THE COMPLETE DYNASTY GUIDE
Ages, budgets, board expectations, the sack — Dynasty runs on real rules. This is all of them, with the exact tables.
Written by the Perfect XI developer · Updated 8 July 2026
What Dynasty is
Dynasty turns one finished season into a multi-season career. Your XI carries over with career ages; players develop, decline and retire; your league finish earns a transfer budget; and a board sets expectations that your manager rating lives or dies by. It starts from the results screen of any completed standard season — name your club and you're in.
Ages and development, exactly
Every player is assigned a realistic career age when the dynasty begins — outfielders land between 21 and 32, weighted to the 24–27 prime; goalkeepers run older, 23 to 34, reflecting how keepers actually age. Each summer, development follows the curve (goalkeepers hit each stage two years later):
| Age (outfield) | Summer change |
| 23 or under | +1 to +3 |
| 24–27 | −1 to +1 |
| 28–30 | −2 to 0 |
| 31–32 | −3 to −1 |
| 33–34 | −4 to −2 |
| 35+ | −5 to −3 |
Retirement is probabilistic, not a hard cut-off — careers end when the dice say so, mostly between 33 and 38 for outfielders and as late as 40 for goalkeepers:
| Age (outfield / GK) | Chance of retiring |
| 33 / 35 | 8% |
| 34 / 36 | 18% |
| 35 / 37 | 38% |
| 36 / 38 | 60% |
| 37 / 39 | 80% |
| 38+ / 40+ | 93% |
Ratings are clamped between 55 and 99. The design consequence: a 23-year-old 84 is often worth more to your dynasty than a 30-year-old 88 — and the market prices agree.
Money: budgets and values
Your budget each summer is set by the league finish, plus anything unspent carried over:
| Finish | Budget |
| Champions | £160m |
| 2nd | £130m |
| 3rd | £110m |
| 4th | £95m |
| 5th–7th | £75m |
| 8th–10th | £58m |
| 11th–14th | £45m |
| 15th–17th | £34m |
| 18th–20th | £25m |
Values are tuned to the real market: fees rise steeply with rating, peak for players 24–26 (about +12% over base), and fall off a cliff after 29 — roughly −35% at 30, half price at 31, and pennies by 34. Goalkeepers are discounted around a third and age two years later. In practice that means the very best young superstar in the game commands close to £185m, a prime 88 sits in the £80–90m band, and an elite 90 aged 30 is a £60m decision. Selling returns 60% of value, and the market always lists three free agents, so a retirement never strands you.
The board, and the sack
Each season the board sets a target from your squad average: 90+ means win the title, 87+ top two, 84+ top four, 80+ top seven, 76+ top half, and below that, avoid the drop. Meeting it earns +12 manager rating (+15 if the target was the title); missing narrowly costs 6; missing badly costs 14. Fall to 20 and you are sacked — the dynasty ends and your legacy line is written.
Long-game strategy
Three rules from the maths above. Sell declining stars a summer early — the age multiplier cliff at 31 destroys value. Buy 22–23-year-olds in the 80–84 band; two growth summers can make them 88s for a fraction of the price. And manage the objective: a squad average sneaking over 90 commits you to a title charge, so sometimes the smart window is the one that keeps the board's target winnable. Chemistry still applies every season — the links guide matters even more across a career.
A worked three-season plan
Season one: finish 3rd with an ageing 87-average squad — £85m arrives. Resist the marquee 31-year-old; sign two 22-year-olds at 82–83 (£35m-ish each at the youth multiplier) and sell your 31-year-old 88 now for £40m+ before the value cliff. Season two: the kids grow to 84–86, the board target stays "top four" — comfortably met, +12 rating. Season three: your core hits its prime window together, chemistry intact, and the title charge is funded by two summers of compounding rather than one panic window. That compounding loop is the whole mode.
Reading the hub
Everything you need is on one screen: the manager bar turns amber below 60 and red below 40 — treat red as two bad seasons from the sack; trend arrows on each player show last summer's development at a glance; and the history strip is your legacy line, trophies marked in gold. Start Season stays locked until all eleven slots are filled, so a retirement can never launch you into a 10-man campaign.
Ageing, decline and the retirement curve
Dynasty assigns every drafted player a career age when your save begins, weighted towards a 24 to 27 prime, with goalkeepers skewed older because keepers genuinely peak later. From there each season applies a development curve: players under 24 tend to improve, 25 to 28 is a plateau, and decline accelerates from 30.
Retirement is a probability, not a cliff. It begins around 8% at 33 and climbs steeply to near-certainty by 38, shifted two years later for goalkeepers. That means two identical 34-year-olds can have very different fates, and you cannot plan a squad on the assumption that anyone will definitely still be there.
Reading the transfer market
Valuations follow the real market: fees rise steeply with rating, peak between 24 and 26, and fall away sharply after 29. A 31-year-old rated 86 costs a fraction of a 25-year-old rated 84, and that gap is the single biggest source of value in the game.
Budgets run from about £160m for champions down to £25m for a bottom-half finish, so a title is worth more than the trophy: it funds the next two seasons.
Surviving the board
Objectives scale with your last finish. Beat them and your manager rating climbs; miss them repeatedly and you are sacked. The practical advice is to sell one season early rather than one season late, because a 30-year-old still has resale value and a 32-year-old does not.
Dynasty 3.0: how the new systems work
Dynasty was rebuilt in September 2026 around real football data. Players are no longer a single number that ticks down.
Three attribute tracks, not one rating
Every player now carries a Physical, Technical and Mental rating, and they age on different clocks. Physical output peaks first and falls hard; technical ability holds into the thirties; mental attributes keep improving. A midfielder who is 85 physical and 80 technical at 24 will typically be 74 physical and 87 technical at 34. He is the same overall rating on paper and a completely different player.
Peak ages follow the research: goalkeepers latest, then defenders, then midfielders, with attackers peaking earliest and declining fastest. Every player also gets a personal peak offset and decline rate, so two identical players can have very different careers. Roughly one in six peaks unusually late.
Transfer values follow the real market
Value peaks around 23, before the performance peak, because buyers are paying for the remaining prime years. It then falls about 12% a year. Contract length matters enormously: a player with four years left is worth full price, with two years about 70%, with one year about 45%, and nothing at all once it expires. Letting a star run down his deal is the most expensive mistake in the mode.
Wages, revenue and PSR
Every player draws a wage. Revenue comes from prize money, TV facility fees, commercial income and European qualification, so a title is worth far more than the trophy. Transfer fees are amortised across the contract, exactly as clubs account for them, and three-year rolling losses beyond £105m bring a points deduction, as Everton discovered in 2023-24.
Injuries and the academy
Injuries follow elite-football rates, weighted towards thigh and hamstring problems, and become more frequent with age. Serious injuries leave a permanent mark on the physical track.
The academy produces an intake every summer. Potential is never shown as a number, only as a range, and scouting narrows that range without ever removing the doubt. Most prospects never make it. Academy graduates carry no book value, so selling one is almost pure profit.
Dynasty is now a standalone mode
You no longer need to finish a draft run first. Dynasty launches straight from the home screen: choose how you want to play, choose a challenge, choose a club, and you take over that club’s real squad.
Simple or Immersive
Simple keeps it to the decisions that matter: your shape, your signings, and one overall standard for your backroom staff. Everything else is handled for you.
Immersive opens up the pressing and defensive-line controls, individual staff departments, stadium expansion and the full accounts.
Five ways to start
Sleeping Giant gives you a big club, a big budget and no patience. Establish the Elite asks you to break into Europe. The Rebuild hands you a struggling side and almost nothing to spend. The Long Haul gives you the smallest squad in the division and a long leash. Defend the Throne starts you at the champions, where anything but first is failure.
Tactics that actually change results
Formation, mentality and style all feed into the match engine as real adjustments. Attacking raises the goals at both ends, which helps a strong squad and hurts a weak one. Possession football rewards good players and punishes bad ones. Counter-attacking is the underdog’s weapon and falls away as your squad improves. There is no single correct tactic — the right answer depends on the players you have.
Playing footballers out of position costs you, and a new shape takes a few seasons to bed in before the squad plays it at full effectiveness.
Staff and the stadium
An elite medical department halves your injuries. A better head coach speeds up development. A set-piece coach matters because set pieces are over a quarter of all goals scored. All of it comes out of the same money you would otherwise spend on players.
Stadium expansion costs around £12m for five thousand seats and pays back over roughly eight years at a big club — and almost never at a small one. That is the real trade-off clubs face.