ELDT updates: what's new in the week of 5 October 2026
A packed week in ELDT: a new Calendar, custom-filters for friendlies, separate Concessions and Merchandising sections, player-by-player training, and more.

A packed week in ELDT: the Calendar is here so you can keep every fixture to hand, friendlies can now be set up against the opponent you choose, Concessions has its own section, training works player by player with real costs, and there are loads of new tools so you can run the club properly. On top of that, big economic changes are on the way — scouts and the academy now cost money — auctions no longer have a reserve, so you can bid with the whole pot but watch out for the red, and Season 3 is just around the corner. Here’s everything that’s landed.
Calendar, friendlies and Concessions with their own sections
The Calendar has replaced the Agenda, and now everything is in one place: you can see your next match with a countdown, a monthly grid with your fixtures and what’s going on in the game day by day, the full league, cup and friendly fixture list with results, and a button to add your matches to Google Calendar or your iPhone with a 30-minute reminder. No more faffing about trying to remember when you’re playing.

Setting up friendlies has changed completely. It’s now a three-step screen: first you filter the opponent, whether you want to play against managers or the computer, whether they’re online right now, today or this week, by size (evenly matched, bigger or smaller), league and country; then you choose the day and time on a 14-day strip where you can see what each side has free; and finally you confirm whether you’re playing at home or away, with a badge-vs-badge card. Computer clubs reply instantly. Concessions now has its own section in the club menu, just like Merchandising. There you can see the level of your food stands, how much each spectator brings in, the full match-by-match history, and how you’re doing against your league. The bots also expand their stands when it makes sense and they’ve got the cash.
Player-by-player training, with real intensity
Now you choose what each player trains week by week. You’ve got "As the team" to follow the overall plan, or you can set each player their own training. Hard trains 30% more but adds 20 fatigue (and more injuries), while Easy trains less but recovers 15 fatigue. With fatigue of 70 or more, even if you set Hard it drops to Normal. Set pieces now count towards shooting, long passing and heading, and anything you’d already trained has been credited. The preview uses the real minutes from the week, so you can see exactly what will be applied on Sunday.
From Season 3 there’s another big change: from age 31 players start losing physical attributes little by little, and from 33 they also lose a bit technically. Goalkeepers retire two years later. We’ll warn you every time a player drops, so nothing catches you out.
Friendlies: the crowd is a surprise now
Between 10% and 25% of the crowd from an official match turns up for a friendly, depending on the opponent you invite. Against a club with more supporters than you, plenty more turn up; against a smaller one, fewer do. An opponent from another country also draws a bigger crowd. The big sides are fussier: if you invite them away, it’s even harder. If they turn you down, wait 3 days and try again.
Against the big bots there’s a risk: if they batter you by 3 or more, you lose supporters and extra reputation, and the match tires you out twice as much. But if you beat them, you get the opposite. Lose narrowly or draw and there’s no punishment. Against managers, there’s no fear: no punishment and no extra fatigue, so invite whoever you like.
Merchandising: every match is different
The shop sells at every home match, but not everyone buys. Of everyone who turns up, some go into the shop and buy shirts, scarves, hats or flags. The shop level changes how many people buy and how much each one spends: at level 1, 5% buy and spend $3.000 each; at level 5, 15% buy and spend $6.000.
What changes from match to match is demand: winning sells more, losing sells less. A run of wins boosts it; a run of defeats drags it down. Against a team higher up or in the cup, sales go up; against a lower side, they go down. Debuting a new shirt gives sales a boost, and so does a star who scores two goals or more. Being down near the bottom of the table hurts everything. A poor match can sell less than half the normal amount, while a dream one can nearly double it. You never know exactly until the game is played. Merchandising now has its own section in the club menu, with your shop, all the levels, every sale broken down by why it was sold, and how you’re doing against your league.
Training: real workloads and a preview that works
The training preview now uses the real minutes from the week. What you see is what gets applied. Hard and Easy now have real costs: Hard adds 20 fatigue to each player, Easy recovers 15. With high fatigue there are more injuries, so be careful about turning the screw too hard.
Staff: now you can see the numbers
In the Staff section there’s a new table showing exactly what each person adds at their current level. Right at the top you can see "What each staff member gives you today" in big numbers: for example, Press level 3 gives +30% supporters per official match. Below that you can see what they’d give at level 5. The ones you don’t have show up in grey. Each staff card also shows what it gives you. The money-movers (commercial manager, groundsman, contracts agent) show how much they cost and how much they return per week. The game also suggests who’s worth signing. And if you don’t have a head coach, we’ll warn you that without one your squad trains without a bonus.
Supporters with a cap: endless growth is over
Supporters no longer grow as a percentage. Now every match adds or subtracts a fixed number depending on your division. In Primera D to H you gain +30, draw +10 and lose −15. Higher up it increases: Primera C +50, B +80, Nacional +150, Primera División +300. A thrashing multiplies it by ×1,5.
The cap depends on your division and your stadium: whichever is higher between what your division allows and 1,5 times your capacity, including works in progress. At the cap, winning adds nothing; losing still takes away. If you expand, you open up room to grow. Supporter duels have been removed. Press no longer adds 3% of your fanbase, but after official matches it now gives fixed points: controversy +10, praise the squad +5, self-criticism +2, criticism −10. Once per season: promotion +10%, champions +5%, relegation −10%.
Scouts, academy and facilities now have upkeep
The wages you were already seeing for scouts and youngsters now start being charged every week. A youngster who isn’t going to make it now has a cost: release him or promote him. Stadium and academy upgrades have upkeep too: 2% per month of what you invested. Most clubs won’t pay anything new. The biggest spenders will pay around $1M per month.
No-reserve auctions: you bid with the full pot
The 20% the game used to hold back when you bid is gone. You can now bid with your whole free cash balance, plus the 10% commission. But be careful: if your cash goes into the red, you’ll get a warning. You can take out a loan without looking at your score: you’ll be lent what you owe with no minimum, and you pay it back in 8 weekly instalments at 8% per week. Or there’s emergency sale: the game picks players at random and pays you 40% of their value until what you owe is covered. While you’re in the red, your team performs 20% worse. If you go through 2 weekly closes in a row in the red, you lose the club.
Shirts: 41 designs, badge on the chest, third colour and collar
The generator has gone from 6 to 41 designs. You’ve got classics (stripes, bars, hoops, V-shapes, sleeves in another colour, quarters, checks, cross, chevrons, tricolours), modern ones (geometric, pixelated, brush strokes, camo, waves, lightning bolt) and retro looks (70s polo collar, early-1900s lace-up, 80s, 90s, 60s wide stripes). There’s a third colour for details or three-colour designs. Collar of your choice: round neck, V-neck, polo, lace-up, crossover or mandarin. And your badge on the chest: if you generated it, it appears there, sharp and in the right place. Shirts you already had can now have the badge added for free, at no cost.

Squad with your shirt
Now your players can show up in the squad wearing the shirt you designed. The AI redraws each one in your shirt: same face, same style, your design. First you see an example with 3 players, free of charge. If you like it, you dress the squad in it.
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