GerardFM24 said: @GeorgeFloydOverdosed Thanks for the reply! Looking forward to seeing your final filter. Expand To at least have a decent chance of reaching the essentials of a top player you would need:
10 professionalism, pressure, consistency, important matches
10< dirtiness
>100 PA
Age 15-17, but also consider age 18 players
In my test save, there still weren't that many results, but you only need a few each year. You could drop it the visible attributes to 6 if need be, but I wouldn't go any lower than that.
If you can't buy anything at 6, say because you're a lower league club, it's best to then just focus on high pace/acc/sta players. That would be 11+ pace/acc and 7+ stamina starting. I wouldn't even add anything else to it, as things like work rate can be trained up adequately and hiddens such as pressure & important matches matter less in lower leagues.
Each year about 7 players will need to graduate from the u18s, so if we assume a squad size of 21 players. If 3 of these are from intake, that leaves 4 for purchases. So we only need a few viable options to be available.
Of course there's the option of loan farming 100 u18 players, but players on loan won't train correctly, so this can be considered as an extra rather than alternative.
Question - is it possible to mod the way that the game highlights player attributes to make them align to the recommended attributes in the opening post?
I very much enjoy just trying to do everything within the game rather than using external tools and this is a major barrier to being able to easily see important information purely within the game.
GerardFM24 said: @GeorgeFloydOverdosed
Thanks for the reply! Looking forward to seeing your final filter.
To at least have a decent chance of reaching the essentials of a top player you would need:
11 acceleration, concentration
10 pace, anticipation, determination
9 natural fitness
8 stamina, jumping reach, dribbling, aggression, composure, work rate
6 balance
5 agility
However very few age age 15-17 newgens can meet that criteria.
To make it viable, as well as easier to filter, I recommend:
7 aggression, anticipation, composure, concentration, work rate, dribbling, determination, acceleration, jumping reach, natural fitness, pace, stamina
10 professionalism, pressure, consistency, important matches
10< dirtiness
>100 PA
Age 15-17, but also consider age 18 players
In my test save, there still weren't that many results, but you only need a few each year. You could drop it the visible attributes to 6 if need be, but I wouldn't go any lower than that.
If you can't buy anything at 6, say because you're a lower league club, it's best to then just focus on high pace/acc/sta players. That would be 11+ pace/acc and 7+ stamina starting. I wouldn't even add anything else to it, as things like work rate can be trained up adequately and hiddens such as pressure & important matches matter less in lower leagues.
Each year about 7 players will need to graduate from the u18s, so if we assume a squad size of 21 players. If 3 of these are from intake, that leaves 4 for purchases. So we only need a few viable options to be available.
Of course there's the option of loan farming 100 u18 players, but players on loan won't train correctly, so this can be considered as an extra rather than alternative.
Nice thread
@GeorgeFloydOverdosed
4-2-3-1 double BBM, using PL 2.1 as filters.
Question - is it possible to mod the way that the game highlights player attributes to make them align to the recommended attributes in the opening post?
I very much enjoy just trying to do everything within the game rather than using external tools and this is a major barrier to being able to easily see important information purely within the game.