General Guide To Championship Manager 3 - Season 0102

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General Guide to Championship Manager 3 - Season 01/02

by Marc Vaughan

This file is designed to be a general guide to the installation and playing of Championship Manager 3 -
Season 01/02.

I have tried to make this guide relevant to everyone who plays the game regardless of their knowledge of
the game or football. Those people who have played the game before may want to skip over the
‘Installation & Running’ and ‘Starting a New Game’ sections as it isn’t my intention to teach ‘Grandma to
suck eggs’ however I am trying to cater to all people.

I apologise in advance for the rather terse nature of the writing, I am after all a programmer and more
used to writing design documents than hints and tips guides.

The hints and tips in this document have been updated to refer to the forthcoming cm01/02 version of the
game.
Index

Introduction 1
Index 2
Installation & Running 3
Game Settings 4-5
Starting a New Game 6-8
Playing the Game 9 - 21
Arranging Friendlies 10
The Match Day 10
Organising Tactics 11 - 13
Selecting a Team 13 - 15
During a Match 15 - 17
On the Training Ground 17 - 18
The Transfer Market 18 - 22
Game Details 23 - 29
The Reserve Team 23
Non-Playing Staff 23
Background Processing 24
Finances & Transfer Funds 24
Weather 24
Stadium Relocation / Expansion 25
Keeping Morale High 25
Keeping your Job 26
Player Characteristics 27 - 28
Ideal Player Ages 28 - 29
Editing Configuration Files 30 - 32
Player Setup Configuration File 30 - 31
Picture Configuration File 31
European Competition Configuration File 31 - 32
Recommended Players 33
Cheats 34
Common Problems and Solutions 37
Changes in CM00/01 40
Installation & Running
Insert the Championship Manager 3 - Season 01/02 CD into your CD-ROM drive and close it. Wait for the
installation program to autorun. Once the start up screen has appeared, follow the onscreen prompts to
install CM3 onto your hard drive.
If you want to play Championship Manager 3 after installation, it will be located in the ‘Programs’ folder
which is accessed by pressing the ‘Start’ button in the bottom left hand corner of the Windows
‘95/98/2k/NT’ desktop.

Problems & Solutions

• Program doesn’t autorun


If you find that the installation program hasn’t autorun on your machine then simply open ‘My Computer’
and double-click on your CD-Drive. Then double-click on ‘Setup’ to start the process.

• Installation Program reports lack of disk-space


If the installation program reports a lack of disk-space when you have loads available then this usually
indicates that you have two hard drives in your machine. The installation program unzips data in quite
large chunks to the hard-drive upon which Windows is installed so even if you aren’t installing the
program onto this drive some free disk-space will be required upon it.

Game Settings
Before starting a new game it is recommended that you click on the ‘Game Settings’ button to ensure that
the game is configured to best suit your needs.
By default Championship Manager 00/01 detects the type of system that you have and tailors the
selections to match that system - hence of a high specification machine all of the options will be active,
while on a lower specification machine only some may be selected.
Clicking on the ‘Reset’ button will restore the game settings to the system default.

All of the options that can be selected from the Game Settings dialog are described below:

• Language
This combo-box allows you to select the Language that text will be displayed in, by default this will use
the same settings as your Windows Operating system.

• Currency
This combo-box allows you to select the currency that all values within the game will display, by default
this will use the currency associated with the defaulted language.

• Wages
This allows you to specify whether wages are displayed in Weekly, Monthly or Yearly format within the
game.

• Font
This allows you to either choose to run the game using the original Championship Manager font
(Traditional) or the new font (Futuristic).

• Screen Mode
This indicates whether you want to run the game Full Screen or within a Window.

If you run the game Full Screen you can still use other programs by pressing ‘ALT + TAB’ to switch
Championship Manager 3 into the background.
• Background Changes
This indicates if changes to the background picture should be done during the game. If you are on a very
low end system (or a high end system with a very old graphics card) then this may speed up your game
play quite a lot.

• Sound
This option allows you to turn the match sound effects on and off. Please not that the match sounds are
only available when watching a match on ‘Slow’ or ‘Very Slow’ speed.

• Database
This allows you to adjust the size of the database that is used in the game. The Normal database
includes all players in some way associated with your selected leagues (i.e. They play in that league or
are of a nationality associated with the league) and also all players who are at other major clubs in the
world. The Minimum database only includes all the players in active teams (i.e. Those teams who are
actually in an active division) and those who have high world reputations.

The actual players available will be slightly different each time you play the game, as there is a random
factor in selecting which minor players are loaded into the game.

Using Minimum database makes game processing considerably quicker as between days every single
player in the game has his statistics updated. If you have less than 64MB of memory and are planning on
running more than a single league then I recommend that you select the minimum database option.

This is especially important in CM01/02 as there are approximately 40% more players in this version of
the game than in CM00/01.

• Matches Stored
This allows you to adjust the number of match histories which are stored on disk. This affects how many
seasons you can go back and still see match details, using the English league only 5,000 matches allows
you to go back approximately 1 ½ seasons.

If you are low on disk space then it is recommended that you use the minimum setting of 5,000 matches.

• Auto-Save
This setting allows you to configure whether you want the game to automatically save itself at certain
periods during your play.

• Save Compressed
This setting allows you to specify whether you want to save games using compression or not. If your save
games are compressed then they will take up less disk-space but take longer to save to disk.

• Flashing Text
This setting indicates if you want important messages within the game to use flashing text. It is
recommended that only High-End systems use this option as it interrupts the games normal processing.

• Background Matches
This setting indicates if matches are played in the background while you are involved in your match. If this
is turned on then the delay waiting for other match results to be calculated will be shorter.

If you are on a very low end machine then you may have to turn this setting down to ‘Low’ or ‘None’ to
stop you match clock from updating erratically.

• Print To
This setting indicates the destination for any print selections made during the game.
Starting a New Game
To start a new game simply click on the New Game button on the main menu, the game will display a
progress bar for a short time while the database is loaded into memory and then the select leagues
screen will be displayed.

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The Select Leagues Screen

From this screen you can choose which leagues should be simulated within your game. The number of
leagues that you have active in the game is very much down to individual tastes and patience however
there is a table below showing the recommended number of leagues to be ran on a range of systems
(bear in mind that a background league counts as ½ a league in this table).

Processor Memory Recommended Number of Leagues (Max)


Any 24MB 1 (Max 1 regardless)
P133 - P200 32MB 2 (Max 3 if using Minimum database)
P200 - P450 64MB 3 (Max 5 if using Minimum database)
P400+ 128MB 10 (Max 15 if using Minimum database)
P400+ 256MB+ ALL
Recommended number of leagues by system

If you select a league as a Background league then it will be active with a cut-down match engine which
will mean that the league will not take up as much processing power (and time) to simulate as a
foreground league.

In CM01/02 it is possible to manage teams who are in background leagues, should you get a job with one
of these clubs the 'background' league will change into a 'foreground' league.

At this point you may notice that for the first time in the upper left corner there is an option to use ‘Real
Player Data’ by default this is enabled, meaning that CM01/02 will play as in all previous game versions
using the real-life player data. However if you set this option to ‘No’ then the game will generate the
players on the fly meaning that you will have a harder challenge and no longer be able to fall back upon
purchasing ‘old favourites’ to give your team an ‘unfair’ advantage - the choice is yours.

New to CM01/02 on this screen is a toggle box allowing you to turn the 'Fog Of War' option on and off.
When enabled this will prevent a manager from instantly seeing the attributes of any player in the game,
revealing only those which you'd realistically know about. This encourages the player to utilises his scouts
and makes the game even more realistic. If you decide to turn the option off then all player attributes will
be visible as in previous versions of Championship Manager.

Upon selecting your desired leagues click on the next button. There will now be a pause while the game
initialises the leagues that you have selected (bear in mind that if you have selected several leagues then
your PC may pause for several minutes … this may be the time to make a cup of coffee).

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Enter Name Screen

Once the game initialisation is completed a screen will be displayed where you can enter the name of a
manager and if desired a password for his tactical data.

It should be noted that the passwords within CM3 are optional and don’t need to be set. If you use
passwords within your game then please ensure that you write it down as without it you reuse any
manager data or resume control of your team upon reloading a saved game.
Upon entering the name of your manager, the Manager Nationality screen will now be displayed using
this screen you can select the nationality that your manager will take. When you have selected the
nationality of your manager click upon the ‘Next’ button.

The managers nationality will affect how players view the manager and also how clubs are likely to view
the manager (e.g. A German manager will be unlikely to be offered a position as the manager of the
England National team).

The Club Selection screen will now appear showing the available clubs that your manager can take
charge of. To view information about a team click upon its name and you will be taken to the club squad
screen. You can find out further information about a club by using the buttons which are shown upon the
Club Squad screen. To take control of this team click upon the control club button which is displayed at
the top right of the ‘Club Squad’ screen and then select ‘Yes’ when asked if you wish to control the team.

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The Manager Status Screen

The Manager Status screen will now be displayed. This screen displays all of the managers who are
currently in the game, the team that they are managing and whether they are active (playing) or on
holiday (not playing). From this screen you can add a new manager by clicking upon the ‘Add Manager’
button which is present on the menu-bar or Finish the game setup and enter the game proper by clicking
upon the ‘Finish’ button.

If you accidentally click ‘Finish’ at this point and realise that you haven’t added in all the managers that
you wanted in the game then you can add managers in during the game by selecting ‘Add Manager’ from
the Game Options menu.

Problems & Solutions

• Out of Memory Error


If you receive an out of memory error then either try running less leagues (if you are running the game on
a machine with 16MB of memory then it is recommended that you only run 1 league) or close any open
programs (including TSR programs which may be located upon the windows taskbar).

• Lack of Disk Space Error


If your receive a lack of disk-space error then please close the Championship Manager 3 program and
attempt to free some disk-space before attempting to play the game again.

• Game is too slow


If you find the game too slow then the following things can be tried to speed it up:
Turn Off Flashing Text (Game Options)
Turn On Background Processing (Game Options)
Start a game using the Minimum Database Setting (Game Options)
Start a game using fewer leagues (Game Setup Screens)
Start a game using storing fewer match stats (Game Options)

• My favourite player isn’t present in my current game, but he’s in the database
Different players are loaded into the game each time it’s initialise if less than 6 leagues are use. This is
because it’s impractical to use all 50,000 players in a game (unless you have a very high specification
machine), to ensure a particular player is loaded into the game you will need to select the league which
he is associated with (i.e. For Jeffrey Minton (Brighton) to always be present in the game ensure that the
English League is selected).

• I wanted to play in the Conference but it’s not present


Ensure that all 'lower leagues' which you desire have been highlighted on the select leagues screen when
starting the game.

• I want to play using the entire database of staff


To force the game to load in the entire database (which means that there are many more international
jobs available) simply select 6 or more leagues, be warned though a game of this size will be unplayable
on low-spec machine.

• Game Crashes
We are regularly issuing updates to Championship Manager 3 via cm3.com, as soon as a bug is reported
we will attempt to include a fix for it in our next update.
The only crashes which we have been unable to fix so far are due to the memory demands that cm3
makes of the windows operating system. The game will use a fair amount of hard-disk swap-space on
PC’s with 16 MB (or 32MB if running a lot of leagues) if the partition that windows is installed to has a low
amount of disk-space available then the game may become unstable. Because this is a problem out side
of the CM3 program we are unable to rectify this.
Playing the Game
This section describes the main features of the game and how to go about the day to day business of
running your football club.

The first screen that you will see in the game will be the News screen this screen will inform you of any
important happenings in the world of football during your game. Initially there will usually be 3 messages
displayed.

1 A Message announcing your appointment as manager of your desired club


2 A Message from your board of directors indicating what they expect you to achieve this season.
3 A Message detailing the first few games of the season to allow you to prepare your squad and
possibly prompt you to investigate the strengths and weaknesses of the opposition.

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The News Screen

Of these messages the most important is the second as this indicates how the board expect you to
perform during the season in order for you to retain your job as club manager. Below is a table detailing
what the board message says and what it means in real world terms:

Board Message Expected Position


Serious Championship Challenge 1st
Expect European Qualification To qualify for a European competition by some means
(and if this isn’t due to league position at least a respectable league position).
Expect Promotion At least a play-off position (and if only a play-off position
to win the play-off final).
Expect Play-Offs At least a play-off position (but not as much pressure to
win promotion).
Respectable League position Upper half of the league table
Stay Clear of Relegation Mid table position
Battle Bravely against relegation Lower half table position
Improve club squad Relegation or bottom of league

To be guaranteed to keep your position as club manager you must the league position that the board
requests and all perform respectably in all other competitions that you are in (eg. Winning the league with
Barcelona may not be enough to keep you in a job if you're knocked out in the first stage of the
Champions League). However that is not to say that if you don’t that you will automatically be sacked the
board will take into account extenuating circumstances such as poor club finances and may give you a bit
of lee-way in you achievements, especially in your first season at the club.

Upon becoming manager at a new club one of the most common things a manager desired to do is to
evaluate his current squad of players, the easiest way to do this is by arranging some friendly matches.
Arranging Friendlies
To arrange a friendly match click upon your managers name and select ‘Club Squad’ from the menu that
appears this will take you to the Club Squad screen that you should recognise from setting up the game.
Click on the fixtures button and the fixtures for the current season will be displayed (as shown below).

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The Fixtures Screen

From this screen you can select to arrange either a single friendly (by selecting Home or Away Friendly
from the Menu), a tour of a foreign country (by selecting Tour) or a mini-tournament (by selecting
Tournament).

If you decided to setup a simple one match friendly then the next screen to be displayed will be a
calendar representation of the current season to allow you to decide when the friendly will be played.

Dates where it is impossible to arrange matches (due to closeness to other matches) will be displayed in
gray, other matches will be displayed showing the team involved the location of the match (either H for a
Home match, A for an away match or N for a neutral match) and the name of the competition that the
game is part of

To select a date on which to play a friendly simply click on any date beside which ‘Date Available’ is
displayed. The text which displayed ‘Date Available’ will now display ‘Date Selected’, click upon the ‘Next’
button to display the ‘Choose Friendly Teams’ screen.

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The Choose Friendly Teams Screen

To select a team to participate in your friendly simply click upon a team name the Squad screen for that
team will now be displayed. To invite the team to the friendly click upon the ‘Invite Team’ button which is
displayed in the top right corner of the screen and then click ‘Yes’ when queried about inviting the club to
a friendly match.

Clubs will not always be available for friendly matches as they may have arranged pre-season matches of
their own. Also bear in mind that clubs who are larger in stature than your team may decline to play you.

The Match Day

To move the game date on until your friendly match is reached click upon the ‘Continue Game’ button.
Upon doing this the screen will go grey apart from the bar at the bottom which will display information
about what the game is processing.

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CM3 appearance during processing

Upon some relevant fixtures being reached, the days fixtures for a competition are displayed on the
screen (in Teletext format), human teams will be displayed in yellow to allow them to be easily spotted.
From this screen you may click upon any team to inspect the club, click upon the competition name in the
title bar to inspect the current state of the competition or click upon the ‘v’ sign in the fixture list to toggle a
match to be viewed by you.

If your team has a game scheduled then upon clicking the ‘Continue Game’ button will display the Squad
screen to allow you to organise the team for the match.
Organising tactics
To select the tactics for the team click upon the ‘Tactics’ button on the Club Squad screen. The club
Tactic screen will then be displayed.

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The Club Tactic Screen

On the Tactics screen you can see your team listed on the left and the formation on the right. In the
formation area click and drag on a player to move his position, right click and drag to set a running path,
just as in Championship Manager 2.

If you click on ‘With Ball’ and ‘Without Ball’ you will see exactly where you have asked your players to
stand depending upon the part of the pitch that the ball is in. To move a player left click and drag once
more, to select a different zone simply right click on the area to edit. If you edit a players position on the
underview, when you return to the Overview you will note that the player’s circle will now be displayed
with a thick white outline to indicate that this player has custom instructions for playing in this position.

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The Team Instructions Dialog

Next it is recommended that a manager set his team’s playing style by selecting Team Instructions from
the Formations menu. This will cause the Team Instructions dialog box to be displayed, allowing a
manager to indicate the style of play that a team should attempt and what set piece takers will be used.

Mentality
This indicates the basic fundamental mentality of the team, whether they are more defensively minded or
attack minded.

• Normal
This indicates that the team will play ‘Normal’ football.

• Defensive
This indicates that the team will be cautious and attempt to ensure that they aren’t caught out at the back
when attacking.

• Attacking
This indicates that the team will be attack minded and may push more men forward then normal, be very
cautious when using this option or you may find yourself caught short at the back.

Passing Types
This indicates the style of passing that your team will attempt to employ during a match. Bear in mind that
not all passes which are made will be of the type you specify, the style selected just biases a players
decisions.

• Direct
This passing style indicates that a team will attack quickly, not employing the more patient passing
around the edge of the box that is employed by certain continental teams to try and pry open
defences. Examples of teams who employ this tactic in real-life are Wimbledon and the Norwegian
national team.

To use this passing style it is recommended that the players who will distribute the ball should also
have high Passing and Creativity, the players who will be involved in the attack should have high Pace
and Flair.
• Long Ball
This tactic indicates that instead of a patient build up to an attack a team will often attempt to simply
pump the ball over the midfield and hope that an attacker can get onto the pass. Examples of teams
who employ this tactic in real-life Cambridge (in the 80’s under John Beck) and quite a few lower
division clubs.

To use this passing style it is recommended that you have forward players with good Strength,
Anticipation and Heading.

• Short
This tactic indicates that the team will attempt to build attacks by a series of intricate short passes
between players. Examples of teams who employ this tactic in real-life are most Italian and South
American clubs.

To use this tactic it is usually helpful if the players in your team have high Passing and Off the Ball
movement, reasonable stamina is also useful as a team playing this style have to make a lot more
movement than one simply lobbing the ball up the park.

• Mixed
This passing style indicates that the type of passes to be played is left up to the individual players
themselves, thus some-times Long Balls will be played, sometimes Short passes depending upon the
player and situation.

Tackling
This indicates the harshness of your team’s tackling within a match.

• Soft
This indicates that players will pull out of 50-50 balls and will be less inclined to make crunching sliding
tackles during a match. This style of play is recommended for Friendly matches and matches where
you really don’t want your players to receive any injuries or bookings.

• Normal
This indicates that the players will play their normal game, hence David Batty would be inclined to
scrap for every last ball where as Stan Collymore would go to sleep if the ball wasn’t under his feet.

• Hard
This indicates that the players have been told to fight hard during the game, they will be more inclined
to go in for 50-50 balls and make risky tackles. This style of tackling is recommended against teams
who are physically weak or technically superior.

Team Styles
There are three team playing styles which act as over-rides to a tactical formation and indicate to players
a method of play which is not just positional. These styles may either be turned on or off and may be
combined (although this is not always appropriate).

• Offside Trap
This indicates that the team will attempt to play an offside trap, that is that the defending players will
attempt to push forward as a unit to force opposition players offside when a pass in made. Arsenal
used to be renowned for playing this way.

To play using the offside trap it is recommended that your defence has high Stamina, Condition,
Anticipation and Positioning.

• Counter Attack
This indicates that a team will attempt to ‘suck’ the opposition forward and then hit them quickly with a
counter attack while their men are out of position, many Italian clubs play using this style.

To play using Counter Attacking tactics it is recommended that you have a solid defence and fast
attackers with good stamina.

• Men Behind Ball


This indicates that a team will attempt to stifle the opposition’s play by putting as many men behind the
ball as possible to prevent scoring chances. Many minor teams will play this way in real life when
faced with opposition that are much better than them.

Set Piece Takers


To select players to take set pieces click on the arrow next to the Set Piece you wish to allocate a player
to and select your chosen player from the drop-down list which appears. The ‘L’ and ‘R’ indicates the area
of the pitch in which the set piece occurs, hence Free Kick (L) indicates free-kicks on the left side of the
pitch.

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The Player Instruction Dialog

The last stage of tactical organisation is setting up individual instructions for those players who you
determine should be playing a special role within the team. This may be telling John Westcott to run down
the wing or a central defender to man-mark Alan Shearer the choice is up to you.

Most of the selections on the Player Instruction dialog are identical to those in the Team Instruction
dialog, however that are the following additions:

Set Pieces (A / D)
This indicates the role of this player during attacking set-pieces. For example if a player has ‘Forward’
selected here then he will push forward when his team have a free-kick. This option is recommended for
Defenders who are good at heading.

Free Role
This will give the player greater lee-way to roam from his tactical position. A player who is given this
instruction should usually be an exceptional player and most definitely have good off the ball
characteristics (so he is in the right place at the right time).

Run with the Ball


This will tell the player to run at the opposition when he gets the ball. Players who play as Wingers or
Forwards (especially those playing ‘in the hole’) are usually the players who are given this instruction,
regardless of their position on the pitch though it is recommended that this instruction is only given to
players with good Pace, Acceleration and Dribbling.

Hold Up the Ball


This will tell the player to hold the ball when he gets it. It is recommended that players who are given this
instruction have a reasonable physical presence to allow them to shrug off challenges.

Long Shots
This instruction will tell the player to attempt long-shots when given the chance. It is recommended that
only players with good shooting be given this instruction.

Marking
A player can either be told not to mark anyone (None), to cover players who are within a certain section of
the pitch (Zonal) or to mark a certain player (Man Marking). It is recommended that only players with good
Marking be given man-marking assignments.
Try Through Balls
A player can be instructed to try through balls or not. These are creative passes played in front of
forwards for them to (usually) run on to. It is recommended that only players with high Creativity and
Passing are told to try through balls.

Cross Ball
A player can be instructed to cross the ball. These are passes played from out wide to the center of the
pitch (usually targeted at the opposition area). It is recommended that only ‘wide’ players with decent
‘crossing’ are told to cross the ball.
NB: The match engine has been tuned for CM01/02 to accentuate the usefulness of wingers in the game
as these were under-effective in prior versions.

Selecting a team
There are many decisions to be made when selecting a team for a match. Opinion is divided within the
football world as to whether you should select your tactics and formation according to you team or select
your team according to your tactics and formation. Exactly how you decide to organise your team is up to
you.

Bear in mind that for home games your players will be motivated more highly by the home fans and a
slightly more attacking bias to your tactics can be considered, for away games (especially where the
opposition team is much better than your team) a more measured approach to the match might be
appropriate.

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The Club Squad Screen during team selection

Above the section containing player names is a list of player positions corresponding to the currently
selected tactics. To assign a player to one of these positions simply click upon the position and drag the
position over the name of the player who you want in this position and release the mouse button.

Listed in the table overleaf are what are generally considered to be the most important attributes for each
player position.

Players with less than 70% Condition will probably perform poorly within a match as they aren't match fit.

Players who are unhappy or who have poor morale may not perform to their full ability, this depends on
their pressure, professionalism, determination and loyalty. You can judge these characteristics from the
type of messages that are displayed in the 'Future' section of their factfile (see later in document for more
details).

It is important to also bear in mind the style of tactics that you are using and to ensure that this is taken
into consideration when selecting your team, for example it is no good selecting a player as a left
midfielder simply because he is your most skilful player for that position, if that position requires him to do
a lot of runs and he has a very low stamina.

Position Important Characteristics


Goalkeeper Reflexes Handling Positioning Balance Bravery
Left / Right Defenders Tackling Positioning Pace Heading Anticipation Strength
Marking
Central Defenders Tackling Positioning Pace Heading Anticipation Strength
Marking Bravery Teamwork
Attacking Wingers Passing Shooting Off the Ball Creativity Pace Crossing
Attacking Midfield Passing Shooting Off the Ball Creativity Pace Teamwork
Anticipation Dribbling
Defensive Midfield Stamina Tackling Positioning Passing Heading Teamwork
Fast Striker Shooting Anticipation Pace Acceleration Off the Ball
Target Striker Heading Shooting Anticipation Passing

My preferred tactic is a 442 Formation with wide wingers pushed onto the edge of the pitch and one of the
central midfielders set to run forward with the ball. This is a balanced formation and works best with a tall
target man in one of the striker positions. I usually use this tactic with Short passing turned on and when
away from home or playing opposition who I consider to be more skilful than my team I play with Pressing
turned on (and should I go ahead I turn on Counter Attacking). This tactic is available for download from
the official Championship Manager 3 Fanclub at http://www.sigames.com.

While this tactic works wonders against computer opponents be warned that human opponents are liable
to do the unexpected and can be much harder to play against.

My 442 Custom Tactic

Other Tactical Notes of Interest


This section details tactics which I have used during matches, they may or may not be of use/interest to
you. For further discussion of tactics in Championship Manager I would recommend going to the ‘Tactical
Tips’ section of the cm3 message board and looking for a message titled ‘Editing Tactics’ (or similar). This
thread usually contains a lot of useful information and I try to look in on it on a regular basis (although
near releases this isn’t always possible).

Scaring the opposition into surrender:


If an opposition player is controlling the game but has a low ‘Bravery’ rating then you might consider
man-marking him with a big bruiser (high Strength and Aggression). This may cause the player to back off
from 50-50 balls allowing your team to impose themselves more on the match.

Giving Creative Players space


I don’t recommend that you give creative players ‘Pressing’ instructions as this means that they are more
likely to be near an opposition player when your side regains the ball.

Pressing
Don’t expect all of your team to be able to press for the entire match in CM00/01, pressing will tire players
out quite quickly if they have low stamina. Unless I have a team with high stamina across the board I
usually use pressing in 5 minute bursts to disrupt opposition pressure.

Defend from the Front


If you have hardworking attackers then sometimes it may be helpful to tell them to close down the
defence, this will prevent defensive play makers from having time to look around for creative passes and
can sometimes cause mistakes which can generate goals.

Maximise Set Pieces


I definitely recommend customising which players are Forward/Back for set pieces as this can be worth
several goals over the space of a season.

In particular for Corners I would recommend pulling back any players with 15+ Jumping ability when
defending and conversely pushing forward as many players with 15+ Jumping or high Anticipation / Off
the Ball skills (the latter for getting on the end of any rebounds).
Holding up the ball
I recommend using holding up the ball if have a player with High Strength, Dribbling and Technique
(especially if he has low pace) if he plays either as a lone SC or as a DMC (this will allow the rest of the
players to get forward).

Check who’s referee


I would recommend NOT playing with hard tackling if you have a referee who is rated as ‘Harsh’ …
although it can work (especially if your opposition have players who are easy to ‘wind’ up).

Getting crosses into the box


If you have tall (i.e. Good jumping and heading) strikers then try playing with very wide wingers and
pushing them forward so that they are more likely to get crosses into the box.

Wide Players
Something which players often overlook is that if wingers hog the touchline then your team will be quite
likely to get a throw-in if they are tackled.

Forcing Strikers to make runs


If you want to force a striker to make runs through a defence then simply push him forward of the
oppositions defensive line (I usually just always position them in front of the opposition goal regardless of
where the ball is on the pitch in the ‘With Ball’ tactics screen) this will cause the player to run towards his
tactic position until he realises he is offside when he will tack back and then start the run again. Bear in
mind that I only recommend this if the striker isn’t tired and has very good ‘Off the Ball’ skills.

During a Match

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The Main Match Screen during a match

Upon entering a match the Main Match screen will be displayed. This shows the current match score at
the top of the screen and a possession bar in the bottom half of the screen. The buttons at the bottom of
the screen will take you to additional information screens through which the match can also be displayed,
these screens are:

Match Statistics Screen


This screen details the match statistics from a team point of view, the number of Goals, Shots, Freekicks
for each team is displayed here.

Freekicks is the number of free-kicks that the team in question has received because of fouls on their
players.

Player Match Statistics Screen


This screen breaks the match statistics down into values for the players on each team.

The following abbreviations are used on this screen:

Abbreviation Description
Pass Number of Passes Attempted by a player
Tck Number of Tackles Attempted by a player
Hea Number of Headers Attempted by a player
Ast Number of goals created by a player
Sho Number of shots attempted by a player
On Number of shots on target
Con Players current condition
Int Number of interceptions made by player
Run Number of successful runs made by player
Off Number of times a player has been caught offside
Fou Number of fouls given against a player
Fld Number of times a player has been fouled
Cmp Number of Passes / Tackles / Headers completed
Key Number of Key Passes / Tackles / Headers completed

Pitch Possession Screen


This screen splits the pitch into three sections and displays the percentage of possession within each
section. You can change the time period that the information displayed related to by selecting an ‘First
Half’, ‘Second Half’ or ‘Last Five Minutes’ from the view menu.

Live League Table


This screen is only accessible during league matches and displays the league table as it would be if all
the currently played games finished with their current scores.
This is especially useful towards the end of the season as the promotion and relegation places are
decided.

Match Report Screen


This screen displays the text that is displayed during a match in past tense so that you can read through
at your leisure and determine which players influenced the game.
To begin playing the match simply click on the ‘Kick Off’ button, this will now change into a ‘Pause Match’
button to allow you to pause the match if you have to leave the PC for some reason.
You should now see a message displayed indicating that the match has kicked off, the clock in the top left
hand corner will begin to count upwards and commentary will be displayed when anything exciting
happens in the match. To attempt a substitution simply click upon your clubs tactics button and when the
ball next goes out of play you will be allowed to attempt a substitution.
The commentary has been enhanced considerably in Championship Manager 3. This allows people to
easily ascertain the reasons behind the success (or otherwise) of their teams. As well as the various
statistics available to you as manager (e.g. rating, passing stats etc) the following key messages should
be taken into consideration:

• Defenders
Messages about successful tackles (or players beating them) will give you an indication of your
defender’s skill in comparison to the opposition player involved. Bear in mind that sometimes there
may be a key player on the opposition who cannot be handled by a single defender (e.g. Alan
Shearer) in this case it may make sense to put 2 players on man marking him (I usually use one
defender and one midfielder).
If opposition players are getting shots in but the commentary about the shots indicates that they had
very little space then this indicates that your current tactic is successfully closing them down if not
actually getting the ball from them.

• Midfielders
Messages about passes which lead to shots (especially where the commentary mentions easy
chances or tap ins) or about lots of passes going astray.
If the opposition has an attacking midfielder who is making lots of runs into the box then it may be an
idea to tell one of your midfielders to Man Mark him.

• Attackers:
Messages about shots where a goalkeeper was off his line tends to indicate a player with good
anticipation and vision.
If all the shots that attackers are having indicate that they had little space to work in then the defence
is closing them down, if this is the case then it may help to find players with better off the ball
movement or to give the players move runs to try and shake markers off them.

• Other Messages
In CM01/02 there is even more feedback than before to bring tactical nuances to your attention, look
out especially for an indication that a striker is 'towering above' your defender (ie. you're weak in the
air) or that a striker is continually out-pacing your defense. In a similar fashion the commentator may
mention that a players runs from midfield are not being picked up by the defenders.

It a good idea when Players get aggravated (shown by arguing with the referee, shoving players,
kicking the ball away etc.) to either substitute them or put their tackling down to Easy to attempt to
prevent them from getting themselves sent off.
Also when a message is shown indicating that a dubious decision has been given this can sometimes
indicate that one of the players involved has dived. This should be noted if a player is red carded for
this challenge as it is fairly likely that you can get the ban appealed after the match.

Other match tactical things to bear in mind when organising your team include:

• If an opposition player gets a yellow card then he will be less likely to make challenges on your players
as he will be worried about being sent off. You can take advantage of this by setting his opposing
number to run with the ball.
• If you have a team with forwards with good condition and decent pace and dribbling then you can quite
often sucker teams in by playing ‘Counter Attack’ after going a goal up.
• Your team captain has a certain amount of influence over the style and work-rate of a team, bear this
in mind when selecting him.
• If you play the ‘Offside Trap’ tactic and you have tired defenders then it will be less successful than if
the defenders were fully fit.
• A fully fit and enthusiastic youngster will in some cases be better than a tired and jaded first team
player.
• Players who have low stamina aren’t suited to a ‘pressing’ game as this will tire them out even quicker
than normal.
• Keep an eye out for messages indicating that a player has taken a ‘knock’, this means that he may
now be carrying a minor injury and might be a candidate for substitution.

When a player falls below 70% condition he is considered to be tired and will probably not play such an
active part in a game.

On The Training Ground


Having had a chance to evaluate your team in a match you may now decide that it is time to improve your
squads training scheme to suit your tactical preferences.

The training within Championship Manager 3 has been implemented in such a way that your can either
ignore it, in which case your assistant manager or head coach (depending on who is available) keeps
your players training sensibly.
Please note that if you have no coaches at a team then your team’s skills may deteriorate though.

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The Training Screen

When you first go to the Training Screen the main section of the screen will display the players in your
squad and around the outside of this there will be a collection of Blue buttons. The currently selected
button ‘Overview’ displays all of the squad players and their selected training regime, each of the other
buttons indicates a style of training.
To change a players training regime simply left click on that players name and drag and drop him onto the
desired training regime. The button next to the players name should now display his new training regime.
If you select the attributes option from the view menu then you will notice that the players attributes are
displayed in three colours, Red indicates an attribute which has dropped, Blue indicates an attribute
which has not changed and Green indicates an attribute which has risen.
Using the default training schedules that come with the game I would recommend putting the
Goalkeeper’s under Goalkeeper Training, Defenders under General Training and midfielders and strikers
under Skills Training.
If you are to get the maximum benefit from your players training then you will need to assign the correct
coaches to each coaching regime. To do this simply click upon the ‘Coaches’ button on the overview, this
will cause a dialog box containing the names of your current coaches and their assigned training
schemes to be displayed. To examine a particular coach’s strengths click upon his name to be taken
directly to his factfile.
The most important attributes that a coach should have for assignment to each of the default training
schemes is shown below, bear in mind that a players ability to ‘Judge Potential’ and ‘Ability’ is important
as otherwise the coach may take up valuable training time with players who have no chance of improving.

Training Regime Important Attributes


General Coaching Outfield Players Adaptability
Fitness Coaching Outfield Players Discipline
Shooting Coaching Outfield Players
Skills Coaching Outfield Players Working with Youngsters
Tactics Coaching Outfield Players Tactical Knowledge
Gk Coaching Goalkeepers

If you are finding it hard to obtain decent coaches for a small club then I would recommend that you
approach Bob Clayton and/or Richard Stacey. They both begin the game unemployed but are top class
coaches.

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The Customise Training Scheme Dialog

It is possible to create a custom training regime by selecting one of the blue training button and then
selecting edit. A dialog box, which will allow you to specify the exact training pattern, will now appear.
Simply click to toggle between the various training combinations possible. From this screen you will see
that it is possible to retrain a player in a new position (thus if you young left-back is fast and good at
dribbling you may decide to retain him as a left winger instead). Be warned however that this takes time.

If a player has no aptitude for being retrained in a position that you have selected for him to be trained in
then he will become ‘unhappy with training’, this will lower the effect of any training upon him.

If a training regime is overly ambitious (e.g. You select Intensive on all categories) then players training
with it will be more prone to injuries (and very importantly may rise slower in condition than normal), in
contrast if you only lightly train players then they will be less prone to injuries while training.
When a player is injured he will automatically be taken out of training until he recovers.

The Transfer Market


After a manager has evaluated his squad his next step is to discard any unwanted players and buy
players to shore up weak team positions. He may also want to attempt to tie key team players to long
term contracts.

Buying Players
To find suitable players for purchase most managers will search the transfer markets to find a suitable
player. This is done by selecting 'Player & Staff Search’ from the Manager menu.
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The Player & Staff Search Screen

When searching for players to buy I recommend two methods.

The first is to set-up filters on the important attributes (listed in the ‘selecting a team’ section) to find the
type of player that you’re trying to purchase in the staff search area. Then send scouts to each player
individually so they can assess the player (I tend to use this method if I’m looking for a single player in a
particular position).

The other method is to send out the scouts on a general search and then apply the filters to the results of
that (I generally use this if I’m looking for players in several positions at once).

Again for the first time in CM01/02 players will react to your signing big-name players, sometimes
positively indicating that the club is going places .... sometimes negatively by indicating that they are
worried about the extra competition for a team place. How you deal with this solution is of course up to
you ...

Selling Players
To sell players in Championship Manager 3 simply place them on the transfer list to advertise the fact that
they are available for offer. If you are after a fast sale then it may be necessary to drop the value of the
player to entice clubs in.

If a player’s squad status is set to ‘Not Needed’ then he will be more likely to accept transfer offers from
other clubs. Please bear in mind that this will make the player unhappy though.
In CM00/01 a player will actually accept a contract for a lower amount than he is currently on if the player
is unhappy at his current club.

To place a player on the transfer list simply go to his player profile by clicking on his name and then select
‘Set Transfer Status’ from the Action menu displayed at the top right of a players profile.

Note:
If you transfer list a player unexpectedly (for example shortly after purchasing a player) then he may take
umbrage at this and talk to the media.

Before discarding any unwanted players that relationships between players exist much more in CM01/02
than in previous versions, if you sell a player who is much loved by his team-mates you might find you
have a dressing room revolt on your hands. Warning of this can be found by referring to the 'Future'
section of each players profile and noting if they have a favourable comment about a player (eg. Is
honoured to be at the same club as Bobby Zamora).

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The Transfer Status Screen

The Transfer status screen will now be displayed from this screen you can change the perceived value of
the player (what other teams will expect to have to offer to purchase the player), the players squad status
(how he is thought of within your squad) and his transfer status.
Should a club approach to buy this player negotiations will now take place via the news screen. When
you receive an offer from a club for one of your players simply click on the ‘Respond’ button to take you to
the Offer Negotiation Screen.

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The Offer Negotiation Screen

Upon this screen you can either adjust the offer that the club has made you using the plus or minus
buttons. You can also add/remove clauses by clicking upon them. The various options available on this
screen are detailed below:

• Transfer Fee
This is the basic fee that will be instantly paid upon the transfer being completed.

• Monthly Instalments
This will allow the club involved in the transfer the chance to pay the transfer fee over a period of months
instead of in one go.

• Percentage Of Next Sale


This clause means that if the club that the player is sold to in turn sell the player on then a percentage of
the fee the new club receive will go to the original club. This clause is popular among small clubs selling
players to larger clubs. If you click on the percentage amount then this will change in steps of 5%.

• Fee After 10 League Appearances


This clause indicates an amount that will have to be paid by the purchasing club if the player makes 10
league appearances for his new club. You can change the number of appearances that the player must
make for the fee to be paid by clicking upon the number of appearances.

• Fee After 10 International Appearances


This clause indicates an amount that will have to be paid by the purchasing club if the player makes 10
international appearances for his new club. You can change the number of appearances that the player
must make for the fee to be paid by clicking upon the number of appearances.

• Exchange
To attempt to take a player in part-exchange click upon the ‘Exchange’ button and you will be take to a
screen where players who can will be offered in part-exchange are listed. To add one of these players
into the deal simply click on the ‘Exchange’ button and then on the name of the player you wish to add
into the transfer deal.
When you return to the main Transfer Negotiation screen the part exchange player should now appear in
the bottom half of the screen as part payment for the transfer.

All that’s left to do after you’re happy with the settings is to press the Negotiate / Cancel button and
continue the game to see if the club will accept your demands.

Contract Negotiations
Contract Negotiations usually take two forms either negotiating a contract for a player who is joining the
club or attempting to extend the contract of a player who is already present at the club.
Negotiations with players presently at your club can afford to be drawn out and you can haggle with the
player over clauses to try and get the best deal possible. Negotiations with players you are attempting to
purchase are usually harder as there is always the risk that they will sign a new (and possibly more
lucrative) contract at their current club or have a better offer from elsewhere.

A new hazard to bear in mind when attempting to sign new players to your club is that in cm00/01 you
cannot just jump around the 'player status' until you find the status at which the player will sign cheapest -
the player will remember the status that you tell him and it will take a small amount of time (up to around 2
weeks) for him to allow you to approach him with a new status.

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Main Contract Offer Screen
When you offer a player a contract the main Contract Offer screen will appear.

The top most section of this screen will indicate if the player is interested in a contract from your club and
if so what his demands are. Be warned some foreign players may demand many times their current wage
as they will have to dislocate from their families and friends to join your club.

If a player indicates that he is not interested in ‘joining as a squad player’ or a similar message then this
means that the player will consider joining but only if considered as a different type of squad member
(usually he wants a more important role but some young players won’t want to be thought of as first team
members because of the pressure involved in this).
If a player indicates that he isn’t interested in a contract then he is very unlikely to accept a contract from
you unless it the offer is considerably more than he is on currently (in this case Escape clauses also
become very important).

The lower section indicates the offer you are about to make to the player, by default show the players
current demands (or if the player is demanding more than your board will allow you to offer, then it will be
set to the maximum allowed).

The parameters that can be tuned on the main Contract Offer screen are:

• Weekly Wages
This section indicates the weekly wage that the player will receive while playing at your club.

Be warned that the total wage bill that your team have affects both the wages that you can offer to other
players and the amount of money that the board will allow you to use for transfer funds. For example if
you have 20 players in your squad earning around £30k a week then you will have an annual wage bill of
approximately £30 million pounds which may persuade the board to restrict your spending power
somewhat.
This of course works both ways, quite often you can free up transfer funds by allowing highly paid players
to leave the club.

• Signing On Fee
This is only shown when you are attempting to sign a player from another club and is a bonus payment
that the player receives when he joins your club.

This fee can often persuade a player to join a club, however when you are managing a small team don’t
be scared of dropping this value (especially for Free-Transfer players who are probably quite desperate to
join a club).

• Contract End Date


This is the date upon which the players contract expires.

It is advisable to be cautious of giving older players long contracts as they may lose fitness and form
towards the end of their career (Ian Rush anyone?).

• Position
Certain older players will have an extra field displayed which allows the job you are going to offer the
player to be toggled between ‘Player’ and ‘Player/Coach’.

Apart from the main Contract Offer screen there are two other sub-screens that can be accessed via the
Blue buttons at the top of the screen. These screens are the ‘Contract Bonus’ screen and the ‘Contract
Clause’ screen.

The Bonus screen allows you to offer players bonus payments according to their performances within
games. For goalkeepers these bonuses relate to Clean Sheets while for outfield players they relate to
Assists and Goals.
The Clause screen allows you to offer players ‘Escape Clauses’ which will allow them to leave the club in
certain situations. The three clauses are described below:

• Minimum Fee Release Clause


This indicates that if a team offers over the amount indicated then you will not be able to refuse the
transfer offer. This clause is always active.

• Relegation Release Clause


This indicates that if a team is relegated then the player will be free to move if the club is offered more
than the fee indicated. When this clause is active it is displayed in red.

• Non-Promotion Release Clause


This indicates that if a team is not promoted then the player will be free to move if the club is offered more
than the fee indicated. When this clause is active it is displayed in red.

• Manager Job Release Clause


This indicates that if the player is offered a management position then you will not be able to retain the
player.
Note:
This is the only Release clause that has no clause relating to it.

If you increase the ‘Fee’ related to a requested release clause (or even worse remove the clause all
together) then the player in question will be very reluctant to sign the contract unless compensated in
other ways.
Game Details
This section of the Guide reveals some of the finer details of the Championship Manager 3 engine.

Board Ultimatums
New to CM01/02 is the ability to issue ultimatums to your board.

If the board unjustly refuse one of your reasonable requests for more money to waste on untried foreign
players, call their bluff and issue them an ultimatum. This puts your job on the line but can force the board
to see things from your point of view (on the other hand it can also lead to your sacking).

This is best to be used only after you have made an impact at a club as a board will have no problem with
dismissing an unproven manager for such an arrogant action. However if you have brought glory to the
club in the form of silverware though you can probably getting with moaning like a real manager ;-).

Appealing Against Red Cards


You can now appeal again bans which you feel are unfair. The FA may rescind these bans occasionally
and the media may pick up on your moaning ways.

You can do this by simply clicking the 'Appeal' button that is displayed above certain suspension news
items (please note not all suspensions are appealable - which ones are (if any) depends upon the league
your team is active in). For best results with appeals scrutinise the commentary surrounding the offense in
the match report, if it mentions a 'harsh decision' or the opposition player diving then its much more likely
that you'll be successful.

Leave Of Absence
You can now send players who are homesick on a leave of absence in an attempt to cheer them up. This
is only available as an option when a player is homesick. Please remember that there is a risk assocated
with this option as the player may decide that he prefers life at home and fail to re-appear for training at
the end of his holiday.

Rehabilitation
Players with re-occuring injuries may now be sent for rehabilitation to cure those injuries.

This option is only available when a physio has detected a players recurring injury. Be warned treating
players in this way will remove them from first team action for quite a while, however it might mean that
they have less niggling injuries and can help young players fulfill their full potential which might otherwise
be prevented.

NB. If a player is injured when sent for surgery his time out will be the total of his surgery time plus his
injury time.

Improved Scouting
Hand in hand with the Fog of War option you may now set a scout to constantly watch your next
opposition. This scout will return with a detailed report of the teams strength and weaknesses.

You can do this by selecting 'Scout Next Opposition' on a scouts option menu. This will tell the selected
scout to keep an eye on your next opposition and to report back with information upon the teams
strengths and weaknesses. Generally the scout will come back with the teams most likely formation, their
general strength (relative to your team - in your scouts opinion) and information upon any particularly
strong players that the team has.

Discipline
In Championship Manager 3 you can take your aggression out on your staff. If a player has upset you for
some reason you can now discipline him either with an official warning or by fining him up to 2 weeks
wages.

To fine a player simply select the ‘Discipline Player’ option from the staff ‘Action’ menu and then select
the serverity of the fine or warning and the reason for it being given.

The various reasons, which can be given when disciplining players, are explained below:

No Reason
This is a very dangerous thing to do and is tantamount to victimising a player for no reason.

Unprofessional Behaviour
This reason should be selected when the player has done something that brings the club into disrepute,
examples of this are the player going AWOL, missing training.

Dismissal in prior match


This reason should be selected when a player has been sent off during a previous match.

Violent Behaviour
This reason should be selected when a player has been involved in violent acts during a match.

Poor Performance
This reason should be selected if you as a manager feel that a player is under-performing.

When doing this caution is recommended however as if you fine players too often you may upset the
player (or even friends of his within the squad) and possibly incur the wrath of the board.

If you use the fine system sensibly it is possible to improve player’s attitudes slightly (thus if a player is
fined for missing training he may decide not to do that again).

AWOL Players
Player power has been implemented in CM for the first time, certain players may now become so
unhappy at a club that they may go AWOL. If a player at your club goes AWOL then he will be
unavailable for matches until he decides to return to the club.

It should be noted that a player going AWOL will disrupt the rest of the squad and may also cause the
chairman to react against the player.

It should be noted that players can go AWOL for many reasons the most common being a player ‘unable
to settle in a new country’ or a player who feels his career is being stifled due to transfer offers being
declined.

Changing Squad Status


Changing of a player squad status is much more important in the new version of Championship Manager.
If you muck around too many players then your reputation will be sullied which may cause your existing
squad members to disbelieve the status that you have given them (and also make potential signings
dubious about joining you).
When changing a player’s squad status take into account the following:
1. How long since he signed his last contract (a player won't appreciate being signed as an important
player and then dropped to a backup player 2 weeks later.. however if he has had erratic form and in the
team for 9 months then he may take a more pragmatic approach to a change in status).
2. Age Of the Player (if a player is past his prime then he is more likely to accept a drop in squad status).

The Reserve Team


The reserve team in Championship Manager 3 can be managed either by yourself or left to your assistant
manager to control.

The reserve team is mainly used for developing young talent or bringing players back from injury,
however it can also be useful for building up the confidence of young players who have lost form.

Players who are placed in the reserve team for any length of time should have a squad status of ‘Backup
Player’, ‘Hot Prospect’ or ‘Decent Young Player’ otherwise they will get upset with you quite quickly.

It is possible to force a player’s selection into a reserve match even when you aren’t managing the team
by selecting him into the squad, this is very useful when you have just obtained a player and want to see
how he gets on.

Non-Playing Staff
It is very important to try and find the right non-playing staff for your club. Each member of non-playing
staff has a clearly defined role within the game, their sphere of effect is shown below:
Note:
In Championship Manager 2001/02 the displayed staff abilities are relative to the staff’s current ability
level so what you see if what you get. A staff can change in ability in the same way that a player can.

For the first time in CM01/02 non-playing staff can now learn languages in the same way as players.
Non-playing staff that can communicate with players are much more effective than ones which can’t.

• Physio
A physio treats injured players and a good physio will speed up the recovery of injured players slightly.

Physiotherapy is the most important attribute for physios, Man Management, Discipline and Motivation
are also important to a lesser extent.

• Coach / Assistant Manager


A Coach’s role at a club is to train players. Assistant Managers also train players but will have the
responsibility of picking the reserve team.

The following attributes are important to Coaches and Assistant Managers:

Working With Youngsters


Judging Player Ability
Judging Player Potential
Coaching Goalkeepers
Coaching Outfield Players
Man Management
Motivation
Tactical Knowledge (if in charge of reserve team)

If there is no Assistant Manager then the picking of the reserve team is left to the most senior coach.
• Scouts
Scouts are used to search for new talent within the game.

The most important attributes for scouts are Judging Player Ability and Judging Player Potential.

New Player Stats


As well as the ‘traditional’ player statistics there are now the following ones for your analysis:

Pass This is the percentage of passes that a player has completed, when looking at this bear in mind
the type of passes that a player attempts and the area in which he attempts them has a large
bearing on this stat. Hence traditionally defenders will have a higer percentage than other
positions as in real-life.
Tck This is the number of tackles completed on average in a game.
Drb This is the number of dribles complete on average in a game.
Sh Tar This is the number of shots on taget on average in a game.
Won Number of Matches in which a player was involved in which his team won.
Lost Number of Matches in which a player was involved in which his team lost.
Tgls Total goals scored by his team when he was playing.
Tcon Total goals conceded by his team when he was playing.

Background Processing
When-ever the mouse cursor turns into a hand click your left mouse button and control will switch back to
you, while processing carries on in the top left hand corner of the screen.

Finances & Transfer Funds


The amount of money that your team generates depends largely upon your team’s reputation and the
size of their stadium, extra cash from investments and the like however are down to the business acumen
of the chairman in charge of the club.

The amount of the available funds that the board will release as Transfer Funds is affected by several
different factors:

• Board Caution
The board will reserve a certain amount of money to ensure that the club’s out-going bills can be covered
for a certain period of time. The amount that the board hold back for this depends on the personality of
the chairman at the club. Obviously a club with a large wage bill and stadium will hold back more money
than a club with a small stadium and light wage bill.

The maximum wage that the board will allow you to offer is calculated in a similar fashion, thus if you
have a high wage bill the board will be less likely to allow you to offer high wages to incoming players.

• Manager Reputation
The reputation of the club’s current manager in ratio to that of the club affects the amount of funds that
the board will make available. Thus if an unknown manager takes control of Manchester United then he
won’t be given the same amount of funding that Alex Ferguson would get.

• Club Reputation
The board will cap the amount of money that a club can spend in a season according to the size of club
(e.g. Fulham are one of the richest clubs in Britain but Kevin Keegan wasn’t allowed to spend as much as
a Premiership club).

Youth Players
During the game (usually at the end of a season although not always) you may get a news message
indicating that a player has been promoted from your youth team into your reserves for your assessment.

If you check your team then you will find the player has been placed in your squad and is on a rolling
contract, if you believe that he may make a useful player in the future then give him a contract otherwise
release him.

Note.
If you have a full team of 50 players then you won’t get any youth players promoted.

Weather
As in real-life the weather will affect the way a match plays. The actual effects are shown below:

Weather Condition Match Effect


Breezy Long Passes more difficult, Long shots harder to get on target but also
harder to save
Drizzle Makes ball control slightly more difficult
Dry No Effect
Wet Harder to control ball as it will skip about. Pitch will be slightly boggy so
players will tire more quickly
Hot Temperature Players will tire slightly more quickly
Cold Temperature Players with low work-rate and motivation will be slightly less inclined to
run around.

Stadium Relocation / Expansion


The board may expand your stadium at the end of a season, there are two reasons why the board will
consider doing this (1) If you have been promoted into a league which has a minimum stadium
requirement that your stadium doesn’t meet or (2) if the attendance’s are sufficiently high (average
attendance should be 90%+ of the stadium capacity) and you have the money available to do so.

Bear in mind that expanding a stadium is expensive and that this may remove a large part of your transfer
budget. Also the larger a stadium that a team has the more money its costs to upkeep it.
If your club stays in a poor financial situation for too long then the Health and Safety officers may force
the closure of parts of your stadium due to lack of upkeep.

Referee Statistics
There are now referee statistics available in all leagues active in the game, these include ‘Games Played’,
‘Yellow Cards’, ‘Red Cards’ and ‘Average Rating’ (Average rating indicating how the referee performed
during a game … a referee with a low average rating is more prone to incorrect decisions or poor control
of a match than one with a high rating).

These can be used by a discerning manager to warn them that maybe ‘Hard Tackling’ isn’t a good idea in
the next match (or maybe that the referee is a soft-touch and the team should launch in two footed).

Keeping Morale High


Players who have high morale will usually play better than those who have low morale so it is important to
keep player morale as high as possible. To keep player morale high it is important to keep each player
feeling that they are valued members of the squad, this can be done by:

• Player Personality
A players personality can affect his mood quite severely, some players are naturally more moody than
others.
You can detect this in Championship Manager 2000/01 by keeping an eye on the ‘Future’ section of a
players factfile, to give you an idea of how this works I’ve listed a few examples in the table below:

Phrase Meaning
Outraged low temperament and isn’t amazingly professional.
Disappointed Model professional who isn’t going to rock the boat or dip in his
application when unhappy.
Worried or Upset Not very good at handling pressure.
Believes he can force his Hardworking and good at handling pressure
way back into the
managers plans
Thinks this club is a Dis-loyal, Ambitious and fairly un-professional.
stepping stone for the
future

1)As you can see from the list it is fairly easy to ascertain the personality of the player from the phrases
that are displayed (not all phrases in the game are in the table as there are serveral hundred
possibilities).
2)
• Ensuring that the players squad status is appropriate
A player won’t be happy if you tell him he is an important player and then never play him.

• Don’t jump his squad status around repeatedly


If you change his squad status every other week then this makes a player feel insecure about his position
at the club.

Players will indicate that they have been upset by a change in their squad status by displaying a message
indicating that the 'player feels he has been treated unfairly' on their profile.

• Pay him what he is worth


If you bought your star player while in the conference and put him on a 7 year contract at £150 / week
then when you reach the Premiership he will not be very happy to still be stuck with that contract.

• Don't try and train a player for a position that doesn't suit him
If you try and train a player for a position that he feels he isn't suited for then he will tell you he is 'unhappy
with training'. This will slow any improvements that he may gain from training and may make him more
prone for not turning up to training.

• Language Barrier
If a player can’t communicate with any other staff members then he is more likely to be unhappy than one
who can talk to other staff.

• Disliked Players
Some players actively dislike other players and shouldn’t be placed in the same team, this you can only
find out by trial and error (a player will tell you when it happens).

• Vetoing Player Requests


Ignoring player requests for transfer or first team football may make players unhappy.

• Winning Games
No player likes always being on the losing side, winning games is an effective way of increasing squad
morale.
• Value him realistically
Players won’t be happy about being over-valued by their coaches. While a happy player might allow you
to value him at 10x his value if he’s tolerant and at his favorite club, an unhappy player who wants to
move to a bigger club will probably be unhappy if valued at 1.5x his Automatic asking price.
Note:
In Championship Manager 2001/02 a player will indicate his unhappiness to you by saying that he is
‘unrealistically valued’.

• Protect him from the media


If you fail to protect players from media criticism then this can affect the way they feel about you.
Note:
This is a double-edged sword however as certain players may take your defense of them to the media as
an indication that they can relax and take things easy.
Also defending a player who has criticized his team mates may upset the players he offended.

• Time at the club


Certain players will feel that they have achieved all they can at your club and be looking for a new
challenge. If you force these players to stay put then their morale will drop.

If a respected senior member of your team is upset then it will have a ripple through effect on the rest of
the team. Thus if Shearer is unhappy at Newcastle then it may unsettle other
players in the squad.

Keeping your Job


You know that your job is on the line when your board is less than satisfied with your performance, your
name has appeared on the potential job vacancies screen and either Supporter Protests or the Dreaded
Vote of Confidence has occurred.

To keep your job as Manager you must learn to appease your chairman. The following things affect a
chairman’s happiness in CM3.

• Transfer Decisions
If you free-transfer valuable players (or players that the chairman likes) then the chairman will be
understandably upset with you. What the chairman views as a valuable player depends on the size of the
club you are managing (e.g. Brighton may be upset at a player valued at 50k being free-transferred where
as the Liverpool board wouldn’t bat an eye in the same circumstances).

• League Position
The chairman indicates to you the club’s desired league position at the beginning of a season (or when
you take over the club if you come into the job part way through a season). If you are failing to achieve
this after the first few games of the season have passed then he will start to have doubts about your
ability.

• Runs of Form
If the club has a run of form (either good or bad) this will affect the chairman’s mood, if you have a bad
league position then a good run of form may prevent you from being sacked. If you have a good league
position then it may raise doubts that you can sustain your good start.

• Supporter Pressure
Supporters are notoriously fickle in football and that manager who was god for rescuing the team from
relegation and winning a cup last season may not be so popular this season (remember Joe Royle Ov ?).
Supporters will react badly to poor league position, bad runs of form or the transferring of favorite players.

• Board Player Suggestions


Occassionally the board may indicate that they believe a player is a good signing for the club or that a
player is a valuable member of the squad. If your team is performing well then feel free to take these
judgements with a pinch of salt, however if all is not going quite so well it may make sense to listen to the
board.

• Board Requests
If the board warn you that you're taking too much time on business aspects of the club and not enough on
your management then take them seriously, as any further requests that you make will try their patience.

• Financial Worries
As if you haven’t enough things to worry about, the board would prefer you to at least keep the status-quo
financially. If you drastically improve the situation then this might make up for short-fallings elsewhere at
the club (although it depends on whether the chairman wants success or profit).

• Fining Players
If you discipline players frequently then you may find that your board warn you about your destroying the
teams morale … ignore this warning at your peril.

Note:
The Disciplinary module has been tuned for Championship Manager 2001/02, the board are now quite
unlikely to take offence at your fining style while you are successful on the pitch.

• Bad Media Management


If you are unable to handle the pressure of the media and they disrupt your team morale sufficiently then
this may affect the boards view of you.

• Time at club
The longer a manger has been at a club the more a chairman will expect from him.

It should also be noted that each chairman has a different personality and certain chairman will be more
likely to fire managers than others, I have listed a few clubs below who have patient chairmen.
Northampton Town English Third Division
Chesterfield English Second Division
Crewe English First Division
Manchester United English Premiership
Wimbledon English Premiership

Player Characteristics
This section details the attributes which are related to a player within Championship Manager 3 and how
they affect the game play. Those attributes with ‘GK’ next to them indicate an attribute only used by
goalkeepers.

Characteristic Description
Acceleration How quickly he can reach full speed from a stand still.
Aggression How aggressive he is. This helps a player to win the ball.
Agility (GK) How agile he is This helps a goalkeeper when get to a ball to try and make a save. It
also helps with a players recover from parrying a shot.
Anticipation How well he anticipates where the ball is going next This is very useful for Strikers.
Balance How well he keeps his balance when challenged
Bravery How brave he is in dangerous situations. This is important for crosses and last ditch
tackles.
Creativity How creative he is (able to see key passes etc.), this helps players make key passes
(those passes that lead to shots). This is very useful in attacking midfielders.
Crossing How good he is at crossing the ball This is a required for wingers.
Decisions Ability to make split-second decisions to benefit the team
Determination How determined he is to win
Dribbling How good he is at dribbling with the ball Only use ‘Run with Ball’ with players who
have good dribbling abilities.
Flair How likely he is to do the unexpected
Handling (GK) How good a goalie is at handling the ball
Heading How good he is at heading the ball This determines where the ball goes when a
player makes a header.
Influence How well he leads and inspires his team mates, this is important for all of the team
(as a famous manager once said you don’t win anything with kids) but doubly so for
your captain.
Jumping How good he is at jumping for the ball This indicates how good a player is at getting
up for headers.
Long Shots How likely he is to score from outside the box
Marking How good he is at marking opponents Very handy for defenders.
Off the Ball How good he is at moving into good attacking positions - the attacking version of
Positioning this gives a striker space and time to shoot.
Pace How fast he can run when at top speed
Passing How accurately he can pass the ball, this ability is essential for creative midfielders.
Positioning How good he is at keeping a good defensive position - the defensive version of ‘Off
the Ball’ this ability helps a player close down opposition players.
Reflexes (GK) How good he is at making reflex saves
Set Pieces How good he is at taking set pieces
Shooting How good he is at shooting (combination of Long Shots and finishing)
Stamina How long he is able to play before tiring
Strength How physically strong he is. Makes up for lack of skill in lower divisions, also used to
determine whether a player is affected by jostling.
Tackling How good he is at making tackles
Teamwork How good he is at playing for the team
Technique How good his technique and ball control is
Versatility How easily he adapts to playing in unfamiliar positions
Work Rate How hard he works in a match

The following hidden characteristics also exist:

Characteristic Description
Adaptability How well he adapts to living in a country which isn't his own
Pressure Ability to perform under the threat or relegation, or the pressure of a promotion
challenge
Professionalism How a player conducts himself on and off the pitch.
Loyalty Likelihood of him wanting to stay at a club through bad times (or when a bigger club
is interested in him)
Sportsmanship Whether or not he’s the kind of player who’ll kick the ball out of player when an
opposing player is injured (or if he’ll dive when challenged).
Temperament How likely he is to flare up and punch/kick etc.
Consistency How consistent a player is in his match form
Corners Whether or not he can wing an effective corner in.
Dirtiness How much of a hacker he is
Finishing Coolness in front of goal
Free Kicks Whether or not he can bend one into the top corner or float a pin-point ball into the
box
Important Matches Even the best players can crack up when it comes to the World Cup final
Injury Proneness Liability of the player to succumb to injury. Darren Anderton and Jamie Redknapp
might have high ratings
One-on-Ones Ability to take on and go around another player
Penalties Skill in scoring from the spot
Throw Ins Ability to perform long throw-ins
Vision How good he is at seeing other players in space, or a goalkeeper off his line
Favorite Club The club that a player prefers to be a part of
Disliked Club Any club would be less likely to join
Favorite Staff Staff that the player respects within the game (this could include you if you have
brought a player through the youth team into the first team or taken him into the
international team)
Disliked Staff Staff that the player doesn’t like within the game (this could include you if you have
abused a player e.g. Dropping him from the first team or Free-Transferring him)

Ideal Player Ages


The ages at which players mature into a ‘complete’ player differs by the position of the player within
Championship Manager 3. Before this age a player will be more likely to develop as a player, after this
age a player will be more likely to drop in stamina and skill (although certain abilities like leadership,
consistency and decisions will continue to improve).

Playing Position Peak Age


Goalkeeper 33
Defender 31
Midfielder 29
Striker 28

The most dramatic improvements in player ability will usually happen below 24 years of age. Also bear in
mind that these ‘Peak Ages’ are only guidelines and players will some-times peak before or after these
ages.

The age at which a player is liable to retire is again affected by his position. Bear in mind that a player
who is still very fit (indicated by high Stamina) and playing first team football is less likely to retire than
one who is unfit and languishing in the reserves.

Playing Position Earliest Retirement Age


Goalkeeper 35
Defender 32
Midfielder 31
Striker 30

Players can also be forced to retire through bad injuries, however this is very rare.
Editing Configuration Files
There are several text files in the Championship Manager 3 data directory which can be edited to allow
customization of the game. This section details these files and how to edit them.

Player Setup Configuration File


This configuration file is used at the start of the game to add any loans, future transfers, international
retirements and injuries. This file is found in the cm3 data directory and is named ‘player_setup.cfg’.

The basic format of this file is

<type> <first name> <common name> <second name> <club> <extra info…..>

where :-
<type> = the type of action which is carried out
<first name> = the first name of the staff we are using
<common name> = the common name of the staff
<second name> = the second name of the staff
<club> = the club which the staff belongs in
<extra info> = any extra information specific to the type

Any of the names can be “” which is used to show that the field is not used.

The available types are as follows:-

• INJURY
This type adds a starting injury to the game. An example of this is Slaven Bilic being injured at Everton.

The extra information defines the type of injury. This can be one of the following:-

COLD, FLU, VIRUS, FOOD_POISONING, TWISTED_ANKLE, SPRAINED_ANKLE, DAMAGED_FOOT,


STUBBED_TOE, DAMAGED_HEEL, BROKEN_TOE, STRAINED_ANKLE_LIG,
DAMAGED_ACHILLES_TEN, TORN_ANKLE_LIG, BROKEN_ANKLE, BROKEN_FOOT,
BRUISED_SHIN, CALF_STRAIN, TORN_CALF_MUSCLE, GASHED_LEG_1, SHIN_SPLINTS,
BROKEN_LEG_1, TWISTED_KNEE, STRAINED_KNEE_LIG, DAMAGED_KNEE_CAP,
DAMAGED_KNEE_CART, TORN_KNEE_LIG, DAMAGED_CRUCIATE_LIG, PULLED_HAMSTRING,
BRUISED_THIGH, THIGH_STRAIN, TORN_HAMSTRING, DEAD_LEG, GASHED_LEG_2,
BROKEN_LEG_2,
GROIN_STRAIN, TORN_GROIN_MUSCLE, HIP_INJURY, BROKEN_PELVIS, BRUISED_RIB,
CHEST_INJURY, BACK_STRAIN, FRACTURED_RIBS, BROKEN_RIBS, SLIPPED_DISC,
DAMAGED_SPINE, STUBBED_FINGER, CUT_HAND, BROKEN_FINGER, BROKEN_HAND,
SPRAINED_WRIST, STRAINED_WRIST, DAMAGED_ELBOW, FRACTURED_WRIST, GASHED_ARM,
FRACTURED_ARM, BROKEN_WRIST, BROKEN_ARM, DAMAGED_SHOULDER,
DISLOCATED_SHOULDER, BROKEN_SHOULDER, STRAINED_NECK, DAMAGED_NECK,
BROKEN_COLLARBONE, BRUISED_HEAD, FACIAL_INJURY, GASHED_HEAD, BRUISED_JAW,
CONCUSSION, BROKEN_NOSE, FRACTURED_JAW, DISLOCATED_JAW,
FRACTURED_CHEEKBONE, BROKEN_CHEEKBONE, BROKEN_JAW, FRACTURED_SKULL

• FUTURE_TRANSFER
This type sets up a transfer which will take place in the future. An example of this is Steve McMannerman
signing an agreement to join Real Madrid.

The extra parameters are :-


<buying club> = the club who is buying the player
<day> = the day
<month> = the month
<year> = the year
<fee> = the transfer fee
<wages> = the player’s wages at his new team
<contract length> = the length of the new contract in years

• LOAN
This type sets up a loan deal for a player between two dates. This allows players to be on loan at the start
of the game.

The extra parameters are:-


<loaning club> = the club who is loaning the player
<day1> <month1> <year1> = the starting date of the loan
<day2> <month2> <year2> = the end date of the loan

• INT_RETIREMENT
This type specifies that the staff has retired from the international team. An example of this in real-life is
Duncan Ferguson’s retirement from playing for Scotland.

No extra parameters are required.

• RETIREMENT
This type specifies that the staff is going to retire at a future date. An example of this in real-life is Alex
Ferguson's imminent retirement from management.

The extra parameters are -


<day> - Day that he wil retire on
<month> - Month that he will retire on
<year> - Year that he will retire on

• COLOURBLIND
This command switches the colours used in the game over so that they are more distinguishable for
people who are colourblind.

• CHEMOTHERAPY
This is used to indicate that a player has cancer and is recieving treatment, in the game such players
ALWAYS recover from their illness and this injury is not used in any other manner during the game.

Picture Configuration File


This file, which is stored in the pictures sub-directory, is used to associate picture files which objects in
the game like clubs and players. This file is named ‘pics.cfg’ and is held in the cm3 data directory.

It is divided into several sections which are:-

CLUBS
NATIONS
COMPS
STADIUMS
STAFF

For the first four sections, each line contains the name of the club or nation, etc and then a list of picture
files associated with that object separated with commas.

For staff, the full name of the staff must be used, followed by their date of birth.
European Competition Configuration File
This file is used in the first year of the game to ensure that European competitions have the correct teams
from the main nations. This file is named ‘euro.cfg’ and is held in the cm3 data directory.

The format of the file is :-


*<nation>
<club 1>
<club 2>
..

where
<nation> = the European nation for the following clubs
<club ?> = a club which belongs to the nation

The clubs for one nation are sorted in order of European competition importance. The top 1 or 2 teams
will play in the Champions Cup, followed by teams playing in the Cup Winners Cup, UEFA Cup and
Inter-Toto Cup respectively.

Recommended Players
The following players are recommended if you’re managing teams in the English lower divisions (i.e.
Second, Third or Conference). I haven’t given any recommended players for larger teams as you can find
these simply by reading the sports pages of any national newspaper.

Goalkeepers
Player Name Club Position

Defenders
Player Name Club Position

Defensive Midfielders
Player Name Club Position

Midfielders
Player Name Club Position

Attacking Midfielders
Player Name Club Position
Tonton Mokouko Swedish Club AM/F C
Matthew Etherington Peterborough AML

Strikers
Player Name Club Position
Bobby Zamora Brighton SC

Cheats
Despite our best efforts a few cheats have been left in Championship Manager 3 - Season 00/01, these
will be fixed in a future release but for the present version (3.70 as I type this) the following known cheats
are present:
• International Management
On the team selection screen when starting a game you can select to manage an international team by
going to the teams Squad screen and selecting to manage them as with any other team. You can get to
an international teams Squad screen by clicking on a players nationality within a player profile.

• Buying on the cheap


You can obtain players via the Bosman ruling and then sell them quickly on for a decent profit (remember
that you aren’t paying anything for them so getting £1,000,000 for a player worth £5,000,000 is still
£1,000,000 profit!).
This will give you a reputation for being an unloyal manager however which may dissuade players from
joining you in the future.

Common Problems and Solutions


This section contains the most common reasons for problems with the game and solutions to the
problems that they cause.

• Manager Notes Bug


Some systems have corruption in the game news and in very rare cases a crash which is associated with
setting a ‘timed reminder’ manager note. To fix this problem please download the patch from
sigames.com (2Mb in size):

(DirectX)
http://www.sigames.com/download/official/cm0102.zip

(GDI)
http://www.sigames.com/download/official/cm0102_GDI.zip

You can also get the patch on CD from Eidos technical support (the numbers in the back of the manual).

• Lots of Memory Under WinXP and (possibly) Win2k


There is a bug in Windows XP, this means that machines with lots of memory (cache + main memory >
1Gb) may report incorrectly that they are low on diskspace. This is acknowledged by microsoft and there
is a fix available.

Go to microsoft and download and install the application compatibility toolkit for XP, I’m not sure of the
link but do a search in the knowledge base.

Once it is installed Run the QfixAPP application and select the following setting which makes windows lie
about the windows memory size. (see picture at CM fix pic) Make sure you save the fix to the
compatability database so it will always run without needing to change it.

It should work for windows 2000 as I recall that there is a simlar program compatability toolkit and
associated application

http://msdn.microsoft.com/downloads/default.asp?URL=/downloads/sample.asp?url=/msdn-files/027/001/
685/msdncompositedoc.xml

it's 1.54mb

(Running)
after you have checked the box click the advanced button and then click the create fix support button it
will then ask if you want to install the fix click yes and it will be permanently implemented into a fixes
database so cm will run every time, the compatability in the properties of an application are only basic the
appwizard gives more detailed options. Hope this helps
• Corrupt Data Files
Corrupt Data files (either from downloaded updates or edited using 3rd party editors available on the net)
can cause the game to crash (either randomly or more commonly during the game initialisation), to
resolve this problem simply reinstall the game and any patches which are being used.

• Virus Checker Enabled


Certain Virus checkers can slow down the game’s operation by checking whenever a file is accessed on
the hard-disk. In certain circumstances this can make the game freeze for long periods of time.

If you encountered this problem then please disable your virus checker.

• Bad Hard Disk Sectors


Bad Hard Disk sectors can cause the game to crash. To check whether your PC has bad hard-disk
sectors simply run ‘scandisk’ (either from windows or a dos-prompt). If bad sectors are reported then it is
recommended that you purchase a new hard-drive as soon as possible to prevent further crashes and
potential data loss.

• Lack Of Hard Disk Space


CM3 requires a minimum of 75MB of free disk space on both the Windows and cm3 partitions to operate
... the game checks disk space frequently but windows is a multi tasking O/S and can let other
applications steal available disk space. To prevent problems with disk-space when running cm3 please
ensure that at least 150MB of free disk-space is reported at all times when running the game.

• Lack of memory
The number of leagues that can be safely run is limited by the amount of memory a machine has, if your
machine has only 16MB of memory you can only run 1 league.

I have noted recently that a lot of users have been causing problems on otherwise decent machines by
limiting the virtual memory that Windows has available for use, I do not recommend doing this as it can
cause programs problems (please ensure that your Virtual Memory settings indicate that 'Windows is
managing virtual memory').

• Incompatible Hardware.

Common incompatible hardware includes:

1. High End AMD processors with Non 100Mhz Memory chips (this is incredibly common).
2. AMD Processors running Win95 can be subject to a bug within Windows itself, a patch is available for
this from:
http://www.amd.com/products/cpg/k623d/win95_update_k6.html
3. High End AMD processors with insufficient cooling (also incredibly common and in some cases won't
be apparent unless the machine is running for several hours).
4. Graphics card not supported properly by DirectX

• Other Problems

If you do still have problems running the game then please mail me at [email protected]
with the following information and I will attempt to investigate your problem further:

1. Processor
2. Memory (MB)
3. Disk space free (on both the windows and CM3 partitions) when problem occurs (you can get this by
opening a DOS box and typing dir on each partition).
4. Version of the game being ran
5. Official or unofficial (ie. NOCD) version.
6. Full error message reported (if any)
7. O/S used
8. Editors used (even if not on the data used in the current game)
9. Using Edited data? (and if so where did you get it from)
10. Leagues active (and whether foreground or background).
11. Game Date upon which the problem occurred.
12. Portable or desktop PC
13. Virus Checker Present (and enabled) ? and if so which one
14. Windows Virtual Memory settings (managed by windows or limited to ‘x’ MB)
15. Do you experience problems when running any other games or applications ?
16. DirectX Version
17. Graphics card installed
Game Additions in Championship Manager 01/02
This chapter briefly details the major changes to the Championship Manager 3 Engine for the release of
Championship Manager 01/02.

Updated Leagues and Competitions


All of the Leagues and competitions from cm3 have been updated with any rule changes implemented. All
data in the game has been updated by our team of researchers.
You can also now select a bigger variety of low divisions to be acthive regardless of whether you're
running using the Minimum or Normal database setting.

New Transfer Rules


The new transfer rules from FIFA which come into place on the 1st of September are fully implemented in
CM01/02.

Fog Of War
For the first time in Championship Manager 3 not all player data is visible instantly within the game. Well
known players will obviously be immediately visible however for lesser playuers some or all of their
attributes may be hidden from view until they are either scouted or play against a side that is managed by
a human manager.

This feature is optional and can be turned off at the start of a new game.

Board Ultimatums
You can now issue an ultimatum to the board to try and persuade them to do something if a prior request
is turned down. Be warned though, this is best only done when you've proven your worth to the board
otherwise they may call your bluff.

Ban Appeals
You can now appeal again bans which you feel are unfair. The FA may recind these bans occassionally
and the media may pick up on your moaning ways.

Improved Scouting
Hand in hand with the Fog of War option you may now set a scout to constantly watch your next
opposition. This scout will return with a detailed report of the teams strength and weaknesses.

Leave Of Absence
You can now sendplayers who are homesick on a leave of absence in an attempt to cheer them up.

Rehabilitation
Players with re-occuring injuries may now be sent for rehabilitation to cure those injuries.

More Player Feedback


More feedback from players via. their player profiles about how they feel and act. Players relations with
other squad members have been much enhanced and they will now complain about transfers in and out
of the club if approprate.

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