ROYAL SERVER LAUNCHES MAY 21: EARLY ACCESS AVAILABLE!
16-05-2025






HEY FOOTBALLERS!
We're excited to announce the launch of the new Royal server, which goes live on May 21! This unique server will completely change the familiar game rules by introducing an innovative approach to competition.
On the Royal server, your dedication really pays off – you’ll be able to earn premium currency based on your club’s performance and your personal activity on the pitch. This brand-new system not only motivates players to take action but also offers real rewards for your efforts.
The goal of the Royal server is to create an environment that delivers thrills, pure fun, and tangible rewards – making it much more than just another FootballTeam server. This is a whole new level of football rivalry!
TABLE OF CONTENTS:
CLAIM ENERGY BONUSES!
🔓 Early Access: May 16, 2025 – May 21, 2025 (until 18:00) – Register during this period to grab 250,000 Energy at the start!
🚀 Official server launch: May 21, 2025, at 18:00 – For 7 days after launch (until May 28, 2025, at 18:00), registering will earn you 125,000 Energy!
After the 7-day window, every new player who registers will receive 50,000 Energy at the start.
Each player can claim only one Energy bonus, depending on the date of registration.
NEW CREDIT DISTRIBUTION SYSTEM
Wondering where the Credits awarded to players for participating in competitions come from? Here's the breakdown:
GUARANTEED SEASONAL CREDIT POOL
The first source of Credits is a guaranteed seasonal pool. Initially set at 1,000,000 Credits, it will increase by 200,000 with each new season:
Season 1: 1,000,000 Credits
After the first season, in which SuperLeague Tournament will be played, the pool will increase to 1,200,000 Credits.
Season 2: 1,400,000 Credits
Season 6: 2,000,000 Credits
This ensures increasing rewards for players with each season.
The season that marks the start of the gameplay is not taken into account, as tournaments (e.g., the SuperLeague Tournament) aren’t held during the starting season.
HALF OF MARKET TAX
The second source of Credits will come from the tax revenue on the in-game market. We’re introducing a 20% tax on market transactions, with a minimum tax value of 2 Credits. Half of this tax (50%) will go straight into the reward pool, and the other half will stay "in-game" to help maintain the server’s economic balance and stability.
The reward pool generated by the tax will grow every day, depending on the value of market transactions. Plus, this pool will stack with the guaranteed Credit pool, creating a dynamic and growing reward system.
Example:
Let’s say you list an item for 100 Credits on the market. Here’s how it breaks down:
80 Credits go to the seller.
10 Credits are added to the reward pool.
10 Credits stay in the game (as part of the tax that supports the server economy).
Thanks to this setup, active players will be constantly earning Credits, while the whole server stays dynamic and economically balanced.
CREDIT DISTRIBUTION
Joining the SuperLeague — every team that qualifies for the SuperLeague in a given season, no matter what place they end up in, will get an equal share of Credits.
Advancing from the group stage of the Champions Tournament — the 8 teams that make it out of the group stage each season will also get an equal share of Credits.
Winning a Domestic Cup — 8 winners from each Domestic Cup will receive an equal share of Credits.
SPLITTING THE CREDIT POOL
Since getting into the SuperLeague, advancing from a Champions Tournament group, and winning a Domestic Cup all have different levels of difficulty, they’ll each contribute differently to the overall Credit pool.
This means that making it into the SuperLeague will reward a different amount of Credits than advancing from the Champions Tournament group stage or winning a Domestic Cup.
WHAT WILL THE SERVER LAUNCH LOOK LIKE?
When will the Credit distribution begin?
The distribution of Credits will start with the launch of the SuperLeague, Champions Tournament, and Domestic Cup. All three tournaments will begin after the completion of Season 1. During the first season, players will compete for promotion to these tournaments and for the associated rewards.
The first Credit distribution will take place at the end of the SuperLeague, Champions Tournament, and Domestic Cup (at the end of the season).
What will the first Credit pool look like?
The first pool will consist of 1 million guaranteed Credits and a pool collected from the market tax during Season 2.
Additionally, we will add the tax pool collected from the market during Season 1 to the first Credit pool, since the SuperLeague, Champions Tournament, and Domestic Cup will not be played during Season 1.
Each following pool will consist of a guaranteed amount and the tax pool collected from the market during that season.
Summary:
Start of gameplay: We add a starting pool of 1,000,000 Credits.
Season 1: We collect market tax and add it to the pool.
Season 2: Competitions like the SuperLeague begin; we collect market tax and add it to the pool. At the end of the season, Credit distribution takes place.
Season 3: We start the season with a base pool of 1,200,000 Credits. We collect market tax and add it to the pool. At the end of the season, Credit distribution takes place.
Season 4: We start the season with a base pool of 1,400,000 Credits...
And so on!
CHARACTER AND CREDITS TRANSFER
On the Royal server, we’ve introduced a few special rules to give players more flexibility and make the gameplay better suited to everyone’s needs. Here’s what you can expect:
Character transfer: Starting from day one, players will have the option to transfer their characters to either the Classic or Legacy server. This means you’ll be able to freely experiment and move your characters if you decide you want a change of scenery.
Credit transfer to the main account: We’re also allowing a one-time transfer of Credits from the Royal server to your main account. To be able to transfer, you’ll need to meet the following conditions:
Your email must never have been changed – the email address tied to your Royal server account must be the same as the one on your main account. In short, both accounts need to have identical email addresses for the Credit transfer to work.
Unflagged account – your account can’t have any negative marks (flags).
Your main account must have been created at least 6 months before the launch of the Royal server. Plus, it needs to meet a minimum OVR requirement.
HOW IT WORKS IN PRACTICE:
Players will have two options to choose from:
Character transfer – after purchasing a character transfer, your character (along with their entire inventory) will be moved to the selected server, just like with transfers in the past. If you go for this full account move, you won't be able to purchase a Credit transfer afterward.
Credit transfer – you buy a Credit transfer and move all your Credits to a selected character on your chosen server. Your character and inventory will stay on the Royal server.
Thanks to these rules, players will have an easier time managing their resources and taking full advantage of everything the Royal server has to offer.
We’ve also introduced a brand-new boost system that helps players who join the server later catch up quicker. This system is based on five levels of boosts, which will activate over time as the server develops, giving players different XP bonuses based on how trained their skills (OVR) are.
Boost levels:
Level 1: 30% XP Boost
Level 2: 50% XP Boost
Level 3: 75% XP Boost
Level 4: 125% XP Boost
Level 5: 200% XP Boost
HOW IT WORKS IN PRACTICE:
The boost system will kick in based on players' OVR (trained skills), and the level of boost you get will depend on how close you are to the server’s top OVR player. Here’s a breakdown:
Level 1 will activate after the end of Royal server’s 2nd season and will grant a 30% XP boost for all players whose trained OVR is lower than the highest trained OVR on the server.
Level 2 will activate after the end of the 4th season and will give a 50% XP boost for the next group of players whose OVR is below the threshold set at that stage.
Example:
At the end of Season 2, player X, who has the highest OVR on the server, reaches 1000 OVR. All players below 1000 trained PTS will get a 30% XP boost until they surpass 1000 OVR.
At the end of Season 4, player X hits 1500 trained skills (OVR). Everyone under 1000 trained skills gets a 50% XP boost until they pass 1000 OVR.
For players between 1000 and 1500 OVR, the bonus will be 30%, and it will disappear once they go beyond 1500 OVR.
Every two seasons, the thresholds will go up. The player with the highest trained OVR will set the new minimum for the boosts.
This system is designed to help latecomers catch up and give them a real shot at competing with the top players on the server.
MANUFACTURING: CRAFTING OF EPIC AND LEGENDARY ITEMS
It will be possible to craft epic and legendary items in the Manufacturing module.
To create a basic epic item (jersey, shorts, socks, boots), you will need a rare item with +16 or higher, along with a small amount of Euros, Fragments, and Golden Balls.
To create a basic legendary item (jersey, shorts, socks, boots), you will need an epic item with +18 or higher, along with a small amount of Euros, Fragments, and Golden Balls.
It’s important to remember: if you use a Galacticos item as the ingredient, you will receive a Galacticos item; if you use a Citizens item, you will receive a Citizens item.
This change also applies to special items (ball, wristband, and shin pads).
Crafting an epic special item (e.g., ball) will now require a Rare-tier ball at +16 (previously, a +0 Rare ball was enough). Other crafting costs remain unchanged.
In the case of an unsuccessful attempt to create an epic or legendary item, you will not lose the item – only the resources will be consumed.
There are updates to the training system, too:
Season Pass holders will gain access to a special Night Training lasting 420 minutes (7 hours). This training can be activated for 50 minutes after the server’s technical break.
Additionally, there will be new 180- and 240-minute trainings available.
The Training Centre will allow you to unlock specialities, and in some cases, completely remove the associated costs.
Dynamic Credit reward system for competitions
Seasonal guaranteed Credit pool
Character transfer to Classic/Legacy from Day 1
Epic & legendary item crafting in Manufacturing
4simultaneous training sessions available
Progressive XP boost system (limited event bonuses)
Standard Work rate: Work x1, Profit x1 (apart from events)
Dedicated event system for Royal (Major Events added progressively)
Standard OVR-based bundle shop – unlocked progressively per player development
Standard Starter Bundle and Card Pack shop
Mix of Special Packs (some available for Credits)
3 Premium Keys daily for 15 Credits
Unlock 1 card slot per month
Greatly increased chance of getting legendary items from standard packs (Bronze, Silver, Gold)
Special Premium Pack offers for Season Pass holders (50% off in Credits)
See you on the Royal server!
FootballTeam Crew
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