DOWNLOAD TEAM SHEET MAKER

Electronic Soccer Association Rules

CONTENTS
1  Structure
2  Competitions
3  The Game
4  Finances
5  Home Bonus
6  Player Transfers
7  International Squad
8  End of Season Awards
9  Promotion / Relegation Skill Changes
10 Youth Draft


STRUCTURE

Clubs and Divisions
Consists of 10 clubs in each of 3 divisions.
Each team has at least one active manager to operate it.
No person can manage 2 clubs.

                      
COMPETITIONS

League Competition
During the season, each club plays each other twice (once at home and once away).
The league champion will not be decided on goal differential.  If two clubs are tied for top spot at the end of the season, there will be a match played on a neutral pitch to decide the champion.
                                                
Relegation and Promotion
At the end of the season, the last two clubs in the Division 1 are relegated to Division 2.
The last two clubs in Division 2 are relegated to Division 3.
The champions of Division 2 and second placed club (decided by a two-club playoff) are promoted to Division 1.
The champions of Division 3 and the second place club (decided by a two-club playoff) are promoted to Division 2.
                                                
ESA Cup
A six-round competition in which all three divisions are involved.
All matches will be played on a neutral pitch
Clubs will be randomly drawn.

Division 2 and 3 Cups
Division 2 and Division 3 have seperate cup competitions.
They are four-rounds with the first three rounds to be played on a two-legged format.
Away goals counting double. .
Clubs will be randomly drawn.
                                                
Friendlies
Clubs can only play friendlies during the off-season.
If you wish to play a friendly, organize it with another manager and advise me at least one week in advance.
The statistics from friendlies do not count for league matches.
Therefore, if a player gets suspended or booked in a friendly match, it does not affect his DP level.
Players that are suspended in a league or cup match, still can play in friendlies.
                                                
Other Competitions
With the ESA being a member of the EICA, the top clubs from the previous season will compete against other leagues' top clubs.
Champions League
The top 3 clubs in Division 1 will take part in the EICA Champions League.
EICA Cup
The ESA Cup winner and the fourth, fifth and sixth best clubs in Division 1 will take part in the EICA Cup.
EICA International Cup
The previous season's manager-of-the-year will assemble the best players in the ESA to take part in a tournament against the best players in the other leagues of the EICA.
EICA U21 International Cup
The previous season's D2 Manager of the Year will guide the most talented youth players in the ESA against the EICA's best young players.

                                                
THE GAME

esms

The matches are run using a modified version of the esms (email soccer management simulator) program, which Igor Oks and Eli Bendersky created.
Visit the esms web page for the best information about this program
http://www.geocities.com/spur4444/esms/index.html

What is esms ?
The esms program, is a soccer management simulator for play-by-email games.
A play-by-email (PBEM) soccer league usually consists of an administrator, who runs the league, and managers.
esms only consists of the match running part, which includes running a match between two clubs using their rosters and team sheets (see below for details), updating the rosters using the post-match stats, and updating the league table using the results.
The administrator develops all other aspects of soccer management.
This program was written not for a specific league, but with the possibility of many uses and different ideas, using the same game engine.

How is a match played?
A club in esms is a "roster".
A roster is a text file, in a special format, which includes the squad and their attributes.
The file name is the abbreviation name of the club (recommended 3 characters).

A "team sheet" in esms is a text file, which includes the orders for the match for each club.
These orders include the list of the eleven starting players, the five subs and different instructions to the program.  There is a program to help in creating a team sheet, which can be downloaded at the top of the page.

To play a match, each manager has to send the league administrator a team sheet with instructions for the match, and the administrator must have the rosters of the participating clubs.
It is very important to state here that the match is not run in "real-time", but all at once.
It means that a manager can not interfere on a specific minute and tell the administrator to substitute
a player or change the tactics.
All the manager's work is to send in a team sheet with instructions.
All these instructions are included in the team sheet sent by the managers - the program reads these instructions and implements them during the match.
After the match is finished, the program generates a commentary file for the match and the administrator sends it to the managers of the two clubs involved.
Then, the administrator is using the different supplementary tools of the esms program to update the rosters and the league table.
                                                
Rosters and Players
A valid roster of esms has a header line and a list of players with a lot of numbers near them.
This section is to explain exactly what each number means.
An example line from a roster file:

Name        Age Nat St Tk Ps Sh Ag KAb TAb Pab SAb Gam Sav Ktk Kps Sht Gls Ass DP Inj Sus Fit
Amoruso     22  ita   2   4   6  10  26 300  325  450  550   30    0    2     5    66  10    2    4    0   0    60
                                                
Name: The name of the player.
Its recommended length is not more than twelve characters in order not to make a mess in the roster file.

Age: The player's age.
After completing a season, each player is gets older by one year.
It is placed in the roster with no use for the game running program.

Nat: Player's nationality, abbreviated in three characters.
As the age, it is not used by the game running program and placed in the roster only for statistics.

In esms, the player has no predefined position, and it is up to the manager to decide, depending on the player's skills, wherehe want the player to play in each match.
This feature adds a lot of flexibility to the game.

St: Is the player's shot-stopping ability.
In other words, his goal-keeping ability.
For the club's better performance, the manager should place the player with the highest St as the goalkeeper.
Of course the manager is not obligated to do so, and it is up to his consideration.

Tk: Is the player's tackling skills.
Mostly used by players playing on the defense.

Ps: Is the player's passing skills.
Mostly used by players in the midfield, for creating opportunities and assisting goals.

Sh: Is the player's shooting skills.
It defines the player's skill to shot to goal and reach these shooting chances.

Note: From what you can see on the player in the example, his highest skill is shooting.
Therefore this player will perform the best as a forward.
Of course he can play in any position if needed, even as goalkeeper, but his contribution will be worse than as a forward.

Ag: Is the player's aggression.
The aggression of a player doesn't change, it stays the same for his whole career.
In esms the aggression is a value between 1 and 100 and it defines how aggressive will the player play.

KAb, TAb, PAb, SAb: Player abilities.
Numbers which range from 0 to 1000 and can affect the player's skills.

Gam: Simply the number of games the player played.
If the player participated in a game, even if he played a single minute, it will be counted as another game when the administrator runs the roster-updating tool.

Note: The next numbers indicate the total number of different actions the player made in all the games he played for that season.

Sv: The total number of saves the player made.
Only if the player played as a goalkeeper can make any saves.

Ktk: The total number of key tackles the player made to stop scoring opportunities.
Usually defenders will make the highest number of tackles.
The player in the example, though playing as forward, made some key tackles as well.

Kps: The total number of key passes made by the player to create goal-scoring opportunities.

Sht: The total number of shots to goal made by the player (not necessarily on target.)

Gls: The total number of goals scored by the player.

Ass: The total number of assists made by the player.

Dp: The total amount of disciplinary points accumulated by the player during the games.

Inj: The number of weeks for which the player is currently injured.

Sus: The number of games for which the player is currently suspended.

Fit:  Player fitness.
A number with a maximum of 100 and when below zero will affect the player's skills.

Player Positions
As was stated earlier, a player in esms doesn't have a pre-defined position.
The manager will use different considerations to decide where to place the player for the match.

The modified esms program includes seven possible on-field positions for players:

GK: Goalkeepers
SW: Sweeper - plays behind the defense
DF: Defender
DM: Defensive Midfielder - plays between the defense and the midfield
MF: Midfielder
AM: Attacking Midfielder - plays between the midfield and the forwards
FW: Forward
                                               
Player's Raw Skills during the Game
Each player in esms has 4 different skills (St, Tk, Ps and Sh).
These are his "raw skills", and he will not always play with the same skill in a match.
An "actual skill", is the player's raw skill after some mathematical operations, which depend on tactics and player's fatigue during the match.
A player that plays as a defender will never use his full shooting potential, as being a defender, he will get few opportunities to score.
It also depends on the tactic of the team, but it can be generally said that the full raw skill of the player will be preserved only if the player plays at a suitable position.
For example if a player with Tk2, Ps4, and Sh10 playing in defense will have a defensive skill of 2 (it also depends on the tactic), but his actual Ps and Sh will be less than the raw values.
Therefore, a player with skills Tk4, Ps3, and Sh3 will be more efficient as a defender, despite being a generally worse player than the first one.
Players with more than one high skill will be extremely useful, as they will be able to perform well at several positions.
                                                
Player's Ability
Apart from the four skills each player has he also has four ability values.
Ability is basically a number between 0 and 1000 which is measuring the performance of the players in the recent time.
If the ability of a player reaches 1000, he receives a skill increase.
When a player receives a skill increase, his ability drops to 300.
If a player's ability reaches 0, he will receive a skill decrease.
There are many conditions for a player's ability being increased or decreased during the game.
Below is the list of "events" for which ability is changed:

Goal: A player will get an ability increase for each scored goal.
Assist: A player will get an ability increase for each goal he assisted.
Ktk, Kps, Sht: A player will get an ability increase for each key tackle, key pass, or shot he will make.
These bonuses are usually much lower than the bonuses for goal and assist.
Save: The goalkeeper will receive ability points for each save that he makes in the game.
Clean sheet: If a team doesn't concede a goal during the game, the goalkeeper and one of the defenders will receive an ability increase.
If the goalkeeper was substituted during the game, the goalkeeper who played more will get the ability increase.
The defender will be randomly chosen.
Victory: If a club wins the match, two of its players will be given an ability increase.
The two players are chosen randomly.
If a club loses a match, two of its players lose ability points.
These players are chosen randomly.
Bookings: Players will get ability decreases for yellow and red cards.

These are the values:
Goal: +27
Assist: +32
Victory: +36 (random x 2)
Clean sheet: +27 (GK + 1 random DF)
Key tackle: +13
Key pass: +9
Shot on: +4
Shot off: +2
Save: +4
Goal Conceded: -2
Yellow Card: 0
Red Card: 0

Player's Fitness
All players begin the season with a fitness level of 100. 
Every minute they play, their fitness level will decrease by a small amount (less for keepers).
Players 29 years old and under will lose 4 fitness points for 90 minutes played.  When their fitness drops below 80, they will lose 1 skill point - below 75, 2 skill points - below 70, 3 skill points - below 65, 4 skill points and they must be rested.  They will gain 16.5 fitness when rested.  Once a player, who's skill was decreased due to low fitness, is rested, his skill will then return to his normal level.  They will start at 90 if they are injured for 1 week or more.
Players that are 35 years old will lose 8.2 fitness points for 90 minutes played.  Same rules for skill decreases apply.  They will gain 8.7 fitness when rested.  They will start at 85.5 when injured.
Players 30 to 34 will have values somewhere in between.
For mid-week cup matches, a player will not receive a fitness increase if he does not play, however, if he does play, his fitness will decrease by the same amount as a weekend match.

Team Tactics
Each manager chooses a tactic for his club for a match.
The tactic can be changed during the match by suitable instructions in the team sheets.

This is the listing of possible tactics in @esms:

N: Normal.
No specific style of play, just normal play, trying to use all parts of the squad in the most suitable way.

D: Defensive
Focusing more on the defense.
D is hard to score against, but wll not create many opportunities either.
Midfielders and even forwards will pay more attention to the defense.

A: Attacking
The players try to score as much as possible, by that almost neglecting the defense.
Midfielders try to score more frequently and the defenders involve more in the attack.

P: Passing.
The club tries to move the ball quickly using a lot of passes, even when the are not really needed.
More players try to help in the midfield to create slow but efficient opportunities.
This tactic is more offensive than Normal but less offensive than Attacking.
C: Counter attack.
The players concentrate on the defense, while the forwards are waiting for counter-opportunities.
This tactic is more defensive than Normal but not as defensive as the Defensive tactic.

L: Long Ball.
The most intriguing and unexpected tactic.
Can easily win a match with some circumstances, and completely fail with other.
The midfield is almost insignificant, as the team tries to defend and reach the forwards with long balls.
Thus, this tactic is especially useful for teams with weak midfielders, and against some tactics/formations can prove to be a lethal weapon.

Each tactic, except of Normal, has some bonuses against some other tactics, which makes the decisions more complicated and challenging.
The bonus table is below, it includes the 'Bonus type', which tells where is the bonus added.

Tactic                  Bonuses vs.                    Bonus type

Normal (N)           None                               None
Defensive (D)        Long Ball                        Defence
Attacking (A)        Defensive                        Attack
Cnt. Attack (C)     Passing & Attacking        Attack & Midfield
Long Ball (L)         Attacking & Cnt. Attack   Defence & Attack
Passing (P)          Long Ball                        Defence
                                                
e.g.  if your tactic was Passing and your opponent's was Long Ball, your defense would play better than normal.                   
                         
Conclusion: As you can see, the bonus "tree" is rather complicated, and you can benefit a lot from
predicting correctly which tactic your opponent will use.

The Numbers
Here is a file of the bonuses used by the program for each position and tactic.  This is very important to learning how to make the most of your players' skills.
             

     
                     
Formations and Restrictions
The @esms has no pre-defined formations.
The formation is simply the number of SWs, DFs, DMs, MFs, AMs, and FW's, so a team with 3 defenders, 4 midfielders and 3 forwards plays a 3-4-3 formation.
There is one GK on the pitch at once at all times.
Allowed a maximum of 1 SW and there is no minimum.
The maximum number of DFs without a SW is 5 and maximum with a SW is 4.
The minimum number of DF allowed at one position is 2.
There is a combined maximum of 5 midfielders (DM+MF+AM).
If you include a DM or AM, there must be one other type of midfielder (you may not have a midfield of just 3 AM alone).  You may have 3 MFs.
The minimum number for each DM, MF, or AM is zero, but you must have at least 2 in total of any of them (so you can have 1 DM, 0 MF, 1 AM)
The maximum number of FWs is 5 and the minimum number allowed is 1.
 
Each manager decides on his own formation that will maximize his players' skills.
Tactics and formation are very much linked, not by the program, which doesn't mind which tactic/formation you play, but by the manager himself.
It would be, of course, bizarre to play 2-2-6 Defensive, as the formation and the tactic contradict each other.
The most common tactic is the traditional 4-4-2, as it fits in well with almost every tactic.

Formation Bonuses
There are bonuses for certain formations against others:

5 MF vs. <= 2MF and/or <=2 DM and/or <=2 AM
If one side lines up with 5 MF against a side with two
or less players from each of DM, MF, and/or AM, the
side with 5 MF will have a slight Tk and Sh increase
on their midfielders.

1 FW vs. SW
SW will have a slight decrease in Tk.

3 or 4 FW vs. 1 or 2 DM
DM will have a slight reduction in Tk.  The decrease
is greater for 1 DM.

5 DF vs. 1 or 2 AM
AM will have a slight reduction in Sh.  The decrease
is greater for 1 AM.


Team Sheets and Orders
As was stated previously, each manager has to send in a "team sheet" for each match.
The team sheet includes the list of 11 starters, 7 subs for the game (do not include SW, DM or AM when listing subs - use only GK, DF, MF or FW), and different "orders" to the program, which explain how the club will be managed in different situations.                                                  
If a manager learns to use these orders correctly and understands them, they can be an important step in aiding in his club's success.
These are the different orders a manager can give, with explanations:

Tactic for the match:
The manager gives the program the starting tactic his side will play (N, D, A, P, C, or L).

Penalty kick taker:
The manager names the primary penalty kick taker for the match.
If the player will be unavailable when a penalty occurs (being suspended or injured before that minute) the program will assign a penalty kick taker by itself.

Actions and conditions:
Important Note: In the actions, the players are
referred not by their names, but by their numbers.
The number of the player is simply his position if
you count players in a teamsheet from top to bottom.
Thus, the GK is number 1, the last player in the
opening squad is number 11, the first listed sub is
number 12...  I hope you got the idea.

The full format of a conditional is as follows:

<action> IF <condition>, <condition> ...

When there may be any amount of conditions separated
by commas, and one action. The action happens if ALL of
the conditions are true. ESMS checks for validity of
this in the end of every game minute.

We start with the actions and their arguments.
There are 3 different orders available:

TACTIC: Agrument - [NewTactic] in a single character,
is the order to change the tactic of the team to a
given tactic. For example: TACTIC L
Switches to long ball when the condition comes true.
A manager can include up to 15 conditions on tactic
change.

CHANGEPOS: Arguments - [Number/Position] [NewPosition].
Tells the program to swith the position of some
player to a new position. Place the player number
and the new position after the order. If you place
a position as the first argument, ESMS picks the worst
player on this position (having the lowest relevant
skill)
For example:
CHANGEPOS 11 DF tells the program to switch the player
number 11 to defender when the condition comes true.
CHANGEPOS MF DF tells the program to switch the MF player
with the lowest passing skill for a defender.
A manager can include up to 15 conditions on position
change.

*A word of caution on choosing the worst player option*:
This option does not work well for multi-skilled players.  A defender with the lowest tackling may not necessarily be the "worst" player, as he may have a high passing skill.  This option for the DM and AM positions does not really work for this reason.

SUB: Arguments - [OutNumber/Position] [Pl.InNumber] [Position]
Tells the program to substitute some player for another,
and play the substituter on a given position. The players
are again referred to by numbers, and it is important to put
the numbers in the correct order. For example: SUB 10 14 SW
will substitute the player number 10 to player number 14
and the sub (n.14) will play as a sweeper, when the condition
comes true. As the rules of soccer state, only 3
substitutions are allowed per team per game. A common
mistake is forgetting the [position] argument of this order.
You must specify the position, ESMS won't choose it for you.
As in CHANGEPOS, you may specify a position instead of OutNumber,
to switch out the worst player.

SUB can also be used to react to a Red or Yellow card.
For example: SUB FW 12 DF IF RED DF means that is a DF
gets sent off then the worst FW will be taken off and
player number 12 will come on an dplay DF

Now the conditions will be explained. The condition comes
right after the order in the same line.

IF MIN [sign] [Minute]: Pretty simple here. If the game reached
the stated minute, the order will be executed.
For example: CHANGEPOS 2 MF IF MIN = 56 will change the
position of player number 2 to midfielder on the 56'th
minute. [sign] can be either =, >, <, => or <=, with the
normal mathematical meaning

IF SCORE [sign] [Score]: The [Score] argument is a SINGLE NUMBER
which stands for the differense in score between your team
and the opponent. 2 is leading by 2 goals, -6 is losing by
6 goals ets. For example:
TACTIC A IF SCORE = -1 means that the team will switch to
attacking tactic if it is losing by one goal.

IF YELLOW [Position/Number]: if a specific player or a player
on some position got a yellow card.

IF RED [Position/Number]: if a specific player or a player
on some position got a red card.

All conditionals can be combined with commas and made as complicated
as needed

A few examples:

TACTIC A IF MIN >= 45, SCORE =< -1 tells the program
to change tactic to attacking if it is later than the 45th
minute and your team is losing by one or more goals.

TACTIC A IF MIN => 45, SCORE =< -1, SCORE => -4
this extends the previous condition by changing to
attack after the 45th minute only if losing by between
one and 4 goals. As can be seen by this example more than
two conditions can follow an argument as long as they
do not contradict each other.

CHANGEPOS 2 MF IF MIN <= 20, SCORE >= 1 tells the
program to switch player number 2 to midfielder if it
is earlier than the 20th minute and your team leads by
one or more goals.

SUB MF 12 MF IF MIN = 60, SCORE => 1 will take off the
worst MF if you are leading by one goal or more and
it is anytime after the 60th minute, and bring on player
12 who will play DF.

TACTIC A IF RED MF, MIN >= 50, SCORE = 2
your team will switch to Attack if a MF gets redcarded,
and it is after the 50th minute and your team is ahead
by two goals

EXAMPLES OF TEAM SHEETS
---------------------------
In this section you'll find 2 complete teamsheets, with
comments:

Example 1
```````````````````````````````````````
bar                       /* team name - the roster is therefore bar.txt
N                         /* starting the game with a Normal (N) tactic
GK R_Bonano               /* the first player must be a GK
SW P_Andersson
DF Christanval
DF F_De_Boer
DF M_Reiziger
MF L_Enrique
MF L_Gerard
MF J_Riquelme
AM F_Cocu
FW J_Saviola
FW P_Kluivert

GK R_Enke                 /* 7 subs listed
DF C_Puyol
MF H_Xavi
DF J_Sorin
FW G_Dani
MF D_Geovanni
DF F_Rochemback

PK: J_Saviola             /* Saviola will be our PK taker

TACTIC D IF SCORE >= 2      /* switch to D if leading by 2 goals or more
CHANGEPOS 11 AM IF MIN = 12 /* change player 11th position to AM on the 12th minute


```````````````````````````````````````
Example 2
```````````````````````````````````````
laz                       /* team name - the roster is therefore laz.txt
N                         /* starting the game with a Normal (N) tactic

GK A_Peruzzi
DF J_Stam
DF S_Mihailovic
DF A_Nesta
DF G_Pancaro
DM D_Baggio
MF G_Mendieta
MF D_Stankovic
MF D_Simeone
AM I_De_La_Pena
FW C_Lopez

GK M_Ballotta
DF P_Negro
MF K_Poborsky
DF F_Couto
FW H_Crespo
MF F_Liverani
DF A_Cesar

PK: C_Lopez

TACTIC C IF SCORE = 1          /* As you can see these 3 orders are for the
CHANGEPOS 8 DF IF SCORE = 1    /* same condition and tell the program to 
CHANGEPOS 9 MF IF SCORE = 1    /* switch to 5-3-2 counter attack if leading
                              /* by one goal.

A program has been written if a team fails to provide a team sheet.
The program balances playing good players with rested ones (hence don't expect your top 11 players to be starting).
If a manager fails to submit the team sheet for 2 weeks in a row and is not answering reminder messages, he will be sacked, and a new manager will be appointed.

Player's Fatigue
It is natural that the players are getting tired during the match.
This fatigue always affects a player's performance.
Close to the end of the match, a player will have much less energy for long runs than in the beginning.
The feature of fatigue is included in @esms.
Each minute, the program multiplies each player's actual skills by some coefficient, which is very small. However, at the end of the match a player plays at approximately 70 - 75 percent of his starting skill.
This is why it is highly recommended to substitute players during the game, to bring some "fresh legs" to your side.
                                                
Player and Team Aggression
Each player has an aggression level.
The aggression is a number, which ranges from 1 to 100 (but 35 is about aveerage) and it is not changed during the player's career.
During the match, the program calculates the total aggression of a team each minute.
The total aggression has two sides:
On one hand, it adds the club some aspect of "more will to play" and the more aggressive club plays better than the less aggressive team, however the difference is very small.
On the other hand, the more aggressive side will make more fouls, which may result in penalties and bookings for its players.
Generally, the aggression is a "negative" skill of the player and a club.
However, this is much less significant than the 4 skills of the player.
                                                
Fouls, Bookings, and Disciplinary Points
During the match, each club usually makes a lot of fouls, most of them are insignificant and just stop the attack of the opponent.
The program takes care only of the "serious" fouls, which deserve a warning or a card shown to the player.
For some of the fouls the players will receive yellow cards.
Two yellow cards in the same game or a red card shown to the player cause his sending off the pitch, and will leave his side with one player less.
If a goalkeeper gets a red card, the program will automatically replace him with the most suitable player, which will cause a player less in another part of the field.

Disciplinary points are included as well.
A player receives 5 DP for yellow cards and 15 DP red cards (or 2 yellows in one match)..
When a player reaches a total of 15 DP he will be suspended for one match, when he reaches 30 DP,
two matches, and so on.
                                                
Suspensions
The "Sus" column in the team roster shows how many matches each player is currently suspended.
                                                
Injuries
During the match, there is always a chance that a player will get injured.
If a player gets injured, the program will substitute him for another player on his position from the bench.
If there is not a  player at his position on the bench, the program will find another substitute for the player.
If by the time the injury occurred the team already had 3 substitutions, the player will leave the field and the team will remain with one player less.
A player gets injured for a certain number of weeks.
This is not defined by the game running program itself, but by the updating program the league administrator will use to update the rosters.
After the update, the number of weeks the player can not play will appear in the "Inj" column of the player.
                                                
Keeping a Large Squad
It is highly recommended for each manager to keep a large squad of players (30-player maximum) especially for those clubs involved in EICA competitions.
As you saw in the last sections, a player can get injured or suspended for several games or weeks.
Also, players' fitness level declines for every match played making it impossible to field the same players week in and out.
Having a small squad can cause you a lot of trouble in running your team (22-player minimum).
However, too large of a squad will hurt your income because of high total salaries.  So a balance is needed (somewhere between 24 and 27 is ideal).

Commentary File
A commentary file includes the play-by-play for the match.
The minute of the match is on the left side and the event on the right side.
It is more exciting to start at the beginning and read line by line, not knowing what is written on the next line in order to feel the "tension" of a real match.
In the end of the commentary file, you will see the match statistical summaries for each club.
How many minutes each player played, how many goals were scored, assisted etc.
You will also find there the change in ability points as a result of the match.
The match commentary will be emailed to the managers of the clubs involved.
Any other manager wishing to see a copy of the commentary must send a scout.


FINANCES

The finance of each team is the responsibility of that teams manager.
                                                
Bank Balance
The club's bank balance will be updated and released, but it is for your own good to make your own calculations to check your money moves.
                                                
Debt
If your bank balance reaches below one million, you will have 4 weeks to recover this money.
If after 4 weeks you have still not recovered, one or more of your top players (as decided by the ESA Board) will be auctioned. 
Also, you will receive only 60% of the money generated by the auction as a penalty.
Therefore, it is a good idea to be aware of  how much you spend and not to exceed your expected earnings for the following four weeks.
Money can not be loaned out to a club.

Income
Teams' income will be primarily from their gate receipts, sponsor contracts and selling players.

Gate Receipts & Ticket Prices
The most important source of money income is the gate receipts paid by spectators who come to see your home matches.
The attendance of a match will depend upon:
                         1. Position of yours and your opponent's team in the table.
                         2. Result of previous match
                         3. Stage of season (higher for opening day and as the season progresses)
                         4. Division
Ticket prices are set equally for all clubs ($48 for Division 1, $44 for Division 2 and $38 for Division 3). 

Sponsorship
Another way a club makes some money is through sponsorship.
You will get a lump sum that will depend on how your team did the previous season.
Division 1
1st:               $3 million
2nd and 3rd:   $2 million
4th to 7th:      $1 million
8th to 10th:    $0.5 million

Division 2 and 3
1st:   2.0  / 1.5    million
2nd:  1.75 / 1.25  million
3rd:   1.6  / 1.0    million
4th:   0.9 / 0.75   million
5th:   0.8  / 0.5    million
6th:   0.7 / 0.25   million
7th:   0.6  / 0.2    million
8th:   0.4 / 0.1     million
9th:   0.3  / 0.075 million
10th:  0.2 / 0.05   million

Television and Merchandise
Revenue from television contracts and selling of team merchandise is a weekly source of income and the amount will depend upon your club's performance throughout the season.

Cup Matches
Clubs will be financially rewarded for every round that they advance in cup competition through gate receipts.
The farther the advancement, the greater the reward, since more people will be attending the matches.
There is also a bonus for the best clubs:

ESA Cup Champion - $1.6 million
2nd Place -               $0.8 million
Round 5 losers -        $0.4 million

Division 2 Cup Winner - $0.7 million
2nd Place -                  $0.25 million

Division 3 Cup Winner - $0.5 million
2nd Place -                  $0.1 million

EICA Champions League
Champion -                      $4 million
2nd Place -                      $1.6 million
Knock-out Round Losers - $0.8 million

EICA Cup
Champion - $0.8 million
2nd Place - $0.4 million

End-of-Season Financial Benefit
At the end of each season, each club is given an amount of money based on how they improved in the standings from the previous season.

In Division 1 the amounts are as follows (Division 2 and 3 in brackets):
Most Improved:     2.00  (1.25/1.00)   Million
2nd:                    1.50  (1.00/0.80)   Million
3rd:                     1.25  (0.75/0.60)   Million
4th:                     1.00  (0.50/0.40)   Million
5th:                     0.75  (0.25/0.20)   Million
6th:                     0.50  (0.20/0.10)   Million
7th:                     0.25  (0.15/0.05)   Million
8th:                     0.10  (0.10/0.025)  Million

Expenses
Clubs' expenses are player salaries, transfer fees, stadium renovations, and scouting costs.
                                                
Player's Salaries
The salaries depend on the player's total skill:
A player's skill depends on his main skill category:

If 'St' is his highest skill category (GK):
Skill = 10 + (St-10) x 6

If 'Tk' is his highest skill category (DF):
Skill =10 + (Tk-10) x  7/2 + (Ps-1) + (Sh-1) x  1/2

If 'Ps' is his highest skill category (MF):
Skill = 10 + (Tk-1) x 4/3 + (Ps-10) x 5 + (Sh-1) x 4/3

If 'Sh' is his highest skill category (FW):
Skill = 10 = (Tk-1) + (Ps-1) x 3/2 + (Sh-10) x 8

Weekly Salary  =  Skill  x  $875 ($525 for Division 2 and $375 for Division 3)

If a player's skill is raised during the season, he will start receiving a higher salary.

Youth
A Player less than 21 years old will receive a 1 point increase in his main ability category at the start of the next season.

Aging and Retirement                  
After the end of a season, a player 29 to 31 years old loses 1 main skill point at the end of each season. 
A player 32 years or older loses 1 point off each skill category at the end off each season.  A player 33 years old or older may not be released or transfered - they may only retire.
At the age of 36 players must retire.

Clubs' home grounds
The capacity of the stadium can be increased by paying $300 for every extra seat.
The minimum number of seats allowed to increase by is 1,000 and a team may only increase its stadium once per season.
The maximum capacity for a stadium is 60,00.
The average attendance is approximately 43,000 for Division 1 (30,500 for D2 and 24,500 for D3), but top clubs can easily get to 50,000 in the second half of the season.  The attendance can reach up to 60,000, but only when first place meets second place in the last quarter of the year, or when two top four rivals meet.
It costs a lot of money to add seats, but you will eventually get that money back and start earning extra with the increased gate receipts if you are one of the top clubs.
e.g. Increasing your capacity by 5000 costs 5000 x $300 = $1,500,000
You will earn about 5000 x $46 = $200,000 extra every home game
Therefore it will take about 7 or 8 home games to start earning extra revenue from the increased seats if they are sold.


HOME BONUS

When a club plays at its home ground, it has an advantage over the opponent.
The players know their ground better and the crowd is supporting them.
Therefore there is an independent home bonus.
The addition will partially depend upon the attendance and the % capacity.
This means you would like to build your stadium to seat approximately the number of fans who want to come to the game.
Building a large stadium will seat more people, however if it doesn't fill up the crowd noise is diluted.
A smaller stadium will sell out, however more people make more noise. 
 
Rivalries
Clubs in the same division that are located close to one another will be rivals.
Attendance for matches against one another will increase and home advantage will decrease.
Season 7 rivals are:

Division 1
AC Milan - Atalanta
Lazio - AS Roma
Castel di Sangro - Napoli
Parma - Piacenza
Empoli - Juventus

Division 2
Udinese - Venezia
Bologna - Reggina
Inter Milan - Verona
Salernitana - Perugia
Torino - Sampdoria

Division 3
Chievo - Brescia
Lecce - Bari
Cagliari - Ternana
Genoa - Vicenza
Fiorentina - Ancona

                                     
PLAYER TRANSFERS

Clubs can transfer players between each other to improve themselves.
A transfer can be swapping players, straight cash purchases of players, or a mixture of both.
The managers involved will decide on the amount of money exchanged, if any.
All transfers are subject to the ESA Transfer Manager's approval as they must be deemed fair.

Transfer Deadlines
The Transfer deadline for each week will be 12:00 ET every Friday.
Transfers are only permitted during the off-season and in between weeks 9 and 12 of the league.

Confirming a Transfer
Both managers must email the Transfer Manager (Pete: boumje@rogers.com) the teams, players (with skills), and money involved in the transaction.
When both managers have carried out this procedure, the player and/or the money will be available the following Monday.

Foreign Transfer List
The foreign transfer market will be opened twice during the season. 
Once before the season begins and again in between weeks 9 and 12 of the league. 
Before the start of the season, a list of players available on the Foreign Transfer list will be e-mailed.
Foreign Transfer fees are generally high because it takes a lot of money to lure these players to move to another country. 
All managers are able to sign any of these players, with no restriction on the number of players they can sign (except of course the size of their squad and bank balance).
During any one week, a manager can only negotiate with up to 5 players at a time. 
Each manager will send in a list of players they are interested in to the Transfer Manager before Wednesday 12pm EST with no commitment to sign the players. 
The Transfer Manager will then let everyone know whether or not another manager is interested in any of those players. 
If no other manager is interested you may sign the player at the minimum trasfer fee. 
If there is one or more managers interested in the player you can enter a silent auction for that player (you send in your bid for the player without the other managers knowing the amount). 
You must pay $100,000 to enter the auction and you must bid at least the minimum transfer fee. 
The player will then go to the highest bid.

The foreign transfer list will contain the minimum fee that the foreign team will accept for this player. 
This will be the player's skill x $120,000. 
However, this will vary depending on the player's age. 
If he is <21 the transfer fee will be 10% more for every year he is under 21.
e.g.  Smith  Age=19, Sk=40
If you wanted to purchase him, the transfer fee would be:
                   40 x $120,000 +  (21-19) x  10%
                   = $5.76 M
Signing a young player can be expensive. 
However his skill will automatically grow until he reaches 20. 
He will also give you more years of service. 
If he is > 26 the transfer fee will be 15% less for every year he is over 26.
e.g.  Baggio Age=31, Sk=80
If you wanted to purchase him, the transfer fee would be:
                   80 x $120,000 -  (31-26) x  15%
                   = $2.4 M
Older players are less expensive to sign, however, their salaries are larger and you can expect them to retire soon. 
Older players can win you a championship in the short term, but may hurt you in the long run.

Once the season has begun, the foreign transfer market is closed until after the 9th league match. 
It will not open again until the 12th league match with the same rules applying.

Loans
Teams can loan players to other teams and bring players in on loans.
This gives the opportunities to get players playing games rather than sitting on the bench all the time, and also is an opportunity to get some good players at little or no cost.
Each club will be involved in a maximum of 3 loan deals per season regardless of whether you are loaning a player to another club, or if you are bringing a player to your team.
Loans can either be half or full season loans.
Loans negotiated after the season begins will be full season loans.
Both managers must email the Transfer Manager the details of the loan for it to be confirmed.
The club accepting the players on loan will be responsible for paying their wages.
                                                
Cutting Players/Free Transfers
At the end of each season you may cut as many players as you want without penalty (since there are no long-term contracts).
These players will join the Free Transfer List for one season and can be signed by any manager at no cost, other than the player's salary.
To Cut a player or sign a Free Transfer player, you must send an email to me between Monday and Friday.                                                 
If after Friday, more than one manager expresses an interest in the same player, he will go to a randomly chosen club.
To Cut a player or sign a Free Transfer player, you must send an email to the Transfer Manager.                                                 
Skill Maximums for Lower Divisions
A skill cap will be in place at the start of each season for the two lower divisions.
Managers will not be able to sign any players over these set values.
Players on the squad over these values at the start of the season will be allowed to stay.
These values may vary from season to season.
For season 7 the maximums are 19 for Division 2 and 18 for Division 3.


INTERNATIONAL SQUADS

There will be ability increases for those players involved in the International Cup and the U21 Internationals.
Players chosen to represent the ESA in the starting line-up will receive a 40 ability point bonus.
Players entering a match as a sub will receive a 20 ability point bonus.
Division 1 players starting in the U21s will receive a 20 ability bonus and will not recieve a bonus for coming on as a sub.
Players chosen will be based on a mixture of those performing the best during the current season and the highest skilled players.


END-OF-SEASON AWARDS

At the end of each season, various awards are given out to players, managers and clubs.
These are:
Footballer-of-the-Year - Player receives 160 ability points
Youth-Player-of-the-Year - (players under 22)  Player receives 80 ability points
Manager-of-the-Year - Team receives $0.5M  (0.4M for D2, 0.3M for D3)

These are to be voted on by all managers involved.
Division 1 manager-of-the-year will manage the international squad for the following season.

Other awards are:
Top Goal Scorer
Top Keeper (most saves)
Top Playmaker (most key passes)
Top Setup Man (most assists)
Top Defender (most tackles)
                                                
All players receive 120 ability points


PROMOTION / RELEGATION SKILL CHANGES

The clubs that are promoted at the end of the season will have a skill increase for their two highest skilled players.
This is a related to an increase in moral and motivation for these players.
The clubs that are relegated at the end of the season will have a skill decrease for their two highest skilled players.
This is related to a decrease in moral and motivation for these players.


YOUTH DRAFT

At the beginning of each season a player draft is held.
The draft will include 1 round for all Division 1 clubs, 1 round for all Division 2 clubs, and 2 rounds for all Division 3 clubs.

Draft Position
Draft order is based on where they finished the season in reverse order.
There will be separate drafts for the different divisions.
The club that finishes last will have the first draft pick, and the club finishing first will have the last draft pick.
Clubs who were relegated will draft second to last and last in their new division.
Clubs promoted automatically will be drafting second, and clubs promoted via the play-offs will have the first pick in their
new division.
In Division 1 and 2, the order will be decided by the final standings.
In Division 3, the order of the first round will be decided by the final standings.
The second round will be decided by each squads' average skill.
A list of players who have declared themselves for the draft will be released to all managers.

Submitting Draft Selections
A manager must submit their preferences for players by the given deadline.
The way in which they submit their preferences is based on where they are drafting.                            
Managers can pass on the entire draft, or alternatively they may only wish to submit a few preferences and if none are available when it is their turn for selection, they may wish to pass.
For multiple round drafts, you may note in your list whether you would like more than one player of a certain position.
                                                

YOU ARE NOW READY TO START PLAYING!
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