Articles on: 🏟️ Club Progression

🧬 Academy Campus upgrades

Your Academy Campus develops future players for your club.


Every club has eight academy buildings. Each building has its own level from Level 0 to Level 5. Upgrades are paid in FC and persist across seasons.


Use academy upgrades to improve the type, quality and control of your future intakes.


The eight buildings


  • Training Pitches: improves the minimum current rating of academy prospects
  • Academy Office: improves the minimum potential of normal prospects
  • Performance Centre: guarantees a minimum stamina level
  • Changing Rooms: guarantees a minimum leadership level
  • Accommodation Block: controls how many prospects arrive in your intake
  • Scouting Office: lets you ask scouts for positions and areas of the pitch
  • Talent ID Department: improves rare prospect chance and the rare cap
  • International Scouting Network: lets you target continents and countries


Training Pitches


Cost group: Core impact.


Training Pitches raise the floor of your prospects' current rating. Your division still sets the overall rating band, but stronger Training Pitches stop weaker prospects arriving at the bottom of that band.


Benefits by level:


  • Level 0: 2 lower than your division's normal minimum
  • Level 1: 1 lower than your division's normal minimum
  • Level 2: your division's normal range
  • Level 3: 1 higher than your division's normal minimum
  • Level 4: 2 higher than your division's normal minimum
  • Level 5: 3 higher than your division's normal minimum


Example: if your division normally produces prospects from 50 to 55 rating, Level 5 Training Pitches lift the floor to 53. The top stays 55.


Academy Office


Cost group: Core impact.


The Academy Office raises the minimum potential of normal prospects. It does not affect rare prospects.


Benefits by level:


  • Level 0: normal prospects arrive with 15 to 25 potential
  • Level 1: 16 to 25 potential
  • Level 2: 17 to 25 potential
  • Level 3: 18 to 25 potential
  • Level 4: 19 to 25 potential
  • Level 5: 20 to 25 potential


At Level 5, every normal prospect in your intake has at least 20 potential.


Performance Centre


Cost group: Squad control.


The Performance Centre guarantees a minimum stamina level for every prospect. This is a floor, not a boost. It removes low-stamina prospects from your intake range.


Benefits by level:


  • Level 0: no minimum applied
  • Level 1: minimum 60 stamina
  • Level 2: minimum 65 stamina
  • Level 3: minimum 69 stamina
  • Level 4: minimum 72 stamina
  • Level 5: minimum 75 stamina


High-stamina players handle match load better and are easier to manage across a season.


Changing Rooms


Cost group: Club identity.


Changing Rooms guarantee a minimum leadership level for every prospect. This is a floor, not a boost.


Benefits by level:


  • Level 0: no minimum applied
  • Level 1: minimum 65 leadership
  • Level 2: minimum 70 leadership
  • Level 3: minimum 75 leadership
  • Level 4: minimum 80 leadership
  • Level 5: minimum 85 leadership


This is the building for clubs that want future captains coming through their own academy.


Accommodation Block


Cost group: Core impact.


The Accommodation Block controls how many prospects arrive in your intake.


Benefits by level:


  • Level 0: 4 prospects
  • Level 1: 5 prospects
  • Level 2: 7 prospects
  • Level 3: 8 prospects
  • Level 4: 9 prospects
  • Level 5: 10 prospects


More prospects means more chances to find a player worth signing, developing or selling.


Scouting Office


Cost group: Squad control.


The Scouting Office lets you tell your scouts what type of player you need.


Benefits by level:


  • Level 0: no instructions, you take what comes
  • Level 1: one prospect from a chosen area of the pitch, defence, midfield or attack
  • Level 2: two prospects from chosen areas, narrowed to central, wide or goalkeeper
  • Level 3: two prospects in exact positions of your choosing
  • Level 4: three prospects in exact positions
  • Level 5: four prospects in exact positions


If your squad needs a centre-back, this is the building that lets you ask for one.


Talent ID Department


Cost group: Squad control.


The Talent ID Department changes rare prospect generation. It improves your rare chance and controls the maximum number of rares that can appear in one intake.


Benefits by level:


  • Level 0: no chance of a rare, maximum 0 rares
  • Level 1: a quarter below your division's normal rare chance, maximum 1 rare
  • Level 2: your division's normal rare chance, maximum 1 rare
  • Level 3: half as likely again, maximum 1 rare
  • Level 4: twice as likely, maximum 2 rares
  • Level 5: three times as likely, maximum 3 rares


Example: if your division's normal rare chance is 10%, Level 3 makes it 15%, Level 4 makes it 20%, and Level 5 makes it 30%.


International Scouting Network


Cost group: Club identity.


The International Scouting Network lets you influence where your prospects come from.


Benefits by level:


  • Level 0: no instructions, you take what comes
  • Level 1: one prospect from a continent of your choosing
  • Level 2: two prospects from a continent of your choosing
  • Level 3: two prospects from specific countries
  • Level 4: three prospects from specific countries
  • Level 5: four prospects from specific countries


Use this if you want a club identity built around certain nations or regions.


Upgrade costs


Facilities sit in three cost groups.


Core impact buildings:


  • Accommodation Block
  • Academy Office
  • Training Pitches


Squad control buildings:


  • Talent ID Department
  • Scouting Office
  • Performance Centre


Club identity buildings:


  • International Scouting Network
  • Changing Rooms


Cost by upgrade:


Level 0 to 1


  • Club identity: 5,000 FC
  • Squad control: 10,000 FC
  • Core impact: 15,000 FC


Level 1 to 2


  • Club identity: 20,000 FC
  • Squad control: 35,000 FC
  • Core impact: 47,250 FC


Level 2 to 3


  • Club identity: 90,000 FC
  • Squad control: 150,000 FC
  • Core impact: 202,500 FC


Level 3 to 4


  • Club identity: 480,000 FC
  • Squad control: 800,000 FC
  • Core impact: 1,080,000 FC


Level 4 to 5


  • Club identity: 2,400,000 FC
  • Squad control: 4,000,000 FC
  • Core impact: 5,400,000 FC


Maintenance


  • Level 0 and Level 1 buildings never need maintenance
  • Level 2 and above buildings can need maintenance
  • Each eligible building has a 20% chance of needing maintenance each season
  • A maximum of 6 academy buildings can need maintenance at once
  • Maintenance costs 40% of the upgrade cost into that level
  • If maintenance is not paid before season rollover, the building drops one level


How to choose upgrades


  • Want better current ability? Upgrade Training Pitches
  • Want better long-term development? Upgrade Academy Office
  • Want fitter players? Upgrade Performance Centre
  • Want captains? Upgrade Changing Rooms
  • Want more prospects? Upgrade Accommodation Block
  • Want position control? Upgrade Scouting Office
  • Want rares? Upgrade Talent ID Department
  • Want nationality control? Upgrade International Scouting Network

Updated on: 21/08/2026

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