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Condition, fitness and happiness
Fitness describes how ready a player is to play. Morale and happiness describe how they feel.
These values are separate, so choose the one that matches what you want to change.
Fitness and morale
Find these values under Information → Details.
| Value | Meaning | How to read it |
|---|---|---|
| Condition | Physical readiness right now; it drops with exertion. Labelled Match Exercise on Information. | 10,000 = 100%; 9,500 = 95%. |
| Match Sharpness | Readiness from playing matches. A rested player can still lack match practice. | 10,000 = 100%. |
| Jadedness | Accumulated fatigue. | Lower means less fatigue. It is not a percentage; Heal sets it to 0. |
| Morale | The player's current mood. | 0–20, with 20 the highest. |
Happiness and playing time
Open Contract for these values:
| Value | Meaning |
|---|---|
| Happiness | Overall satisfaction at the club. |
| Playing Time Happiness | Satisfaction with the amount of football the player is getting. |
| Agreed Playing Time | The playing time promised to the player, rather than a happiness score. |
Inspire sets both happiness scores to 100. Raising morale alone does not clear a complaint about playing time or a broken promise.
Heal or Inspire?
These built-in Presets change several values at once:
| Preset | Changes |
|---|---|
| Heal | Condition and Match Sharpness to 10,000, Jadedness to 0, and removes injuries. |
| Inspire | Morale to 20, both happiness scores to 100, Jadedness to 0, clears unhappiness reasons and improves team cohesion. |
For a single change, edit the individual field. Raising Condition alone does not remove an injury; removing an injury alone does not restore match sharpness.
Unhappiness reasons
Contract → Unhappiness lists the player's complaints. You can remove a specific reason there, or use Inspire to clear the list, then select Save Changes.
A reason can return if its cause, such as too little playing time or an unfulfilled promise, continues in Football Manager.

