
XCOM meets Football Manager. Develop your club, earn experience in turn-based matches, learn new skills, achieve new classes, upgrade your facilities, buy and sell footballers, grow your youth academy, make difficult choices. It's a deep strategy game that respects your time.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 17 → 0.86/day in the week after.
About
If you’ve played traditional football managers, you’re probably familiar with the following feelings:
Complex attributes: Footballers have many attributes, and you don’t always understand which ones truly affect the match outcome. Often, the only strategy becomes buying high-level players instead of finding a footballer whose unique attribute perfectly suits your tactics.
Unclear results: You never really know why you win or lose. This forces players to search for "winning" formations on forums instead of analysing the opponent and consciously selecting footballers capable of exploiting their weaknesses.
Financial complexity: Club funds quickly disappear, and it’s hard to understand how to manage finances and strategically plan expenditures.
Football, Tactics & Glory is a game about full control and a complete understanding of what’s happening on the pitch and in the club:
Transparency of attributes: You always know exactly how each footballer’s attribute impacts the encounters, allowing you to customise formations for each opponent, defeating even stronger teams with the right player selection and tactical approach. This also makes transfers much more interesting and exciting.
Control over tactics: Feel like a real coach, making smart tactical decisions, not just changing formations hoping for luck.
Control over luck: Luck plays a big role, as in real football. But you can minimise its impact by understanding your players’ abilities and building the team around your playstyle.
Strategic financial planning: The game’s economy is designed so that you always feel in control of your finances. The game demonstrates the importance of strategies like "developing" footballers for sale and finding promising talents who will become your future stars.
No micromanagement: This is a game about strategic planning, not micromanagement. Instead of wasting time on increasing an attribute by 0.01%, you make decisions that significantly affect the club’s fate. Therefore, the game lacks the boring elements of football managers: endless spreadsheets, routine tasks, and unimportant mechanics.
Great variety: FTG is so deep that even after hundreds of hours, you’ll continue discovering new and interesting things. The game world develops uniquely each time, creating new challenges and exciting emergent stories. This makes each campaign different from the last one.
The game values your time: You can complete one football season in a few real hours instead of days, as in other football managers. At the same time, each season is packed with events and interesting decisions.
Comprehensive tutorial: The game explains all elements in detail. And if you still have questions, the active community will answer them on the forum or Discord.
Good turn-based mechanics allow complex systems to be simplified, while retaining their essence and emotions. For example, XCOM perfectly conveys the feel of firefights with aliens, and Civilization — the development of a civilisation.
Our turn-based system uses key football concepts to make match outcomes and your tactical decisions clear and transparent. Once you understand how these mechanics work, you’ll feel the emotions inherent in real football.
Additionally, the ability to take your time with each move allows for comfortable gameplay. Especially if you’re over 40 and don’t have the reaction speed you once had.
Yes, it’s a serious football manager that’s easy to start playing due to its apparent simplicity, but hard to stop because of the depth of its features.
Take your club to the top: Start in the lower league and lead your club to the heights of world football. Or choose any club in the Premier League or another league of your choice.
Create your own leagues and clubs: With the built-in editor, you can create real clubs and leagues.
Use modifications: Take advantage of numerous mods created by the player community.
Dynamic game world: Other clubs buy and sell players, train them, and develop youth — the game world lives and evolves with you.
Promotion and relegation system: Each country has a Premier League and several lower leagues. Teams are promoted or relegated between leagues depending on their final position. Top teams from different countries participate in continental tournaments similar to the Champions League and Europa League.
Club development: Improve infrastructure, hire coaches, and develop your Youth Academy.
Unique players: A powerful face generation system makes each footballer unique. The face editor is also available for you.
Online matches: Play a friendly match with a friend online.
Co-op play: Create a tournament and play a season with friends on one computer (or online via Remote Play Together). Up to 32 people can participate in the tournament.
Twitch integration: Viewers can interact with the game via chat.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 828 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]日本語に対応![/h1] 日本語の翻訳を担当した者です。 [url=https://steamcommunity.com/app/375530/discussions/0/4343240481093521060/]日本語関連の不具合、改行位置の不具合の報告スレッド[/url] 画面のチラつきを修正する方法の解説動画です。 [url=https://youtu.be/y_e9aG2dlUw]https://youtu.be/y_e9aG2dlUw[/url] ゲームプレイ実況を始めました。 本ゲームの魅力を少しでもお伝えできればと。 [url=https://youtu.be/qevVaYSF--M]https://youtu.be/qevVaYSF--M[/url] ----- 短くまとめ(2026/04/20現在) ・[url=https://store.steampowered.com/app/2478710/Football_Tactics__Glory_2/]新作[/url]の日本語翻訳を担当(正確には引き継ぎ) ・本作の日本語翻訳も担当(DLC含) ・翻訳の経験は0(全くの素人) ・[url=https://store.steampowered.com/app/4421510/Football_Tactics__Glory_World_Championship/]新DLC[/url]の日本語翻訳も担当 ----- サッカーの経験と知識は多少あり。サカつく(クラブ経営系のゲーム)のプレイ経験あり。[strike]今作はデモ版のみプレイ(製品版は日本語でプレイしたかったので未プレイ)(プレイ時間が伸びているのは諸事情あり)。[/strike]ようやく本格的にプレイを開始できました🔥 先日、EpicにてFM2024が無料配布されて少し遊んでみましたが、設定項目が多すぎて全然進まない…。もちろん「それが良い!」という人もいるでしょうが、私には本作ぐらいの情報量が合っているようでした。改めて本作はサカつく寄りかなと感じました。[strike]新作はナショナルチームを率いる事もできますので。[/strike]該当箇所は[url=https://store.steampowered.com/app/4421510/Football_Tactics__Glory_World_Championship/]新DLC[/url]でリリースされる事になったようです。 ----- 自分語りをします。 日本語対応後、それなりに日本の皆様から好意的な反響があり、一先ずホッとしています。元々、本作は日本語に対応する予定はありませんでした。私が新作の日本語翻訳作業を一段落させた後に「本作も日本語翻訳したい」と開発にその意志を伝えました。この発言を契機に本作は日本語対応へと傾き始めました。 私が本作の日本語翻訳をする為に開発にメールをしたのが全ての(?)始まりですが、いろいろあって開発からは「新作の日本語翻訳をお願いしたい」と言われ、私はそれを受け入れました。しかし、私は本作の日本語翻訳を諦めた訳ではありませんでした。 新作の翻訳作業をしながら4か月ぐらいが経ち(翻訳素人故に非効率で手直しが多く、無駄に時間がかかりました)、ようやく本作の日本語翻訳についての相談をし、その返信で私の気持ちが本気かどうかを改めて問われました。これは、本作の日本語対応には開発側もそこそこ大変な作業を行う必要があったからです。しかし、私の気持ちは変わらなかったので、なんとか日本語対応への準備作業が始まりました。そして、現在に至ります。 本作の日本語対応に向けて動いてくれた開発陣の皆様には感謝しています。本当にありがとうございました。 ----- 開発に何度かクラッシュレポートを送り、日本語表示時にクラッシュするバグが何件か修正されました。また改善案を提案して何件か採用されました。 ----- これまでの貢献 日本語が中華フォント→改善策を提示し解決済 日付形式のオプション追加 ・「2024/05/08」のような表記に対応 ・これまでは「05/08/2024」のような表記 ・日本人にはあまり馴染みのない並び(?) 数値の3桁毎に「,」の有無のオプション追加 ・「1 000」→「1,000」 ----- 「日本語に対応したけど日本人からの反応が薄い…」となると開発のテンションが下がりそうなので(?)、「日本語対応が嬉しい」と思った場合は、もしよければウィッシュやフォローをしていただけると、心から感謝いたします。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 13: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Ukrainian, French, German, Spanish - Spain, Czech, Italian, Simplified Chinese, Portuguese - Brazil, Turkish, Korean +3 more
Hours played at review time, across 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
TL;dr – this is an excellent game of purely abstract player development, but an absolutely awful game of turn-based football. Elaboration to the full extent of the character limit below… For years, I thought I had a love-hate relationship with this game. I finally realized I don't love the game sometimes and hate the game sometimes. I love the management part and hate the actual on-field matches. On the positive side, I can't say enough about how good the player development is. It's so exciting to take a team of amateurs and develop them over the course of years into veterans who have all the tools necessary to win a game against any opponent. There’s a lot of fun numbers-go-up things happening, interesting decisions about which direction to take your players, and exciting anticipation about how much better your team is gonna be once you’ve developed that next specialization or skill. And the fact that the actual matches are resolved with a turn-based tactical framework means that there’s complete clarity about what impact each skill or upgrade will actually affect, something that Football Manager can never say. However, it’s kinda hard to stay excited about the player development, when the thing you’re developing them for (the actual football matches on the pitch) is very poorly designed. I’ve given feedback about some of the issues I’ve come across over the years, but the bottom line is that this game is full of “feels bad” mechanics. For example, there’s a warning confirmation window before you kick the ball out of bounds, but there isn’t one for passing to a forward who’s offside, even though there is no possible positive outcome or benefit to doing that? While the design of the management side generally feels quite clever and smart, bizarre design choices on the pitch make it a frustrating and unsatisfying experience of watching your superior tactics be foiled by bad luck in one game, then in another game, you might spend your last action of the half on a throwaway shot that you know won’t go in because it’s a midfielder shooting from long range with single-digit accuracy, but you score anyway. Sometimes even the wins don’t feel satisfying, because you know you just got lucky and didn’t have the better team or strategy. The game doesn’t give you enough ways to mitigate bad luck, and even the good strategies feel like you’re just exploiting dumb AI. For example, all you have to do to make crosses literally impossible is put defenders in every square of the penalty box, but the AI often won't do that even if you score with a cross multiple times. They usually don't change formation until you already have a runaway lead. You might discount other negative reviews that talk about RNG because of how low their playing time is. Well, my playing time is way higher than theirs, and I fully, 100%, passionately agree with them. Don’t get me wrong, if you develop your team far enough, the RNG won’t matter. You can get some bad beats occasionally, and still win easily. But that’s the problem, it’s easy in a way that isn’t fun. You can do literally the same play over and over again, with the exact same results, with the opponent showing no ability to adapt to your strategy. You can repeat the same turn five times or more against weak enough opponents, doing the *exact* same actions. Usually the only reason it stops for me is because my DM starts to tire and then he gets injured when one of the opponent misses a tackle against him, because injuries *only* happen in this game as a result of missed tackles. But if he gets lucky and avoids injury or you have a spare with the same ability, you can keep on going all game long, doing the same thing and getting the same result. How is that a strategy game? When you have a better team, it becomes a puzzle game of figuring out the best way to get the ball across the field most efficiently in the shortest number of actions so you can score the highest number of goals. It doesn’t feel anything like real football. If you have the right skills, you can do a turn where your keeper kicks the ball to a midfielder, who passes to a striker, who scores a goal. The ball can travel the entire length of the pitch in those three actions, without any other player on the field moving a step. Speaking of moving, it turns out running in place is a great way to earn specialization points for your players. If you have a novice goalkeeper, you want them to gain GK specialization points, because the GK specialization will give them +50% to their defense in net. If they block a shot, that’s 8 GK points, great. But that won’t happen very much when the keeper is green. If he misses the save, that’s only 3 GK points, and he gets nothing at all if the defenders block the shot instead. So you know what you do when you know you’re gonna lose a game and just want to get your keeper some experience? You spend all three of your actions having him simply move into other squares before returning to the goal. He gets 2 GK per move, for a total of 6 GK if you use your whole turn on that. Yes, the goalkeeper gets twice as much GK experience for jogging around the penalty area as he does trying to block a shot. You know, because nothing trains your hands better than moving your feet. Similarly, someone trying to get the Attacking Midfielder specialization gets experience from simply moving back and forth on that part of the field, but would get no experience for taking a shot on goal (“attacking”) if he started the turn too far forward. The management and player development aspect of this game is so good, I realized that it’s what I’m subconsciously comparing to when I play games like Madden or NBA2K. That’s why it’s so tragic that the actual football matches on the pitch are so unrealistic and non-strategic. As someone who’s had a lifelong fascination with turn-based sports games, I am sincerely heartbroken that the devs are making a sequel that just adds some extra features to the part of the game that was already fun, but doesn’t do a damn thing about the massive flaws with the core gameplay. I was not invited to the beta test of FTG: World, but I’ve watched more than a season of gameplay videos from someone who was. FTGW would basically just be an overpriced DLC if it wasn’t for the graphical overhaul they recently announced. The faces needed improvement, true, but that wasn’t their biggest problem. The fundamental core of the gameplay is deeply flawed, in my passionate opinion. I can’t speak for the many people who left good reviews here, but if I were to speculate, I’d say most of them probably don’t have as much interest in the tactical side as I do. A lot of them might be simming the matches and making the game a sort of beer-and-pretzels Football Manager, or they’re so impressed by the high quality of the management layer that they don’t think about how awfully designed the on-field layer is. To be more pointed, I think there are probably some players who benefit from the RNG, or just cheese the AI, and have convinced themselves that the cheese or luck is actually strategy. Sometimes, I think some of that type of person might be on the dev team. The bottom line; if you’re here for the management and don’t care about how bad the resolution of actual football matches is, then I truly think you’re in for a rare treat with this game. But if you want a tactical experience like XCOM, where superior strategy and preparedness can mitigate bad luck or stronger enemies, then run away. Please don’t waste your money. Play the demo or wait for a free weekend, and then maybe buy it on sale of you must. But please don’t pay full price to devs who refuse to acknowledge the huge flaws in the gameplay. You’d be better off buying the XCOM boardgame (which is *literally* rolling dice and pressing your luck) than this frustrating RNG-fest, if you actually care about having a game with interesting tactical decisions.
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Sometimes I read a review so incredibly wrongheaded that it just gets the fingers moving on the keyboard. The base version of this game is maybe not the best sports game, and maybe not the best tactics game, but is definitely the best sports tactics game that I have ever played and is easily worth paying full price for, ignoring the fact I see it on sale about once a month for the price of a bottled water at a gas station. The expansions are high quality and transformative and make the game even better, but are not for a second required to enjoy playing the game. Selling 3 high quality expansions over 8 years to help support continued development of an unfortunately niche indie game is not greedy, it's called paying the bills of people who work for a living. But the devs ARE very greedy. I remember I found a bug in one of my saves and I emailed the dev team with my game logs, and the patch was pushed to steam the next day. They will stop at nothing to make sure this game they have spent nearly a decade developing is a fantastic experience that is worth your time and worth your support. Absolute avarice on their part. Venting aside, I will say that in terms of crossover appeal, if you aren't instantly sold on this game because of one of the two main genres, I think that tactics gamers should 100% give it a try even if they don't really get sports. I'm a bit more hesitant to recommend it to people who play nothing but football manager or OOTP. There is a demo though so you don't have to take my word for it. Technical wise, never had a single issue with on that end, as a turn based tactics game it's an absolute great choice for the Steam Deck.
As a fan of Xcom2 I really enjoyed this game. Fun game with surprising amount of depth. I normally don't review games but I feel like the developers put a lot of love into the game. After playing 15 seasons in one save file on the newest DLC my game crashed. Within 24 of emailing them, the developers had fixed the crash. Hard difficulty can be really punishing, but it makes winning feel much more rewarding.
You can win an entire season, get promoted, and the moment you face stronger teams and start losing a few matches, you suddenly lose a massive number of fans. Developers say it reflects “fan expectations,” but that logic just doesn’t hold up - real fans know losing to better opposition is part of the process. This has been mentioned for years, yet nothing changed. It would be easy to fix by scaling fan reactions to opponent strength or division level. Instead, it stays overly punishing and unrealistic. Creoteam clearly has a strong vision for Football, Tactics & Glory, but a bit more flexibility would make it truly great. Let players enjoy the journey - not punish them for it.
[h1] 怪我させすぎ [/h1] 良い方のDLC(必須レベル)導入で大量の怪我人を続出させる仕様となった。 それさえなければ間違いなく面白いため、この煩わしく不快な問題なく遊べるよう長時間取り組んだが、どうしても怪我しないためのプレイを強いられるため、潜在的な面白さを完全に台無しにしている。 育成ゲーで、育成不能に次々とさせられることはストレス以外のなにものでもない。やっかいなのが、多くの人が指摘しているように、[u]最も重要な選手から怪我させられていく仕組み[/u](だいたいそうなる)ことだ。運営は、実際のサッカー監督の苦悩を再現させたかったとのこと。 別のサバイバルゲーのレビューで、「実際にサバイバルさせて面白いわけがない」というものがあったが、こちらのゲームの場合、実際に監督の苦悩を押しつけてくるタイプ。これで面白いわけがない。育成にも戦術にも経営にも集中できず、タックルのたびに怪我を恐れるばかりになる。新感覚のトラウマゲーだ。 しかも、[u]AIはほとんど怪我しない[/u]という驚くべき嫌がらせ仕様。こちらは体力が減っているとすぐ大怪我、AIは体力ゼロでもほぼ怪我なし。なんだこれは。 まず、実際のフットボールでこれほど大量に怪我人は出ない。 このゲームの場合、たった一つの試合で三人もシーズンを棒に振るような怪我に見舞われることが珍しくない。これだけの時間数やって、何度そのような目に遭ったことか。 解決策として、ボール保持をなるだけ減らす方向でやるべきと運営は言う。また、背後からタックルされないように工夫すべきと。この場合、DMなど、ポジションによってはどうしても後ろからタックルされる可能性が高まり(しかも不必要に怪我させるアグレッシブタックルをAIは多用する)、基本的にゲーム内で最も重要なポジションの一つを放棄すること、加えて、ボールを持って終わるくらいならよそに蹴って保持を諦めることが最善策となる。 これがタクティクスなのか? 戦術ゲーで、怪我をさせないために戦術の放棄の工夫を強いられるのなら、何のためのゲームなのだろう。 怪我のパーセンテージを減らすなどの仕組みを作ればよいのに、スレッドでどれだけの人がそれを提案しても運営は拒否する姿勢のようである。 これはフットボールのタクティクスではなく、怪我を減らすためのタクティクスに終始するゲームである。 可能性に満ちたゲームなので、もうちょっと現実的に作ってもらいたい。
终于铁血经理困难模式下三冠王了,说说自己的心得:(长传技能游戏唯一真神!!!) 先说射门,首先射门根据距离衰减,禁区为100%射门属性,远一格80%,再远一格50%,再远一格30%,门将禁区防守属性150%加成,被精准射门时减少为60%,被大力射门和过人时无衰减,所以禁区直面门将精准射门是100%属性对90%,禁区射门者有优势。 一、进攻方式,我这边总结为4种,无论敌我: 1.传中或者角球CF(角球也可以把空霸后卫放上去抢点)头球进球(门将无3级出击专家) 2.FW前插直面GK,用技能或者直接射门进球(门将最好不要同时有高防御属性加上三级门神和极限反应) 3.边锋内切之后找点球或者用技能进球(边锋不太可能有高射门属性,不靠技能直接过门将就是100%控球属性对150%防守属性,很劣势,所以门将一定不能同时有门神和极限反应) 4.前腰远射或者前锋远射碰运气(无奈之举) 二、位置: 除了全能前锋FW、全能中场MF、全能后卫DF、门将GK之外,其他球员都能身兼数个位置,只要在该位置的特长经验升到满级就行。 前场: 中锋CF:属性加射门,技能必须空霸,神中神,而且便宜不需要高星级,升级先升技能那一 条,我三冠王阵容用的二星CF,因为头球是独立于四大属性的属性,只与空霸技能相关(球员基础25点,每一级空霸增加4×天赋点数的属性),一个三级空霸(CF再额外加一级)就可以早期解决很多问题,后期能破局。中锋唯一难受的就是往前走随机的,如果能优先走直线就好了,希望能改改。 全能前锋FW:属性加射门,技能为重炮轰门与脚跟挑球,比中锋难培养一点,升级先升技能那一条,需要至少天赋三星级和一个三级技能才勉强能用,用法基本是先前插到禁区然后中场长传找到FW再对门将用技能或者射门。 边锋RF,LF:属性加控球,技能脚跟挑球(因为当你开始使用边锋时你就是用他来破局的,而边锋用重炮轰门能做到的事FW也能做到,毕竟无距离限制不怕越位陷阱),升级先升技能那一条。培养代价非常昂贵的一个职业,因为这个职业拼的是数值(控球对防守),电脑后期布阵会让你比较难以内切,那直接走进去数值又拼不过对面中卫(天赋不够),而且后期对面门将有三级极限反应就傻眼了,因为内切要控球属性,所以边锋射门属性高不了,就算成功内切进禁区直面门将,无法用技能就只能靠控球属性带球过门将,然而这种方式门将是没有属性衰减的(和精准射门不同),天生大劣势,只能赌点球了。但是星级起来后确实是破局大杀器,只要数值够,进攻方总有优势,搞个点球说不定就赢了,而且控球高前场也能多个持球点。 中场: 1.前腰AM:属性加射门,技能随意,可以拿重炮轰门骗角球(空霸也行),升级先升属性那一条,前腰射门禁区为100%射门属性,远一格90%,再远一格75%,再远一格66%,基本上前腰可以禁区前一两格射门都没有问题,神中神职业,而且传球时后卫减少60%防守属性,也就是说60点传球属性就可以对抗150防守属性的后卫,但传球属性不必强求,而且假射这个技能功能性极其强大,对面后卫塞满了禁区FW无法前插怎么办?假射拉出来搞定,对面禁区及禁区前位置塞满了后卫CF无法头球怎么办?假射拉一个出来传中搞定,而且有时候前腰远射是唯一破局办法,所以阵容必须有一个AM多面手。因为前腰只看射门属性,建议青训给CF,然后练成AM,有空霸更好,直接变成多面手。 2.后腰DM:属性加防守,技能必须抢断高手(后腰自带一级,升满可达4级),升级先升技能那一条,因为后腰的抢断高手升到满级可以给后腰额额外50%的防守属性,且能够阻断所有直传长传技能(到2级就可以了),神中神,中后场只有这一个职业能移动两格,覆盖范围极大,必须靠他断球而不会破坏后卫的阵型站位,所以这个职业很容易疲劳,必须有一个常规替补,要拿三冠王还得再多一个替补防止体力短缺以及伤病出现。 3.全能中场MF:属性加传球,技能第一个必为长传(长传等级越高能穿过对手的人数越多,1级可穿1人,3级可穿3人,所以长传等级很重要),第二个直传或者抢断高手(直传实际用下来比较难过到人,而且距离只有三格不算远)都行,升级先升技能那一条,长传升到2级才有战斗力,星级得至少三级以上,覆盖范围大,节拍器,必须有一个当主力,平时要调整站位方便能长传过到人减少一次行动机会,因为经常要发动技能体力紧缺,最好有两个主力来轮换。 4.中前场CM:属性加传球,技能必须长传,升级先升技能那一条,比较鸡肋,覆盖范围太小,完全比不上MF,位置经验升级慢,可以当第二替补,毕竟职业技能可以一定弥补传球属性的不足(CM在其擅长区域内加30%控球属性,但这个区域太小了,两条边都顾不到,一出区域无球都只能移动一格)。 5.边前卫RM,LM:属性先加传球,传球加到100就可以加控球了(因为下底是控球属性与对面沿路球员33%防守属性比较,控球50就可以对抗防守150),技能穿裆过人或者角球旋门,升级前期先升属性那一条,后期传球初始属性高了(大概七八十就够了)就可以先升技能那一条了,传中启动器,RM,LM各培养一个就行,2星就够了,平时要调整站位方便中场能长传过到人之后传给边前卫来减少一次行动机会。 后场: 1.中后卫CD:属性加防守,技能优先长传,其次空霸或者直传,升级先升技能那一条,神中神,职业技能太变态(带球过来的对面球员免费送一次铲球),传中和边锋突破的克星,队伍最好有4个。后卫至少要有一个有长传技能的方便后场出球。 2.全能后卫DF:属性加防守,技能最好先长传后空霸,升级时有长传先升技能那一条,没有先升属性那一条,可以防中路可以防边路,职业技能没中卫好用但也凑合,队伍最好有2个。后卫至少要有一个有长传技能的方便后场出球。 3.边后卫RD,LD:属性加防守,技能(有限铲球因为面对高控球边锋铲球是最合适的),长传也还可以,升级先升技能那一条(如果有长传或铲球),否则升属性那一条,职业技能比较鸡肋,因为一个是居然对空霸无效!(虽然平时看着会降低空霸天赋点数,但是真传中的时候头球数值是没有减少的)另一个是对于同星级对面技能成功率也就降低20%不到(90%到70%),唯一好处是在边路可移动三格(毕竟全能后卫在边路职业技能等于废了,而且只能走一格),培养两个能在RD,LD切换的边后卫就行,方便轮换或者同时防两边(边后卫最好兼职了,毕竟最重要的是防传中和内切,只要占据倒数第二排边侧格子就算完成任务),有余力培养成兼职CD,实现LD,RD,CD多面手方便轮换和节省替补席位。 4.清道夫SW:属性加防守,技能优先空霸,升级先升技能那一条(如果有空霸),否则升属性那一条,前期挺有用的,自动移位加帮你挡球,禁区里的球能自动捡起来,但后期对面都会FW前插后中场长传直接找FW时就比较鸡肋了,因为空挡太大不能造越位,但中后卫与清道夫两个职业一般能切换,所以无所谓,看需要使用。 门将GK:属性加防守,第一个门将技能门神加极限反应,升级先升技能那一条,只要技能两个都升满,就可以杜绝绝大多数套路,剩下的只要防头球就好了。第二个门将最好控球高点(防角球和门将控球属性有关),技能出击专家加门神,这个门将在后期发挥更加出色,顺带防下角球旋门,用造越位的后卫线可以最大幅度减少脚跟挑球的威胁。 三、升级: 球员升级分为特长提升和等级提升。球员在同一位置获得经验到达一定程度就会得到特长提升,一般优先升天赋和专注栏,如果要卖钱就升球迷最爱,年龄大了要长期当主力就升体力 等级提升与天赋相关,球员满级100级,每次升级都可以加一定的属性,但天赋低的球员等级越高越难升级,就会导致天赋高球员对天赋低球员的属性碾压,所以三冠王最低要求球员天赋为三星。 四、技能: 困难难度后期一直要面对三星球员打五星球员的情况,所以技能是以弱胜强的关键所在,转会买的无技能球员是可以SL(SAVE AND LOAD)的,而青训的不行,所以主力球员大部分需要转会市场找无技能的球员刷。技能涉及天赋点数以及技能等级,天赋点数是按照天赋星级算的,最高难度球员每差一星级天赋点数差2,特长里面天赋那一栏升满级能再提升2点天赋点数,所以三冠王的话球员至少3星且天赋那一栏升满(CF除外,一般头球都是以强打弱,2星也可以用),而技能等级代表重roll次数,同天赋球员三级技能成功率可达87.5%。而比赛时天赋点数是会随体力消耗而降低的,而且体力越低球员越容易受伤,所以保持合理轮换很重要。 五、俱乐部升级: 俱乐部只升级三个地方 1.球场容量:确保你能经常赢的时候就升级,球场人数到达上限就升级,球票收入是很重要的一环。 2.青训营:优先升满首席青训教练,可以给你提供关键数值更高(会把你球员其他属性集中到你需要的属性上),更年轻,天赋更高的球员,前中期全靠青训球员,因为你买不起人,后期还是要靠转会市场刷球员技能,青训球员刷不了技能。助理青训教练酌情升级,主要后面升级青训营太贵了。 3.训练基地:先升中场,前腰、中场、后腰能给你提供球队进攻,长传以及防守,既能出成绩又能卖出好价钱。中场升完升前锋,后面随意。 4.球探中心鸡肋,找球员就靠扩展名单就行了。医疗中心鸡肋,合理轮换保存好体力我球员三年都出不了一次大伤。 六、策略: 前期肯定要卖一些明日之星球员才能存活下去,不断更新球员的星级,升到甲级联赛就可以勉强养活全员三星球员了,升到超级联赛就可以赚钱了,联赛主场赢一场就有一百万左右,欧冠主场赢一场更有一百多万。全员1星就可以丙级联赛冠军,全员2星就可以乙级联赛冠军,全员三星就可以甲级联赛冠军,技能等级升满就可以稳保超级联赛冠军加冲击欧冠。 七、阵容: 阵容一般按照对手的阵型改的。对面防守门将门神加极限反应,那我们就打传中。对面门将出击专家,那我们就打FW前插。同样对面进攻打边锋内切或者传中,那我们就让边后卫或者全能后卫占据最边上往上倒数第二格,禁区摆好三中卫。对面进攻打FW前插或者CF前插,那我们就在禁区和禁区前一格塞满后卫。一般我阵容是6-3-1,后腰,全能中场必有一个,打FW前插就前腰加FW,打传中就边前卫加CF。 八、模拟还是游玩: 前期更迭阵容或者练小将的时候就模拟。想要学习一般套路的时候就观看(不会打的时候就观看两边电脑怎么出招的)。但真正打联赛升级赛季或者冲击三冠王的时候最好所有比赛都自己打,轮换比赛都需要,不然电脑分分钟叫你主力大伤,电脑可不会保存球员体力的,而且电脑高血压操作太多,比如硬是会把你禁区站位好好的后卫拉到中场去抢球都不会用后腰去抢! 九、缺点: 1.中锋不能优先走直线,有时候对战局的影响还是很大的,最好制作组能改改。 2.还有一个是出现点球的时候老是会卡死,铁血模式又不能重来,真的是恨的要死,希望制作组能赶紧修复这个问题。 3.球探与医疗系统过于鸡肋,前期升级完全不会去升。不如改成单独的升级点数,比如每场比赛自动生成医疗点数,可以用来升级医疗系统或者治疗球员,医疗体系越高每场比赛生成点数越多。另外训练有必要搞失败率那么高吗,不如改成花荣耀值越多减训练时间越多。
我看国内玩这个的比较少,过来补个评论。 如果你是 足球、策略、经营类游戏的爱好者,这个游戏我推荐你入手。【★★★★★】 首先,这个游戏做的非常通俗易懂,并且在每个恰当的位置都有提示,以帮你度过新手期。也许对于纯小白来讲这游戏理解起来有一定难度,但如果你本身有一定的策略类游戏经营,这游戏玩起来会非常丝滑。 其次,这个游戏我认为非常厉害的是,它在通俗易懂的同时,又有很好的游戏深度,你在游玩的每个阶段都有更好的方式能学习和提高自己,这对于策略类游戏的体验来讲非常棒。【举个例子,这个游戏我从破解版玩到steam补票,四五年左右,这两天我才发现,这游戏其实可以3后腰(DM)进行后场封锁和扫荡,瞬间对我的游戏决策产生了很大的改变】【ps:我估计其它很多老玩家也不知道这个事情,这个还是我无意间发现的】 总之,对我个人来讲,这是一款令我满意,并且深度游玩了许多年的游戏,因此,我写下了这篇评论。 如果你看了我的评论,尝试去体验和游玩这款游戏,并且从中收获了快乐,那么我想我会非常高兴的。
[h1]祝!公式日本語化![/h1] 個人的に神ゲーだと思っているこのゲームが日本語化されたのでとても嬉しいです。 ゲーム自体は将棋の駒に攻・防・パスなどのステータスがついたボードゲームのようなものだと思うとわかりやすいです。 駒やボールを相手のマスにぶつけると相手と自分の能力値を比較して高いほうが勝つ仕組み。 一見サッカーとはかけ離れたゲームシステムに思えますが、実際にプレイすると独特なシステムをうまくサッカーゲームとして成立させています。 一ターンで行動できるのは3回までという制限があるので(スキルで行動+1)、その3ターンでなにをするのが最善なのかを考えるのが楽しいです。 将棋のようにいかに王将(キーパー)の周りの守備駒(DF)を引き剥がすのかを考えたり、2手先・3手先を考えて選手を動かしたりとこのゲームならではのおもしろいさがあります。 またDF・MFなど同じポジションでもセントラルMF・オフェンシブMFなど役割によってまったく違う働きをするので選手をどういった方向に育てるのかを考える楽しさもあります。FootBall Managerと比べて育成方針による選手の能力や働きの違いがはっきりでます。 能力値は高いほうがいいもののランダム要素が高めなので(能力値60なら1D60で1~60までの数値が出る)、強豪相手に思わぬ勝ちを拾ったり下位のチームに苦戦する時があるなどランダムさがちょうどよい加減になっています。 ランダム要素が嫌いな人はゲーム開始時の設定で能力値重視でランダム要素低めにもできます。 ゲームのシステム自体はかなり覚えることが多いのですが、このゲームにはとてもわかりやすいヘルプ解説があるので、それを一通りみればゲームのことは完全に理解できるようになっています。とくに日本語化されたことでゲームへの敷居がかなり下がったと思います。 最初のチュートリアル試合は簡素なので、チュートリアル試合が終わったらメニュー右上の「?」マークをクリックして、重要そうなヘルプ解説を一通り読んでみるのをおすすめします。 ゲームの難点としてはやはり将棋に似ているので王将(キーパー)の周りの守備駒(DF)が少ないとあっという間に王手(点)を取られてしまうので、3バックなどはほぼ無理な点。 事故を減らしたいなら基本5バック、守り重視なら6バックも普通にありと守備偏重になりがちなのが少しゲーム的に感じてしまいました。
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