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⚠️ IMPORTANT — READ BEFORE USING v7 (for users who have never used v5)

If this is your first time using my mod, please start a new career. But if you have already been using my mod in your save file (from v5 to this version), you don’t need to start a new career — you can continue playing normally.

AGT V7 focuses on making Career Mode feel more like real football management, not an arcade game. Player injuries, fitness, youth growth, transfers, and board behavior now follow more logical and realistic rules.

Note: There might be some changes I forgot to mention since so many improvements have been added to the game, but I believe I have covered the most important ones here.

FEATURE CHANGES AND ADDED:

🩺 1. Injury & Fitness System Overhaul

In the original game, injuries often feel random and easy to ignore. In AGT V7, injuries are now affected by how a player is built, how they play, and how tired they are.

Faster Players = Higher Muscle Injury Risk

Players with high pace and acceleration now have a higher chance of hamstring and quad injuries.

This reflects real football, where explosive players get injured more often due to sprinting stress.

You can still use fast players — but overplaying them will be risky especially when their stamina is low.

Bigger & Less Agile Players = Higher Joint Injury Risk

Tall, strong players with low agility or balance are more likely to suffer knee and ankle injuries.

This mainly affects centre-backs and target men.

Aggressive Players Get Hurt More Often

Players with high aggression are more likely to pick up injuries from hard tackles.

They commit more force into challenges, which increases injury risk.

Fatigue Is the Biggest Injury Factor

Players now need 7 days to fully recover to 100% fitness (before it was around 4).

Playing someone below 80% energy massively increases injury risk.

🧠 2. Board Objectives & Job Security Changes

Inspired by Mikel Arteta and Diego Simeone, the board now values long-term consistency over "instant silverware."

More Patient Boards

Missing a big objective (for example, finishing 3rd instead of 1st) now has a much smaller impact on your manager rating.

The board is far more likely to trust you if the team is clearly improving.

Overachievement Matters More

Taking a small or mid-table club into Europe gives a huge boost to board confidence.

Once you overachieve, your job becomes much safer for future seasons.

Realistic Sackings

You won’t be close to getting sacked just because you failed a random objective.

Most of your job safety now depends on:

League position

Cup performance

You’ll only be under serious threat if results collapse badly.

Job Offers Last Longer

Job offers now stay available for up to 2 months.

If an application is rejected, the cooldown is shorter and even instantly you can apply again.

🚀 3. Youth Academy Rebalance

Youth players are no longer instant stars. Since I feel they sometimes outgrow the senior team or the starting XI too quickly (especially in smaller teams), I have nerfed their overall ratings.

Lower Starting Overall, More Realistic Growth

Youth players now start between 55–64 overall.

No more 75-rated teenagers after one season (in academy).

Even with lower overall, youth players still have up to 4 playstyles.

Longer Youth Contracts

Youth players now sign 4–5 year contracts.

This gives you time to develop or loan them out without losing them too quickly.

Youth Tournaments Are More Important

XP from youth tournaments has been increased.

Tournaments now feel like the best way to push young players forward early.

💰 4. Transfers & Financial Adjustments

Goalkeepers Are Valued Properly

Goalkeeper transfer values have been increased.

Contract Negotiations Are More Flexible

The waiting time between contract offers is removed.

If a player rejects your contract offer, you can immediately try again with better terms instead of them refusing to renegotiate and we have to wait until they willing to renegotiate.

More Realistic Transfer Budgets

First-season budgets are slightly higher to help rebuild squads, but they have been decreased for teams that had unrealistic transfer budgets in previous versions. For example, Barcelona now has a lower budget to reflect their current financial status.

From the second season onward, budgets remain realistic and controlled.

⚙️ 5. Match Simulation and Gameplay Logic Improvements

Better Goal Scoring Logic

Composure and heading now play a bigger role in scoring goals.

Experienced strikers and target men score more consistently.

Fast but unpolished players won’t dominate goal charts unrealistically.

Assists Are Now Based on Passing Stats, Not Shooting

Assists now depend on:

Vision

Short passing

Crossing

or other stats that are important for midfielder or playmaker.

Creative midfielders finally lead assist charts as they should.

More Realistic Card System

Good tacklers receive fewer cards.

Aggressive and tired players receive more bookings.

Calm and good stats defenders can go a full season with very few yellow cards.

📊 6. XP Balance Between Competitions

Player growth now depends on competition level.

Champions League: Highest XP gain

Top leagues: High XP

Small leagues & 2nd divisions: Lower XP

Domestic cups: Lower XP

This prevents players in weaker leagues from reaching world-class status too rapidly. Overall, these adjustments—integrated with the custom structure I've developed—ensure a much more realistic growth system.

7. New Custom Team Added: RB Izmir

Added to the Turkish Super Lig

📈 8. Goalkeeper Development Plan

All Goalkeeper development plans (Sweeper, Goalkeeper, and Ball-playing) now include training for all important GK attributes.

Comments

Pave

When starting a new career, do you have any suggested setup scheme in the career settings section?

ShockWave

Hello, new one here. Is it by design that coaches demand a weekly wage of 20 / 30 / 40 K +? I saw in the changelog that more coaches have been made 5 stars but this comes with the downside of a league 2 team being unable to hire a coach whilst they have a smaller budget to spend on weekly wages.

ShockWave

Also, you mentioned you set some settings by default for new career mode playthroughs for testing purposes. However, Board strictness is set to "never sack", beating any changes made to the board expectations. And trainings plans set to "always full" means always fully energized players, negating any changes to the fatigue system. So my question is the following, what setting should we put to recreate the play feeling you envisioned with the mod?

Lirio Rayce

the mod is good, but I would suggest to relax on the player development system. in 3 month's a player can become next Mbappe. and we are talking about players who already reached there peak, imagine how fast a youth promise can evolve.

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Regarding the setup scheme, I don’t really have a preference. I just set the gameplay type to Authentic and the AI behavior to Dynamic. I haven’t tweaked anything else in those settings since the FIFA Editor can't modify that area—except for the team playstyle behavior within the system, which I’ve changed (the part you can't see or access).

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Unfortunately, that’s by design to keep things challenging. First-division teams have huge budgets and can hire 5-star coaches without a second thought if the prices are low, so I increased them. If you think it's a bit too much for smaller clubs, though, let me know and I can try to readjust it.

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Don't mind the settings I used. I only set them that way to help me manage my team more easily while I'm focusing on specific tweaks or analyzing changes (like player growth and simulations). This way, I don't have to worry about unhappy player morale or getting sacked while I analyze my work. In short, for the game settings, you can change anything you want. You don't need to follow mine, because those settings were only meant to make my analysis process easier. However, if you want my suggestions: Training Plan: On Recovery Rate: Realistic Training Plan Availability: Automated Only Development Plan (Senior): Fast Development Plan (Youth): Slow Negotiation Realism: Realistic I think those are the only things I would suggest. Other than the settings mentioned above, you can adjust the game however you like. In the next update, I will revert the settings to be realistic, matching how I envision the game to be.

Lirio Rayce

I was playing in Manager career mode, player with 71 OVR in July could be 81 in October. We are talking about players who already reached peak. Players who are over 30... Young players could get 68 ovr - 85 ovr in the same timespan

Juanning@Life

The negotiation system is too forgiving in my opinion. I was able to convince Vini to sign a 3yr extension (age 25-28) for the same 290k/week as his previous contract, and a bonus he probably won't hit on. He's a 90ovr, he should be pushing for Mbappe's 610k/week type of money imo. I'm enjoying the mod overall, you're doing great work with it!

Nin Quach

does it require 1st place in mod manager?