President FC: Football Club Owner · Manual
Academy
The game and this guide are still in development. Details may change, and your feedback is welcome.
Screen guide

Home of every academy kid. Read each age group's talent from 9 to 16, decide who moves forward, and when the final year comes, sign or release them in time.
Left card: the whole academy. Capacity on the header, age-group chips, then the roster; the key columns are "talent" (small kids on a K scale out of 12, teens on a T scale out of 15) and the sign/release buttons at row's end, with the latest academy log underneath · Top-right: the countdown to the next intake (every June 20) · Below: the academy building's level, today's training multiplier, and the upgrade shortcut · A yellow strip warns how many final-year boys are still unsigned · Bottom: the super agent. Pay him to deliver a kid of a chosen grade straight into the academy
This page's routine: sweep the talent column age by age. Give the bright ones time, and when space runs low, release the dim ones to open the door for the next intake · The moment the yellow strip shows, deal with the final-year boys: sign the keepers, release the rest · The academy is the engine of a youth project. Check now and then whether the building deserves its next level.
K and T are different scales. A K11 kid is not worse than a T12 teen, don't compare the raw numbers · Talent is odds, not a guarantee; his true potential is only read once he signs pro · A final-year boy left unsigned when the academy year ends leaves the game for good. He resurfaces nowhere · The building's level sets the quality of incoming kids, never the quantity.
Chapters
Updated Nov 9, 2026