GeorgeFloydOverdosed
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I was going to sit on this and put it in my guide, but my guide is going to take a while, and I suppose it would be a long section buried in the middle and be overlooked by all but a handful anyway.
Recently there was this video. I've translated it using AI and created a subtitle file you can download here. You just need to download the bilibili video to play with it. Or you can just open the srt file in notepad and read along. But I'm going to summarize it now anyway.
In short, there is a limit to the amount of PA a player’s CA can fulfill, but also that this limit is unlockable and in fact is frequently unlocked throughout normal play with the human manager oblivious to the fact.
When the human player starts the game and becomes the manager of a selected team, each player is assigned to a ‘tier’ (‘1’ to ‘5’) in this probabilistic table:
The formula that is fed through to this probabilistic table is as follows:
(((Professionalism+Ambition+Determination)/3))-4)+(training facilities/4)+((morale-10)/2)+(2 if Captain)+(1 if Vice Captain)
There are one or two parts of the formula I didn't include because it was vague in translation, but I think they're things you have little to no control over, like how much your player likes a staff member or something.
So, if we consider a likely scenario for our own promising 18-year-old player once they reach the Premier League:
(((14+12+12)/3))-4)+(14/4)+((12-10)/2)+(0)+(0) = 13.16
Their most likely tier is ‘3’ (55%) followed by ‘4’ (30%).
The tiers correspond to the following CA cap as % of PA:
Even in the unluckiest situation though, a 150 PA player will reach 105 CA at least.
Even with max points from the formula (‘20’), the probability of tier ‘5’ and therefore reaching 150 CA with 150 PA, is still only 35%.
However, these tiers are not set in stone, they are re-rolled whenever one of the events from this (non-exhaustive) list occurs:
I also have slot in somewhere here that a player's CA can stop in-between levels. So for example:
150 PA x 0.85 = 127.5 CA cap
> Event: New player contract > Dice roll > Rolls Tier 4 (new CA cap of 95% of PA)
150 x 0.95 = 142.5 CA cap
> Event: New player contract > Dice roll > Rolls Tier 3 (new CA cap of 85% of PA)
150 x 0.85 = 127.5 CA cap, but he already grew to 134 CA, so now his CA stays at 134 CA until he declines or rolls a Tier 4/Tier 5 later on.
It is reasonable to find players with 14pro/12amb/14det (13.33 average). Morale can be kept high (~15) with an exploit tactic. With 17 training facilities, the formula result is only 16.08, but this is the realistic reality. So it’s worth keeping in mind to try and get all these factors as high as possible, because you’re going to need every bit you can get. ~130 CA is sufficient for an ‘ideal’ meta player with allowance for some fluff around the edges, so 150 PA serves as roughly the minimum for an ideal player in a realistic scenario.
There is a bit more to this that needs to be explored. In using LightningFlik's harness training simulation feature, I was left scratching my head over why 150 Match XP resulted in a player with 144 PA stopping at ~100 CA, while the same player with 100 Match XP stopped at ~108 CA. Now with this knowledge part of the picture is solved:
144 x 0.75 =108
144 x 0.70 = 100.8
But the question that remains is, why does more match experience seem to result in a lower CA cap?
Coach workload also seems a bit wacky. For one player I've tested, 80% coach workload is identical to 1% workload. But final CA took a big hit at 90% and 100% workload. Does this mean only 'very heavy' workload impairs growth, or is this specific to the player's unique set of circumstances? Do training factors work together as a complex interacting web rather than simple linear additions.. or are there bugs with LightningFlik's program..
So there's a few things that need further testing to find out, but I think one thing that can be said overall is that because the CA-PA gap is in practical reality lower than we think it is, and less straightforward to fill it as well, each training factor has less importance and is not a silver bullet on its own - whether its 20 professionalism or 20 5 star coaches, or a meta training schedule. I think it's going to be possible to derive some rough optimums. For example, we could use a starting point of 14pro/14det/12amb as attainable and work from there to derive that say 127 CA is likely and to get that you need X level facilities and X quality coaches.
Recently there was this video. I've translated it using AI and created a subtitle file you can download here. You just need to download the bilibili video to play with it. Or you can just open the srt file in notepad and read along. But I'm going to summarize it now anyway.
In short, there is a limit to the amount of PA a player’s CA can fulfill, but also that this limit is unlockable and in fact is frequently unlocked throughout normal play with the human manager oblivious to the fact.
When the human player starts the game and becomes the manager of a selected team, each player is assigned to a ‘tier’ (‘1’ to ‘5’) in this probabilistic table:
The formula that is fed through to this probabilistic table is as follows:
(((Professionalism+Ambition+Determination)/3))-4)+(training facilities/4)+((morale-10)/2)+(2 if Captain)+(1 if Vice Captain)
There are one or two parts of the formula I didn't include because it was vague in translation, but I think they're things you have little to no control over, like how much your player likes a staff member or something.
So, if we consider a likely scenario for our own promising 18-year-old player once they reach the Premier League:
(((14+12+12)/3))-4)+(14/4)+((12-10)/2)+(0)+(0) = 13.16
Their most likely tier is ‘3’ (55%) followed by ‘4’ (30%).
The tiers correspond to the following CA cap as % of PA:
- 70%
- 75%
- 85%
- 95%
- 100%
Even in the unluckiest situation though, a 150 PA player will reach 105 CA at least.
Even with max points from the formula (‘20’), the probability of tier ‘5’ and therefore reaching 150 CA with 150 PA, is still only 35%.
However, these tiers are not set in stone, they are re-rolled whenever one of the events from this (non-exhaustive) list occurs:
- New manager
- Training facilities change (improvement or decline)
- New or renewed player contract (re-rolls on date new contract starts)
- Player moves on transfer/loan (but not when player returns from loan)
I also have slot in somewhere here that a player's CA can stop in-between levels. So for example:
150 PA x 0.85 = 127.5 CA cap
> Event: New player contract > Dice roll > Rolls Tier 4 (new CA cap of 95% of PA)
150 x 0.95 = 142.5 CA cap
> Event: New player contract > Dice roll > Rolls Tier 3 (new CA cap of 85% of PA)
150 x 0.85 = 127.5 CA cap, but he already grew to 134 CA, so now his CA stays at 134 CA until he declines or rolls a Tier 4/Tier 5 later on.
It is reasonable to find players with 14pro/12amb/14det (13.33 average). Morale can be kept high (~15) with an exploit tactic. With 17 training facilities, the formula result is only 16.08, but this is the realistic reality. So it’s worth keeping in mind to try and get all these factors as high as possible, because you’re going to need every bit you can get. ~130 CA is sufficient for an ‘ideal’ meta player with allowance for some fluff around the edges, so 150 PA serves as roughly the minimum for an ideal player in a realistic scenario.
There is a bit more to this that needs to be explored. In using LightningFlik's harness training simulation feature, I was left scratching my head over why 150 Match XP resulted in a player with 144 PA stopping at ~100 CA, while the same player with 100 Match XP stopped at ~108 CA. Now with this knowledge part of the picture is solved:
144 x 0.75 =108
144 x 0.70 = 100.8
But the question that remains is, why does more match experience seem to result in a lower CA cap?
Coach workload also seems a bit wacky. For one player I've tested, 80% coach workload is identical to 1% workload. But final CA took a big hit at 90% and 100% workload. Does this mean only 'very heavy' workload impairs growth, or is this specific to the player's unique set of circumstances? Do training factors work together as a complex interacting web rather than simple linear additions.. or are there bugs with LightningFlik's program..
So there's a few things that need further testing to find out, but I think one thing that can be said overall is that because the CA-PA gap is in practical reality lower than we think it is, and less straightforward to fill it as well, each training factor has less importance and is not a silver bullet on its own - whether its 20 professionalism or 20 5 star coaches, or a meta training schedule. I think it's going to be possible to derive some rough optimums. For example, we could use a starting point of 14pro/14det/12amb as attainable and work from there to derive that say 127 CA is likely and to get that you need X level facilities and X quality coaches.
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