If trophy counts via actual winning (to keep a long winning run going, not tanking), then a manager actually does not have to sell an entire team but just the supporting casts. The defining key is to regularly keep a set number of main players for the draw, so that a relatively manageable draw is achieved while the seasonal turnover of other supporting squad players are also kept to a minimum to fit around those regular T-income from sponsor, association and winning events.
The fine balance in keeping a significant enough quality advantage between main players vs opponent’s best, the resources needed to refresh the supporting casts and also the number of able yet not too T-expensive subs for greens savings is a delicate one. :)
With regards to selling players, there is a set formula relative to player quality vs highest set price (Player quality range, highest possible price % against max, translated into down-clicks from max)
1) 90%+, 100%, 0
2) 80%+ to 89.9%, 90%, 2
3) 70%+ to 79.9%, 80%, 4
4) 60%+ to 69.9%, 65%, 7
Any under 60% has to be sold immediately because system will not buy them. ;)
Max time required by system to complete the transaction is 3 hours (so you could imagine all my seasonal squad players are all trained to conditions of 7.5% about 4-5 hours from season refresh for the last bits of quality and value increase) :cool:
Tried and tested by a very money&resource-oriented low-level club manager who specialises in squeezing every penny from the rock. :p