The message describes the difference in ESL of these two players, hence tackles/interceptions can be used to scout other teams. **************************************************************** TEAM AGGRESSIVENESS LEVEL **************************************************************** Manager has control over the Team Aggressiveness Level (TAL) his team is using in the field. TAL has a small effect on area ratings and to the probability of his players getting booked and to the number of injuries on the field. Manager has a choice of three different levels, which are listed below with the related Team Aggressiveness Skill Factor (TASF), Team Aggressiveness Booking Factor (TABF) and Team Aggressiveness Injury Factor (TAIF): TAL TASF TABF TAIF -------- ---- ---- ---- passive (-) -10% 1 0.5 normal (0) 0% 2.5 2 aggressive (+) +10% 6 5 TASF modifies total ratings (GoP/DEF/OFF/GoT), including wingplay, not player SL's. See Section 'Discipline' for TABF's influence on bookings. See Section 'Injuries' for TAIF's effect on injuries. **************************************************************** TEAM BONUSES **************************************************************** One-Touch-Football (OTF) bonus ------------------------------ Affects DEF and OFF ratings. Off-Side Trap (OST) bonus ------------------------- Improves teams chances to catch opposing plays off-sides. Corner Kick (CK) bonus ---------------------- Generates Special Shots (free kicks and corners). There is no maximum value for OTF, OST and CK. The actual effect of OTF, OST and CK is defined as: EFFECT = C * atan(BONUS / C) where C is the asymptotic limit of the bonus: 33.33 for OTF 25.64 for OST 20.83 for CK This gives the EFFECT as: BONUS EFFECT(OTF) EFFECT(OST) EFFECT(CK) ---- ---------- ----------- ---------- 0.0 0.00 0.00 0.00 1.0 1.00 1.00 1.00 2.0 2.00 2.00 1.99 3.0 2.99 2.99 2.98 4.0 3.98 3.97 3.95 5.0 4.96 4.94 4.91 6.0 5.94 5.89 5.84 7.0 6.90 6.83 6.75 8.0 7.85 7.75 7.64 9.0 8.79 8.66 8.50 10.0 9.72 9.53 9.32 11.0 10.62 10.39 10.12 12.0 11.52 11.22 10.89 13.0 12.40 12.03 11.62 14.0 13.25 12.81 12.33 15.0 14.09 13.57 13.00 16.0 14.92 14.30 13.64 17.0 15.72 15.01 14.26 18.0 16.50 15.69 14.84 19.0 17.27 16.35 15.40 20.0 18.01 16.99 15.94 21.0 18.74 17.60 22.0 19.45 18.18 23.0 20.13 18.75 24.0 20.80 19.29 25.0 21.45 19.81 26.0 22.08 27.0 22.69 28.0 23.29 29.0 23.87 30.0 24.43 31.0 24.97 32.0 25.50 33.0 26.01 34.0 26.51 Team Acclimation Bonus (TAB) ---------------------------- Players who play together with each other on regular basis tend to learn each others moves and can predict where they will be, how they will pass etc. You get a Team Acclimation Bonus (TAB) for fielding the same squad on a regular basis. When computing TAB, we take last 4 games into account, which are displayed in the history field of the player. The history uses digits '0', ..., '5', where the number tells how many 10 min chunks the player played in the match, with the exception that '5' corresponds to 45 minutes or more. '-' denotes that the player did not play at all. In other words, history '53-1' means that the player played >=45 mins 4 weeks ago, 30-39 mins 3 weeks ago, not at all 2 weeks ago and 10-19 mins last week. To count TAB, we sum up the digits for the players who are currently on the field. We call the sum as SUM. The maximum value for SUM is 11 x 4 x 5 = 220. The minimum requirement for any TAB is SUM of 110 (11 x 4 x '2.5' = 216). The maximum value for TAB is set to be 10% (kind of 11th outfielder). All this gives TAB the following form: SUM - 110 TAB = max (0, --------- x 10 ) % 110 Due definition, TAB is bounded between 0 and 10%. TAB is computed every minute. TAB affects directly GoP, DEF, OFF, and GoT, i.e. the ratings are multiplied with (100+TAB)%, including wingplay. TAB also affects wingplay, both offensive and defensive. For the record, the effect of a regular starter missing a game due to a suspension or an injury on TAB is 5/110 x 10% = 0.4545%. Treatment of oop is a straightforward extension of how oop is handled SL-wise. If player plays oop, corresponding oop penalty is reduced before the minute is accumulated to his 'playing time counter'. For example, for a FW playing oop at MF every minute would count as 0.8 minutes (since the oop penalty is 20%) and if the FW would play as DF, every minute would count as 0.6 minutes. In other words, FW playing the whole match at MF or DF will still get full TAB mark of '5'. Note that since that last 4 games contribute towards TAB, oop affects only TAB in future games, not in the current game. Team Homogeneity Bonus (THB) ---------------------------- THB reflects the homogeneity of the team. Effective THB is defined to be THB = max(0, THBbase+THBt) % where THBbase = 10 - 60*Var(ESL)/(Mean(ESL)^2) % THBt = bonus for (T) players Var(ESL) is the variance of ESL of the players currently on the field. For purposes of THB, age is added to the ESL of an (I) player. Scaling by mean(ESL) prevents THB from rocketing as ESL's wear down during the match due PL consumption. Note that THBbase may be negative, in which case it partly/completely negates the bonus for any (T) players. THBbase has a maximum value of 10%. THB has a minimum value of 0%, but no predefined upper limit. If team has multiple (T) players on field, the (T) player with the highest SL contributes his bonus, the (T) player with the second highest SL contributes 1/2 of his bonus, the (T) player with the third highest SL contributes 1/3 of his bonus etc. For purposes of computing THBbase, (T) players are ignored (i.e. they always 'contribute' towards full THB). Consequently, a rookie (T) player will not decrease THBbase of his team. Also, a team having at most one non-(T) player on the field has automatically THBbase of 10%. Example: team has THBbase of 8.0%. If team has a SL 30 (T) player on the field, then effective THB is 11.0% (8+3). If team has two SL 30 (T) players on the field, the effective THB is 12.5% (8+3+1.5). THB is computed every minute. THB affects directly GoP, DEF, OFF, and GoT, i.e. the ratings are multiplied with (100+THB)%, including wingplay. **************************************************************** TEAM CREATION **************************************************************** A Novice team gets: * choice of coaching staff/starting balance combinations: 4.0 CP/3 weeks and 100K 3.5 CP/3 weeks and 350K 3.0 CP/3 weeks and 600K * choice of OTF=4, CK=4, OST=4 * 3 of each following player type: 0/4, 1/16, 2/19, 3/26, 4/23, 5/18 In each age, one of the players is attributed, and his SL is 4 points smaller. However, the attribute may not be Utility (U). Further, one of the non-char players can be changed to 1) Utility (U) (his SL will decrease by 4). No (U) GK/SW is allowed. OR 2) player with 2 attributes (his SL will decrease by 8, meaning he can't be a rookie). Not (BW), (QW), (CA), (IM), (IW) or (SK), tho. (U) attribute is not allowed. The loss in SL takes place after possible SL shifts, see below. Mmaximum of 2 of each attributes. The attributes in the double-charred player do count towards this restriction. Within a particular age, you can shift SL's around in the following manner: - by giving up 1 SL on one player you can increase the SL of the other player by 1.0 - 0.05 * age. However, the increase is only 0.95 - 0.05*age on the SL of an attributed player. If you shift SL's from an attributed player to non-attributed player, the gain is 1.05 - 0.05*age. - the maximum number of SL's that can be shifted is age + 4 - the shift is always done for pairs of players (i.e. one of the 3 players in the particular age sticks to his starting SL) Possible SL combinations for all ages (the player sticking to his SL is in the middle of the triple): non-char shift shift to char shift from char ----------------- ------------------- ------------------ Age 0: 4.00 0.00(?) 4.00 4.00 4.00 0.00(?) 3.00 0.00(?) 5.00 3.00 4.00 0.95(?) 2.00 0.00(?) 6.00 2.00 4.00 1.90(?) 1.00 0.00(?) 7.00 1.00 4.00 2.85(?) 0.00 0.00(?) 8.00 0.00 4.00 3.80(?) Age 1: 16.00 12.00(?) 16.00 16.00 16.00 12.00(?) 12.00(?) 16.00 16.00 15.00 12.00(?) 16.95 15.00 16.00 12.90(?) 11.00(?) 16.00 17.00 14.00 12.00(?) 17.90 14.00 16.00 13.80(?) 10.00(?) 16.00 18.00 13.00 12.00(?) 18.85 13.00 16.00 14.70(?) 9.00(?) 16.00 19.00 12.00 12.00(?) 19.80 12.00 16.00 15.60(?) 8.00(?) 16.00 20.00 11.00 12.00(?) 20.75 11.00 16.00 16.50(?) 7.00(?) 16.00 21.00 Age 2: 19.00 15.00(?) 19.00 19.00 19.00 15.00(?) 15.00(?) 19.00 19.00 18.00 15.00(?) 19.90 18.00 19.00 15.85(?) 14.00(?) 19.00 19.95 17.00 15.00(?) 20.80 17.00 19.00 16.70(?) 13.00(?) 19.00 20.90 16.00 15.00(?) 21.70 16.00 19.00 17.55(?) 12.00(?) 19.00 21.85 15.00 15.00(?) 22.60 15.00 19.00 18.40(?) 11.00(?) 19.00 22.80 14.00 15.00(?) 23.50 14.00 19.00 19.25(?) 10.00(?) 19.00 23.75 13.00 15.00(?) 24.40 13.00 19.00 20.10(?) 9.00(?) 19.00 24.70 Age 3: 26.00 22.00(?) 26.00 26.00 26.00 22.00(?) 22.00(?) 26.00 26.00 25.00 22.00(?) 26.85 25.00 26.00 22.80(?) 21.00(?) 26.00 26.90 24.00 22.00(?) 27.70 24.00 26.00 23.60(?) 20.00(?) 26.00 27.80 23.00 22.00(?) 28.55 23.00 26.00 24.40(?) 19.00(?) 26.00 28.70 22.00 22.00(?) 29.40 22.00 26.00 25.20(?) 18.00(?) 26.00 29.60 21.00 22.00(?) 30.25 21.00 26.00 26.00(?) 17.00(?) 26.00 30.50 20.00 22.00(?) 31.10 20.00 26.00 26.80(?) 16.00(?) 26.00 31.40 19.00 22.00(?) 31.95 19.00 26.00 27.60(?) 15.00(?) 26.00 32.30 Age 4: 23.00 19.00(?) 23.00 23.00 23.00 19.00(?) 19.00(?) 23.00 23.00 22.00 19.00(?) 23.80 22.00 23.00 19.75(?) 18.00(?) 23.00 23.85 21.00 19.00(?) 24.60 21.00 23.00 20.50(?) 17.00(?) 23.00 24.70 20.00 19.00(?) 25.40 20.00 23.00 21.25(?) 16.00(?) 23.00 25.55 19.00 19.00(?) 26.20 19.00 23.00 22.00(?) 15.00(?) 23.00 26.40 18.00 19.00(?) 27.00 18.00 23.00 22.75(?) 14.00(?) 23.00 27.25 17.00 19.00(?) 27.80 17.00 23.00 23.50(?) 13.00(?) 23.00 28.10 16.00 19.00(?) 28.60 16.00 23.00 24.25(?) 12.00(?) 23.00 28.95 15.00 19.00(?) 29.40 15.00 23.00 25.00(?) 11.00(?) 23.00 29.80 Age 5: 18.00 14.00(?) 18.00 18.00 18.00 14.00(?) 14.00(?) 18.00 18.00 17.00 14.00(?) 18.75 17.00 18.00 14.70(?) 13.00(?) 18.00 18.80 16.00 14.00(?) 19.50 16.00 18.00 15.40(?) 12.00(?) 18.00 19.60 15.00 14.00(?) 20.25 15.00 18.00 16.10(?) 11.00(?) 18.00 20.40 14.00 14.00(?) 21.00 14.00 18.00 16.80(?) 10.00(?) 18.00 21.20 13.00 14.00(?) 21.75 13.00 18.00 17.50(?) 9.00(?) 18.00 22.00 12.00 14.00(?) 22.50 12.00 18.00 18.20(?) 8.00(?) 18.00 22.80 11.00 14.00(?) 23.25 11.00 18.00 18.90(?) 7.00(?) 18.00 23.60 10.00 14.00(?) 24.00 10.00 18.00 19.60(?) 6.00(?) 18.00 24.40 9.00 14.00(?) 24.75 9.00 18.00 20.30(?) 5.00(?) 18.00 25.20 New rosters are submitted using the following format: [keyword] $START [team identification] complete team name team abbreviation [2-3 chars, only suggestion] manager name nationality [use standard 3 char abbreviations; USA, FIN, SWE etc.] email address stadium name [list the team bonus, which will be 4.0, other are automatically 0.0] OTF | CK | OST [amount of CP staff] [if you choose 3, you start with 600K balance] [if you choose 3.5, you start with 350K balance] [if you choose 4, you start with 100K balance] 3 | 3.5 | 4 [18 players in the given format] [list players in positional order: GK, SW, DF, MF, FW] [each position in ascending order of age, youngest first] [if no attribute, use '-'] [keep in mind the restrictions for player names: two parts, max length 20 chars in total, and no multiple players with the same first initial and last name] age SL attrib pos first_name last_name Example: $START F.C. Oulu OUL Timo Ojala FIN skidi@ee.oulu.fi Raatti OST 4 0 4.00 - GK Rookie Goalie 3 23.00 - GK Old Goalie 2 15.00 Q SW Quick Sweeper ... Some practical hints: - (W) players are used in pairs, hence if you decide to try wingplay, you might want to pick 2 (W) players for a particular area - do not pick (K) GK **************************************************************** TOTO **************************************************************** Point system ------------ Each week, 13 matches are picked by the WEFS Toto Committee for you. In first 12 matches you're supposed to predict the final outcome by: 1 = home team wins X = draw 2 = away team wins You get 1 point for each correct prediction. In match 13 you're supposed to predict the final score of the match. You get 1 point for guessing the winner 2 points for guessing the goal difference 3 points for guessing the exact score Hence the maximum point total is 15. Cash terms ---------- You pay 1K to participate and each team can submit only 1 bet in a given week. The 1K fees are accumulated into the weekly pot, which will be given to the team with highest point total. If more than one team scored the highest point total, the pot is splitted evenly between the teams in question. Any fractional $K will go to the Jackpot, which will be given to the Toto Champion at the end of the regular season. For example, if the pot is 10K (i.e. 10 teams participated) and 3 teams scored the highest score, each of them will get 3K and the remaining 1K will go to the Jackpot. Additionally, every week WEFS Treasurer will kindly add 2K to the Jackpot. Toto cash balance will be updated to your roster at the end of the regular season, not after every week. Season point total ------------------ Each week, for each team weekly point totals are added together for a season point total. At the end of the season, the team with highest season point total will be the WEFS Toto Champion and gets bragging rights and the Jackpot for the effort. We're going to have 30 Toto's in the regular season, and your best 20 weekly point totals will be taken into account, when computing your season point total. In other words, you won't lose your chances for the final pot, even if you skip the Toto occasionally. How to participate ------------------ The weekly Final Deadline is also the deadline for Toto entries. Toto entries are processed by the Answering Machine, meaning you have to use specific format for the Subject line: WEFS : week #01 Toto The Subject line has to contain words 'WEFS', 'Toto' and '#01' as the week designator. Do not use token "$Toto" in the Subject line. The actual Toto entry has to be in the following format: $Toto <1|X|2><1|X|2><#goals home>-<#goals visitor> ^^^^^^^^^^^^^^^^^^^^^ 12 entries corresponding to the first 12 matches Remember to pay attention to the format, for the processing of Toto entries is automated. Illegal entries will be discarded. An example entry: $Toto ABC 1 X 2 X X 1 2 1 2 X 1 1 2-0 Alternatively, for clarity you can organize your marks in vertical style: $Toto ABC 1 X 2 X X 1 2 1 2 X 1 1 2-0 Feedback -------- Every week, you will get result for that week's Toto, updated season point totals and Toto cash balance for each team. **************************************************************** TRADING **************************************************************** General restrictions -------------------- Teams are allowed to trade only items at hand (i.e. no delayed delivery of any items). The intention is to minimize commissioner overhead and keep trading fairly simple. No 3(or 4)-way trades are allowed, i.e. the two teams involved in the trade have to have the possession of all traded items before the trade. A new manager is not allowed to trade in his first 3 weeks in the league. Coaching allocations over the season are not considered as tradeable items. Team bonuses are not considered as tradeable items. Trade fees ---------- Fees for traded items (charged from the team receiving the item): item fee ------ --- CP/TP 2K cash 5% player fee depends on the division of the team Elite: 40K Second: 30K Third: 20K Fourth: 10K If both teams involved in the trade don't have enough cash to cover the trading fees, the trade will not take place. Effect on team bonuses ---------------------- Further, trading in/away a player implies a small loss in team bonuses. The loss depends on players relative importance to the team, which is measured by base SL. 4 points is added to base SL for each attribute player has, except for (I), which is worth max(4,age) points. If N is the SL ranking of the player in the team, the % loss in team bonuses is defined by (12 - N) % , if N <= 11 LOSS = 0, if N > 11 The penalty is applied to all players who leave the team in the deal. Effect on player's Talent ------------------------- When a player is traded, his Talent is redrawn from the corresponding distribution. Effect on player's SL --------------------- SL of the player can change in a trade. This simulates the change in the environment, sometimes it's good, sometimes it's bad. The change is determined as follows: roll change in SL ---- -------------- 97-99 + (age + 1) * 5% 91-96 + (age + 1) * 4% 82-90 + (age + 1) * 3% 70-81 + (age + 1) * 2% 55-69 + (age + 1) * 1% 45-54 no change 30-44 - (age + 1) * 1% 18-29 - (age + 1) * 2% 9-17 - (age + 1) * 3% 3-8 - (age + 1) * 4% 0-2 - (age + 1) * 5% Balance of the trade -------------------- Every trade is subject to Commissioner's approval. Commissioner will examine the balance of the trade and if an obvious imbalance is detected, Commissioner will request involved managers for further information. In general, if both managers are known to have a longer history in WEFS/EEFL, Commissioner will be relatively lenient about the balance of the trade. However, trades involving new managers will be examined very strictly. Trading deadline ---------------- Every season there will be a trading deadline, after which a traded player can not play in his new club in the remaining games of the season. Trading deadline will be announced at the beginning of the season. Sending in your trade in time ----------------------------- Trade notes are sent separately to Commissioner (i.e. not as part of the orders!). Every week, trades are processed right after the games are run and the traded players are eligible to play for their new clubs *next* week. The Final Deadline for the orders in a given week is also the deadline for trade notes. In other words, if players involved in a trade are supposed to play for their new clubs in week N, the trade notes from both teams have to beat the Final Deadline of week N-1. All trades will be announced in the status report released right after the week is completed. Data published to the whole league will contain player names, ID's and positions. Also, any cash/CP/TP/draft picks involved in the trade will be listed. Any trade is not final until it has been published in the status report. So, basically you can back out of any trade in the last minute, but doing so can severely hurt your reputation on the market. Format of a trade note ---------------------- Please use the following Subject line with your trade note: Subject: WEFS : XXX (Elite) - YYY (Second) trade (week 4) XXX and YYY are the names of the teams and Elite and Second the respective divisions. Also, remember to designate the week when you want the trade to be processed! This is especially important, if you're sending your trade note in advance. In the above example, the trade would be processed in week 4, and the players would be eligible to represent their new teams in week 5. If no week is given, Commissioner will assume the current week (i.e. the week the note is eligible for). Example of the actual trade note: --- XXX (Elite) - YYY (Second) trade: --------------------------------- XXX -> YYY DF D. Defender 1 TP $100K YYY -> XXX FW F. Forward 2 CP --------------------------------- Conditions for this trade to occur: DF D. Defender is age 4 SL 20.45 with PL > 900 --- Conditions section is voluntary. You can use it, if you want to set certain conditions for the incoming player(s). If the conditions are NOT met, the trade will not take place. **************************************************************** TRAINING CAMPS (TALENT SCOUTING) **************************************************************** Each (Team,Player) pairing has a unique and hidden Talent value. The purpose of training camps is to give managers tools to scout Talents of the rookies who will be available in the upcoming auction. Manager may invest cash/TP/CP on a training camp. In return he gets five (5) coaching rolls for a corresponding number of rookies: cost #rookies ---- -------- 25K 5 0.5 CP 6 1.0 CP 12 0.5 TP 8 1.0 TP 16 Training camps are organized in weekly orders in section 'auction:' with keyword 'camp': auction: camp cash|CP|TP amount lot#1 lot#2 ... Example entries: camp cash 25 #1 #2 #3 #4 #5 camp CP 0.5 #1 #2 #3 #4 #5 #6 camp CP 1 #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12 camp TP 0.5 #1 #2 #3 #4 #5 #6 #7 #8 camp TP 1 #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 #12 #13 #14 #15 #16 Exactly one (1) camp may be organized in a given week. A given rookie may be listed only once for a specific camp (but he can be called to a new camp again next week, if manager so wishes). All camp orders not complying with the given syntax are automatically deleted and the team is fined. No exceptions. For example, camp order auction: camp TP 0.5 #1 #5 #34 #56 #64 #87 #88 #93 is confirmed in AM's reply as follows: INFO: 0.5 TP used for auction/camp [8 rookies scouted]. lots: #1 #5 #34 #56 #64 #87 #88 #93 Match report contains section '*** TRAINING CAMP ****', which provides coaching rolls for the designated rookies: --- *** TRAINING CAMP *** 0.5 TP used for training camp -> updated TP stock: 0.5 TP. lot #1 0.98 0.89 1.04 0.83 0.95 mean=0.94 min=0.83 max=1.04 lot #5 0.95 1.06 0.96 0.99 1.07 mean=1.00 min=0.95 max=1.07 lot #34 0.93 0.89 0.88 1.21 0.93 mean=0.97 min=0.88 max=1.21 lot #56 0.88 1.06 0.87 0.91 1.15 mean=0.97 min=0.87 max=1.15 lot #64 0.98 0.93 0.94 0.93 1.04 mean=0.97 min=0.93 max=1.04 lot #87 0.94 0.77 0.96 1.14 0.86 mean=0.93 min=0.77 max=1.14 lot #88 0.92 1.04 1.05 1.19 1.14 mean=1.07 min=0.92 max=1.19 lot #93 1.15 1.10 1.07 0.93 0.88 mean=1.03 min=0.88 max=1.15 --- mean/min/max of the 5 coaching rolls are listed for your convenience. Recall that roll ~ N(Talent, 0.10) , 0.50 <= roll <= 1.50 **************************************************************** VARYING PLAYING TIME **************************************************************** Definitions TRUE TIME True game time. REPORT TIME The time printed in the match reports. DELAY Counter for storing the delays. Each delay (booking, injury, substitution) adds a random amount of time to DELAY. Once DELAY exceeds 1, REPORT TIME is increased by 1 (TRUE TIME does not change) and DELAY is decreased by 1. In practical terms this means that a blank line with no action is printed into match reports. All real game actions (shot resolution etc.) are done according to the TRUE TIME, excluding cases which are solved using REPORT TIME. Managers are provided pre-defined constants to spot half-times (HT, HTet) and the pause between the normal time and extra time (FT). For purposes of SB, the number of minutes played is REPORT TIME, up to 90/120 (up to 45/105, if player is subbed out at half-time). The net effect is that you don't know for sure that first half ends once min 45 is solved and that game is over once min 90 is solved. This is exactly like in real life where only the referee knows precisely how much time is remaining. Some practical hints -------------------- HT half-time HTet half-time in extra time FT pause between normal time and extra time you want to sub a player out at half-time: DF D. Efender case: T=HT @@ S1 you want to sub a player out at the first minute of the second half: DF D. Efender case: T>HT @@ S1 do not use T=46, for the player might be subbed out at min 46 in the first half, if there has been delays you want to sub a player out at the first minute of the extra time: DF D. Efender case: T>FT @@ S1 you want to press in first half: case: THT L you want to stall in extra time: case: T>FT S **************************************************************** WEEKLY CYCLE **************************************************************** One match is played every real-time week with the following deadlines: Wednesday Early Bird (EB) deadline (EBD) Thursday Final deadline (FD) (also Trading Deadline TD) EB bonus is 10K. EB will be awarded, if orders are submitted before EB Deadline. Manager does not lose his EB bonus, if he further revises his orders before the Final Deadline. Weekly cycle is subject to Commissioner's Real Life (c) commitments. Teams not having submitted their orders at Final Deadline are automatically declared NMR. Cup games will be interleave with the regular season and their deadline will be set independently every time. **************************************************************** WINGPLAY **************************************************************** Wingplay bonus -------------- Players on the wing (^) get so-called wingplay bonus. All players playing on the wing get defensive wingplay bonus, whereas only (W) players playing on the wing get offensive wingplay bonus. First, each player on the wing suffers a 25% penalty on his ESL. This number is used for computing area ratings and lineup balance and for assigning shots. Wingplay does not affect GoP and GoT. Then, they get the wingplay bonus, which is 60% of the base ESL (25% penalty and 60% bonus sum up to the net bonus of 35%). For example, ESL 20.0 DF(W) on the wing would have 20.0 for determining GoP 15.0 for DF area rating, balance computations and shot allocation 12.0 as defensive wingplay bonus 12.0 as offensive wingplay bonus whereas ESL 20.0 non-(W) DF on the wing would have 20.0 for determining GoP 15.0 for DF area rating, balance computations and shot allocation 12.0 as defensive wingplay bonus 0.0 as offensive wingplay bonus A (B) DF staying back (<) adds 25% of his ESL to defensive wingplay. A (B) FW pushing forward (>) adds 25% of his ESL to offensive wingplay. Example ------- Our team has SW 20 DF 10^ 20(W)^ 15(B)< 10 MF 20(W)^ 10^ FW 15(W)^ 25(W)^ 10(B)> OTF = 0, HB = 0, (N) tactics For determining GoP, the following numbers are used SW 20 DF 10 20 15 10 GoP = 20 + 0.5*(10+20+15+10) = 47.5 For determining GoT, the following numbers are used MF 20 10 FW 15 25 10 GoT = 0.4*(20+10) + 0.5*(15+25+10) = 37.0 For determining DEF without wingplay, the following numbers are used SW 20 DF 7.5 15 15 10 MF 15 7.5 FW 11.25 18.75 10 DEF = 20 + 1.0*(7.5+15+15+10) + 0.5*(15+7.5) = 67.5 For determining OFF without wingplay, the following numbers are used SW 20 DF 7.5 15 15 10 MF 15 7.5 FW 11.25 18.75 10 OFF = 0.25*(7.5+15+15+10) + 0.75*(15+7.5) + 1.0*(11.25+18.75+10) = 68.75 For determining the defensive wingplay bonus, the following numbers are used DF 6 12 3.75 0 MF 12 6 DEFwp = 1.0*(6.0+12+3.75+0) + 0.5*(12+6) = 30.75 For determining the offensive wingplay bonus, the following numbers are used DF 0 12 0 0 MF 12 0 FW 9 15 2.5 OFFwp = 0.25*(0+12+0+0) + 0.75*(12+0) + 1.0*(9+15+2.5) = 38.5 The number of shots is computed both with and without the wingplay bonus, and the bigger number is used. For example, if the above side plays the following opponent: DEF: 80 OFF: 90 DEFwp: 20 OFFwp: 20 Normal Shots without wingplay bonus are: our side: 6*(68.75/80.00)^1.5 = 4.78 opponent: 6*(90.00/67.5)^1.5 = 9.24 Normal Shots with wingplay bonus are: our side: 6*[(65+38.5)/(80+20)]^1.5 = 6.32 opponent: 6*[(90+20)/(67.5+30.75)]^1.5 = 7.11 Hence our side gets MAX(4.78, 6.32) = 6.32 shots and the opponent gets MAX(9.24, 7.11) = 9.24 shots **************************************************************** WORLD CUP **************************************************************** World Cup is played at the end of every other season. In World Cup clubs are grouped together into national teams, based on the nationality field in the roster. General Remarks --------------- * WC rosters will NOT contain any SL information * WC match reports will NOT contain any ratings (MOTW format is used) * all injuries occurring in the WC will heal before next season * only players with current PL of 600 or more are eligible to participate 11 automatic selections ----------------------- 11 players (GK, SW, and 3 DF/MF/FW) are chosen automatically, based on the number of stars earned in the regular season. 11 additional players --------------------- Team may choose additional 11 players from the respective clubs. Note that a player with PL<600 is NOT eligible to play in the World Cup. Minimum 1 player from each contributing club -------------------------------------------- A national team has to include at least one player from each contributing club. Team bonuses ------------ Each player will contribute 1/22 of the team bonuses of his club. Cash ---- Each team gets 100K to be used for YC/RC fines and MC/IC during the World Cup. Dynamic TAB ----------- In addition to standard TAB bonus, so-called Dynamic TAB (DTAB) is in effect in the WC. If there are N players from club XXX in the current national lineup (the 11 players on the pitch), each of them has 'nnnn', where float n=(N+2)/2.0, and n<=5.0, as their history field for purposes of computing the DTAB bonus. Tournament format ----------------- Tournament format is decided separately every time, depending on the number of participating teams.