FD 27 Direct Your Football Club FD 27 Facilities Guide
Eight buildings. Two of them win points in April. The rest can wait.
Facilities in FD 27: Direct Your Football Club are delayed tactics. You do not feel a training ground on the day the ribbon is cut. You feel it after minute seventy-five in March. Version 0.1 offers eight buildings: stadium, training ground, gym, medical department, official store, museum, offices and scouting centre. This page is what they do. The ranking lives on facilities priority. Read both before you admire the museum.
Training, gym, and medical
The training ground and gym feed fitness, fatigue and the shape the coach can actually use. If the side dies after the 75th every week, that is brickwork and fitness staff, not a missing shout. Match day is the diagnostic. Match speeds of normal, x2 and x4 still roll those systems, so simulating is not an excuse to skip the building.
The medical department is the delayed bill. Traumatic injuries and short muscular ones both exist, down to a single day. A shed here in August becomes a revolving door in February. Hire medical staff first on staff hire order, then fund the building so those people have a room. Facility completion now fires a notification so you stop staring at the calendar waiting for a brick. Matchday upgrades that skipped the match were patched; if a building finishes on a Saturday and the eleven looks unchanged, check patch notes before you assume the engine ignored you.
Academy lock, scouting, offices
Youth coaches and the youth coordinator stay invisible until the academy building exists. Hunting that job title before the brickwork is wasted clicking. Version 0.3 on the roadmap promises academy depth from roughly age eleven. Version 0.1 still has a youth path, including an under-16 promotion lock that was patched after players slipped through. Build the academy after training and medical exist, not as a vanity project in September.
The scouting centre supports the reports that now use thousands of situational sentences. A barren shortlist is still often a sporting director problem. Pair this building with scouting reports and how to hire staff. Offices help the company feel like a company. They do not heal a February infirmary.
Stadium, store, museum
The stadium is capacity, atmosphere and a sponsor slot. Expanding it too early in League Two is a loan shaped like pride. Ticket prices sit on the same board as food, drink and merchandising. Weaker divisions had merchandising rebalanced so the shop is not a joke, but it is still supporting income. See how to get sponsors and how to manage finances.
Museum and official store flatter the board. They generate. They are not Saturday. Building them first is how you get a pretty month and a tired April. Museum economics already moved once in public patches. Retick this page after Steam news.
Loans that finish a training ground can be rational. Loans that finish a museum follow you without feeding the eleven. Use a monthly save before you break ground. Three slots exist.
A grown club in May has training and medical that you can point at, an academy if the vision asked for one, and a museum you still have not started. If the pretty buildings came first, the table will explain why without a transfer to blame. Keep the bricks in that order and version 0.1 stays readable.
Frequently Asked Questions
Quick answers for the boardroom questions owners actually search.
What should I build first?
Training ground, then medical. Gym sits beside training. Museum and store wait. See facilities priority.
Why are youth coaches missing?
They are locked until the academy building exists. Build it, then hire.
Do upgrades apply the same Saturday?
They should. A bug skipped the match after a matchday upgrade and was patched. If it returns, check patch notes.
Is the stadium S-tier?
Only when capacity is the actual bottleneck. In a first League One save, fitness and treatment beat extra seats.