AGT ULTIMATE ALL IN ONE — V7 BIG UPDATE (Patreon)
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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.