🦥14. Simulation of matches in Lazy Football
Core Principles of Simulation
The match simulation engine in Lazy Football is step-based and highly dynamic. Each match is played out as a series of steps (or turns), with every event generated based on the direct interactions between players on the field. For every position, there are specific sets of behavioral algorithms — defining how players move, pass, defend, or attack — but the outcome is never strictly scripted.
Dynamic Interactions
Players don’t just follow a fixed pattern; their actions depend on a blend of tactical settings and their own unique skillsets. The result is that players can behave in unexpected ways, adapting to both their teammates and opponents in “real time”.
Probabilistic Decision-Making
Each player “evaluates” the probability of success for certain actions before executing them. If a player determines that the likelihood of a successful move is too low, they may choose an alternative action — or opt not to act at all. This makes skill development a delicate and strategic process: over-investing in only a few skills can limit a player’s versatility, while balanced development enables a wider range of successful behaviors on the pitch.
Evolution of the Engine
The core simulation logic was developed throughout 2023 and 2024, and is currently stable. In the future, after completing the current technical roadmap, we plan to enhance the engine further — potentially integrating real AI. Our goal is to use real-world football data to analyze and replicate authentic player behaviors based on position and abilities, then apply these findings to continuously improve the Lazy Football simulation engine
Preparing Your Team for Match Day
All match preparation takes place in the Upcoming Match window. Here you control everything:
Lineup Selection:
See a live counter: 0/11 Starters and 0/6 Substitutes. The count updates as you add or remove players.
You can assign any player to any position, providing full flexibility for creative tactics.
As soon as you fill all slots, any remaining positions are grayed out — making it clear no more players can be selected.
Presets & Quick Actions:
Presets: Build and save multiple lineups (e.g., “4-4-2” or “Ultra Defense”). Each can be named for easy reference.
Delete: Remove unwanted presets with the trash icon.
Clear: The “C” icon instantly clears the lineup window.
Last: The “L” icon fills the squad and tactics from your previous official match.
Auto: The “A” icon auto-selects the best available squad for a default 4-4-2 setup.

Special Roles
Captain:
When you assign a captain, every player in the lineup receives a Power-based bonus depending on the captain’s age:
16 years: Captain’s Power × 5%
15 years: Captain’s Power × 3%
14 years: Captain’s Power × 1%
If the captain is substituted during a match, the bonus will be recalculated according to the new captain’s age and Power.
Set-Piece Takers:
You can assign any player to take corners, free kicks, or penalties. We recommend choosing players with the highest relevant stats:
For corners, look for high Passing.
For penalties, look for high Shooting.
For free kicks, both Passing and Shooting are valuable.
Selecting the right players for these special roles can maximize your team’s effectiveness in crucial moments.

Strategic Decisions
Style of Play: Depending on your chosen style of play, players in different positions receive bonuses or penalties. In more attacking styles, defenders and defensive midfielders (LD, CD, RD, LB, DM, RB) receive penalties to their effectiveness, while attacking players (LW, AM, RW, CF) get performance bonuses. In defensive styles, the situation is reversed: attackers are penalized, while defenders benefit. Goalkeepers (GK) and central/side midfielders (LM, CM, RM) are not affected by style changes — they receive neither bonuses nor penalties.
Formation: The manager can use absolutely any formation of players on the field, which allows him to experiment with different strategies to find the most effective approach.
Pressing: Determining the level of aggression in a game, including deciding when and which players will actively press the opponent.
Shooting Distance: Managers can choose their attacking strategy by deciding whether players will attempt long-range shots or aim to get closer to the goal.
Defensive Line Height: Adjusting the positioning of defenders affects the overall tactical scheme and the team’s ability to adapt to the opponent’s attacking moves.
Substitutions
You can set up planned substitutions before the match starts:
Select a substitute (“player on”) and the player to be replaced (“player off”) from the lists.
Choose the minute (options: 10, 20, 30, 40, 46, 50, 60, 70, 80, 90) and condition for the sub (from dropdown menu).
Assign the substitute’s position on the field, based on your starting formation (excluding the player being replaced).
Player Energy & Performance
Players’ energy is visually indicated by colored outlines.
Energy Range: Minimum energy required to participate in a match is 20; maximum is 120. Players above 100 energy are considered “charged” and are visually highlighted.
Real-Time Performance: Every player’s total performance is updated instantly as you edit your lineup, factoring in both position and current energy.
Position Penalties: Players not in their natural position incur a performance penalty:
Adjacent positions: -25% to Performance
Distant (non-adjacent) positions: -50% to Performance
Choosing the right player for each role is crucial to maximizing your team’s overall Power.
Keep in mind: A player’s overall Power does not directly affect their in-game performance. In each specific match episode, only the relevant skill values for that situation are used.
Position Penalty Table
CD
LD, RD, DM, CM
LD
CD, LB, LM
RD
CD, RB, RM
LB
LD, DM, LM
RB
RD, DM, RM
CM
LM, RM, DM, AM, CD, CF
LM
LB, LW, LD, CM
RM
RB, RW, RD, CM
AM
LW, RW, CF, CM
DM
CM, CD
LW
AM, CF, LM
RW
AM, CF, RM
CF
AM, CM, RW, LW
All other positions not listed as “adjacent” are considered distant positions and result in 50% Power.
Goalkeeper Rule: The goalkeeper (GK) position can only be filled by a goalkeeper. You cannot assign outfield players as goalkeepers, nor can goalkeepers play in outfield positions.
Auto-Generated Lineups
When a team’s lineup is automatically filled by the system (such as when a manager does not submit a lineup), the following rules apply:
Formation: The standard 4-4-2 formation is always used.
Player Selection: Players are chosen based on the highest Power for each position in the following order:
Goalkeeper (GK)
Left Defender (LD)
Center Defender (CD1)
Center Defender (CD3)
Right Defender (RD)
Left Midfielder (LM)
Center Midfielder (CM1)
Center Midfielder (CM3)
Right Midfielder (RM)
Center Forward (CF1)
Center Forward (CF3)
Captain & Set-Piece Takers: Assigned randomly among the selected players.
Tactics: Default (Neutral / Normal) tactical settings are applied.
Performance Penalty: The entire team receives a 15% Power penalty in these auto-generated lineups.
This system ensures that matches are always played, but auto-completed teams are at a significant disadvantage compared to manually managed squads.
Summary:
Mastering lineup management, smart use of presets, tactical flexibility, and careful energy control are the keys to winning in Lazy Football. With deep simulation logic and player-driven outcomes, every decision matters — from your first lineup slot to your last substitution.
Friendly matches are the perfect opportunity to experiment with lineups and tactics without risking your key players. In friendly matches, players do not lose energy and do not sustain injuries.
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