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GENERAL RULES FOR MANAGERS

1.0. Atlantic Premier League
Our game the European Soccer Nights was established in November 2007 by Mike Vamplew. We have posted these rules for you to familiarise before entering the game. Once you start managing in the game you are agreeing to abide by the league's rules and accept that the F.A's decision is final on all matters.

1.1. APL Structure
European Soccer Nights consists of 28 teams in 2 divisions, one division English teams and one division Spanish teams. Each team has at least one ACTIVE manager to operate it. No person can manage 2 teams except if acceptable to the European Soccer Nights F.A.

1.1.1. Applying for a Position as Manager
Anyone can apply for vacant manager jobs including those already managing another club. Firstly make your payment and then send the application form to the European Soccer Nights F.A.

1.2. The F.A
The F.A controls the operation of the leagues and cups. The main members make the majority of decisions in the league, however, often these decisions come after consultation with all involved parties.

1.3. Fines
The European Soccer Nights F.A reserves the right to fine teams when they believe a team has acted outside of the rules directly or indirectly, or outside the spirit of the game by using inappropriate conduct, selling players way below value or plundering other teams are obvious examples.

1.4. Appeals & Protests
If a manager believes the F.A has treated them unfairly, they may appeal any decisions made. The appeal is made to the F.A itself. If the F.A does not accept the appeal, the other league managers will be consulted to form an opinion.
Furthermore, if a manager believes another manager has acted inappropriately then they must appeal to the F.A.

The F.A will then decide if any action should be taken.

2.0. League Competition
The English and Spanish League contain 14 teams each. During the season, each team will play each other twice, therefore there are 26 rounds in a single season.

2.0.1. Relegation and Promotion

The 2 teams at the bottom of the English and Spanish League will be relegated. In Season 2 a 2nd Division to both leagues will be added.

2.1. The Cups
The English league will run the F.A Cup consisting of the 14 teams and 18 non leagues teams, the Spanish League will run the Spanish Cup with 14 teams and 18 non league teams. The winners of either the F.A Cup or Spanish Cup will win £5million prize money, then £2.5million for the runners-up and £1million for the other two semi-finalists. A winners trophy will be awarded at the end of the season to the winning managers.

The Champions League will consist of 7 groups of 4 teams both from English league and Spanish League. Each team will play the other teams in their group both home and away. The top  team from each group will qualify for the quarter finals plus the best placed team that finished 2nd in a group, in the event of a tie there will be a play-off. The quarter finals will be played over one match at the home drawn teams stadium,  semi-finals and the final being played on neutral grounds. The losing semi-finalists will each get £1m prize money, the losing finalist will get £2m prize money and the Champion's League Winners will get £5m prize money.

2.2. Friendlies
Pre-season consists of one round of friendlies which will be arranged by managers. The regular season begins as soon as the round of friendlies has been completed.

3.0. Voting Awards
At the end of each season, the Season's Awards are given out to players, managers and teams. Some of these awards are based on voting by other managers. These include the Player-of-the-Year and the Manager-of-the-Year.
Other Awards are:-
Golden Boot Award

The player who scores the most goals receives the Golden Boot Award. The player receives 250 ability points in their main skill area.

Team of the Season
This award is voted for by managers, the winning team will also receive £5million to finances.


FINANCES

1.0. Team Finances
The finances of each team is the responsibility of that teams manager, if your team runs into more than -£10million you risk a high chance of being sacked.

2.0 Bank balance details
The team's bank balance will be updated weekly and made available only to the team's manager.

3.0. Debt
If your bank balance reaches -£10 million a high probability is you will be sacked or your best player will be auctioned to appease the Board of your club.
Note: Make sure you are out of debt, or close enough to it that gate receipts from upcoming games will recover all debt BEFORE the Transfer Deadline passes (Week 16).

4.0 Source of income

Teams income will be from their gate receipts, newspaper coverage, TV money, prize money and selling players.

5.0 General Expenses
Teams expenses will involve player wages, coaches & staff, training facilities, ground maintenance, buying players.

6.0 Player's Salaries

Salary calculations are made by using a wages formula and is based on skill and the league they play within.

7.0. Gate Receipts & Ticket Prices
The most important source of money income for a team are Gate Receipts paid by spectators who come to see your home games and support your team.

Ticket prices are set at £30 for all games.

The number of fans coming will be resulted by:
1. Table Position of you and your opponent.
2. The clubs history (more recent history has more weighting than older history).

Gate receipts are divided as follows
League Games: 100/0 (home team gets 100%)
Cup games: 70/30 (70% for home team, 30% for away team)
Cup Final: 50/50


End-Of-Season Financial Benefit
At the end of each season, each club is awarded prize money according to their finishing league position. The amounts awarded are as follows:

NIKE ENGLISH LEAGUE &

PEPS SPANISH LEAGUE

1st:

£15,000,000 

2nd:

£12,000,000

3rd:

£10,000,000

4th:

£8,000,000

5th:

£6,000,000

6th:

£5,000,000

7th:

£4,000,000

8th:

£3,000,000

9th:

£2,500,000

10th:

£2,000,000

11th:

£1,500,000

12th:

£1,000,000

13th:

£750,000

14th:

£500,000

1st Divisions (Coming in Season 2)

1st:

£7,500,000 

2nd: £6,000,000
3rd:

£5,000,000

4th:

£4,000,000

5th:

£3,000,000

6th:

£2,500,000

7th:

£2,000,000

8th:

£1,500,000

9th:

£1,250,000

10th:

£1,000,000

11th:

£750,000

12th:

£500,000

13th:

£400,000

14th:

£300,000


PLAYERS' CONTRACTS / SALARIES / VALUE

At this time we wont be using player contracts this may be added in season 2, salaries are calculated based on the skill of the player and the league they are playing within, the wages program will calculate this figure.

For transfer purposes sample transfer values will be posted on the website as a guide for managers.


SOFTWARE

1.0 Running the games
The European Soccer Nights PBEM games are run using the @esms+ program. The program was created by Darren McKee.
 
1.1. What is ESMS ?
The @esms+ program, is a soccer management simulator for play-by-email games. A play-by-email (PBEM) soccer game usually consists of an administrator, who runs the league, and managers, each managing one or more teams in the league.  However, it only consists of the league running part, which includes running a game between two teams using their rosters and team sheets (see below for details), updating the rosters using the after-game stats, and updating the league table, using the results. All other aspects of soccer management, i.e.. Player Transfers should be developed by each league for its best use. These aspects are easy to handle and need no computer programs. This program was written especially not for a specific league, but with possibility to many uses and different ideas, using the same game engine.
It is important to state that whoever uses this program, must understand the rules of soccer and know how is it played.

2.0. How is a game played
A team in @esms+ is a "roster". A roster is a text file, in a special format, which includes all the players of each team and their attributes. The file name is the abbreviation name of the team (recommended 3 characters).

A team sheet in @esms+ is a text file, which includes the orders for the game for each team. These orders include the list of the 11 starting players, the 5 subs and different instructions to the program. More on this in section 3.

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 teams. It is very important to state here that the game is not run in "real-time", but all in once. It means that a manager can't interfere on a specific minute and tell the administrator to substitute a player or change tactic. All the manager's work is to send a team sheet with instructions. All these instructions are included in the team sheet sent by the managers in the correct format, the program reads these instructions and implements them during the game. After the game is finished, the program generates commentary file for the game and the administrator sends it to the managers of the playing teams. The commentary files are discussed in further details in section 5.
Then, the administrator is using the different supplementary tools of the @esms+ program to update the rosters and the league table.

2.1. Rosters
Lets take an example line from a roster file:

Name     Age Nat St Tk Ps Sh Ag KAb TAb PAb SAb Gam Sub  Min Mom Sav Con Ktk Kps Sht Gls Ass DP Inj Sus Fit
-----------------------------------------------------------------------------------------------------------
N_Amoruso 22 ita  2  4  6 10 26 300 300 300 300  30   0 2400   5   0   0   2   5  66  10   2  4   0   0 100

The header line is pasted above the player stats for easier explanation.

2.1.1. Player Names
Its recommended length of a player name is not more than 12 characters in order not to make a mess in the roster file, in the European Soccer NIghts PBEM the roster sheets are blank names for you the manager to name the players using real life player names. Try to use players that in real life are at the same club.

2.1.2. Player Age
Each season each player is getting older by one year. As they get older their abilities will begin to deteriorate.

2.1.3. Player Nationality
Player's nationality, abbreviated in 3 characters. As the age, it is not used by the game running program and placed in the roster only for statistics.
These three attributed were mostly for statistics, and didn't really have any meaning to the program (except of maybe the name, which must be the same in the roster and in the team sheets, or the program will report and error). The rest of the attributes are used and changed by the program.
This is the right place to say that in @esms, the player has no predefined position, and it is up to the manager to decide, depending on the player's skills, where he want the player to play in each game. This feature adds a lot of flexibility and interest to the game. A future development will be the international management side of football.

2.1.4. Shot Stopping (ST)
ST is the player's shot-stopping ability. In other words, his goalkeeping ability. For the team's better performance, the manager have to 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.

2.1.5. Tackling (TK)
TK is the player's tackling skills. Mostly used by players playing in the defence.

2.1.6. Passing (PS)
PS is the player's passing skills. Mostly used by players in the midfield, for creating opportunities and assisting goals.

2.1.7. Shooting (ST)
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 forward.

2.1.8. Aggression (AG)
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. More on aggression can be found in paragraph 4.3.1

2.1.9. Keeping Ability (KAb)
KAb is the player's Goalkeeping ability. A number which ranges from 0 to 1000 and can affect the player's skills. Further description in section 4.1

2.1.10. Tackling Ability (TAb)
TAb is the player's Tackling ability. A number which ranges from 0 to 1000 and can affect the player's skills. Further description in section 4.1

2.1.11. Passing Ability (PAb)
PAb is the player's Passing ability. A number which ranges from 0 to 1000 and can affect the player's skills. Further description in section 4.1

2.1.12. Shooting Ability (SAb)
SAb is the player's Shooting ability. A number which ranges from 0 to 1000 and can affect the player's skills. Further description in section 4.1

2.1.13. Games (GAM)
GAM is 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 an another game when the administrator will run the roster updating tool.
Note: The next numbers indicate the total number of different actions the player made in ALL the games he played.

2.1.14. Subs (SUB)
SUB is how many sub appearances the player has made.

2.1.15. Minutes (MIN)
MIN is how many minutes the player has been on the field of play.

2.1.16. Man of the match awards (MOM)
MOM is how many times the player has been voted as man of the match.

2.1.17 Saves (SV)
SV is the total number of saves the player made. Only if the player played as a goalkeeper can he make any saves.

2.1.18. Conceded (CON)
CON is the total number of goals the player conceded. Only if the player played as a goalkeepers can he concede any goals.

2.1.19. Key Tackles (KTK)
KTK is 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.

2.1.20. Key Passes (KPS)
KPS is total number of key passes made by the player to create goal scoring opportunities.

2.1.21. Shots to goal (SHT)
SHT is total number of shots to goal made by the player.

2.1.22. Goals scored (GLS)
The total number of goals scored by the player.

2.1.23. Assists (ASS)
The total number of assists made by the player.

2.1.24. Disciplinary Points (Dp)
The total amount of disciplinary points accumulated by the player during the games. More on DP in section 4.4

2.1.25. Injuries (INJ)
The number of WEEKS (ROUNDS) for which the player is currently injured.

2.1.26. Suspended (SUS)
The number of GAMES for which the player is currently suspended. More on this in section 4.4

2.1.27. Fitness (FIT)
How fit the player currently is (maximum is 100%). During games players get fatigued and their abilities diminish. If a player's fitness level is low you may want to consider resting him for a game.

2.2. 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 game. The @esms system includes 6 possible on-field positions for players:

GK: Goalkeepers, only one GK is allowed to play at the same time
DF: Defender
DM: Defensive Midfielder
MF: Midfielder
AM: Attacking Midfielder
FW: Forward
The @esms program has no restrictions on the number of players at each position.

Remember – a player’s position can vary from game to game – one game you may play him at DF, then the next at DM. You may want an excellent passer of the ball to play alongside your star shooter – you set the lineup and tactics.

2.3. Players' "ACTUAL" skills during the game
As you saw in section 2.1, each player in @esms has 4 different skills + aggression. These are his "raw skills", and he won't always play with the same skill in a game. An "actual skill", is the player's raw skill after some mathematical operations, which depend on tactics and player's fatigue during the game (more on fatigue in paragraph 4.2.1).
If 2 different players has different raw skills, and they both play under the same conditions in the game (position and the tactic of the team), then the player with the higher raw skill will have a higher actual skill. Aggression of the player stays, of course, the same, disregarding any conditions in the game. The "Shot Stopping" (St) ability doesn't change either (affected only by fatigue). How do actual skills depend on player's position? A player which plays as defender will never use his full shooting potential, as being a defender, he will get almost no chances 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 on a suitable position. For example if a player with Tk2, Ps4 and Sh10 playing in the defence will have a defensive skill of 2 (it also depends on the tactic, of course), but his actual Ps and Sh will be less than the raw values. Therefore, a player with skills Tk4 Ps3 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 on several positions.

2.4. Team Tactics
Each manager may choose a tactic for his team for a game. The tactic can be changed during the game 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 game, trying to use all parts of the team in the most suitable way.
D: Defensive Focusing more on the defence. D is hard to score against, but won't create many opportunities either, it is the most defensive tactic. Midfielders and even forwards will pay more attention to the defence.
A: Attacking The most offensive tactic. The players try to score as much as possible, by that almost neglecting the defence. Midfielders try to score more frequently and the defenders involve more in the attack.
P: Passing The team 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 least offensive than Attacking.
C: Counter attack The players concentrate on the defence, 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 game 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.
E: European A combination of a few of the above tactics. The team needs to have versatility throughout the lineup to play a mixture of styles as the situation requires.

Note: Each tactic has some bonuses against some other tactics, which makes the decisions more complicated and challenging.

2.5. Team Formations
The @esms has no pre defined formations for teams. The formation is simply the number of DF's, DM's, MF's AM's and FW's, so it is clear that a team with 3 defenders, 4 midfielders and 3 forwards plays a 3-4-3 formation. Each manager decides on his favourite formation either by his players' skills, if for example his team hasn't almost any good forwards, he will prefer formations with fewer players in the attack. Or, if a manager feels that a specific formation + tactic just "works well" for his team and sticks to it. 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 3-3-4 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, except of Long Ball maybe. As the explanation on the Long Ball tactic says, it is best to be played with as less midfielders as possible, because the midfielders don't do much in Long Ball.

3.0. Team sheets & orders
As was stated before, each manager has to send a "team sheet" for each game. The team sheet includes the list of players and subs for the game, and different "orders" to the program, explaining how to manage the team in different situations. This section describes in detail how to compose a team sheet and understand its possibilities. A small program will be available which builds the teamsheet for you based on your selections. So you can either build your teamsheet by hand or use the program.

3.1. Which "ORDERS" can a manager include in a sheet ?
As well as the list of players, the manager includes different orders in the team sheet, which are actually the instructions for the game. If a manager learns to use these orders correctly and understands them, they can be an important step in guaranteeing his team's success. These are the different orders a manager can give, with explanations:

3.1.1. Tactic for the game:
The manager gives the program the starting tactic his team will play. See above for a detailed explanation about tactics.

3.1.2 Penalty kick taker:
The manager names the primary penalty kick taker for the game. 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.

3.1.3 Conditionals:
The conditionals are orders to the program, telling it what to do in different cases of the game. The conditionals depend on the minute and/or the score of the game. The conditional orders are as follows: Change the tactic, substitute one player for another and change the position of a specific player. The conditional orders are given by a set of key words, which will be discussed in detail in the next paragraph of this section. NOTE that the < or > signs can ONLY be used when the condition involves BOTH MIN AND SCORE in it. Now, the technical aspect of a team sheet will be discussed, exactly how to write it, following examples.

3.2 A Team Sheet Template
Below is the template for a team sheet in the APL:

 `````````````````````````````````
[Team name] /* The name of your roster, without the ".txt" extension
[Tactic] /* A single character specifying your starting tactic

GK [Player name] /* The first player in the team sheet must be a GK
[Pos] [Name] /* Here the other 10 starting players are listed,
[Pos] [Name] /* instead of [Pos] is written the position, which is
[Pos] [Name] /* either a DF, DM, MF, AM or FW, and the player's name
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]

[Pos] [Name] /* These are the 5 subs for the game, again their
[Pos] [Name] /* position and name are stated
[Pos] [Name]
[Pos] [Name]
[Pos] [Name]

PK: [Player name] /* The primary PK taker. Must be one of the 16 listed !

[Order] [Arguments...] [Condition] /* [Order] and [Arguments] is
[Order] [Arguments...] [Condition] /* exactly what do.
[Order] [Arguments...] [Condition] /* [Condition] is the condition
[Order] [Arguments...] [Condition] /* for the order execution.
... /* More info below.
`````````````````````````````````

3.3 Orders and conditions
Important Note: In the orders, the players are referred not by their names, but by their numbers. The number of the player is simply his position if start counting 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, the last listed sub is number 16 and so on. We start with the orders and their arguments. There are 3 different orders available:

3.3.1 TACTIC
Argument - [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.

3.3.2 CHANGEPOS
Arguments - [PlayerNumber] [NewPosition]. Tells the program to switch the position of some player to a new position. Place the player number and the new position after the order. For example: CHANGEPOS 11 DF tells the program to switch the player number 11 to defender when the condition comes true. A manager can include up to 15 conditions on position change.

3.3.3 SUB
Arguments - [Pl.OutNumber] [Pl.InNumber] [Position] Tells the program to substitute some player for another, and play the substitute in a given position. The players are again referred by numbers, It is important to put the numbers in the correct order. For example: SUB 10 14 FW will substitute the player number 10 to player number 14 and the sub (n.14) will play forward, when the condition comes true. As the rules of soccer state, only 3 substitutions are allowed per team per game. Now the conditions will be explained. The condition comes right after the order in the same line.

3.3.4 IF MIN = [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.

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

3.3.6 IF MIN [Sign] [Minute] SCORE [Sign] [Score]
The most complicated and powerful condition in the game. The order execution can depend both on the score and the minute of the game. The [Sign] argument can be either = , >= or =< which gives this conditional an enormous flexibility. A few examples: TACTIC A IF MIN >= 45 SCORE =< -1 tells the program to change tactic to attacking if it is later than the 45'th minute and your team is losing by one or more goals. CHANGEPOS 2 MF IF MIN =< 20 SCORE >= 1 tells the program to switch player number 2 to midfielder if it is earlier than the 20'th minute and your team leads by one or more goals. We hope you now fully understood the rules of writing the team sheet for your team. Anyway, it is recommended to read the following paragraph of this section.

3.4 Examples of Team Sheets
In this section we bring you two fully constructed team sheets with full explanation.
Example 1
```````````````````````````````````````
bar /* Team name. The roster is therefore bar.txt
N /* Starting the game with a N (Normal) tactic
GK R_Hesp /* The first player is always a GK
DF J_Guardiola
DF F_De_Boer
DF M_Nadal
DF B_Sergi
MF L_Figo
MF Rivaldo
MF L_Enrique
MF R_De_Boer
FW S_Anderson
FW P_Kluivert /* The 10 field players were listed

GK Vitor_Baia /* These are the 5 subs for the game
MF F_Abelardo
DF A_Celades
DF W_Bogarde
FW Giovanni

PK: S_Anderson /* S_Anderson is the primary penalty taker

TACTIC A IF MIN = 55 SCORE =< -1 /* If losing on min 55, play attacking
SUB 11 16 FW IF MIN = 60 /* Sub player 11 for player 16 on min 60
CHANGEPOS 8 DF IF SCORE = 1 /* If lead by a goal, player 8 will play DF
TACTIC D IF SCORE = 2 /* If lead by 2 goals, play defensive
```````````````````````````````````````
Example 2
```````````````````````````````````````
juv /* Team name. Therefore the roster is juv.txt
L /* Play long ball
GK A_Peruzzi /* First player is a GK
DF M_Iuliano
DF I_Tudor
DF Z_Mirkovic
DF G_Pessotto
MF D_Deschamps
MF A_Conte
FW Z_Zidane
FW T_Henry
FW N_Amoruso
FW A_Del_Piero /* Listed the field players. Note that the formation
/* is 4-2-4, which suits the long ball tactic
GK M_Rampulla
MF P_Montero
DF C_Ferrara
DF A_Tachinardi
FW J_Esnaider /* Listed 5 subs

PK: A_Del_Piero /* A_Del_Piero will take the penalties

SUB 6 13 MF IF MIN = 75 /* Sub pl.6 for pl.13 on the 75th minute

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.
```````````````````````````````````````

4.0 Other Game Components
This section is to complete the full picture of @esms, discussion on all other aspects and components of the game, and detailed explanation on some important terms.

4.1 Player's Ability
Apart from the 4 skills each player has (St, Tk, Ps and Sh), he also has an ability value for each skill. 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 has a skill increase. When a player has a skill increase, his ability drops to 300, unless the increase came about from the weekly run re-rater software. In this case the ability starts again at 0.

If a player's ability reaches 0, he will have a skill decrease. The ability will then be set to 300, unless it came about from the weekly run re-rater. In this case the ability starts again at 999.

There are many terms for an 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 to goal 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 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 chosen in random.
Victory: If a team wins the game, two of its players will be given an ability increase. The two players are chosen randomly.
Defeat: It is the only case when ability points are decreased. If a team loses a game, two of its players lose ability points. These players are chosen randomly. The ability points awarded have been modified several times in attempt to achieve the best balance. To find out what the current ability point ratings are please email the League Commissioner.


4.2 Player's Fatigue
It is natural that the soccer players are getting tired during the game. All players are getting tired, some less, some more. This fatigue always affects a player's way of playing. Close to the end of the game, a player will have much less ability for long runs than in the beginning. The feature of fatigue is also included in @esms. Each minute, the program multiplies each player's actual skills by some coefficient, which is very small. However, until the end of the game, fatigue is accumulated and the 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 team.

4.3 Player Aggression and Team Aggression
As you already know from paragraph 2.1.8, each player in the European Soccer Nights has an aggression level. The aggression is a number which ranges from 1 to 100 and it is not changed during the player's career. The more aggressive player will make more fouls, which might lead to bookings or even suspensions.

During the game, the program calculates the total aggression of a team each minute. The total aggression has two sides: On one hand, it adds the team some aspect of "more will to play" and the more aggressive team plays better than the less aggressive team (however the difference is very small). On the other hand, the more aggressive team will make more fouls which may result in penalties and bookings for its players. Note: Generally, the aggression is a "negative" skill of the player and a team. The less aggressive player is better. However all this is much less significant than the 4 skills of the player.

4.4 Fouls, Bookings, And DP'S
During the game, each team usually makes a lot of fouls, most of them are insignificant, just to stop the attack of the opponent. Fouls is an important feature included in the European Soccer Nights and they might lead to many possible consequences. 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 team 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 other part of the field.

4.4.1 Disciplinary points
DP's are included in the European Soccer League as well. A player receives a certain amount of DP for a yellow cards and another for red cards. The number of DP's for each card can be defined by each league for itself. These DP's, when accumulate can cause to a player's suspension. The exact numbers for that can be set by each league for its best use.

Note: The default in the European Soccer Nights is 2 DP for a yellow card and 10 DP for a red card. When a player reaches a total of 10 DP he will suspended for one game, when he reaches 20 DP, for two games and so on.

4.5 Suspension
As was said in the previous section, accumulation of disciplinary points can lead to a suspension of the player for the certain amount of games. If you look at the "Sus" column in the team roster you will see there for how many games the player is currently suspended. The manager will always see how many games can't the player play after each update.

4.6 Penalties
Some of the fouls may cause a penalty kick for the opposite team. The penalty kick will be taken by the named primary PK taker in the team sheet. If the player is unavailable in that moment, being substituted or suspended before, the program will assign another player to take the spot kick.

4.7 Injury
During the game, there is always a chance that a player will get injured. If a player in the APL gets injured, the program will substitute him for another player on his position from the bench. If there will be no player on his position on the bench, the program will find any other 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.

4.7.1 Injury technical
A player gets injured for a certain amount 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, in the "Inj" column of the player will appear the number of WEEKS the player can't play. After the update the manager will see for how many more weeks can't his player play.

4.8 Keeping a large squad
It is highly recommended for each manager to keep a large squad of players. As you saw in the last sections, a player can get injured or suspended for several games or weeks, players also get tired during the game and need to be substituted. These are the problems the manager of real soccer team has to handle every day. Keeping a small squad can cause you a lot of trouble in running your team. However, it is also important to remember your wages bill.

4.9 Players Ages
Each player in the European Soccer Nights has an age. As mentioned previously as players age their abilities drop and development will be less than that of a much younger player.

4.10 Home bonus
When a team plays at its home ground, it has an advantage over the opponent. The players know their ground better and the crowd is supporting. Therefore there is an independent home bonus this means that if two absolutely even teams, with the same skill players, same formations and tactics, the home team has more chances to win the game. (The addition is relatively small, though)

5.0 Commentary file
For the comfort of the league administrator and the manager, the commentary file game consists of the names of the playing teams. For example if juv and bar played the game, the commentary file will be called juv_bar.txt Another file will be created from that game, which is needed only to the updating program.

A commentary file mostly includes commentaries for the game. If you open a comm. file, you will see the minute on the left side and the event on the right side. The comm. file includes lots of different phrases for different events, just like in Championship Manager. Therefore it is very interesting to be read line by line, not knowing what is written on the next line and feel the "tension" of a real game.

In the end of the commentary file, you will see the game statistical summaries for each team. How many minutes each player played, how many goals scored, assisted etc. You will also find there the change of ability points as a result of the game.

5.1 How do I get my match commentary?
The game commentary for a particular game will be posted on the website alongside the game score on the scores page, as a manager you will also recieve a copy with all your match reports and squad roster in an email after the round of matches.


TRANSFERS

WARNING
Failure to meet any of the following requirements will result in the deal being voided, and could result in a club being fined.

1.0 Player Transfers
A list of transfers will be published each weekend.

Teams can transfer players between each other in order to improve themselves as best possible. A transfer can be swapping players, or straight cash purchases of players or a mixture of both.

1.0.1 Only TWO teams can be involved in a transfer.
Multiple team deals involving 3 or more teams are not allowed.

1.1 Confirming a Transfer
When a deal is agreed it must be confirmed by BOTH managers by emailing the League F.A. The email must have a subject consisting of the words European Soccer Nights Transfer and the name of the two clubs involved and NOTHING ELSE.
The body of the message should contain the transfer details e.g.:

To Arsenal: Michael Owen, £5,000,000(European Soccer Nights)

To Liverpool: Ray Parlour

Once a transfer has been confirmed by both managers, it cannot be cancelled.

When both managers have carried out this procedure, the managers involved will be informed when your player's are available or not as the case may be. This is done via the list of transfers published each weekend. If your deal does not appear, and the League Administrator has not contacted you, then it is suggested you contact them to enquire the reason the deal did not proceed. You must include your name and team name in any correspondence.

1.2 New Managers
New managers must go through a 1 week waiting period before they may be approached by other managers in regards to transfers. Any managers taking advantage of new managers will face HEAVY PENALTIES!

1.3 Weekly Transfer Deadline
The Transfer deadline for each week will be 2300 hours GMT every Friday.

1.4 Season Transfer Deadline
After the 16th round league fixture of each season, no more transfer activity will be allowed. The transfer market will be closed until the final competition has been played for the season. After that date, a new transfer season begins, however, restrictions may be put in place to ebb the flow of transfers.

1.5 General Rules
- All negotiations take place between the managers.
- All players transferred are not eligible for their new club until the Monday following the Friday posting of the confirmed deals.
- You must wait until a player joins your team before transferring him.

2.0 Free Transferring a Player from your Squad
You can Free Transfer a player from your squad provided you pay up the balance of the player's contract. The player will go onto the Free Transfer list which is available on the website. To Free Transfer a player, you must send an email to the F.A. In the subject line of the email you must write the words "Free Transfer Release" and the name of YOUR club and NOTHING ELSE. In the Body write the name of the player to be free transferred.

2.1 Signing Free Transfers
The list of players available on a Free Transfer is on the website. These players you are able to sign at no cost. To sign a Free Transfer player, you must send an email to the League Admin. In the subject line of the email you must write the words "Free Transfer Signing" and the name of YOUR club and NOTHING ELSE. In the Body write the name of the player you want to sign. If more than one manager applies to sign the same player, the Club sitting in the lowest league position will get the player. (see Players' Salaries and Contracts Section 3.1)

2.2 Retirements
Once a player reaches the ripe old age of 40 he will retire from the game automatically for no compensation.

3.0 Players on Transfer List
On a regular basis during the season, a list of players will be made available on the website.


Extra Rules

External transfers
Each week there is a chance that a team outside of the the main leagues eg. Non league Team will make an offer on one of your players. You must either accept or decline that offer and cannot refer back to it at a future date.

Academies
Every team starts of with a 0 rated youth academy and can increase its rating at any time during the season at £500k per star rating. So for a 10 star academy you would have to pay £5m. Higher rated academies have a better chance of generating good quality players, but there are no guarantees. You may only increase your academy by a maximum of 10 stars per season. During the close season your academy will produce 6 players, of which you may select up to 3 to promote to your squad. During the regular season your academy will produce another 3 players, of which you may select 1 to promote to your squad.

 

ALL Cup Competitions
Prize money:
Winner: 5m
Runner-up: 2m
Losing Semi-Finalists: 1m

TV Deals
You have until Week 4 of the season to submit your TV deals. You pay the premium and if you attain what the TV company requires of you then they will pay you a certain amount at the end of the season. There is no limit on how many TV deals you negotiate and there is no limit on how many teams are with any particular TV company.
Sky Sports - costs
£3m. If you finish in the top 3 in the Premiership, or you are promoted from Div 1 you receive £8m.
BBC - costs £2.5m. If you finish with at least 11 league wins you receive £6m.
ITV - costs £2m. If you finish with more league goals scored than league goals conceded you receive £5m.
Channel 5 - costs £1m. You win one of the domestic Cups you receive £2m.
Eurosport - costs £1m. You receive 4 or more players of the week awards (given to the player with the highest rating that week in his division) you receive £3m.

Board Expectation
At the start of the season your Board of Directors announces their expectations for the season. If you meet or exceed their expectations you will receive between £1m and £10m at the end of the season (the amount is randomly decided). Your Board's expectations are based on your previous success/failures.

Failure to submit a teamsheet
Unless you can provide the F.A with a good reason why you were unable to submit a teamsheet for a game you will be fined
£1m and forfeit that game 3-0. If your are the opponent of a team that has to forfeit, the game will still count you will be awarded gate receipts equal to your current average for the season. If you know you are going to be away you should make arrangements with the F.A well in advance, either provide all teamsheets  in advance, or provide instructions to the F.A, or nominate another manager who is willing to act on your behalf during your absence. The second time you fail to submit a teamsheet in a season the fine will be upped to 2m. If you fail to submit a 3rd teamsheet in one season, you will be fired by your club.

Squad Sizes
1. All squads must contain no more than 40 players.
2. If a squad breaks rule 1 above they will have 2 weeks in which to correct the situation - either by selling a player or releasing a player.   If they fail to do so, the lowest paid player will be removed from the squad and will continue until the correct squad size is met.
3. The APL reserves the right to change any of the above as necessary to avoid teams from exploiting any loopholes that arise.