Cyber-Ball Manager

Squad trading file 04

The transfer market

Search properly. Bid carefully. And remember that promising the same money to ten different sellers is not a financial strategy.

Public briefing CBM // 04

Field note

There are two markets

Players listed by another manager are sold through bidding. Teamless players supplied by the game can be bought immediately.

The search keeps them separate. This means every result has one obvious buying method, and nobody can claim they accidentally entered an eight-hour bidding war.

Field note

What a player is worth

Player Value uses role-weighted Quality and age. Quality follows a steep curve, so each extra Q point adds more value to a stronger player. At the default balance settings, a 25-year-old Q50 player is worth 20 million and a Q99 player is worth 500 million. Players below Q50 follow the same curve and cost less.

Age applies separately. Younger players are worth more than older players at the same Q, and a young Q99 player can exceed the 500 million reference price. Values update as Quality or age changes and are rounded to the nearest thousand. Morale, Fitness, injuries and hidden traits do not directly change Value.

Value gives the market a reference price. The seller and the bidders still decide what an owned player actually sells for.

Field note

Owned players need a bid

The seller chooses an asking price inside the allowed range. Your bid must reach that price and, if someone else is already leading, beat it by the required amount.

A transfer completes when one bid has stayed highest for eight hours. If somebody outbids you, you may withdraw your old bid and take your wounded pride elsewhere.

Field note

Teamless players are instant

Teamless players have no selling manager. Their price is their current Value, there is no bidding, and a valid purchase moves the player straight into your squad.

They only stay listed for 48 hours. Check back now and then, because the market will not keep a good player warm while you think about it.

Field note

The money must actually exist

The game checks your money and squad space when you bid, then checks them again when the transfer is due. Money already promised on other leading bids is not spare money, however optimistic your accounting may be.

If a transfer fails because one side cannot complete it, the responsible manager can be fined. A completed move can also knock down team strengths because squads need time to adjust when someone arrives or leaves.