Quote Originally Posted by khris View Post
Variables, my friend, thats all about.

Scenarios vary depending on the rating variations, and the attend/don't attend factor too sets a parameter, is like
team A - attend power 5 /not attend power 7 too
team B attend power 3 /not attend power 6
Team B will loose always if attends, if do not, the oppo A will need to attend to get a posible win... and this gives you a simple explanation of how the force is distributed depending on the variables that the game uses to create the scenarios, which are rating variations of players to do a simplification of the team, for each game so players have different rating behavious, like 7-5-7-6-7 10-10-9-8-10 (here and always 9-10 is the same value, as is the max rating and means the same 9 or 10) so the engine will create unique scenarios selecting few players and then depending on the variations, they will improve or play worst than the previous game.
As I explain somewhere you can force a drop of ratings, intentionally to get a push for a upcoming game.

Then the game have some dozens of scenario conditionants that are always in on-off so, condition at 0% matters or not (on-off. morale on-off, win bonus on-off. and like this for all conditionants, which determine the weight of that starting value that the teams have in terms of chances (power team A 5-7 / B 3-6) meaning this number the variables selected by the engine + how far can reach your team in terms of chances compared with the opponent once the engine converts the pre-determined factors in available animations to resolve the games.

Try always to understand the engine behaviour, and play in its favour because the game needs a system to work, and there is no other way to interpret this.
It's like trying to cheat casino roulette rather than playing management game.
Ok, there is a manager presence variable that affects the result. In my opinion, its power should be higher. Lose teams, whose managers do not play (or barely play) is very disappointing.