Fun Factor and Popularity
Two club reputations: how entertaining football and sporting standing change crowds, sponsors and each other.
On this page
Two reputations, two different questions
Fun Factor and Popularity both run from 0 to 100, but they do not measure the same thing. Fun Factor asks, “What kind of football does this club promise?” Popularity asks, “How important and successful is this club in its current competition?” A club can be entertaining and unsuccessful, or successful and dull.
Recent form is a third, shorter signal. It is simply the points collected in the last five senior league matches; early in a season, unplayed slots count as neutral rather than zero. Crowd demand reads recent form directly; Popularity does not copy it. Popularity follows the slower evidence of division level and league position.
Do not mix these four signals
Fun Factor
Source: senior formations, instructions and Showmen weighted by time, plus starting Divas. Update: 35% toward that matchday score. Effect: future crowd demand only.
Popularity
Source: division level and current league position. Update: 25% toward that standing target after each senior league round. Effects: future crowd demand and sponsor offers.
Recent form
Source: points from the last five senior league matches, from 0 to 15. Effect: crowd demand for the next fixture; it is not stored inside Popularity.
League position
Effect now: its own crowd-demand factor. Effect over time: it sets the target toward which Popularity moves.
Fun Factor — the football you promise
After an official senior match, the game scores the formations, instructions and Showmen actually used, weighted by their time on the pitch. Substitutions and applied tactical changes count from the minute they take effect. Only the Diva bonus stays tied to the starting XI. Goals, shots, ratings and the result itself add nothing: a defeat cannot lower Fun Factor merely because it is a defeat.
The club keeps a standing Fun Factor rather than replacing it with the latest score. After the match has been played, that standing value moves 35% toward the played-plan score. The new value therefore affects later crowds, not the supporters who already attended this match.
If the squad is more than eight Strength Rating points better than the opponent, an attractive score above 50 is capped to a 50-point target. The crowd expected dominance. A boring score below 50 still counts. Youth matches use the standing reputation for demand but do not update it; friendlies and quick matches stay outside this economy.
Exact update and crowd route
Standing update
next = round(old + 0.35 × (score − old))The club keeps 65% of its old reputation and takes 35% of the scored played plan.
Home crowd factor
0.50 + FF ÷ 100FF 50 is neutral. FF 80 contributes ×1.30; FF 20 contributes ×0.70.
Visiting crowd factor
0.80 + FF ÷ 250The visitor carries 40% of the equivalent home effect. FF 80 contributes ×1.12; FF 20 contributes ×0.88.
Only economic route
Fun Factor changes crowd demand. Capacity limits attendance, and admitted spectators create gate income. It never changes sponsors or football actions.
Worked example — losing and still rising
Played-plan score
55 / 100Five midfielders +6, no forward demand order +4 and a uniform-midfield penalty −5 produce 50 + 6 + 4 − 5 = 55.
Losing club
49 → 51round(49 + 0.35 × (55 − 49)) = 51. The same update applies after a win, draw or defeat.
Winning club
50 → 50A 51-point played plan produces 50.35, which rounds back to 50. Victory itself adds no Fun Factor.
Popularity — sporting reputation
Popularity is the club’s slow-moving sporting stature. A newly created club begins at its division baseline: 80 in the top flight, 65 in the second tier, 52 in the third and 42 in the fourth. Higher divisions begin higher because performing there carries more weight.
After each senior league round, the game builds a target from the division baseline and the current table position. First place contributes +18, last place contributes −18, and every position between them is placed evenly on that scale. The stored Popularity then moves 25% toward the target and is rounded to a whole number from 0 to 100.
The individual scoreline is not an input. A loss matters when it reduces recent form or changes the club’s league position. One defeat may barely move the standing target; a long sequence of defeats normally sends the club down the table and pulls Popularity down over several rounds.
Target range in a 14-club series
The middle figure is the division baseline. The range shows the exact target at first and last place.
Top flight
62 ← 80 → 98Last-place target 62; first-place target 98.
Second tier
47 ← 65 → 83Last-place target 47; first-place target 83.
Third tier
34 ← 52 → 70Last-place target 34; first-place target 70.
Fourth tier
24 ← 42 → 60Last-place target 24; first-place target 60.
How the update works
The simple version
Keep 75% of the old Popularity and take 25% of the new division-and-position target.
The exact rule
next = round(old + 0.25 × (target − old))The target is recalculated from the latest senior league table at the round checkpoint.
Third-tier club in first place
50 → 55Its target is 52 + 18 = 70, so round(50 + 0.25 × 20) = 55.
Third-tier club in last place
50 → 46Its target is 52 − 18 = 34, so round(50 + 0.25 × −16) = 46.
What Popularity changes
Popularity has two economic routes. Both clubs’ current values multiply crowd demand, with the home club carrying the larger weight. Popularity also scales sponsor offers at the moment an offer set is created. It never improves a pass, shot, duel, player rating or match result.
A selected sponsor copies its offer into fixed contract terms. Later Popularity changes affect later offer sets; they do not silently rewrite the base and bonuses of a deal the manager already accepted.
Popularity in crowd demand
Exact home factor
1 + ((P − 50) ÷ 50) × 0.40Popularity 50 is neutral. P 80 gives ×1.24; P 20 gives ×0.76.
Exact visiting factor
1 + ((P − 50) ÷ 50) × 0.40 × 0.40The visitor carries 40% of the equivalent home effect. P 80 gives ×1.096; P 20 gives ×0.904.
Capacity still wins
Popularity can raise demand beyond the stadium roof, but only admitted spectators create gate receipts.
Popularity in sponsor offers
Exact popularity factor
1 + ((P − 50) ÷ 50) × 0.60P 50 is ×1.00, P 80 is ×1.36 and P 20 is ×0.64 before the other offer factors.
Division baseline
Main and weekly sponsor values start from a separate published baseline for each division.
Promotion
×1.18A promoted club receives an additional 18% when the new offer set is drawn.
Seeded offer variation
±22%Stable seeded luck differentiates offers without making repeated requests reroll them.
How the two ratings can move
Because the ratings answer different questions, they can move in opposite directions without contradiction. Read the match report for the Fun Factor calculation, then the league table and recent form for the result-driven side of the club’s reputation.
Four common club stories
Entertaining but losing
Fun Factor can rise. Recent form falls immediately; repeated poor positions pull Popularity down slowly.
Winning but dull
Fun Factor can fall while recent form improves and a climb in the table raises the Popularity target.
Entertaining and successful
Fun Factor, form, position and eventually Popularity can all support crowd demand together.
Dull and unsuccessful
Both reputations can fall, while weak recent form and league position add their own crowd penalties.
Where each number is explained
Match report
Shows the stored played-plan score, rule durations, any strength cap and the standing change. Older reports remain labelled as starting-plan scores because that was the rule when those matches were played.
Club profile
Shows the current stored Fun Factor and Popularity values that future economic calculations will read.
League table
Shows the position that creates the next Popularity target; recent league results create the separate five-match form signal.
Finances and Stadium
Show how sponsor offers, demand, capacity and gate receipts turn reputation into money.
Keep exploring