⚽ Players
Energy & fatigue
The energy multiplier, the in-match fatigue curve, the injury roll and how players recover.
Energy is a 0–100 value, and the engine treats it as a multiplier on every attribute a player owns: effective attribute = base × (0.60 + energy ÷ 100 × 0.40). A player at 70% energy plays at 88% of his attributes, one at 50% at 80%, and nobody drops below the 20-point floor a match can leave. The penalty is everywhere at once — passing, pace, decisions — which is why a tired squad looks slow in every phase rather than bad in one.
Fitness is the second physical gauge, shown next to energy on every player card: the long-run value, built from a player's stamina and age — high in young, durable players, worn down by a long career. Energy answers "can he go again on Saturday?"; fitness answers "how much has the season taken out of him?"
The five bands
- Peak (95–100) and Fit (80–94): no added injury risk.
- Ok (60–79): injury risk ×1.15 — this is the band most starters live in.
- Cansado (40–59): ×1.40.
- Exausto (below 40): ×1.80, and the attribute multiplier is doing real damage by now.
Fatigue inside the match
A match is 18 five-minute segments, and the engine adds a fatigue penalty that climbs from 0% in the first segment to 25% in the last, with half-time resetting it to 40% of what was accumulated. Fatigue does not hit everything equally: physical attributes take the full penalty, technical attributes 40% of it, and mental attributes only 15%. Tired legs lose duels first; the reading of the game survives longest.
Recovery
Every simulated day, a player without an active injury recovers 3 energy, up to 100. A rest week in training adds half of whatever is missing, with a minimum of 8, and a player coming back from injury also gains 5 on the day he returns. At the other end, a match costs the players who appear in it 8–15 energy — a fixed amount per player, not scaled by age — and a training session costs its category's fatigue (4–14 depending on intensity) or pays back +5 to +10 in the two recovery sessions. Training can push a player down to 10; a match stops at 20.
The injury roll
Injuries are rolled once per player per simulated match, and the probability is stacked from factors you can partly control: a base of 0.003, multiplied by injury proneness (×0.5 to ×2.0 across the 0–20 scale), the energy band above, a stamina-and-fatigue term, a 2%-per-year climb past 28, and the physio staff — a top physio cuts up to 25% off it. The result is capped at 15%. The two factors that move most are the ones you set before kick-off: who plays tired, and who you let run to 90 minutes every week.
What this means in practice
Rotate before the band changes, not after: the step from Fit to Ok costs 15% more injury risk and a larger attribute dip, and it arrives quietly. Substitution plans (see the Substitutions guide) are the cheapest tool — a rule at 65% energy pulls a player before Exausto, and the five-substitution allowance is enough to protect two or three starters a week.