Player upgrades
How upgrades work
Twice a season, at halfway and at the end, every player’s overall is recalculated from how he played. The same rule applies to everybody.
The rating. His average match rating for that half, plus a bonus for age and games played, is compared with what a player of his overall is expected to average:
| Age | Added to his average |
|---|---|
| 39+ | −0.30 |
| 35–38 | −0.20 |
| 30–34 | −0.10 |
| 24–29 | 0.00 |
| 19–23 | +0.05 |
| 18 and under | +0.10 |
| Games played | Added to his average |
|---|---|
| 80%+ | +0.10 |
| 60–79% | +0.05 |
| 40–59% | 0.00 |
| under 40% | −0.10 |
The change. Within 0.10 of the expected rating, nothing changes. Beyond that it’s one point per started 0.10. With 6.30 expected, 6.41 is +1, 6.51 is +2 and 6.19 is −1.
The limit. Better players can climb less in one update. In Division 1 and 2:
| Overall | Most he can rise | Most he can fall |
|---|---|---|
| 90+ | +1 | −4 |
| 80–89 | +2 | −4 |
| 70–79 | +3 | −3 |
| under 70 | +4 | −2 |
The maximum is 99 for a real player and 85 for a generated one. Players who didn’t play enough keep their rating.
The expected rating is measured from the league’s own ratings each time. Clubs make no difference.
The academy has its own rules. Academy players are judged on the academy league against other academy players, with no age bonus:
| Academy overall | Expected | Most he can rise | Most he can fall |
|---|---|---|---|
| 76+ | 6.60 | +2 | −3 |
| 71–75 | 6.40 | +2 | −2 |
| 66–70 | 6.20 | +3 | −2 |
| 61–65 | 6.10 | +3 | −2 |
| 56–60 | 6.00 | +4 | −2 |
| 50–55 | 5.90 | +4 | −2 |
| under 50 | 5.80 | +4 | −1 |
A player who played for both the academy and the first team is judged where he played most.
New ratings apply straight away. Wages change when the next season starts. Player stats has the numbers behind the ratings.