FIFA 21 - Mike Sabath - Good Energy [Halftime Instrumental] - … - Stamina now plays slightly less of a role in determining fitness- More realistic weight distribution of factors for AI team selection, it's much more reliant on overall and match importance- There is no more player career bias, so a virtual pro won't play games just because he's a virtual pro- Randomness now plays a slightly bigger role in AI team selection to  replicate the real life randomness of lineups- Form now plays a bigger role in AI team selection- The AI will now rotate a lot more through the season, especially in low importance games, and will give young players more chances, - Unlocked the following features (when eligible) for Create/Edit player on the main menu, player and manager careers, and tournaments: Traits Editor, Edit all stats, Edit and preview face, Edit all personal info (name, nationality, birthdate, etc), increased maximum and minimum height and weight, edit animations, unlocked all celebrations and gloves, edit positions, no name character limit- Unlocked some manager outfits, gender, and no name character limits for Creating/Editing a manager in manager career mode, - Decreased the amount of games lost in a row to be considered a losing streak- The first board check now occurs earlier- The subsequent board checks now occur more often- Added realistic competition performance scores, increased scores for over-achieving, scores are now harsher for failing in competitions, having a good domestic cup run can now save your job if you fail in other areas- Manager rating threshold for being sacked is now higher- Added realistic end of season email rating values, you will no longer be told you're doing great if you have a below-average manager rating- Your previous season performance now affects your current season rating for longer- When taking over a new team, the rating is now influenced by the rating before the switch for much shorter.- Regional success now weighs more, and non-competition areas weigh less- Decreased threshold for above-average manager rating class- Decreased threshold for on target manager rating class, - Added relevant content for added UCL/UEL teams- Unlocked all boots- Unlocked all balls- Unlocked all GK gloves- Unlocked all manager outfits- Updated collars, kit fonts, kit number and name colours for the kits we changed in the graphics mod, - Wage budgets are much smaller to match the transfer budget decrease- Clubs now make less money from tickets to bring the revenue to a more lifelike amount- Increased ticket price league modifiers for the EFL Championship, EFL League One, and EFL League Two- Match importance now matters more for ticket sales- Redesigned shirt price and revenue to use real data- Prices are now much more dependent on whatever team the league is in- Goalkeepers now sell fewer jerseys- Used real-life prices per league to calculate realistic modifiers for each league, Switzerland has the highest shirt prices, whereas Turkey has the cheapest- Adjusted the values so the number of shirts and shirt revenue match up in a more realistic manner- Teams now make much less from jersey sales as most of the money goes to the manufacturer (based on real data)- Stadium maintenance now costs more based on real data- Stadium maintenance costs are now much more dependent on capacity and attendance (based on real data)- Travel costs distances are now much less for short trips, and much more for longer trips (based on real data)- Match importance matters much less with regards to travel costs- Youth facilities cost much more (based on real data)- The youth development objective importance also weighs a lot more in the cost, - All matches now weigh the same for user team form calculation- Increased neutral form threshold- Decreased good form threshold- For good form, forwards need to score more, midfielders and defenders need to score less than in default FIFA- For good form, forwards need to assist less, midfielders and defenders need to assist more than in default FIFA- For good form, defenders and goalkeepers need more clean sheets than in default FIFA- Increased the goal threshold for bad form for forwads- Decreased the assist threshold for bad form for forwards and midfielders, increased for defenders- Increased the clean sheet threshold for bad form for defenders and goalkeepers- Decreased man of the match threshold for bad form for all positions, - The overall threshold for a player injury making the news is now lower- Updated currency conversions to real life- Realistic fitness recovery, it now takes longer to recover from playing a game, normally 3-4 days to fully recover- Increased amount of time to showcase image news item- Added realistic awards system, no more random players will win, as overall, winning the champions league, getting 1st or 2nd top scorer or assister and winning the league now have more of an impact- Added realistic league modifiers for awards- Away games are now harder- Derbies are now more aggressive- Ideal captain age is now older- Youth max-age for stories is now higher- Increased attribute boosts for captains- Increased attribute boosts for good form- Increased attribute boosts for good team morale- Increased attribute decrease for bad team morale- Increased attribute boosts for good player morale- Increased attribute decrease for bad player morale- The manager is now more likely to accept your request after asking many times, - Scouting is now easier for players in the user team's league- The general reveal data per report is now lower- There is a bigger difference between different star scouts, a 5 star scout will now be much quicker than a 1 star scout- Decreased the threshold for the amount of players assigned to a scout before the reports start slowing down for lower star scouts- Added realistic area scouting speed values per star scout- Lower star area scouts discover fewer players and higher star area scouts discover more- The variance of attributes is now greater for lower star scouts and more accurate for higher star scouts- Decreased auto reveal level for transfer listed players- Reduced minimum reveal level to approach player to buy- Reduced reveal level to show wage- Reduced reveal level to show value- Increased time period where player is considered to be recently signed to a team- Made the minimum tier for which a player is considered fringe more realistic- Increased auto reveal level for area scouted players- Decreased expiration time on data for fully scouted players- Increased expiration time on data for area scouted players- Increased expiration time of data on player-specific scouted players- Increased overall threshold to be considered a famous player- Increased minimum green attributes threshold to be considered a famous player- Increased minimum international reputation threshold to be considered a famous player, - You're more likely to get a national team job offer from your manager's nationality- Injuries are now slightly more likely- Increased the age cutoff- Added more national team rivalries- Added realistic stadium assignment for national team tournaments, - Job offers now take longer to expire- Increased minimum team overall threshold for you to only be poached at the start of the season- Decreased percentage of the season that is considered the start- Adjusted percentage of the season that is considered the end in relation to above- Random job offers are now sent more often- The game now looks at more leagues for available jobs- The game now browses the league above for available jobs more often- The game now makes more attempts to find an available job- Decreased max overall increase when looking for a better job- Increased manager wages, - Added real names for all unlicensed teams and competitions- Updated relevant strings for added teams- Added multiple mod specific strings, - Increased rival and derby match importance- Pre-season games are now of very low importance- Increased importance values and importance thresholds- Added realistic league importance thresholds throughout the season, early and mid-late games are of high importance, mid season is medium importance, and late in the season is crucial- Added realistic cup importance values, derbies are more important, finals are crucial, but other rounds are less important, - Made morale class thresholds more realistic- Improved realism for team performance ratios by temperament: calm players are focused on long term goals, whereas hot-tempered players will focus on short term goals and last few games- Morale is much more dependent on results- Added realistic playing time values, you will now need to rotate more to keep your players happy, bench players will still expect minutes here and there, but reserves will be happy with a few games a season, and it's all dependent on match importance- Improved specific minutes expectation for each role- Increased tired energy threshold- Decreased low important match importance threshold- Wage is now more important to a player than contract length morale wise- Made happiness ratio more realistic for team centered players, which now rely on team and player performances more rather than contract, - Added the ability to play CPU vs CPU in career mode- Updated various bootflow graphics- Removed background GFX images- Increased volume of various misc celebration sounds, - Decreased the min squad size for auto renew- Decreased the max percentage of possible player releases for the AI- Added realistic scores for releasing players, so for the players that will be released, they are now more likely to be older players- Top players are now more likely to have their contracts renewed- Area and excess players are now more likely to be given shorter than desired contracts, - Player growth/decline is now applied every month- Stopped overgrowth from happening- Player growth/decline variates slightly more now- Form has a bigger impact on player growth/decline- Increased the match time threshold for the max bonus- Decreased the bonus- Decreased player growth when injured- Increased player decline when injured- Training will not slow down player growth as much as before- Increased the number of training sessions needed before it starts to reduce growth/decline- Reduced the slow on growth when a player is above the curve by a lot- There is no longer a boost on growth when the player is below the curve- Added realistic player growth and decline for every position based on real data- Added realistic player growth and decline attributes for every position based on real data- Heavily reduced mental decline for all players, it's mainly physical for all players, technical ratio increasing each year, but in a way where you will still find very talented technical and mental players at 35-38, but who will have lost it a bit physically- All growth is more stable, there are no more huge random growth spurts/drop-offs without really good form, or other factors- GKs now grow slower when young, and peak younger, at 29-30 (instead of 31-35)- Fullbacks and wingbacks now develop faster when young, peaking at 28-29 (instead of 28-33)- Centerbacks develop faster when young, peaking at around 29-31 (instead of 30-33)- CDMs now grow quicker when young, peaking at 28-30 (instead of 29-33)- CMs and CAMs now grow quicker when young, peaking at 28-31 (instead of 28-33)- Wingers now grow quicker when young, peaking at 28-30 (instead of 27-32)- Strikers and Centre-Forwards now grow quicker when young, peaking at 29-31 (instead of 28-32)- Goals matter more in relation to dynamic potential- Reduced the mid-season transfer boost for dynamic potential- All leagues have the same effect of dynamic potential- Heavily reduced dynamic potential, it's almost impossible to get players to absurd overalls like 97, 98, 99, etc, but you can still take a 80 potential player to say 90, or even more, but it will require many seasons with very good form, rather than a couple with average form- Adjusted XP gains of competitions, you get less in pre-season- Adjusted league rankings for XP- The league you play in no longer influences the XP gain- Redesigned values for player growth/decline on your team, it's much closer to real life, the declines are much slower, and players can continue to grow mentally even when declining physically and/or technically, - GKs can now retire slightly earlier- Added realistic values for the overall ratings at each age a player is too good to retire at, as they are now generally lower- Added realistic retirement values for all positions based on real data- GKs now play for much longer, up to age 45, but most will retire at 36-38- Fullbacks and wingbacks now generally play longer, with most retiring around 35-37- Centerbacks now play longer, with most retiring around 36-38- Wingers now generally play slightly longer but have a bigger chance of retiring around 35- Midfielders now play longer, normally retiring around 35-38- Attackers now generally play longer, normally retiring around 35-38, - Improved realism of player values algorithm based on real data- Player values are now generally higher- Young players now generally have higher values- Old players now generally have lower values- Potential has a bigger effect on player values- Team prestige has a bigger effect on player values- International reputation has a bigger effect on player values, - Redesigned the algorithm of player wages based on real data- Player wages are generally lower- Increased wages for younger players- The wage system is now heavily based on what league the player is in, more than twice as much as before- Added realistic league modifiers based on real data, - Heavily decreased pre-season tournament prize money, - Heavily decreased morale impacts of press conferences and player conversations, because in real life one press conference answer won't make the team 50% happier, - Younger players are more likely to have release clauses and older players are less likely generally than in default FIFA- Low and high prestige clubs player's are more likely to have releases clauses- The system now revolves around whatever league the player is in much more, based on real data- Almost all players in La Liga and La Liga 2 now have a release clause- Higher potential players are now much more likely to have a release clause- Added realistic modifiers for release clause values for each league based on real data, - Increased max free kick distance to trigger free kick popup when simulating- More goals are now scored- Teams now have more shots- Increased the max amount of cards that can be given in a sim game- Vastly increased the chance of having a yellow card in a game based on real data, now almost every game will have at least one- Adjusted other values so that not too many subsequent cards are given, but still many more than default FIFA, on average 2-3 a match- Decreased chance of red cards- A player no longer needs to be playing badly to be subbed- More subs are now made, almost always 2-3 a match for each team- Increased balance of sub positions so attackers and midfielders and still more likely to be subbed than defenders, but the gap is much smaller- The maximum numbers of possible injuries in a game is higher- Many more injuries now occur in games, but they are less severe- Generally decreased the minimum energy drops for injuries- Stamina now plays a smaller role in the amount of energy lost in a game- Much more energy is lost during a game- GKs are less immune to losing energy during a game and now will always lose some, though mostly it's just 5% or so- Simulation is much more realistic, weighs much more on team rating, home advantage, energy and much less on randomness, competition, and match importance- Because of this, the number of points picked up in a season is more accurate throughout the table to replicate the modern game- The minimum difference between the two teams before the randomness factor is applied is smaller- More incidents can now happen in a game- Decreased the minimum amount of players before injuries are less likely to happen- Redesigned attribute weights for scoring and assisting goals based on real data- More attributes have an influence on scoring, and it's been made to be as realistic as possible, so for instance, heading has a 14% weight, because 14% of goals are headers, long shots have an 13% influence because 13% of goals are long shots, etc, but many new factors matter like ball control, positioning, composure, dribbling, shot power, volleys, free kicks, etc- The same has been done to assists, crossing has a 2% influence because 2% of goals are crosses, etc, and more attributes factor in like free kicks, long passing, etc- Changed the values for the attribute influences of carding, strength now weighs in, position is more important, so are tackling attributes- Changed the attribute factors on injuries, position, agility (inverse), reactions (inverse), strength, and energy are more important- Changed the attribute factors on penalties, added composure as a factor, and balanced the influences- More goals can now be scored in extra time- There is now a bigger chance of a goal(s) being scored in extra time when it's the last 5 minutes- There is now a general bigger chance for goal(s) to be scored in extra time- Slightly increased the percentage of goals that have an assist (based on real data), - Redesigned the growth role training plans; the attributes each one modifies are much more like Football Manager- Training a player to play another position now takes much longer, and takes many months, sometimes close to a year, instead of a few weeks (based on real data)- Improved realism of energy and sharpness increases/decreases of rest and recovery days to match Football Manager- Training is now a slower process and takes longer for players to develop via it in manager and player careers- Grades now have a bigger impact on training- The training level also has more of an impact- Made the training bands more realistic, training has less of an effect on older players- Training injuries can now occur, - Transfer budgets are generally much lower, but higher in some specific cases, - The AI can now stall for longer, to replicate real-life where deals take a lot of time- The AI as a buyer is much more difficult to negotiate with, and will try to counter more offers if it's not what they want- Increased the realism and fairness of AI exchange offers, they are higher now, so you won't run into instances where the AI wants 20 million and a 10 million player for their 50 million player- The AI now seeks to put in future fee clauses when selling a player much more often- Modified potential/age percentages for future fees; the AI seller can still add in a future fee clause for a player even if they are at their potential or old, but it's much more likely one is added for high potential/young players- Added realistic values for wage splits depending on team overalls when loaning in/out players- Decreased the wiggle room percentage- The AI doesn't retract loan offers so soon- The AI can now counter more during loan negotiations- The AI takes more time before retracting transfer offers- User buying negotiations take longer to expire- Increased the max role over expectation the AI player you are negotiating with would accept- Increased the max role over expectation the AI player you are negotiating with would consider too high- Increased the release clause score- Increased free-agent score- Increased transfer-listed score- Increased loan-listed score- Increased stay in country score- Increased score for the highest star level teams- Added realistic values for player nationality to country scores based on real data. Entitle FIFA 21 on either PlayStation 4 or Xbox One before the release of FIFA 22 and upgrade your game for the equivalent next generation console (PlayStation 5 or Xbox Series X) at no additional cost. 1 How to Earn Coins on Fifa 21; 2 Step 1 – Set your search filter like so; 3 Step 2 – Mass Bid on all items that are under or on the Maximum Bid Until your watch pile is full; 4 Step 3 – Go and send all the winning bids to the transfer list; 5 Step 5 – Rinse and repeat. Good Energy by Mike Sabath, featured on FIFA 21 original soundtrack. Choose from any player available and discover average rankings and prices. The aggressive, passionate midfielder was famous for his hard tackles, near-unlimited energy, and ability to read the game from midfield and make quick reactions. Pre-order* now to get a head start in FIFA 21 Ultimate Team!. Giglio Moto. SoundCloud. FIFA 21 was launched worldwide on October 9, 2020 and fans of EA Sports' best-selling football game franchise will be acquainting themselves with all the new title has to offer. Naika – Water (1:53) 28. ONE SHOT Energy Drink - Sicilia. Yeah, it feels right. Entitle FIFA 21 on either PlayStation 4 or Xbox One before the release of FIFA 22 and upgrade your game for the equivalent next generation console (PlayStation 5 or Xbox Series X) at no additional cost. In the Main Round of 16 Tab, you will be using your UCL Energy to play a series of VSA matches or Skill Games for UCL Trade-Ins. Good, good, good energy. EA have curated two separate soundtracks for FIFA 21 - one for the game overall and one specifically for the new VOLTA mode. FIFA 21 Soundtrack. FIFA 21 tips 10 attacking tips to help you win - by using principles of real players and managers. And on October 1st, watch more than 50 soundtrack artists come together on their respective channels to celebrate the upcoming launch of FIFA 21 in the FIFA World Premiere. His card is just as good in Fifa 21, with 92 pace, 86 dribbling, 83 shot power, and 83 longshots. FIFA 21 launches October 9th. But as you will see, he is an absolute beast in real life." Our FIFA 21 TOTW 2 predictions have been selected, featuring some of the very best players in Ultimate Team.. FIFA 21 VOLTA Soundtrack. Visit us online today to find out more about our renewable energy. Here is why. Pre-order* now to get a head start in FIFA 21 Ultimate Team!. English players now rarely leave England, more players move to China, etc, all using real data from the transfer market, transfer history and current situations- Added realistic values for team and league ranks, players are more attracted to top leagues and teams- Players are more likely to move if their contract is short- Players are happier with a 3-year contract- Players are more intrigued with a 1 year loan deal and less with a 2-year loan deal- Players are less likely to move if they have only been at their current club for a year- Players are more likely to move if they are being offered more playtime than their current club and vice versa- Players are more likely to move if the club that wants to sign them has their primary preferred position in their lineup and vice versa- The virtual pro in player career now gets many more transfer offers, especially if they are transfer listed- The AI as a seller is much more challenging to negotiate with, and will try to counter more offers if it's not what they want- The AI can now transfer list many more players- Increased the chance of a news article being made when a tier 2 player is added to the shortlist by the user- Added realistic league ratings for transfers to represent modern day football- You have more time to respond to transfer offers- There are many more transfers and loans that happen to mimic real life, most teams sign 2-6 players- Added realistic league buckets- Increased the top-up amount the buyer might add to the offer if other teams have made better offers- For the "Improve Squad" transfer type, overall matters much more, so does potential and position, whereas age matters less- For the "Next Big Thing" transfer type, potential matters more, so does age, and whether the player is a free agent or transfer listed. FIFA 21 Keygen is FREE and 100% working and legit. We sell 100% renewable electricity and carbon neutral gas. [Chorus] You got that good, good, good energy, yeah. So, he is a central attacking midfielder you should have in your FIFA 21 MLS team. FIFA 21. Real … A lot of our followers asked us for a working FIFA21 Keygen, so we are pleased to announce a new phenomenal release of fifa 21 keygen. There are a plethora of formations available to choose from in FIFA 21, from your standard 4-4-2 and 4-3-3 with multiple variants, to rarely seen options like 5-2-2-1 and 3-5-2. Good defensive midfielders can be invaluable on FIFA 21 Career Mode. FIFA 21 launches October 9th. Antonio Pizzi. The FIFA 21 Soundtrack is ready to listen to now on Spotify, Deezer and Apple Music! Together, that’s over 100 artists including international headliners like Dua Lipa, Anitta, Tame Impala, Royal Blood (a FIFA 21 launch exclusive), Glass Animals, Charli XCX, Disclosure and Stormzy, while introducing artists-to-watch that include Alfie Templeman, Oliver Malcolm, Dylan Fraser, Joesef, 박혜진 Park Hye Jin, Priya Ragu, Nnena, Celeste, Madame Gandhi and Chløë Black. In FIFA 21, it’s basically the same, so you’ll want to get good at it before whipping it out in a do-or-die one on one. Forudbestil FIFA 21 før den 9. oktober, og få nye FUT-spilledragter og -stadionkort designet af Anitta, Rema, Lil Mosey, DAVE og BEAM. The club has a stack of unnecessary squad players, some good players to build around, several high-potential youngsters, a hefty transfer budget, and reasonable board expectations for a rebuilding team. The FC Harlem collection represents the diverse spirit of the neighborhood and the creative energy of the youth. 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