Summary of recent findings for optimal play in FM24 & FM26

by GeorgeFloydOverdosed, Oct 31, 2025

bf3metro said: Hey, based on all the testing you’ve done here, do you have what you’d consider an optimal schedule to actually use week-to-week over a full season?

I’ve been using ZaZ’s Growth 2, but in my save it really isn’t delivering the development I expected.

What I’m mainly looking for is a schedule that pushes CA growth as fast as possible so players reach their PA quickly, rather than just maximizing CA efficiency.

Would you recommend switching fully to something like 260 / 214 / 156 depending on the players’ CA–PA gap, or do you have a specific weekly/monthly rotation you think is optimal in practice?

ZaZ Growth 2 would be 1064.2675-1115.573

Oddly enough the 2-match Physicalx2 Attackingx2 scores better than the Physicalx5 Attackingx5 and results in higher CA gain too.

[Physical]x2[Attacking]x2 = 1115.573 / 33.83 = 32.976
[Physical]x5[Attacking]x5 = 1064.2675 / 27.85 = 38.214

Both of these are very close to the best.

Because CA-PA gap is a critical accelerant to growth, you actually want the lowest overall CA growth possible - while highest in the CA growth where it matters. There is a hard cap on CA per season anyway, which is ~20-25 (someone has reported ~30 i think). If your players aren't developing much, it's more likely that they're over 18 and not getting enough match experience. No match experience for older players can reduce growth to ~1 CA/season.

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masterjackfruit said: I personally like the training schedules with recovery the most, I try to keep my backup players sharpness as high as possible and recovery seems to preserve sharpness better than rest. Also I notice that for some reason the Attacking session yields an unusual number of injuries, more so than Defending or Overall. I could be wrong, but it's something I've noticed in my saves.
It's a more subjective matter, but what I found is that using home friendly matches against the worst team possible is better than using recovery periods in training.

Friendly matches improve morale, build familiarity, build up match sharpness a lot better, and I daresay even result in less injuries.

When using all recovery I noticed that it tends to result in too low condition and eventually fatigue, so it had to be half recovery half rest, which also can be tedious to set up properly each week.

I can't remember if this is the case, but recovery might also interact differently with the other training modules to produce different results than what it shown in HarvestGreen's spreadsheets.

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