⚽ Players
Ageing and retirement
How the age clock moves, the weekly decline roll, and who actually retires.
ManageFC stores age as years and months, and it moves in two different ways. While the clock runs, the daily tick adds a fraction of a month to the month counter — twelve months spread across 365 in-game days, carried into the year counter as it fills up. A player does not jump a full year on a single date; he drifts older every time you skip time. A 30-day skip is worth roughly one month on every player in the world.
On top of that continuous drift there is a hard step at the season rollover. When a season closes, the engine adds a year and clears the month counter — once per season, with a log entry that stops the step from firing twice. Since a season is 245 in-game days (see the season cycle article), a squad ages faster than one year per season. Worth remembering when you sign a 29-year-old.
The decline curve
Growth and decline are resolved by the weekly development pulse, and the rules are age-gated:
- Up to 30 — a player can still grow, but only while his current ability sits below his hidden potential. The weekly growth base falls with age: strongest at 19 and under, then stepping down at 22, 25 and 28. Mental attributes and recent match minutes scale the result up or down.
- 31–32 — decline begins. Each week there is a 30% chance that one physical attribute (pace, acceleration, stamina, agility, strength or jump reach) drops by a point.
- 33–34 — the weekly decline chance rises to 40%.
- 35–36 — 50% per week.
- 37 and over — 65% per week. Veterans can still hold a low-tempo role, but the physical columns keep thinning.
Only those six physical attributes are ever touched by the decline roll. Passing, shooting and the mental attributes are not — a technical veteran loses legs, not technique.
Retirement
Retirement is not something that happens to your squad. At the end of a season the engine removes free agents aged 37 or older and players at AI clubs aged 39 or older. Players at your club are never retired automatically — if you want a 40-year-old gone, you release or sell him yourself, and until you do he keeps playing.
Planning around age
A healthy squad has a spread of ages: two or three veterans for leadership and set pieces, a peak-age spine through the middle, and a few teenagers coming through the academy. The trap is letting the whole spine cross 30 in the same season — from then on the weekly decline roll works against all of them at once, and the physical base they lose is the one that takes longest to replace.