AIMperiumPlay
Menu

Your club

Game guide · 22 topics

Your identity

Founding your club

A new career starts by choosing one of the 41 clubs, crest and name included.

Every career begins in tier 3 of 5, with a squad of 10.

You begin as the club's hired manager, not its owner (Owning your club).

The club keeps the name, crest and colours it was founded with until you buy it.

Big firsts in its history arrive as one-time letters in your inbox: 6 milestones, like the first win or the first title.

Changing the name, the crest, the colours and the clan tag all come much later, and all at once (Renaming your club).

The Identity tab

Identity is the Club screen for who your club is, and it holds every control that changes that.

The club name and the eras it has been known as sit at the top, with the rebrand form once you own the club.

The crest creator, the colour palettes, the clan tag picker and your rival all live there too.

The parts catalogue sits with the creator, so you can see what a badge can become while you design one (Crest parts catalogue).

Its neighbour Legacy is the opposite: records only, with nothing on it to change (Trophies & season history).

Renaming your club

Once you own the club outright, you can rename it (Owning your club).

A name runs 3 to 24 characters.

It may use letters, numbers, spaces, hyphens, apostrophes and periods, and no two clubs in the league may share one.

Renaming is one of the four things a rebrand session can change.

Nothing you already earned changes hands: trophies, records and your players' career histories keep the name they were won under.

The Identity tab lists every era the club has lived through (The Identity tab).

The rebrand session

Your name, your crest, your colours and your clan tag are staged together on the Identity tab and applied as ONE rebrand.

That holds however many of the four you actually change.

Your first rebrand is free; every one after it costs €100,000, whichever of the four it touches.

Picks you have made but not applied are kept while you move around the Club tab, so you can check your finances and come back.

They are cleared if you leave the Club tab entirely, or when a new season starts.

That is deliberate: crest parts unlock per season, so last season's design may no longer be the one you chose.

Choosing your colours

One palette paints your crest and every one of your players' shirts together, so your badge and your kit always match.

There are 8 palettes, next to the crest creator on the Identity tab.

A hired coach's shirt repaints the same way.

"Club colour" sits in the palette row as a normal choice, not a hidden reset: pick it any time to go back to the colour your club has always worn.

Choosing one is part of a rebrand session, and it paints the shield you design (Designing your crest).

One thing a palette never touches is the match viewer: it always colours players by side, attackers red and defenders blue.

Your clan tag

Every club in the league wears a short clan tag before its name on match screens, and once you own yours you can choose one too.

You pick a STYLE, not the letters: brackets, a hash, a trailing dot, or mixed case; "No tag" is a choice as well, and it is where every club starts.

From tier 3 up your sponsor's word replaces that decoration while it is worn: the plain letters, a dot, the word, rzr.Gantry (How the sponsors work).

The letters are worked out from your club name, so you never type them, and a rename changes your tag with it.

The picker shows the finished tag before you commit, so you can compare the styles against your own name.

Choosing one is part of a rebrand session on the Identity tab, and it shows only on match screens.

Where your clan tag shows

You pick your tag on the Identity tab, and it shows on match screens only.

That is the match header, the live match, the scoreboard and the viewer.

The league table, your HQ and your saved match files keep your plain club name.

The map veto names your opponent rather than you, so no tag of yours appears there.

Rival clubs wear theirs in more places than you wear yours: the map veto and the scouting report both name them with their tag (Your clan tag).

Club crests

All 41 clubs have their own crest: a shield with an emblem drawn from the club's name.

You see them on the league table and its fixture lists, match scoreboards, the scouting report and your own club header.

A crest is painted in the same colour as that club's shirts, so a badge and a kit always match.

There are 12 club colours, fixed per club, which is how you learn to recognise a rival at a glance.

Once you own your own club you can pick a new colour for it (Choosing your colours) and design the badge (Designing your crest).

Designing your crest

Once you own your club, the Identity tab lets you design its crest from the parts your club has earned.

Pick one of 6 shield shapes and one of 17 emblems.

8 emblems are yours from the start; the other 9 are earned one at a time by achievements (Crest parts catalogue).

A locked emblem still shows in the picker, greyed out rather than hidden, so you always know what is left to earn.

"Keep the original" sits in the shield row as a normal choice: the crest your club was founded with is always available again.

Designing one is part of a rebrand session, painted by the palette you choose (Choosing your colours).

Crest parts catalogue

Your history quietly earns the parts for a crest you design yourself: 6 shields, 17 emblems and 8 palettes.

Shields and palettes are unlocked from the start; emblems are earned one at a time by achievements.

Find the catalogue on the Club tab's Identity screen, under the crest creator.

It starts closed, as one line that counts how many of the 31 parts you have unlocked.

Click that line to open the shields, emblems and palettes, locked and unlocked, and click it again to close them.

Owning the club is what lets you combine them into a real badge (Designing your crest).

Staff and facilities

Staff roles

6 specialists you can hire on the Club tab's Staff screen, and these 4 work on your players.

Coach: Runs practice: your squad trains and scouts faster.

Physio: Keeps bodies fresh: players recover fitness faster.

Sports Psychologist: Steadies heads: faster morale & form recovery.

Youth Coach: Develops prospects: U18 players train faster.

The other 2 work away from the squad (Analyst and PR Manager).

Analyst and PR Manager

2 of your 6 specialists work away from the squad: one studies your opponents, the other grows the club's brand.

Analyst: Studies rivals: sharper pre-match scouting reports.

PR Manager: Grows the brand: bigger sponsor deals and more fans.

Every role comes in 3 tiers, Rookie, Pro, Elite, each with a one-off fee and a wage per season.

Only your BEST hire of a role counts, so a second one of the same kind adds nothing but its wage.

Release anyone at any time to stop paying them (Staff roles).

Coach quality

Coach quality is the number behind your training and scouting speed.

With nobody hired you run at the in-house quality of 45.

A hired coach raises it, and the best coach you hold is the one that counts.

It feeds straight into every player's development quality (Player development).

It is one number for the whole squad: there is no per-player coaching (Staff roles).

Facilities

7 buildings you upgrade with money, each from level 1 to level 5.

They are Training Facility, Youth Academy, Scouting Dept, Gaming House, Arena, Content Studio, Merch Line.

Each one boosts a different part of the club: training speed, youth intake, scouting, recovery and income.

The row of 5 small squares beside a building is its level: bright ones are built, dim ones are still to buy.

Your club starts at level 1 in all 7, and an upgrade you buy is permanent.

Upgrades also lift what the club is worth to its owner (Club valuation).

Standing in the scene

Fame

Fame is your club's public profile, a number from 0 to 100 in the top bar.

It moves once a season, at the rollover, when several things are added up at once.

Where you finished, your sponsor objectives, your Content Studio, your PR Manager and a cup run all count.

The Finance tab's shop sells the one instant lift, Team Jerseys, whenever you like.

Fame pays you back through sponsor money, the crowd at a home match and your merch (Sponsors & tickets).

It also lifts what the club is worth to its owner (Club valuation).

Declaring a rival

Name any club in the pyramid as your rival on the Identity tab, whenever you like.

You do not need to own your club first, and it costs nothing.

While you are both in the same tier, matches against them are flagged as a derby in your fixtures.

The club newsletter gives that derby first call on the day's stories (Storylines & rivalries).

A rival in another tier shows nothing until promotion or relegation puts you together, but the declaration keeps.

A rivalry never changes a result, your fame or your balance, and you can change or drop it at any time.

Sponsor objectives

At the start of every season your sponsor sets you up to 3 goals, listed on the League screen and in a briefing in your inbox (How the sponsors work).

The offers grow with the league: one sponsor in tiers 5 and 4, two offers in tiers 3 and 2, and three offers in tier 1. Each offer is a letter in your inbox, and you compare them on the sponsor offers screen.

Take one offer with one press. The pick stands for the whole season, so the other sponsors do not come back until the next one.

One is always a finishing position: defend the title, push up a place, or simply survive if you have just come up.

The others are drawn from winning 5 home games, beating one named club, a 4-match winning run, and giving a player aged 18 or under 6 appearances.

Progress updates itself as you play, and there is nothing to claim (what they pay).

The sponsor's review

Every goal is judged at the season rollover, and a sponsor review lands in your inbox with the verdict.

Each goal you met pays prize money and fame.

The money is bigger the higher your tier, so the same goal is worth more as you climb.

Each goal you missed costs a smaller amount of fame.

A miss never costs money, so missing all of them stings but can never bankrupt you.

The goals themselves: Sponsor objectives.

What you keep

Trophies & season history

Win your league and a trophy lands in the cabinet, on the Club tab's Legacy screen.

Beside it sits your full season-by-season history.

Every season has its own cup design: 99 unique cups exist, so a design only repeats after season 99.

Three MVP badges exist: the gold career League MVP, the silver Invitational MVP, and the small per-match one.

A player who wins League MVP or Invitational MVP keeps that badge on their card for their whole career.

Achievements

Your club can earn 9 achievements: permanent badges for milestones in its history.

They are Promoted, Champions, Top Flight, Crowned, Dynasty, Season MVP, Ten Seasons, Back-to-Back, Owner.

There is nothing to claim. They are worked out from your club's real season-by-season history every time you look.

So a long career already behind you is recognised at once, and nothing has to happen again for it to count.

Find them on the Club tab's Legacy screen, with your trophy shelf, your full record and the crest parts catalogue.

Your players keep a record of their own (Where a player has played).

Your demo folder

Your demo folder is the shelf of matches you chose to keep, and the only demos that outlive the season they were played in.

Keep a match two ways: tick Keep this demo on the end screen before you press Continue, or press Keep in the match viewer next to the demo file name; both work for any league or Invitational match your club played.

The folder holds 5 demos; when it is full, Keep greys out until you delete one.

A kept demo stores the club names and the score you saw, so a rename or a rival's new handle never rewrites it.

A demo re-plays from its seed, so if a newer version of the game plays it to a different score, a line under the headline says so and the demo still plays.

The folder sits on the Legacy screen under Club, where each demo offers Watch and Delete.

Long lists on Legacy

Two lists on Legacy grow by one row every season: your season history and your retired players.

Both show the newest 5 by default, so a long career does not make the page scroll forever.

A "Show all" button under the list opens the rest, and pressing it again folds the list back.

Nothing about that is saved: leave the tab and come back, and the list is folded again.

With 5 rows or fewer there is no button at all.

Your trophies and your kept demos are never folded (Trophies & season history, Your demo folder).

v2026.09.16.1 · bd45fdb