Football Manager 2020

bsmaff

International
11 August 2003
Hertfordshire
Exeter City
Cover:
packshot-16966253dd9727acbb6d0e465fda1298.jpg
Platforms: PC/Nintendo Switch
Release Date: 31 Oct 2019

Developer: Sports Interactive
Genre: Sport/Simulation

Description:
Football Manager 2020 is a football-management simulation video game developed by Sports Interactive and published by Sega

Football is a game of opinions. From team selection to transfers and tactics, everyone has their own ideas on how to get results on the pitch. Sports Interactive™ and SEGA® are giving would-be managers the chance to prove that their opinion means more than most when Football Manager 2020 releases in early November.

FM20 will give players the chance to call the shots at their favourite club as they take control of their team’s destiny and make all the decisions that a real manager does as they develop their team and attempt to deliver a sustained level of success.


The first details of which will be revealed in mid-September through the Football Manager website and via the official FM social media channels (including Twitter, Facebook, Instagram and YouTube).

But even though we aren’t talking about new game features today, we do have other things to talk about which you can see below.

Football Manager 2020 is the follow up to the record-breaking Football Manager 2019, which is the fastest selling, best-selling, and most played version of the series to date across all of its release platforms. Nine months after its release, more than 60% of the people who have bought the PC/Mac game in its lifetime are still playing it each month.

This year also marks the first time in the long-running series’ history that Football Manager will be available as a launch title on a new platform as Football Manager 2020 is set to make its debut on Google’s Stadia and will be the fastest way to experience Football Manager.

Miles Jacobson, Studio Director of Sports Interactive, says “Football Manager on Stadia includes technology that is only available on that platform, utilising the power of the cloud and Google’s data centres to ensure that more matches can be processed in parallel utilising spare bandwidth across the whole system – this means you can have more leagues loaded into your save, or just go for a faster experience by keeping the amount of leagues the same, but having the matches process quicker than you can on any other platform.”

From today until launch, fans who pre-purchase Football Manager 2020 (for PC and Mac), from a SEGA approved digital retailer* (or pre-order from a participating physical retailer) will receive a 10% discount. Additionally, those who pre-purchase through a SEGA approved digital retailer will be able to get their managerial careers underway early through a fully-playable Beta version, which will be available roughly two weeks prior to the official street date (single player careers started in the Beta can be carried across to the full game). The pre-release Beta will not be available on Stadia.

Football Manager 2020 (for PC, Mac and Stadia), Football Manager 2020 Touch (for PC, Mac, iOS and Android) and Football Manager 2020 Mobile (for iOS and Android) will all be released simultaneously in early November (exact date TBC). Football Manager 2020 Touch for Nintendo Switch will follow in late November.
 
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CLUB VISION
Meeting the expectations of the board has always been one of your key tasks in Football Manager but for FM20 we’ve overhauled the entire boardroom experience to make it more unique to each team and tied into the long-term progression of the club.

In FM20 we’re introducing Club Vision, which will have a far-reaching impact that goes far beyond the boardroom. Now, the board don’t just lay out their expectations for the season ahead but plot a course for the club to progress to in seasons to come. It’s your job to strengthen the club’s identity and meet the milestones set out by the board as part of their long-term planning.



Club Vision is split into three strands that form your club’s vision – club culture, ongoing objectives and your club’s five year plan.

As we’ve seen over the past decade, boards have had a greater say in not only how the club is run as a business but in footballing matters too. This is replicated in FM20 through club culture objectives. These objectives can include set targets around the club’s transfer policy as well as the style of football the board expects you to play. The board will place almost as much importance on your ability to hit the club culture objectives as they do on your ability to hit your season expectations.

Five year plan objectives are split season-by-season and show a pathway to your club either achieving a higher status within the game (if you have a very ambitious board) or consolidating your position (if you have a less ambitious board). These objectives might include a mixture of financial, infrastructure and competition objectives across five years to achieve the board’s ultimate vision. For example, if you’re at an ambitious second division club with the goal of turning out in European competition your five year plan may look like this: win promotion to the top division in the first season, secure your place in that league the following season, establish yourself in the league in season three, become the “best of the rest” in season four and finally finish in the European places by the fifth season.

Ongoing objectives are tasks that you will be expected to stick to during your tenure as manager. These objectives are engrained into the identity of the club so, for example, if your club has a long-standing tradition of bringing players through the youth system then it will be up to you, as manager, to maintain that.



You will be able to negotiate your club vision at the end of the season or when you take a new job. During these meetings, the board will lay out the current the club culture, ongoing and five year plan objectives before moving on to the negotiation stage of the meeting.

You’re able to suggest bringing objectives in your five year plan forward or pushing back by a season or two, depending on how your team is progressing towards the club’s overall vision. You can also suggest changing the objectives themselves. Let’s say you’ve been tasked with winning silverware in the next three years. You could negotiate with the board to remove this objective but you’ll need to offer something in return, such as qualifying for Europe one season earlier than expected or delivering a large increase to the club’s commercial revenue. However, if you then fail to achieve them in that time-frame you could find yourself in hot water with the board.

As part of these meetings you can also adjust your season expectations, including the option to ask the board to not judge you on a certain competition. This could be particularly useful if you’re doing well in the league and want to sacrifice your performances in a cup competition to give you the best chance of achieving a good finishing position in the league. The board may however expect more from you in the remaining competitions.

Your club’s visions are dynamic and will change as you progress through the game. Achieving a period of sustained success and hitting your objectives early may lead to the board setting more ambitious targets over the following seasons. You’ll also be given new objectives when you join a new club that are contextualised to that club’s culture and position within the footballing world. This helps to keep long-term saves feeling fresh and ensures you will be challenged wherever you decide to move next.

What you become known for as a manager can also have a bearing on your appeal to club boards across FM20. For instance, if you’ve honed a particularly attacking style of football at a club, you’ll be known for this around the world which could make you more appealing to a board that has that playing style included as part of their club vision. This could even lead to you being picked ahead of the other candidates, even if you have less experience or are managing at a lower level than your competitors for the role.



Your Club Vision will first be presented to you in the new welcome meeting, another major element of a wider overhaul to the boardroom experience in FM20. The first thing you’ll do once you’ve selected your club or taken a new job in a save is to take part in a meeting within the new boardroom 3D environment. Like all of the environments that we introduced in FM19, the boardroom environment is scalable and will change depending on the level of the club you are managing.

During this meeting you’ll learn more about the club, get an idea of the players at your disposal – including your best matchday squad – and have the opportunity to schedule in the manager inductions that will guide you around the key areas of the game. Once you’ve completed the welcome meeting you’ll be taken to your inbox where you can get to work during your first day at the club.



Club Vision has been added to the board confidence module as well, which itself has been revamped to become ‘Performance’ for FM20. Visions form part of a report card that is both in the monthly performance update that is delivered to your inbox and on the Performance overview, which is visible at any time on the Board sidebar section.

Each area of Performance is now graded from A+ to F (these grades are also localised for each territory) giving you a clear idea of how you’re performing in each area and which areas you need to focus on improving. You’ll be given an overall grade with your notable recent highlights and criticisms laid out.

We have also added in new board requests and improved several existing board requests for FM20 too. For example, if you now ask the board for an improved transfer budget, they will now come to you with a negotiable transfer budget offer. You will also notice there are more conversation options available to you when dealing with the board.

The overhaul to board mechanics in FM20 is the most wide-ranging in the history of the series. Lots of aspects have been completely overhauled or revamped to make them more engaging and to contain more graphical information.

The biggest change of all is the addition of Club Vision. Alongside the Development Centre and the new Playing Time Pathway, Club Vision represents a new way to get the most out of long-term saves.

Club Vision not only changes the way that you’ll manage your club but strengthens each club’s unique identity within the game. You’ll face new challenges during every save and at every club you manage on the way, adapting your style and approach throughout your career.
 
DEVELOPMENT CENTRE
One of the most engaging aspects of Football Manager is developing talent and unearthing wonderkids who you can turn into world-beaters in a few seasons’ time. In FM20 we’re making it easier for you to plan long-term and keep track of the progress of your youth teams with the all-new Development Centre.

The Development Centre is an all-encompassing hub, which you can use to track the progress of your players. It sits on the sidebar in place of the sections that previously existed for your youth, reserve and development squads. This brings together all areas of the game related to development to make it easier for both hands-on and hands-off managers to nurture next-gen talent. You’ll be given all the tools and information you need in one place, giving you the best chance of reaping the rewards of developing players.

Let’s start by taking a look at the overview screen.





This is where you can see topline information on the state of your youth team and noteworthy talents. Your backroom staff will highlight the players that they think might be able to break into your first-team as well as any players that are progressing well or are in need of extra attention in order to hit their potential. Progression graphs give a clear guide on how a player’s current ability is developing month-to-month.

Your backroom staff will provide recommendations and advice on these players, including advice from some of the new staff roles in FM20 and all of this advice is accessible and actionable from the overview screen.

Across the top of the screen you see an assessment of the strength of your youth teams. This not only allows you to gauge if your current youth crop is performing as expected but as seasons pass you’ll also notice how your long-term youth policy – investment into youth coaching, recruitment and facilities – impacts your youth squads.

It’s not just the players that are currently at your club that you can track in the Development Centre, it’s now easier to track players in and out on loan too with access to their performances and ratings in this hub.





You can see who’s taking their chance for first-team football well, and who is struggling for minutes and may need recalling. Previously, you’d only be able to see this information in individual loan report cards but now you’re able to see both basic and in-depth information on all players on loan on one screen. This can help you plan for future campaigns. Being reminded of how well your young striker is doing out on loan could make you consider how to get him into your squad next season. Now it’s easier to be one step ahead at all times.





The Development Centre will also offer a preview of your yearly youth intake. For so long it’s been a date in the diary for all managers to look forward to, but now you’ll get information before the new crop of talent arrives so you can gauge the level of talent and plan accordingly. In the months leading up to the arrival of your youth intake, you can visit the ‘Youth Candidates’ tab in the Development Centre to access the preview. Not only will you see an indication of how strong that year’s intake will be including whether there are going to be any high potential players coming through but also any positions that are going to be well covered by the intake.

When your youth intake does arrive, you can view individual reports on each of the players and quickly see each player’s current and potential ability ratings so that you can identify future stars from the moment they arrive at your club.





The Development Centre also incorporates the management options for your youth and reserve squads. Each squad has its own tab within the Development Centre with a dropdown menu containing a wealth of squad information. You can view everything from their current match tactics, team and individual training, dynamics screens and recent match analysis. You can also make decisions and changes from within these menus – for example, adding first-team squad members into your youth squad for an upcoming fixture from the tactics screen.

The final tab on the Development Centre is the ‘Staff’ dropdown menu. From within this menu you can see your youth coaching, scouting and medical teams. Just like on the Staff section of the sidebar you’re able to view the strength of your youth staff compared to your competitors, adjust training assignments, place job adverts and view recommended staff numbers.

Although the Development Centre is relevant to all young players and players out on loan, it really comes into its own when dealing with high potential players. By having them highlighted to you from the moment they arrive and being able to track their progress through their time in your youth squads and during any loan spells, you have more information available to you than ever before to help you get the most out of their potential. This information all depends of course on whether your coaching staff have got it right, which is why they’re more important than ever this year.

Much like the training improvements that we introduced in FM19, the Development Centre allows you to fully immerse yourself in your team’s youth development or, if you’d prefer, to take a completely hands-off approach and delegate everything to your backroom team.

The Development Centre, alongside other new additions such as Club Vision and the Playing Time Pathway means there are more ways than ever to map out your club’s route to long-term success. By making use of the tools at your disposal in the Development Centre it’s easier to track the progress of your young stars and to be more invested in your players’ journey from youth team to first-team.
 
PLAYING TIME PATHWAY
Football Manager 2020 has redefined and reenvisioned player development, an aspect of the game that is high on the priority list of every player. Becoming a manager gives you the chance to carefully control over how you bring through talent while overseeing the progress of your important players too.

So, we’re giving you more freedom in this department, more ability to plan long-term and set individual pathways for all players. More so than ever we see young players come in with a clear route to becoming a Star Player or senior players immediately established as Important or Star Players from the moment they walk through the door.





In FM20, when negotiating a player’s contract, you can fine tune their pathway through changes to their contract. You can alter their Playing Time with twelve descriptive statuses which indicate how much game-time you’re offering per season across their contract.





This gives way more definition to a player’s standing within the club. From day one of them arriving, either from another club or the academy, you both know where you stand, through this mutual agreement/promise. This should go some way to alleviating potential issues with keeping the squad happy. Now, you and your players know how much they’ll play per season. From Emergency Backup to Star Player and everything between.





Goalkeepers have their own tailored Playing Times too and serve as a great example of how this feature comes to life. A young goalkeeper can go from Emergency Backup to Cup Goalkeeper to First Choice across the length of their contract, all the while planning how the other goalkeepers fit around this youngster’s progression.

This will help to not only develop a pathway for one player but to map out your entire squad looking forward. With organisation, you can plan your squad’s evolution, year upon year, working transfer windows and new additions into a perfectly and evolving squad for today and tomorrow. Setting playing time pathways is not only useful in the management of your current players but in attracting targets too.

Not only can you set a pathway for future seasons, but there’s more definition too. With definition added to a player’s role at the club comes more description, Emergency Backup, for example, strictly implies that the player is likely to get no minutes at all except in cases of injury or suspension to a more Regular Starter.

Another example is in the case of the Cup Goalkeeper who won’t become unhappy if he misses out on league games throughout the season but does expect to be selected in cup competitions.

The Playing Time Pathway will also impact players you send out on loan. You and the potential loan club will be able to negotiate in more detail just how they plan to use your youngster with a defined level of Playing Time. This will help you decide which destination would be the most suitable when weighing up multiple options.

To keep track of the changes, you’ll receive regular updates in this department. At the end of each season you’ll be notified by your backroom staff indicating the status your players are progressing to ahead of the new campaign. So, you’re aware that your former Future Prospect is now a Squad Player, and your former Star is now nothing more than a Fringe Player. This gives you, the manager, a chance to reassess each pathway in time to plan for the upcoming transfer window around the proposed playing time throughout the squad.

The new Playing Time Pathway gives you more control over your team structure and gives you an easy way of keeping on top of your long-term squad planning while also giving you more ways to keep on top of your overall squad happiness.
 
BACKROOM STAFF
One of the ways that Football Manager continues to replicate the world of football with such accuracy is our huge network of help from people who work in the real football world. From improved advice and feedback to new roles altogether, in FM20 you'll have more support available to you from your staff than before.

Something that we hear from football clubs is the idea of collaboration ahead of matchdays, particularly with selecting the matchday squad. In FM20 we’ve implemented this in the form of brand-new team selection advice.





As part of your pre-match news flow, you’ll receive an inbox message informing you of your backroom team’s advice on who you should pick in your matchday squad. This advice takes into account a range of information from form, role suitability, player ability and relevant information on all the players in your proposed starting eleven.

From within this news item you can choose to accept all, none or some of your backroom staff’s recommendations for the starting eleven. Simply tick or untick the selections you want to proceed with and then hit ‘Apply Changes’ and that line-up will automatically be added to the team selection screen on matchday. Don’t worry if you change your mind between receiving the news item and matchday itself as you can still make changes on the team selection screen before you head to kick-off.





Team selection advice is also available to you at any time on the tactics screen. Just hit the ‘Selection Advice’ button at the top of the screen and you’ll be able to see team selection advice from any member of your backroom team by using the dropdown menu at the top of the team selection popup. You might want to take all of the advice of one member of your staff or see what the consensus is across the board before making your team selection decision.





It’s not just improved team selection advice that is new to FM20, we’ve also tweaked advice across the game. One such example is how we’ve improved the ability to select any square on the tactics pitch, bringing up more detailed analysis on what factors are influencing your strength in that area of the pitch.

For FM20, we’ve brought responsibilities to the fore across more areas of the game. You’ll now have the ability to change your responsibility settings from within several news items relating to various areas of the game. For example, on a news item relating to scouting you have the option to click the dropdown menu and adjust every aspect of your scouting responsibilities there and then, without having to go into the staff section and change it from there.

The responsibilities screen itself has been overhauled too to include more information about your responsibilities and the responsibilities you’ve delegated to your staff. On the ‘Overview’ tab, your responsibilities are broken down by area and you can choose to delegate or take control of each individual responsibility from under that area. You can also adjust when you receive advice and reports from your backroom staff and who sends them through.

A large way Football has evolved is in relation to staff roles. We’re very lucky that we get to speak to the relevant personnel to get a taste of how it works so we can echo that in the game. Each staff role, however small, changes a football club, changes the way that other roles interact with it and impacts the development of players that come under their responsibility.

This year sees a number of new staff roles added. Introducing the Technical Director, a role with the ability to offer backroom advice from the very top judging staff ability and staff potential.

They are a highly senior member of staff, focusing on other senior members of the team to suggest coaching courses and report on staff progression, further proof of the long-term development that Football Manager 2020 allows you to oversee. Not only can you focus on bringing the best out of players but staff too, creating sustainability at the club with staff who grow with you.

We’ve introduced the Head of Player Development to FM20 too. This role is prominent in modern football, especially at elite clubs with significant numbers of loan players plying their trade at clubs across the globe for the new season. A Head of Player Development recommends the players they think would benefit from a loan spell and where he believes they should go while providing loan reports to the manager to easily track those players’ progress.

Loan player progress concerns not only their performances but their minutes on the pitch, the role that they’re playing in and their overall happiness in the situation they’re in. This is something the Development Centre interacts with significantly, all with assistance from your new Head of Player Development.

The backroom team in FM20 can be bigger and more helpful to you than ever before. From giving you more detailed and contextually relevant advice to providing expertise in more areas of the game than was previously possible, your staff can really be the difference between success and failure in FM20.
 
GRAPHIC IMPROVEMENTS
We strive to make each year’s match experience in Football Manager the best looking in the series and this year is no different with a renewed effort to introduce a range of graphical improvements that will make the match look more realistic than ever in FM20.

Let’s kick off by taking a look at looking at the differences in players and textures.





Our human models this year represent a significant upgrade from FM19. We’ve reworked the base model to make it more lifelike with more depth than in previous years. The model now has a more realistic anatomy and bone structure which results in a more lifelike appearance.

Additionally, the kit textures have been overhauled for FM20. We’ve also utilised new software to create more realistic clothing that drape more naturally over the model and features creases and folds and to ensure that they move more naturally with the player. These improved textures have also been applied to referee kits too.

The redesigned models don’t only affect those on the pitch though as the manager avatars now look better than ever before.





Because of the improvements that we’ve made to the base human models in FM20, you’ll notice that the manger looks not only more realistic than in FM19 but also has more detailed attire – in this instance, a tie clip and buttons on his suit jacket and trousers. We’ve also added laces to the shoes and given them a more discernible shape. Similar to the kit textures, there are now creases and folds in the trousers and his shirt now fits more naturally around the base model.

The base model improvements have also been extended to the crowd as well.

Away from the player models, the pitches in FM20 have been enhanced compared to the previous examples in FM19.



A dry grass pitch in Football Manager 2020



Pitches are now affected by the weather in an obvious manner. During a game played in rainy conditions, for example, you’ll notice sodden patches appearing in certain sections of the pitch whereas if a game is played out during a period of sunny weather, you’ll notice the pitch will appear dried out and lighter in colour.

We’ve also added water and mud particles flying off from the surface of the pitch which will lead to visible deterioration of the pitch over the course of a match. One of the most noticeable examples of this is when players make slide tackles, leaving a trail behind them from where they’ve connected with the turf.



A damp grass pitch in Football Manager 2020



The lighting in FM20 has been improved as well due to the introduction of image-based lighting. This improves the level of shading and exterior lighting during the match, allowing everything to be lit more naturally.

Those are just some of the graphical improvements that you’ll find in the FM20 match experience. We’ll be revealing more match features next month ahead of the release of the public beta so keep an eye out for that.
 
Seems to be a lot of new features in FM this year.

I do like the new long term planning aspects of the board and what looks like actual directives.
The new youth system contracts also look like a massive improvement and they are actually putting a lot of thought into what will actually make big improvements this year.

It is very nice to see a football game make genuine changes and improvements to their career mode, and not turn out the same shit year on year knowing it will sell anyway.
 
Think I'll skip this as I wasn't impressed with FM19 having previously played FM17. Seemed like more of the same, better in some ways, worse in others, with a couple of new gimmicks.

These new features might sound promising (like "player pathways") but I'm not convinced they'll be functional at release anyway. In 19 the "promises" mechanic was broken for me in the Dutch league and I don't think that was even a new feature in 19. This sounds like them trying to run before they can walk, because it seems like a more complex version of a feature that didn't work properly in the first place...
 
Beta is out now... Any takers?

Interested to know whether to jump in now or if it's too buggy.

The generic face changes are fantastic, makes a big difference!
 
Beta is out now... Any takers?

Interested to know whether to jump in now or if it's too buggy.

The generic face changes are fantastic, makes a big difference!

I will be giving it a go on Sunday, as don't have anytime between now and then.
But the new youth system is going to take hours of gameplay before you notice if it is actually a good addin.
 
Played a few games now and I don't know if it is just me, but there are an awful lot of one on ones.
But been playing with formations and different tactics and have found that 4-1-2-2-1 is still king.

Haven't tried any of the other features as yet, as just been playing a game and then going on holiday till the next Saturday.

It is only the BETA, so not going to get massively into the game.
Like every year, I am waiting for I'm a celebrity to come on, so I can play it for about 2 hours a night whilst my Mrs watches that and SI would of ironed out a lot of bugs by then.
 
Played a few games now and I don't know if it is just me, but there are an awful lot of one on ones.
But been playing with formations and different tactics and have found that 4-1-2-2-1 is still king.

Haven't tried any of the other features as yet, as just been playing a game and then going on holiday till the next Saturday.

It is only the BETA, so not going to get massively into the game.
Like every year, I am waiting for I'm a celebrity to come on, so I can play it for about 2 hours a night whilst my Mrs watches that and SI would of ironed out a lot of bugs by then.
I buckled and bought it for the beta, I do it every year. Not disappointed - well, I am, I'm having major match engine fluidity issues (Steam / Radeon drivers report 60fps, but the microstutter is constant/abysmal and looking at the SI forums it seems to be a bug - can't get to the bottom of it if it's not).

But otherwise - really enjoying it. Not a huge difference admittedly but I managed to grab it from ShopTo for about £25, and the "club vision" stuff is pretty good. Adds a new layer to the game, it's less "do what you want with our club" and more "adhere to these practices or you're out".

Match engine seems to have (a little bit) more variety/error. Press conferences seem (a little bit) longer/deeper. Everything seems a little more sensible/sane now - no club revolt over removing a captaincy or what have you.

I've started off as Chester down in the Conference North (now that Tranmere are in League One - too high for a starter team) and I'd forgotten what it's like to manage part-timers. Very difficult to achieve things through training when they're only in for three days a week, and difficult to increase your overall ability when your budget is so small and when the best free agents want your whole spare wage budget. (Love it.)

Thanks as always for the graphics update!
 
I buckled and bought it for the beta, I do it every year. Not disappointed - well, I am, I'm having major match engine fluidity issues (Steam / Radeon drivers report 60fps, but the microstutter is constant/abysmal and looking at the SI forums it seems to be a bug - can't get to the bottom of it if it's not).

But otherwise - really enjoying it. Not a huge difference admittedly but I managed to grab it from ShopTo for about £25, and the "club vision" stuff is pretty good. Adds a new layer to the game, it's less "do what you want with our club" and more "adhere to these practices or you're out".

Match engine seems to have (a little bit) more variety/error. Press conferences seem (a little bit) longer/deeper. Everything seems a little more sensible/sane now - no club revolt over removing a captaincy or what have you.

I've started off as Chester down in the Conference North (now that Tranmere are in League One - too high for a starter team) and I'd forgotten what it's like to manage part-timers. Very difficult to achieve things through training when they're only in for three days a week, and difficult to increase your overall ability when your budget is so small and when the best free agents want your whole spare wage budget. (Love it.)

Thanks as always for the graphics update!

Also got the issues with fluidity - Actually so much, that i won't use 3D for now.. Expecting that it will be solved.
 
Thanks mate. Have been using the same packs for several years and need a update. Is these with fresh kits, faces etc or is it conducted over the years?

The kits are constantly updated, they are all 19/20 kits - New kits for leagues are updated all the time.

The face packs and logos are updated once a month - But TBH the logos don't really need updating, as it isn't that often clubs change logos.
 
The kits are constantly updated, they are all 19/20 kits - New kits for leagues are updated all the time.

The face packs and logos are updated once a month - But TBH the logos don't really need updating, as it isn't that often clubs change logos.

Thanks. Can't remember.. Where should the backgrounds be placed?
 
I have been playing it now for a couple of hours and have reached mid October.

TBH, is it an improvement over 2019 - Not really, it just seems that they have made features already in the game and given them a massive facelift,
so makes you think it is an important new feature.

I have not played it enough to notice the changes made to the youth system, but then feel this is more relevant to top teams than L2.
Although this does annoy me consider Exeter are well known within football as having an excellent academy and producing many top class players capable of playing in the Championship. (Annoying as well that Ben Chrisene isn't in the game because he is 15)

Finding tactics that work this year is proving a struggle.
I am just seeming to draw all the time, took me ages before I lost my first game but now losing a couple (So very realistic).
I probably should of played a few more test games to get a decent formation and to a stage where I was confident of winning the majority of games.
 
I am now halfway through the season and currently sitting 4th in League 2.
In true FM form though it seems that some of the lower league teams are incorrectly scouted, with many of Exeter's best players being from higher teams so get higher stats, despite not being in the main team IRL.
Signed 4 loan players at the start of the season and not the usual 9-10, as you can no longer get players with paying 0% of the wages, with every club now wanting anywhere from 50 - 100% of the wages paid.
TBH this is an improvement as it means you now have to look after your budget more, in previous versions you used to spend hardly any budget in the lower leagues as you just loaned everyone.

There is only one option I really miss and that is the board room screen, as this told you some important bits of information instantly without having to go into individual screens.

So far I am enjoying the game, but then I would it's football manager.
However at the moment this is not an improvement over FM19, and the bizarre constant 1 on 1's really let down the match engine.
 
@bsmaff please in the coming days if you can tell me/us how is the game good/bad/bugs something like that,because i plan to buy it so i want to know should i buy it now if everything is working fine or wait for chrismas/new year
 
@bsmaff please in the coming days if you can tell me/us how is the game good/bad/bugs something like that,because i plan to buy it so i want to know should i buy it now if everything is working fine or wait for chrismas/new year

So far the new features do not seem to have any impact on what I am doing as I have not played it enough.
There are are a couple of issues with the match engine, with an awful lot of one on ones happening, but I am not sure if this is something that is going to be resolved.

However like always they have tweaked the other aspects of the game, like player happiness.
So I think squad leaders were introduced 2 years ago and originally people were moaning that players were too powerful and always unhappy with you, last year was full swing the other way and it was easy to control the dressing room.
This year so far it seems to be spot on where if you break a promise that player becomes very unhappy and will force a move, but if they are not a team leader it doesn't affect the rest of the squad.
I can't really think of too many others of the top of my head at the moment, whilst I am sat playing it I will remember a few more specifics.
But so far they have so many little tweaks here and there that the game overall is an improvement on last year.
 
Football Manager 2020 Graphics Update:-

Kits 19/20:-
Updated 19/11/2019

Faces Pack:-
v12.01 - Updated 18/11/19

Metallic Logos:-
v20.01 - Updated 06/11/19

Steel Logos:-
Updated 19/06/19 - These will no longer be updated.

Google Stadiums:-
Version 2020.00 - Updated 16/11/19

Stadium Pics - Alternative to Google Stadiums with real photos:-
Version 2020.00 - Updated 18/11/19

Football Manager 2020 Utilities Updates:-

FM2020 License Fix:- (This is the most important update for FM - It adds the German national team and renames all the competitions to their correct names)
Version 1.0 - Updated 19/11/19

Huge DB 2020:- (Allows the option to use the Huge DB with around 55000 players)

All files are now available on the Onedrive:-
https://1drv.ms/f/s!AtsC_3_xeYYCge5lVYb_TcHdJrSs1w

Password - evoweb
 
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Looks like you need a lot of time to play this. Id love to get into it but I just dont have the time.

This is a great book for those who get addicted to it. Great read...

 
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