The MIMA PES6 Manager League

mattmid

International
15 December 2011
For those who haven't read about this in the retro thread myself and @miguelfcp will be shortly be starting a league where you will be the Manager. This Test League is a short 8 team league that we are using as a tester to iron out behind the scenes stuff so that it's all ready to start afterwards.

The Full experience will be a continuous experience with multiple Divisions of 8 teams (initially 2 expanding to 3 after the first season and beyond if there's enough interest. Promotion and relegation. Player evolution including stats growth and decline, ageing, injuries, retirements. Also Player of the Year, Top Scorer, Top Assists will all lead to in game rewards the manager can use.

The idea is for it to essentially be a hybrid of the old play by (e)mail football manager idea with PES6 being where the matches are played out.

Each team will be a real life team that will start with 12 of their real first team players (of your choosing) this will be supplemented to a full squad of 32 by choosing 20 youth team players from our World Youth Option File from the real life team, consisting of real life players born 01/01/00 or later. This will be your starting squad of 32.

Each Division will also have a 'B' Division that is essentially a youth league but older players are allowed to play. This is mainly to aid growth of your youth players who may not be ready for first team action. The more they play the more chance they have of increasing their stats, but what they earn towards their growth will only be at half the rate of what they would get playing in the first team - representing the different level they are playing at. However you'll also have to bear in mind that playing in the lower level will enable them to perform better against weaker opposition than they'd face in the first team. So they will probably earn more points towards growth which even at 50% may be more than they'd get having a poor or quiet game for the first team. You're the manager though so those decisions are all up to you.

The 'B' Division will have its own Promotion/Relegation as well. The games are deemed to be played the day before so anyone who is in the match day squad for that team will NOT be allowed to start for the first team that weekend, however they may be on the bench. If they come on as sub for the first team they will only earn growth points averaged out for a max of 90 minutes.


What do I have to do as a manager?

You will pick your initial squad as explained above.

At the start of the season you will decide on your formation/strategies/tactics etc and pick your first two match day squads (11 + 7 subs) for the First team and B team games. For B games you don't have to pick a full squad we will fill in any gaps with 'Ghost' players (set to 50 for all stats)

Games are played out by myself and Miguel. They will be set as follows...
  • Time 20 mins.
  • Both teams CPU Controlled
  • Attack/Defence set to Full Auto (unless you wish to set it to a specific setting)
  • Subs/Positioning set to ON
  • Four Strategy Options of your choosing set to FULL AUTO
  • Both controllers set to the middle
All other things - formation/tactics/line up etc is set by you as above.

After the games are played out then on the Monday there will be a list of results/scorers/league stats etc and notifications of any injuries or suspensions. There will be game highlights as well with at least goals/end of half highlights (possibly more).

Each round of games after that you can change as little or as much as you like for the next game. You will have between Monday-Thursday to decide on this and let us know of any changes. If you don't make any then everything will be left the same as the previous set up.

This continues until the end of the season.

There will be an FA Cup featuring all teams, player trades (initiate a trade between yourselves or "shop a player" - list a player you want to trade and what you're looking for in return. Both must be authorised by ourselves before being official) A contract system, a new youth player (real life players) draft in reverse finishing order each pre season. You can release players you don't want (with a part return/part penalty related to the contract system). All of this will be explained nearer the time.

During the season we will also have a 'Confidence Gain/Loss' system in place that will affect players stats during the season. This will be explained in depth nearer the time. None of these stats are permanent, they just vary during the season. They are separate from 'Season Points' which are earned each match. These are used for player growth/decline and so on. These are applied pre season to the players start of season stats from the previous year. All confidence gain/loss points are removed at the end of the season and no player even at peak confidence can be any more than 10 up from his real stat on any stat affected.

Players Stamina, Pace and Acceleration will decline as well as players get past thirty. Whilst Mentality will decline slower. Player growth will slow as they age and then begin to decline. All dependent on age but can be slowed by good player performance.

Growth points will vary between stat levels. More nearer the time but as a quick example a player will need 100 (nett) Season Points to move up 1 on his stat if the particular stat is under 75. If however it happened to be 94 he would need 300 (nett) Season Points to move to 95. You'll see the use of (nett) there, this is because Season Points are modified by age to slow player growth as they age.

Team list is below (other teams may be available at our discretion if you particularly would like to be one that is not on the list)


Team claimed already for the Full MIMA League.

Lyon @mattmid
FC Porto @miguelfcp
Dinamo Zagreb @sniglet
Tottenham @Special4988
Man Utd @wildwind
Bayern Munich @jihado86
Milan @rockstrongo
Marseille @Flipper the Priest

All are welcome, the more the merrier! :) All your need to play is either the PES6 Editor or a copy of PES6 (see Sany's full installers for many of those) and then use the OF in it if you prefer to look through and set your team in game rather than in the editor.

If you're interested please reply with your username and the team you'd like to take on.

Bear in mind that the league is designed in such a way as to even things out with the lowest teams getting first pick at new youth players and better players costing more to keep (contract system) but initially obviously choosing Juventus is going to give you a much stronger team than choosing Linfield of Northern Ireland. However 20 of your players will be 19 or under and who knows how they will develop under your management? Over time your decisions on your first 32 players and future players will become the key to success. The choice is yours.

Follow the thread as we'll post stuff here during the test league so you can see how that's going - it's just a 'vanilla' version as far as the manager side goes as all the other extras will just be done behind the scenes as we test things out. So it is just a one off, 14 game season but it'll give you a taster of what to expect when the full experience starts afterwards.

We hope to see you for the inaugural MIMA season soon. :)
 
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Tomás Esteves, Baró and Fábio Silva have been playing lately for Porto's first team. I already warned manager Sérgio Conceição that this will not do; I need those guys for my World Youth League team if I ever want to escape the dreadful D2!...
 
Confidence Gains and Losses

As (for Uk viewers) Ronseal might say, it does exactly what it says on the tin.

These are gains and losses to certain stats that a player or team's performance will effect. These are temporary and will be reset at the end of each season to their original level from the start of the season. They can also be reset at certain other points dependent on events.

There are certain rules in place as well. Firstly no player can go up by more than 10pts on any stat that is subject to a Confidence Gain (CG). Some gains are reset if a player goes 3 games without achieving them.

So, how does it work?

Let's take Goals first. For every goal a player scores his three shooting stats (Acc/Pow/Tec) will go up by 2 to the previously mentioned maximum of 10. However 3 games without a goal and his entire confidence gain will be wiped out and reset. This includes whether he plays or not in those 3 games. Likewise for Assists where Short Pass Acc/Spd and Technique are increased by 2 for every assist (maximum 10) and reset if they go 3 games without one. Whereby that rise in confidence is over. If a player reaches a 10 increase on anything he can stay there by not going 3 games without the relevant achievement (Goal or an assist in these cases). As long as he gets one every three games he can ride that wave all the way to the end of the season.

What stats can be temporarily changed?

By the following methods...

Goals: Shooting Accuracy/Power/Technique
Assists: Short Passing Accuracy/Speed, Technique
Clean Sheet GK: Defence, GK Skill, Response
Clean Sheet Defenders (must play minimum of 60 minutes): DEF, RES, AGI


By various outcomes... (both up and down in most cases)

Mentality
Teamwork
Defence
Attack
Long Pass Accuracy/Speed
Free Kick/Swerve
Response



Using Week 1 from our test league here's some examples of what players would have been impacted by this.

All adjustments would be prior to the next round of games.


Goals
Lyon: Matam/Gouiri
Atalanta: Babbi/Cortinovis/Kulusevski
Bayern M: Zirkzee
Torino: Ibrahimi

All those players would increase by 2 on Shooting Acc/Pow/Tec

Assists:
Lyon: Griffiths
Atalanta: Babbi, Peli

All of those would increase by 2 on Short Pass Acc/Spd and Technique

Clean Sheets:
Lyon, Dinamo Zagreb, Torino and Marseille

All their keepers would increase by 2 on GK,DEF and RES
All defenders who played 60 minutes+ would increase by 2 on DEF, RES, AGI

Others:

Mentality is affected by quite a few things. On an individual level a penalty miss, a hat-trick, giving away a penalty, being sent off or saving a penalty. Then also by team events - how many scored/conceded, beat or beaten by a team much higher/lower than yourself.

Biggest loss on that this week would have been De Bie of Tottenham who gave away a penalty and got sent off costing him a loss of 3 on his mentality.

With no other major individual events and with no league table yet to bring into play beating teams much higher/lower this just left scoring/conceding which starts at 2 goals. This meant all players from Lyon and Atalanta would have gained 1 on mentality whilst Porto and Bayern would all have lost 1 point.

Teamwork is affected by team scoring/conceding and also a special one for CB's based on whether their direct opponent(s) the CF's have scored 0,1 or higher.

Defence is based on team conceding

Attack is based on team scoring

Long Passing is given as a 1 point bonus for the kick taker if the team scores indirectly from his corner or free kick, ie from his cross/pass.

Free Kick/Swerve is given as a 1 point bonus to the kick taker if he scores directly from a free kick.

Response. A 1 point bonus is given for every 20 interceptions a player makes across the season.


So to sum up.

No stat can increase by more than 10.
Some will reset if the achievements aren't met regularly (3 games)
None of the gains/losses are permanent they are just literally a confidence boost or dent to their current ability.
All stats will be rest to the season start levels at the end of the season before the growth/decline stuff is applied during the off season based on their age and the Season Points accrued. Bear in mind though if someone is doing well confidence wise during the season then that will likely mean he's having a very good season and likely to get some good improvement on his stats (age permitting).
 
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Confidence Gains and Losses.

As (for Uk viewers) Ronseal might say, it does exactly what it says on the tin.

These are gains and losses to certain stats that a player or team's performance will effect. These are temporary and will be reset at the end of each season to their original level from the start of the season. They can also be reset at certain other points dependent on events.

There are certain rules in place as well. Firstly no player can go up by more than 10pts on any stat that is subject to a Confidence Gain (CG). Some gains are reset if a player goes 3 games without achieving them.

So, how does it work?

Let's take Goals first. For every goal a player scores his three shooting stats (Acc/Pow/Tec) will go up by 2 to the previously mentioned maximum of 10. However 3 games without a goal and his entire confidence gain will be wiped out and reset. This includes whether he plays or not in those 3 games. Likewise for Assists where Short Pass Acc/Spd and Technique are increased by 2 for every assist (maximum 10) and reset if they go 3 games without one. Whereby that rise in confidence is over. If a player reaches a 10 increase on anything he can stay there by not going 3 games without the relevant achievement (Goal or an assist in these cases). As long as he gets one every three games he can ride that wave all the way to the end of the season.

What stats can be temporarily changed?

By the following methods...

Goals: Shooting Accuracy/Power/Technique
Assists: Short Passing Accuracy/Speed, Technique
Clean Sheet GK: Defence, GK Skill, Response
Clean Sheet Defenders (must play minimum of 60 minutes): DEF, RES, AGI


By various outcomes... (both up and down in most cases)

Mentality
Teamwork
Defence
Attack
Long Pass Accuracy/Speed
Free Kick/Swerve
Response



Using Week 1 from our test league here's some examples of what players would have been impacted by this.

All adjustments would be prior to the next round of games.


Goals
Lyon: Matam/Gouiri
Atalanta: Babbi/Cortinovis/Kulusevski
Bayern M: Zirkzee
Torino: Ibrahimi

All those players would increase by 2 on Shooting Acc/Pow/Tec

Assists:
Lyon: Griffiths
Atalanta: Babbi, Peli

All of those would increase by 2 on Short Pass Acc/Spd and Technique

Clean Sheets:
Lyon, Dinamo Zagreb, Torino and Marseille

All their keepers would increase by 2 on GK,DEF and RES
All defenders who played 60 minutes+ would increase by 2 on DEF, RES, AGI

Others:

Mentality is affected by quite a few things. On an individual level a penalty miss, a hat-trick, giving away a penalty, being sent off or saving a penalty. Then also by team events - how many scored/conceded, beat or beaten by a team much higher/lower than yourself.

Biggest loss on that this week would have been De Bie of Tottenham who gave away a penalty and got sent off costing him a loss of 3 on his mentality.

With no other major individual events and with no league table yet to bring into play beating teams much higher/lower this just left scoring/conceding which starts at 2 goals. This meant all players from Lyon and Atalanta would have gained 1 on mentality whilst Porto and Bayern would all have lost 1 point.

Teamwork is affected by team scoring/conceding and also a special one for CB's based on whether their direct opponent(s) the CF's have scored 0,1 or higher.

Defence is based on team conceding

Attack is based on team scoring

Long Passing is given as a 1 point bonus for the kick taker if the team scores indirectly from his corner or free kick, ie from his cross/pass.

Free Kick/Swerve is given as a 1 point bonus to the kick taker if he scores directly from a free kick.

Response. A 1 point bonus is given for every 20 interceptions a player makes across the season.


So to sum up.

No stat can increase by more than 10.
Some will reset if the achievements aren't met regularly (3 games)
None of the gains/losses are permanent they are just literally a confidence boost or dent to their current ability.
All stats will be rest to the season start levels at the end of the season before the growth/decline stuff is applied during the off season based on their age and the Season Points accrued. Bear in mind though if someone is doing well confidence wise during the season then that will likely mean he's having a very good season and likely to get some good improvement on his stats (age permitting).

Sounds brilliant, the only part that I can see that needs fussing with is assists - because they’re rarer than goals, perhaps a four game barren spell would be fairer? Will be interesting to see it in action!
 
Sounds brilliant, the only part that I can see that needs fussing with is assists - because they’re rarer than goals, perhaps a four game barren spell would be fairer? Will be interesting to see it in action!

It's funny you should say that because I opened the spreadsheet up that I'd done for this to remind me of the details and I could have sworn I'd done it as 4 games for assists but had it on the sheet at 3. I think I will change it to 4, makes more sense.
 
Stamina


For all players under 30 stamina is gained across the season by time out on the pitch. At the end of every season these players minutes will go towards a gain in stamina. For every 1000 minutes played they will be awarded an increase of 1 on their stamina. So with our 14 game season if a player plays in every minute of his team's games (14*90 = 1260) he will get an increase of 1 to his stamina before the next season. Any extra, in this case 260, will carry forward to be added to his next season's total. So if a player played every game for 4 season's on that fourth season he'd have enough to earn 2 points from the cumulative carry over and would have gained 5 on his stamina over those 4 seasons.

Players over 30 accumulate the stamina points in exactly the same way. However they receive an ever increasing penalty as they age. The table below shows exactly how.

stamina loss.JPG


So a 30 yr old player will need to play 1000 minutes to keep hold of his current stamina stat to cover the 1000pts loss he will receive. The following year he'd have to play every minute to keep it. After that it's going to start going down to some degree no matter how much he plays.


At the same time Speed and Acceleration is also modified by age.

The Season Points are allocated to Speed (SPD) and Acceleration (ACC) for every player up to and including the season where they are 20. During this time they can increase their speed and acceleration.

Between 20 and 29 there is no movement on their SP and ACC except in the case of injuries. Every 10 weeks of injury will incur a 1pt loss on both the SP and ACC of the player in question.

Once over 30 the player will begin to lose SP and ACC points each season. See table below.

SpAcc loss.JPG

It's exactly as the table reads. A 30 yr old player will lose 1pt from his SPD and ACC at the end of the season. At 31 it will be 2pts and so on down the table.

All this talk of ageing brings us nicely on to


Retirement and Injuries


Firstly Injuries. All players in the game will start with a 'B' for injury. Mainly because players on 'A' just never get injured. Injury weeks will be kept for players over their career. The following figure may be lowered or raised as we go along and see how often it gets reached but initially we're going to set it at 25. This figure is the number of cumulative injury weeks a player can have before his injury level is changed to a 'C' to reflect an injury prone player who's had repeated injuries throughout his career. Or indeed if a player reaches it later in his career just reflecting the wear and tear of his long career leading to more chance of an injury. We think 25 is a fair place to set it initially, that would allow for an average of 2 weeks injured per season for 12 seasons before moving to a 'C'. As I say though if it proves too high or low then we will adjust it as we go along.

This leads into retirement.

Retirement is decided by an ever increasing random number from 30 onwards, reduced by the amount of time they played last season as well.

There's three tables below showing the retirement chance depending on if they player had not played a single game in the season, played half the games, or played every minute so you can see the variation. For the retirement calculation B league games will not count towards minutes played, it must be first team games.

Table 1 Played 0 minutes


ret table 1.JPG


Table 2 Played half the games


ret table 2.JPG

Table 3 Played every minute of the season

ret table 3.JPG

* Retirement number is (Random number - modifier - minutes played).

So each player gets a random number from 1 to the Random Number against his age and if it is equal or less than the retirement number then he will retire.

An example Johnny Knackered is 41 and has amazingly played half the games this season. As we can see in table 2 above he will get a random number between 1 and 2100. If it is 1466 or less then he will retire. If it is above that he'll be back for pre season training. Whether he likes it or not :)


I am thinking about adding total injury weeks to the random number as well to make players who've been injured a lot have a slightly higher chance of retiring. Thoughts?

Also I'm wondering whether we set a total injury weeks figure as saying if a player goes through that then he has got a career ending injury with the injury that takes him through the limit. Perhaps 40 weeks injured (again a number we'd adjust as we go along as we see what sort of totals get accumulated)
 
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Contract Points.


What are they and do you need them? They are invaluable and yes you do. In the first season each Manager will receive the same number of Contract Points (CP) and will use them to give his players contracts. The cost of a contract year will vary for all players.

The players will be graded into groups from 1 to 5. A 1 year contract will cost 1 CP for a Grade 1 player up to 5 CP for a Grade 5. Maximum contracts are 5 years. Therefore a 5yr contract to your superstar is going to cost you 25 CP.

If a player retires with his contract still having time left on it then you will get half of the contract points left returned to you. So if that Grade 5 player who had a 5yr contract retired after three seasons then you'd get half of the two years left ( 2yrs * 5CP = 10CP ) / 2 = 5CP returned.

All youth players (classed as 15-18yrs) will be classed as being on an youth/academy contract and cost nothing. At 19 and 20 they will be given Grade 1 status and cost 1 CP each season. After their 20yr old season they will then be properly assessed and given their new Grade and you will have the option to give them a proper contract.


Contract years end at the season’s end.

Players will change grade throughout their career as their stats grow or decline. All new contracts will be processed after Season Points have been added so whatever grade they are in after that process will be decide how many CP’s each year of contract will cost. This of course will only apply to those now out of contract. Current contracted players will not incur any extra cost or refund due to moving grade.

However if a manager decides at the mid season point that they wish to renew their players contract at the end of the season then by declaring which players they wish to do this with they will be allowed to pay the contract at their current grade. In other words if your player is having a great season and you have some CP spare, then take the chance to extend his contract cheaply before he receives his season points and possibly moves up a grade. This will cost you an extra half a season of CP's (as you're renewing his contract mid season) but may well be worth doing as if he's going to move from a grade 4 to 5 then paying 5 1/2 * 4 CP is better than paying 5 * 5CP at the end of the season.

Note with this extra half season, this is the only time you can offer longer than a 5yr contract.


Releasing A Player

Sometimes you’ll have players that you aren’t using or just aren't doing it for you and you’d like to get shot of them but nobody else wants them. At the end of each season you can send in a list of players you’d like to release. This is how it works regarding what CP’s you lose and what you get back.

You will regain half of the CP’s back into your total, whilst the other half are lost – consider it paying off the player to tear up his contract.

If the player is out of contract then he just gets released.


Examples.

Your player is a Grade 2 and has 3yrs left on his contract. You want to release him. He is worth 6 CP’s. You get 3 CP’s back into your pot and lose the remaining three.


Your player is a Grade 3 and has 3 yrs left on his contract but is having a poor season and ageing. You take the chance to free up some space and release him. He is worth 9 CP, so you get back 4.5 CP.



End of Season Contract Points


To try to ensure the game remains as well balanced as possible CP’s are awarded in reverse order at the end of each season. The team finishing bottom will get the most CP’s.


Bonus Contract Points


Bonus CP’s will be awarded to the manager(s) whose players win awards.



Transfers

There will be two transfer windows. Pre season (from the end of the first season onwards) and each Mid season.

Players can be bought (or swapped/ part swapped) between all clubs. However to allow a sense of realism and to protect AI clubs in the other divisions, any AI player under 30 will not be available to be transferred to a lower division. Any player 30 or above will be able to be transferred to a lower league but ONLY if they are not a regular in that AI team. Also no AI players under 20 can be bought at all.

Players are worth whatever their current CP's are. Bear in mind that depending on how their season is going and the Season Points they are accruing, they may be worth more or less than that figure, plus of course they may be worth much more to you anyway because you don't have a decent replacement for them.

Remember that you then have to give them a contract as well. So you must have enough CP's to do both parts.

Example. Kante is a Grade 5 player and has 4 years remaining on his contract. He will cost 20CP to buy. This can be in straight CP's should you have enough spare or you can offer a player in part exchange as well - for example you have a Grade 3 midfielder with 3 years remaining, so that would account for 9 CP, meaning you could offer him plus 11 CP's to make up the 20.

Of course in that example, unless you are in the same division you can't bid for Kante anyway.

In the event that more than 1 club bids for a player he will go to the highest placed team - sorry but that's players for you!

As you can see, in line with real life, it will be important that you try to tie up your promising young players to decent contracts to make sure you get as much for them as you can if the vultures come circling.

I am going to set up some sort of randomised thing to allow AI clubs to go after players.

My thoughts are that to make it fair to all real life managers each of us will receive two offers for our two best performing players (the ones with the most SP's) at the mid season break. Then again at the end of the season our two best performing player at that point (could be the same players) to realistically represent top teams coming in for any talent in the lower leagues. For example in our test league the likes of Kulusevski, Gyabuaa, Caqueret, Cooper and so on would be attracting scouts on a regular basis now if they were in the third tier.

Initially the decision to sell is entirely up to you. However for every time the players get a bid from an AI team it will 'turn his head' slightly. He will get a point awarded each time there's a bid - should he get to 5pts then the next time he gets bid on the bid will go through and he'll be transferred. Along side this though there is some help for you, a promotion will take 2 off of his current total to represent his rise in the leagues to playing a better standard but a relegation will add another 1 to his total reflecting his talent and desire to be plying his trade higher up the leagues. If you are promoted to the top division then it will reset to 0. These offers can only come from AI clubs in a higher division than your team.

If the player is under 20 then he will be deemed to cost the equivalent of a grade 3 player with a 3 yr contract , ie 9CP's will be the cost. However as with all modern transfers from lower league teams to top teams there will be bonus clauses. The player may only be a Grade 1 or 2 at that point as he's very much still in growth mode. For each grade he moves up during his career the selling team will receive that in CP's.

Example:

Caqueret is sold by Lyon and I receive 9 Contract Points as he's under 20 and not yet graded or under contract.

He reaches 21 and turns out to currently be a Grade 2 player

Eventually he makes it all the way to a Grade 5 player.

Along his path I'd have received 3 CP's for him getting to 3, 4CP's for 4 etc.

So in total I'd have made 21CP's from selling him.

Should he have never gone beyond a Grade 2 player then the 9CP's is all I'd have got.

If the player goes up Grades it doesn't matter if they drop back down again, it's just a payment for each Grade reached above his initial Grade.


Us real life managers can also buy players under 20 from other real life manager's and AI teams AS LONG as the bidding manager's team is in a higher division. The added clauses above will also apply, so bear in mind you might have to make extra payments as the player develops. As for our clubs each bid will add a point to the 'turned head' so until it reaches 5 the club can reject the bid. This includes lower division AI clubs players as well.

Again if more than 1 club bids the higher placed team will get the player.




The amount of Contract Points awarded each season is going to be a bit hit and miss initially as we work out what the appropriate amount should be. For our first season though, we'll award more than we need so that we all initially have a fair amount spare. Remember as well that initially we'll only be needing to give contract to the 12 real life first team players as all our other players will be under 21.


Should a team run out of spare CP's then they'll just have to sign Free Agents under 20 if they want to fill up squad spots until they have got some CP.
 
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