Kickoff Boss Documentation - Players



Player Life

  • Players can spawn in a few ways:

    • When a new team is created (new manager joins).

    • As youth players (starting at age 15).

    • As amateur players that can be recruited.

  • All players have their birthday anniversary on the day they were spawned. Players born on the 29th, 30th, or 31st will have their anniversary set to the 28th to account for February.

  • Youth players:

    • Start at age 15.

    • Can be promoted to the first team at age 17 (cannot play senior matches before that).

    • If they are not promoted by age 18, they will quit football at the end of that season.

    • Youth players can only participate in the Youth League, earning a small amount of experience per match.

  • Early career struggles:

    • In their first matches, young players perform below their real ability.

    • Until reaching 10 XP, they suffer a 25% skill penalty.

    • Between 10–40 XP, the penalty reduces to 10%.

  • Aging and Retirement:

    • Outfield players retire between ages 32–38.

    • Goalkeepers retire between ages 32–40.

    • At the end of every season after 32, retirement is considered. The older the player, the higher the chance.

    • Once a player decides to retire, the manager is notified, and the player retires at the end of the following season.

    • After the age of 30, players can start to drop their physical skills, strength, speed and natural fitness. This happens during season change, when players come back from their holidays.


Postponing Retirement

A senior player flagged to retire at the end of the season can sometimes be convinced to stay one more year. When a player is in his final season, a new Postpone Retirement topic appears in his Player Talks panel.

If He Accepts
  • The retirement tag is cleared and his retirement is pushed back to a future season.
  • His wage doubles permanently. The doubling stacks if you convince him to stay again in a later season (2× → 4× → 8×…).
  • He becomes unsackable for the rest of his career. You can still transfer-list him and sell him normally.
  • A green Ret×N badge replaces the retirement tag on his player row, where N is the number of times he has been talked into staying.
If He Refuses
  • The offer is final for this retirement. The Postpone Retirement topic disappears from his Talks panel for the rest of the season.
  • His retirement tag turns red so the refused state is easy to spot.
  • He retires at the end of the season as originally planned.
Acceptance Chance

Loyal and Calm veterans are the most likely to accept; Cocky players and Hotheads will usually refuse. Hovering the talk button shows the projected new wage and confirms the unsackable lock before you commit. There is a 72-hour cooldown between attempts on the same player, matching the standard player-talk pacing.

When the Talk Comes Back

A player whose retirement was successfully postponed can still be flagged for retirement again in a future season under the normal age-based rules. When that happens, the Postpone Retirement topic reopens and the wage-doubling rule applies again on top of his current wage.

 

Player Value

A player’s market value is estimated by comparing him to similar players recently sold on the transfer market. For this reason, it is normal to see some fluctuation of player value over time. Here is how it works:

  • A players is compared with others of the same position (goalkeeper, defender, midfielder, or striker).
  • The system searches for players who are: Within 2 years of the player’s age and within 5 points of the player’s average quality.
  • Recent transfer data is gathered, up to 50 of the most recent transfers that match those filters are used.
  • The player’s estimated market value is the average transfer price of those similar players.


Experience and Leadership

  • Experience is proportional to minutes played. Players must play at least 15 minutes to earn XP. Playing the full 90 minutes grants the full match XP. Extra time matches can grant additional XP beyond the base amount.

    Base XP values (for a full 90-minute match):

    • National League: +2 XP

    • Playoffs / National Cup: +3 XP

    • Champions League / Continental Cup: +5 XP

  • Leadership:

    • Determined by age, experience, and whether the player has the Influential trait.

    • High-leadership players are crucial as captains, providing morale and performance boosts to the team.


Player Traits

Each player may have a personal trait, assigned randomly at birth. Traits can be positive or negative. They are only visible when a player reaches 18 years old.

Available Traits:
  • Error Prone (ERR) – More likely to make mistakes and lose possession, potentially leading to dangerous situations.

  • Injury Prone (INJ) – More likely to suffer injuries than other players.

  • Influential (INF) – Boosts leadership rating, making the player a strong captain candidate.

  • Dirty (DIR) – Higher likelihood of committing fouls.

  • Set Piece Specialist (SPS) – Receives a bonus when taking or defending(GK) set pieces (corners, free kicks, penalties).

  • Determined (DET) – Gains a general skill boost during matches due to determination.


Squad Status

Every senior player is automatically given a Squad Status, a tier from 1 to 5 that reflects how important he is to your team relative to the other players you have available. You can see each player’s squad status on the My Players page, along with a playtime bar showing how much he has actually played in your last 10 eligible matches.

The Five Tiers
  • Star (5 stars) — A top player. Expected to start almost every match. Limited to a maximum of 2 per squad.
  • Important (4 stars) — A first-team regular. Tolerates rotation up to about half the matches.
  • Regular (3 stars) — A standard squad player. The default tier for new and freshly-signed players until the next recompute.
  • Backup (2 stars) — Cover for the starting positions. Expects to sit on the bench most of the time.
  • Prospect (1 star) — A young player developing for the future. Some minutes needed for growth, but not many.
How the Tier Is Decided
  • Players are ranked by average quality and assigned to slots in the formation you have actually been playing in your recent matches (not just your current tactical pick).
  • The top players in each position become the starting XI (Important or higher), with the best two of those promoted to Star.
  • The next-best players form a reserve XI of Regulars.
  • Remaining players become Backup, with under-22 players assigned Prospect instead.
When It Recomputes

Squad status is recalculated automatically whenever your squad changes — signing or releasing a player, completing a transfer, promoting a youth player, signing an amateur, or when a player levels up a skill in training. You do not need to trigger it manually.

Why It Matters

Squad status sets each player’s expectations. A Star benched half the time will become unhappy quickly; a Backup expects to play rarely and will only complain if he is cut entirely. See the Lacking Playtime modifier below for the exact thresholds per tier.


Temporary Player Modifiers

A player’s match performance can be temporarily influenced by modifiers. These represent short-term boosts or setbacks that affect performance.
Modifiers are triggered by different events (both on and off the pitch) and last for a limited time.

Current Modifiers:
  • Man of the Match (+5%) Earned when awarded MotM. Boosts confidence and performance, lasts 24h.

  • Hat-trick Hero (+10%) Triggered when a player scores a hat-trick. Significantly boosts morale and performance, lasts 24h.

  • Settling In (−5%) Applies to newly transferred players for 48 hours, representing adaptation to a new club.

  • Unsettled by Transfer (−5%) Applied if a player is currently transfer listed.

  • Returning from Injury (−5%) Players recently back from injury suffer reduced performance until fully sharp again, lasts 24h.

  • Positive Press Release (+5%) Boost from media praise or club statements, improving confidence, lasts 1 week.

  • Birthday (+10%) Players perform better on their birthday (anniversary of their spawn date), lasts 24h.

  • Family Issue (−10%) Off-pitch family-related problems negatively affect performance, lasts 24h.

  • Cautious Play Triggered via player talk. The player adjusts his style to avoid disciplinary trouble — fouls still occur, but he will not pick up yellow or red cards. Useful for players on a yellow-card warning.

  • Motivated (+5%) Triggered via player talk when the manager successfully boosts a player’s confidence, lasts 24h.

  • Lacking Playtime (−5%) Applied to senior players who are not getting enough match time at their current club. Triggered when too high a share of the player’s last 10 eligible official matches were missed. The threshold depends on his Squad Status — a Star complains far sooner than a Backup:

    Squad Status Becomes unhappy when missed…
    Star more than 40% of the last 10 (3+ missed)
    Important more than 50% of the last 10 (4+ missed)
    Regular more than 70% of the last 10 (5+ missed)
    Prospect more than 80% of the last 10 (7+ missed)
    Backup more than 90% of the last 10 (7+ missed)

    Re-evaluated hourly — the modifier clears automatically once the playing share recovers above the threshold. Injured and banned matches are not counted as missed. The playtime history resets on transfer, release, amateur sign, youth promotion, and at the start of every new season — so a player always gets a fresh start at a new club or after the off-season.


Player Condition

Condition represents a player’s physical energy and has a direct impact on performance.
Example: A player at 90% condition will only perform at 90% of their ability.

Losing Condition
  • Condition decreases when playing matches:

    • The drop depends on natural fitness and activity level during the match.

    • Each action performed in-game further reduces condition.

    • Very active players should be rotated or substituted, as their performance declines with fatigue.

  • Over the season, players with heavy minutes accumulate season fatigue, increasing condition loss. This fatigue resets at the start of a new season.

  • Friendlies cause a smaller condition drop than official matches.

Increasing Condition
  • Players recover +2 condition points per day (reset at 00:00 server time).

  • The Medical Center (from the office menu) can be used to restore condition faster, by assigning physios to give massages to tired players.