<!-- Source: https://docs.fmrte.com/players/condition-and-happiness | FMRTE official documentation -->

# Condition, fitness and happiness

> Documentation release: **FMRTE 27** (published release).

Fitness describes how ready a player is to play. Morale and happiness describe how they feel.
<br/>These values are separate, so choose the one that matches what you want to change.

[![Player Information with the player tabs on the left](https://docs.fmrte.com/img/fmrte27/players/fitness.png)](https://docs.fmrte.com/img/fmrte27/players/player-tab.png)

## Fitness and morale

Find these values in the bar pinned to the bottom of **Information**. The same bar has the **Retired From Int Foot.**, **Retiring After Spell At Current Club**, **Injury** and **Is Banned** checkboxes. **Injury** and **Is Banned** are only enabled when they are set, so you can clear them there but not set them.

| 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. |

> **TIP**
**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](https://docs.fmrte.com/tools/presets.md) 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. |

![Squad Condition values with Heal and Inspire on the right](https://docs.fmrte.com/img/fmrte27/players/condition.png)

For a single change, edit the individual field. Raising Condition alone does not remove an [injury](https://docs.fmrte.com/players/injuries.md), 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, select **Remove All**, 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](https://docs.fmrte.com/players/promises.md), continues in Football Manager.

The redesigned Information page pins condition and morale controls below the scrolling attribute cards. Use their field labels to distinguish them from ability and attribute quick sets.
