Server time at the time the game is calculated? Depending on how much precision you're using, given that the games start calculating at the same time every game night for a given nation's games, that could lead to the same duplicate seeds. If it's c++ I'm not sure of the equivalent, but I'd probably use something like DateTime.Now.Ticks in C# to get a unique seed.
@GM-Hrudey: "The value returned generally represents the number of seconds since 00:00 hours, Jan 1, 1970 UTC (i.e., the current unix timestamp).", which is similar something like this 414086872.
Personally I'm fine with the games being not-so-random like they are now. There's nothing more annoying for me in a manager game than to lose a game I should easily win, so it's nice that such things don't happen in this game; if you lose, there's almost always a good reason for it...
@OTT9: There should be at least some variances between similar games though.
I'm having hard time believing this has anything to do with C++. If you didn't tell you are using random numbers, I would think you are calculating games just off the stuff like player attributes, tactics, lineup, arena, enthusiasm (that seems enough with exception like this, two same games and no training in between). In this case it must be either shitty programming or some really fancy algorithms.
@RSX: I'm not sure I understand exactly what you're trying to say, or whether I should feel complimented or offended
Of course we use random numbers in many places in the code, that is certain.