FC 27 — Manager Career & Gameplay Suggestions
Hi Team, I’ve been playing Manager Career for many years, and I’d like to share some suggestions that I believe could make FC 27 much more realistic, immersive, and enjoyable. Advanced Transfer Search Add filters/sliders to search players by specific attributes such as Speed, Strength, Shooting, Passing, etc. No Celebration Against Former Clubs Players should have respectful/no-celebration animations when scoring against their former club. Captain Always Lifts the Trophy The team’s designated captain should lift the trophy even if he didn’t play or was substituted. More Realistic Injuries Show medical staff taking seriously injured players off the pitch. If all subs are used, an injured player who cannot continue should leave and the team plays with 10 men. Man-to-Man Marking Allow us to assign a defender to specifically mark an opposition player, especially their star player. Better Quick Substitutions Keep the recommended player coming off, but let us choose any bench player as the replacement without pausing. Also recommend subs for poor performance, not only fatigue/yellow cards, and show the reason. Previous Match History Show the last 3 meetings before a match, including scores, goalscorers, and key stats. Commentators should also reference them. More Match Statistics Provide more team, player, historical, and season statistics before and during matches. Young Player of the Season Add a Young Player of the Season award alongside Player of the Season. Better Previous-Match Commentary Instead of repeatedly saying “good record” or “bad memories,” commentators should mention the actual previous results and key moments. Goal Celebrations Make celebrations more realistic, with teammates actually reacting, more importantly, please let us skip the celebration without skipping the goal replay. Real Referees Use real referee names and faces and give referees more presence during matches. Add VAR Add VAR for offsides, penalties, red cards, handballs, and simulation/diving. More Referee Arguments Add more realistic player arguments and reactions to controversial referee decisions and serious fouls. Create Your Own League We can create clubs but not leagues. Add a Create-a-League mode with custom teams, league size, rules, and formats. Better Loan Management Let us contact the club when our loaned player isn’t getting minutes and request more playing time—just like loan clubs can contact us. Live Scores Show competitors’ live scores on the screen and commentary updates from other matches during important simultaneous games. Bigger Commentary Name Database. This is really disappointing and discouraging when commentators are not reading most of the player’s names. A lot of famous players are being called as “HE”.. 3rd Kits. Make all official home, away, third, and special kits available in league matches.53Views5likes5CommentsFC 27 Career Mode Suggestions: Leagues, Youth, Transfers & Gameplay
1. Addition of Women's Lower Leagues (Promotion & Relegation) To make Manager Career Mode truly immersive for women's football, we need multi-tier league structures with promotion and relegation. Suggested Leagues: Barclays Women's Championship (England - 2nd Tier) Primera Federación Fútbol Femenino (Spain - 2nd Tier) Why it matters: Playing in the WSL or Liga F currently lacks stakes without promotion/relegation. Adding 2nd divisions provides long-term depth, creates a realistic ecosystem for loaning out young female players, and adds licensed teams, badges, and authentic kits to Ultimate Team and Clubs. 2. Youth Academy & Squad Management Enhancements Promoting young talent currently carries too much risk if a player isn't fully ready for senior football. Demote to Youth / Reserve (U21) Team: Allow managers to send promoted youth players back to the Youth Academy or a playable/simulated U21 Reserve Squad. Why it matters: If loan deals fall through or a player isn't ready for first-team action, their development currently stalls on the bench. A flexible squad management system adds much-needed realism and safeguards player growth. 3. Dynamic Transfer Market Mechanics The current transfer market feels too passive. Modern football transfers require proactive negotiations, agent interactions, and creative deal-making. Active Player Offering: Give managers the ability to actively propose players to specific clubs via agents rather than waiting passively on the transfer list. Agent Pitches & Proactive Proposals: AI clubs and agents should pitch players directly to us (e.g., an agent offering an out-of-favor player or a player seeking a new challenge). Swap List" Option: A dedicated squad hub option to mark players available specifically for trade (e.g., swapping an unwanted striker for a needed defender). AI-Initiated Player Swaps: AI clubs should actively initiate transfer offers including player-plus-cash deals for our players. 4. Mixed-Gender Toggle for Offline Career Mode Ultimate Team has proven that mixed-gender gameplay animations work seamlessly together, and offline modes should offer that same flexibility. Optional On/Off Toggle: Give players an optional setting when creating a new Career Mode to enable or disable mixed-gender leagues, transfers, and youth academies. Why it matters: It respects player freedom—purists can keep it turned off for traditional realism, while players seeking a creative, sandbox experience can enjoy full access to the entire player database. Thank you for your hard work and dedication to improving the game. We hope to see these features considered for EA Sports FC 27 and future titles! Best regards,33Views1like4CommentsCreate a player age in career mode.
The last few editions of FC have not allowed us to create a ‘young’ youth player. This is due to the birth year still being fixed at 2005 for some reason. In FC27, it would mean that a ‘youth’ player would be 21. This sadly stops us from creating a realistic youth squad. So for example, we cannot add rising stars from real life clubs who are aged 15-19, thus ruining the immersion and freedom to create the squad we wish. For myself, and seemingly, many others who play career mode, this is a big deal. Please can you fix this issue for us and allow the birth year to be set so we can create players who are aged 15 or 16. Many thanks, a career mode player. Mack.102Views2likes3CommentsFC 27 Beta – Manager Career Thoughts & Feedback
I’ve been playing Manager Career in the FC 27 beta and completed my first season with Brighton. Career Mode has always been my main focus in FC, and I wanted to share some thoughts after a full season. Overall, I’m enjoying FC 27, but there are areas I think could be improved. GAMEPLAY Overall, I have enjoyed the gameplay in FC 27. The pace and acceleration feel slower than FC 26, and it is noticeably harder to simply use a fast player to blow past a defender. The CPU seems to mark more tightly and does a better job of closing space without immediately overcommitting. This has changed the way I attack. Passing and movement feel much more important. If I make a good pass to a stationary player, that player often cannot simply receive the ball and explode past the defender because the defender closes the space quickly. Passing into the path of a player who is already moving, particularly with a well-timed through ball, is much more effective. Give-and-goes and combinations therefore feel more important than they did in FC 26. First touch also seems much more important. A good first touch can give you the small amount of space needed to make the next pass, dribble or shot, while a poor first touch gives the defender enough time to close you down. I like that because receiving the ball cleanly actually feels consequential. Some attacking patterns that were very reliable in FC 26 also seem less effective. For example, playing the ball into the middle and then immediately sending a through ball wide could previously create an easy path into the final third. In FC 27, the defender often recovers and closes the wide player quickly, forcing me to stop, recycle possession or find another passing option. Similarly, getting wide and making a quick cut back toward the middle still works, but it is much less automatic. Finesse shots also seem noticeably less overpowered. In FC 26, particularly with the Finesse Shot PlayStyle, getting into the right position and hitting a finesse shot across goal could become an extremely reliable way to score. That shot can still be effective in FC 27, but it does not feel nearly as automatic. More broadly, my impression so far is that PlayStyles in general do not feel as overpowered or as capable of determining the outcome of an action on their own. They still provide an advantage and help differentiate players, but they seem to complement a player's ability rather than overpower the underlying gameplay. So far, I consider most of this a positive change. I am still learning which attacking patterns work consistently, and I like that I haven't immediately found one or two moves that allow me to repeatedly exploit the CPU. The gameplay seems to place more emphasis on creating space through passing, movement and timing rather than simply relying on pace or repeating the same attacking pattern. CPU TEAMMATE DEFENDING One area I would still like to see improved is CPU teammate defending. This was also something I noticed frequently in FC 26. The opposing CPU seems to mark my players fairly tightly and closes down space well, but I don't always see the same behavior from my own CPU-controlled teammates. At times, opposing players are able to dribble toward my defenders while they continue to back off rather than actively engaging the ball carrier. Second-man press helps apply pressure, but even then the CPU-controlled teammate often seems more interested in containing the player than actually attempting to win the ball, leaving me to switch defenders and make the tackle myself. I do want to mention that FC 27 has added considerably more gameplay sliders, including sliders specifically affecting CPU teammate behavior such as CPU Teammate Marking. I haven't experimented extensively with these yet, so some of this behavior may be adjustable. I appreciate having that additional control and plan to experiment with it more. At the default or near-default settings I've used so far, however, there still seems to be a noticeable difference between how tightly the opposing CPU defends my players and how aggressively my CPU teammates defend the opposition. RATINGS / SQUAD MANAGEMENT The new approach to player ratings and squad management has been one of the more interesting changes for me. Player ratings generally seem lower than I am used to seeing in FC 26, although I am still learning exactly how the new rating and potential systems work. What I particularly like is that a player's current rating now seems much more responsive to what is happening during the season. The Player Updates section on the main Career Mode page regularly highlights players with messages such as “In good form” or “Thinks he should be playing more.” These updates are not just informational, as they can affect the player's current overall rating. The updates also seem to take the individual player's situation and expected role into account. For example, if I sign a player with a Rotation squad role and then don't give him enough playing time, I will frequently see a negative update related to his lack of minutes. I have also had a player ask for a new contract, and after giving him one the game indicated that he was happy and his rating received a slight increase. I like this because it gives me another reason to think about who should actually be playing rather than simply selecting the players with the highest base ratings. Managing a player's role, playing time, form and happiness can have a direct impact on how effective that player currently is. Fatigue has also had a noticeable impact on my squad selection. FC 26 allowed me to set training plans and thresholds, such as having a player train harder when his sharpness fell below a certain level. I have not found an equivalent level of control in FC 27 so far. Instead, I am regularly entering matches with players who are not fully recovered. Since fatigue is one of the first things I look at when selecting my lineup, this has forced me to rotate my squad more frequently. I actually consider the increased need for rotation a positive from a realism standpoint. The same is true of injuries. I have injury frequency turned down, but I have still experienced a reasonable number of injuries over the course of the season. Between fatigue, injuries, form, morale and playing-time concerns, I have had more reasons to use the entire squad rather than simply playing my strongest XI every match. I have not explored every part of the new training, sharpness and development systems yet, so there may be additional controls or mechanics that I have not discovered. These are simply my impressions after completing my first season. TRANSFERS The transfer system is significantly different from FC 26. Transfers feel much less automatic, and there seem to be more factors determining whether a player can actually be signed. When scouting players in FC 27, I can now see their level of interest in joining my specific club. I am managing Brighton, and many players at bigger Premier League clubs are simply not interested in joining. This immediately makes the club I am managing more relevant when deciding which players are realistic targets. The process itself also takes considerably more time. The first step is to inquire about buying or loaning the player. I then have to wait several in-game days for the club to respond. If the club is willing to proceed, negotiations can begin. After submitting an offer, I again have to wait for a response rather than immediately finding out whether the offer has been accepted. The presentation of negotiations has changed as well. During this process, the game displays a phone icon and the player's face at the top of the screen, essentially representing the ongoing communication. This is quite different from FC 26, where negotiations were presented through face-to-face cutscenes. Negotiating with a club showed my manager meeting with the opposing manager in my office, while player negotiations showed my manager meeting with the player and his agent, either in the office or at a restaurant. There are also separate considerations involving the selling club and the player. A club can simply refuse to sell—for example, I have had a club indicate that it was unwilling to sell a player to a rival club. Even if the club is willing to proceed, the player can still decide that he is not interested in joining. This means that identifying a player I want no longer guarantees that I will be able to sign him simply because I have the money to do so. The amount of time involved changes how I approach a transfer window. Each stage can take several in-game days, so pursuing one player and eventually having the deal fall apart can use up a significant portion of a limited window. This encourages me either to have several potential transfers developing at the same time or to be more confident that a particular transfer is realistic before committing too much time to it. Because of that, I think the game could do a better job explaining why negotiations break down. I have had several potential transfers fall apart without being given a clear reason. I don't mind that transfers can fail; the possibility of failure adds uncertainty to the process. However, when several in-game days have been invested in a deal, knowing why it failed would help me make better decisions about which players to pursue next. Overall, the new system adds more variables to squad building. I have to consider not only a player's ability and price, but whether the selling club is willing to do business, whether the player is actually interested in joining my club, and how much of the transfer window I am willing to spend pursuing a deal that may ultimately fall through. CAREER MODE PRESENTATION / IMMERSION There are some changes to the presentation of Manager Career, although a number of the smaller details still feel very similar to FC 26. One change I noticed is how press conferences are handled. Rather than choosing to attend a press conference, they now appear automatically at different points throughout the season and I am given two responses to choose from. I like that these interactions are incorporated into the flow of the season rather than requiring me to select them separately. However, so far I have not noticed the responses having much of an impact on the team or my career. It would be nice if the choices had more noticeable consequences so that there was a reason to think about which response I select. A lot of the matchday presentation also feels very familiar. Much of the commentary I have heard appears to be the same as FC 26, and many of the pre-match sequences, such as the shots of supporters and other stadium animations, are similar or identical. I did notice an option to download additional commentary content, although I have not tried this yet and am not completely sure how it works, so my impressions here are based only on the commentary I have actually used. These are relatively small things individually, but over the course of a long Career Mode save they contribute to matches eventually feeling repetitive. I would like to see more variation and context in these areas, particularly commentary that responds to what is actually happening during the career. Things such as a surprising league position, an important run of form, a player having an exceptional season, a major transfer, or an upcoming match having significant implications for the table could help make each season feel more connected to the career being played. Overall, the presentation is still enjoyable, but after playing a lot of FC 26 it is easy to recognize many of the same commentary lines and pre-match sequences. More variation and more acknowledgement of events occurring within the save would go a long way toward making a long-term Manager Career feel more immersive. AWARDS / SEASON RECOGNITION One area I would like to see expanded is how individual awards are handled. At the end of my first season, the Player of the Year winner was not the player with the strongest overall goals, assists, or match rating. The player who won was on the team that won the league, so team success may have been a factor, and I don't necessarily think the selection itself was wrong. The larger issue for me is that there is very little context around the award. I would like to see ongoing award races throughout the season where I can view the leading candidates, their statistics, and how the race is developing. Madden, another EA Sports title, already does something similar. Once enough of the season has been played, award races begin to appear and you can follow the leading candidates as the season progresses. I would love to see a similar concept incorporated into Manager Career. Ideally, this would include the major awards such as Player of the Year, Manager of the Year, Golden Boot, Golden Glove, Young Player of the Year, any applicable Defender of the Year award, and the Ballon d'Or. These do not all need to work exactly the same way, but having dedicated races and some type of presentation when the winners are announced would make them feel like meaningful events within the career. This could also help explain why a particular player wins an award. Goals and assists are obviously important, but things such as match ratings, clean sheets, team success and overall performances may also factor into different awards. Being able to follow the candidates throughout the season would make the eventual results feel connected to what actually happened during the year rather than simply having a winner appear at the end. For a long-term Manager Career, I think this would add a significant amount of immersion. Following an award race involving one of my players, competing for Manager of the Year during a successful season, or seeing one of my players enter the Ballon d'Or conversation would give individual performances and team success another storyline to follow throughout the year. CLUB HISTORY / TROPHY ROOM Another feature I would love to see expanded in Manager Career is the ability to look back at the history created during a save. There is already a Manager Career section that keeps track of some accomplishments and career information, which I appreciate. I would like to see that concept expanded into a more detailed club history or trophy room that records what happens throughout the career. One of the things that can make a long Career Mode feel less meaningful is how quickly accomplishments from previous seasons disappear. After several seasons, I would like to be able to look back and see what my club and players actually accomplished rather than having to remember it myself. A club history section could keep a season-by-season record of things such as league finishes, trophies won, cup and European results, and the manager's overall record. A trophy room could visually display the trophies the club has won during the career and show the season each one was won. If one of my players wins an individual award, that should remain recorded somewhere as well. I would also like to see much more historical statistical tracking. Madden is a good example of what I mean. During a season, I can look at the current statistical leaders, but I can also look at career records and see the all-time leaders in major categories. I would like to have something similar in Manager Career. For example, I should be able to view the current season's leaders in goals, assists, clean sheets and other major statistics, while also having career and historical leaderboards that continue to update as the save progresses. It would be great to see when a player is approaching or breaking a club or league record rather than having those statistics essentially disappear when the next season begins. This would work particularly well alongside an expanded awards system. An award race gives me something to follow during the current season, while historical statistics, a club history and a trophy room give those accomplishments permanence after the season ends. For players who spend many seasons with the same club, this would help turn the save into its own history. By year five or ten, I could look back at where the club started, what we won, which players became club legends, which records were broken, and how the team changed over time rather than each new season largely replacing the previous one. If I could choose only one new feature to add to Manager Career, this would probably be it. A major reason I play sports games is the statistics and the history that develops over multiple seasons. Career Mode gives us the ability to play through many seasons and create our own version of football history, but I would like the game to do more to preserve that history. Having season and career statistics, records, awards, trophies and previous results remain accessible would give much more meaning to everything that happens over the course of a long save. GAMEPLAY SLIDERS I think the expanded gameplay sliders are worth highlighting as a separate addition. Sliders are a major part of the experience for many offline players, and there is always a lot of discussion within the community about finding the right settings to create the type of gameplay each player wants. FC 27 appears to provide considerably more control in this area. Instead of relying only on broader settings such as Shot Error, there are now more specific sliders for different types of shots, including finesse, power and low-driven shots. There are also new sliders that affect the behavior of CPU-controlled teammates, including CPU Teammate Marking. I have not experimented extensively with most of the new sliders yet, so I don't want to make judgments about how effective each individual setting is. Most of my changes so far have been relatively limited while I try to understand how the default gameplay behaves. However, I appreciate the additional level of control. Different players are looking for very different experiences from FC, particularly in offline Career Mode, and more granular sliders potentially allow players to address specific aspects of gameplay without changing something much broader. For example, if one particular type of shot is too accurate, being able to adjust that shot specifically is preferable to increasing overall Shot Error and affecting every type of finish. I expect these additional settings will become especially useful once players have had more time with the game and begin developing and sharing different slider setups. For an offline mode that people can play for hundreds of hours, having more control over how the game behaves is a meaningful addition. OVERALL THOUGHTS Overall, I am enjoying FC 27 and have had a positive experience with the beta so far. After completing a full season in Manager Career, there are changes to both the gameplay and Career Mode systems that have made the experience feel different from FC 26, while there are also some areas that still feel very familiar or could use additional depth. Most of my suggestions are less about making Career Mode fundamentally different and more about giving greater depth and meaning to what is already there. Manager Career is a mode that can be played for hundreds of hours and across many seasons, so features that make individual seasons feel distinct and preserve the history created along the way would add a lot to the long-term experience.11Views0likes0CommentsFC 27 Create-a-Club: Add Fictional Sponsors, RGB Colors & New Crests
Hello EA Team, Create-a-Club is arguably the best feature in Manager Career Mode, however sponsorless kits ruin the immersion. Every real-world team has a front-of-shirt sponsor, and missing this detail stops many dedicated fans from buying the newer FC games. I know many players who buy FC exclusively for this mode. While new features added this year are great, upgrading the kit editor is what would make Create-a-Club a true masterpiece. Even if real brand licensing is too complex, use fictional sponsors gives the same feel. Please consider adding these key improvements to the Create-a-Club editor for FC 27: - Fictional Kit Sponsors: Using fictional brands to make custom kits look authentic. - Full RGB / Color Wheel: Total freedom to pick exact color shades instead of being limited to preset palettes. - Expanded Emblem Library: More crest templates and customization shapes. These simple additions would completely transform the mode and restore massive goodwill with the offline community. If you agree, please hit the "Like" button below so the community managers see this!Birth Year - Create Player
This is still not updated in Create Player, for the fifth year running. In FIFA 22 it was set at 1980-2005 meaning we could create players aged 16 and over. As things stand, in FC27 we can’t create players younger than 20/21. Many people in the community enjoy creating young players to use in Career Mode, as things stand, we can’t. How do we get EA to acknowledge this and act?32Views1like1CommentMy Career Mode Vision - Building a Football Club, Not Just a Team
Dear Players, Dear Developers I am a long-time FIFA / EA SPORTS FC player, and Career Mode is the part of the game I enjoy the most. First of all, I want to say that I think the current Career Mode has a good foundation. I do not think it needs to be completely replaced. Instead, I believe it needs to become deeper, more realistic and much more focused on long-term club development. My biggest wish is simple: I don't want to feel like I am just managing a team. I want to feel like I am building a football club. I would love to see a Career Mode where a save can last 30, 40 or even 50+ seasons, where clubs can rise and fall, stadiums can grow, fanbases can develop, finances can succeed or fail, young players can become legends and the entire football world continues to evolve. 1. Long-Term Careers – 30, 40 or 50+ Seasons One of the biggest changes I would like to see is a much longer Career Mode. A career should not feel like it has a fixed ending after a limited number of seasons. I would love to be able to start in 2026 and still be playing in: 2035 2045 2055 2065 The football world should continue evolving throughout the entire save. New generations of players should appear. Older players should retire. New managers should emerge. Clubs should rise and decline. New rivalries should develop. A small club should potentially become a European giant. A traditional giant should potentially fall into financial problems and decline. The player should be able to create a football history that spans generations. 2. Career Mode Should Be Much Slower This is probably my biggest gameplay-related criticism of the current Career Mode. If you are good at the game, it is possible to take a mid-table club and turn it into one of the best clubs in the world within approximately four or five seasons. I don't think this should be possible so easily. Imagine taking a club like Augsburg or Borussia Mönchengladbach. Realistically, the journey should look more like: Years 1–3 Survive or finish mid-table Improve the squad Develop young players Improve finances Years 4–7 Fight for European qualification Improve facilities Increase reputation Build the fanbase Years 8–12 Regular European football Potential Champions League qualification Attract better players Years 12–20+ Become a genuine title contender Build a strong club identity Potentially compete for European trophies Even if the player is extremely good, becoming one of the biggest clubs in the world should take many years. Winning matches should help, but success alone should not instantly transform a club's reputation, finances, stadium and attractiveness. 3. Club Reputation Should Be Dynamic A club should have a much deeper reputation system. Players should consider: Club history Current league European competition Recent results Stadium Fanbase Salary Playing time Facilities Manager reputation Club prestige For example, if I take a small club into the Champions League, an 88-rated superstar should not automatically want to join. The club may have qualified for the Champions League, but it might still have: a small stadium limited facilities low commercial revenue a small fanbase low historical reputation The club should need time to establish itself. 4. A Real Financial System I would love to see a proper football club financial system. Instead of mainly having a transfer budget, the club should have real income and expenses. Income Matchday revenue Ticket sales Season tickets TV rights Sponsorships Shirt sales Merchandise European competitions Domestic competitions Player transfers Hospitality Catering Stadium revenue Expenses Player transfers Player wages Staff wages Youth academy Scouting Training facilities Stadium construction Stadium maintenance Medical facilities Security Travel Other club costs This would make financial management a genuine part of Career Mode. 5. Clubs Should Be Able to Go Into Debt This would make decisions much more meaningful. For example: I have €80 million available. I decide to build a €150 million stadium. The club could finance the project with a loan. Now I have: €150 million stadium investment Long-term debt Interest payments Regular financial obligations I would then have to generate enough revenue to pay for the stadium. This would create actual risk and reward. 6. Financial Problems Should Have Real Consequences If I manage a club badly, the game should allow me to genuinely damage it. Possible consequences could include: Stage 1 Board warning Stage 2 Reduced transfer budget Stage 3 Transfer restrictions Stage 4 Forced player sales Stage 5 Debt restructuring Stage 6 Points deductions Stage 7 Licensing problems Stage 8 Potential forced relegation Stage 9 Potential insolvency This would make financial responsibility important. 7. Build Your Own Stadium For Create-a-Club, I would love to see a completely customizable stadium system. Players should be able to design: Stadium size Stand layout Number of tiers Roof Floodlights Big screens VIP areas Executive boxes Press areas Fan shops Restaurants Catering Parking Away section Home end Family areas Hospitality areas Ideally, the stadium could have different architectural styles and shapes. Every created club could therefore have a truly unique home. 8. Stadium Development Over Time A new club should not start with a modern 50,000-seat stadium. It could start with: 5,000–8,000 seats or even rent a local stadium. Then, over many years: 8,000 → 12,000 → 18,000 → 25,000 → 35,000 → 50,000 Every expansion should: Cost money Take time Affect finances Increase potential revenue Increase club prestige The stadium should become part of the club's history. 9. Build the Entire Club Infrastructure The stadium should only be one part of the development system. I would love to see a complete club campus. For example: Training Centre Training pitches Gym Recovery facilities Medical centre Youth Academy Youth pitches Academy buildings Boarding facilities Youth medical facilities Club Facilities Club offices Fan shop Museum Hospitality Restaurants Parking Each facility could have multiple upgrade levels. 10. Create-a-Club Should Actually Feel Like Starting a Club When creating a new club, you should not simply receive a transfer budget. You should have a complete starting situation. For example: Club finances €5 million Stadium 6,000-seat rented stadium Training facilities Basic Youth academy Level 1 Scouting Limited Fanbase Small Reputation Low You then have to build the club. This would make Create-a-Club much more satisfying. 11. Sponsors Sponsors should become an important part of the club. You could negotiate sponsorships based on: Club reputation League Fanbase Stadium European football Success Market size Sponsors could also grow with the club. A small club might have a local sponsor. Twenty years later, the same club might have a major international sponsor. For Create-a-Club, I would love the ability to place sponsors on: Front of shirt Sleeves Shorts Training kits 12. Custom Kits and Club Crests Create-a-Club should offer much more customization. I would love: Home kit Away kit Third kit Goalkeeper kits Training kits Warm-up kits And ideally the possibility to import custom kits and club crests, subject to the appropriate platform and content rules. This would allow players to create genuinely unique clubs. 13. Goalkeeper Kits Goalkeepers should have much more kit variety. For example: More designs More colors Long sleeves Short sleeves Different shorts Different socks More unique goalkeeper designs It is a small feature compared to stadiums and finances, but it would improve customization. 14. Dynamic Attendance One of my favorite ideas is a dynamic attendance system. Stadiums should not always be full. If I manage a club with low popularity, the stadium should reflect that. For example: Newly created club Capacity: 6,000 Average attendance: 1,800 After several successful seasons: Average attendance: 3,500 After promotion: Average attendance: 5,000 After European qualification: Average attendance: 6,000+ Eventually: The stadium becomes consistently sold out. This would make the growth of the fanbase feel real. 15. Fans Should Develop With the Club The fanbase should not just be an animation in the stadium. Over time, a club could develop: Fan clubs Ultras Rivalries Chants Traditions Banners Matchday culture The club's fan culture should become part of its identity. 16. Derby Matches Should Feel Special Not every match should have the same atmosphere. A normal league match should feel normal. But: Derby Cup final Champions League knockout Title-deciding match Relegation battle Promotion playoff should feel completely different. I would love to see: Choreographies Pyrotechnics Flags Banners Smoke Special chants More intense reactions Special stadium presentations Larger away support A derby should feel like a derby. 17. A Much Bigger Youth Academy The Youth Academy should become a major part of Career Mode. Instead of essentially having one youth structure, I would love multiple age groups: U9 U10 U11 U12 U13 U14 U15 U16 U17 U18 U19 You could invest in: Youth coaches Scouts Training facilities Medical staff Nutrition Boarding facilities International scouting The academy could eventually become one of the best in Europe. 18. Youth Development Should Be Less Predictable Not every player with high potential should automatically become a superstar. A player could: Develop quickly Develop slowly Stagnate Break through unexpectedly Suffer injuries Change position Become much better than expected This would make youth development much more exciting. 19. Realistic Reserve Teams Second teams should follow real-world restrictions. For example: If Bayern's first team is in the Bundesliga, Bayern II should never be able to get promoted into the Bundesliga. The same rules should apply across the relevant competitions. This should be handled automatically by the game. 20. Much More Intelligent AI Transfers AI clubs should have their own transfer philosophies. For example: Bayern Established stars and elite talent Dortmund Young talent, development and future sales Freiburg Financially responsible recruitment Smaller clubs Loans, free agents and inexpensive players Wealthy clubs More aggressive spending Transfers should make sense for the individual club. 21. AI Clubs Should Plan Years Ahead AI clubs should identify future squad problems. For example: If a left-back is 32 years old, the club should start looking for a replacement before he declines. AI clubs should: Plan succession Renew contracts Develop youth Sell players Replace aging players Build squad depth Plan around European competitions The AI should behave more like a real sporting director. 22. Clubs Should Be Able to Rise and Fall The football world should never be static. A huge club could decline. A small club could become a giant. For example: Big club Champions League ↓ Europa League ↓ Mid-table ↓ Relegation ↓ Financial problems While another club could go: Small club Lower league ↓ Promotion ↓ Top division ↓ European football ↓ Champions League This should happen naturally throughout the simulation. 23. The Football World Should Continue Without You The player should not be the center of the football universe. While I manage one club: Other managers should be hired and fired. Other clubs should buy and sell players. Other clubs should develop. Clubs should go bankrupt. New rivalries should appear. New stars should emerge. Clubs should become dominant. Other clubs should decline. The world should continue independently of the player's actions. 24. Board and Ownership The board should have different priorities. For example: Avoid relegation Qualify for Europe Win trophies Develop young players Improve finances Increase attendance Build the stadium Improve the academy If I consistently fail, I could be fired. If I massively exceed expectations, my reputation should increase. 25. Manager Legacy After 20 or 30 seasons, the manager should have a genuine legacy. For example: Manager Career 30 seasons 1,500 matches 900 wins 8 league titles 3 Champions League titles 12 domestic cups If I stay at one club for decades, I could become a true club legend. My time at the club should become part of its history. 26. Generations of Players With a 30–50+ year Career Mode, generations could become a huge part of the experience. A player could join my academy at 15 or 16. He becomes: Academy player → First-team player → Star → Captain → Club legend → Retired Twenty years later, another generation takes over. The game should make these long-term stories possible. 27. Club Identity Should Develop After 10, 20 or 30 years, my club should feel completely different from when I started. The club could develop its own: Playing style Transfer philosophy Youth identity Fan culture Stadium Rivalries History Reputation Financial strength Eventually, I should look at the club and think: "I built this." That feeling should be one of the main goals of Career Mode. 28. Career Mode Should Not Have a "Perfect Ending" Even if I win the Champions League, the career should not feel finished. There should always be something else to achieve. For example: Build the biggest stadium Create the best youth academy Become financially dominant Build a European dynasty Recover from financial problems Rebuild after a bad period Develop another generation Take over another club Create a new football empire There should always be another story. 29. The Ultimate Goal: Build a Football Institution My ideal Career Mode would allow me to start with something like: A small club Small stadium Small fanbase Small budget Basic facilities Small youth academy Low reputation And after 30 years: A European giant 50,000+ seat stadium Huge fanbase World-class facilities One of Europe's best academies Major sponsors International reputation Multiple generations of club legends Domestic trophies European trophies A unique history And I should be able to look back at everything that happened during those 30 years. Final Thoughts I don't believe Career Mode needs to become a completely different game. The foundation is already there. What I would like to see is a much deeper simulation surrounding it. I want Career Mode to feel less like: Play matches → buy better players → win trophies → repeat and much more like: Build a football club. I want success to take time. I want failure to have consequences. I want finances to matter. I want stadiums to grow. I want fans to grow. I want youth academies to matter. I want AI clubs to behave intelligently. I want clubs to rise and fall. I want the football world to continue without me. And most importantly, I want to be able to play for decades. If I start with Augsburg, Mönchengladbach or a completely fictional club, becoming one of the biggest clubs in the world should be an incredible long-term achievement. It should take 10, 15 or even 20+ years. And when I finally win the Champions League after building the club for decades, I should be able to look at my stadium, my academy, my players, my fans and my club history and genuinely think: "I built this club from the ground up." That is the Career Mode I would love to play. Thank you for listening to the community and continuing to improve EA SPORTS FC. I hope that one day Career Mode can become not just a mode where we manage football teams, but a true long-term football club simulation. This would be my dream Career Mode.7Views0likes0CommentsFC27 Manager Career AI GK too Overpowered
So when you’re in tactical view of a game and you’re watching the Goalkeeper saves almost everything the only way you can score if off a rebound or an unexpected pass but any shot towards the GK will be saved no matter the placement. Some goals are still allowed but only if the GK has to cover ground. If the GK only relies one reactions AI vs AI GK will win every single time.9Views0likes2CommentsLow crosses seem to not work properly
Every time I do a low cross the cross goes a very short distance. I’ve tried getting full power on it and it goes nowhere. It is not being blocked. I’ve got it set to animation start for my pass timing, and everything is assisted except for through ball, which is semi. please let me know if anyone else has this issue2Views0likes0Comments