Under preset conditions, training for 4 years with a specified Growth strategy, and then watching the player's attributes and CA growth

by harvestgreen22, Jan 6, 2025

I've been busy playing some other gacha game, so I can't reply in time , If I am not watching carefully, I will miss some replies in post. If you find that I do not reply, you can reply me again

Test conditions: Stats are all 10, Professionalism 15, play 30 match a season , use FMRTE to lock other
variables , train for 4 year ,
The test was mainly to consider how 15-17 year old players would become after 4 years of training

Note:
"xx CA" in the table represents the average of 10 players on the field ( with no goalkeeper )
training have some randomness
16 age train for 4 years to 20 years old, does not mean that >20 age player can't grow , 20-26 age can also grow CA




Here's the test data:
https://pixeldrain.com/u/AtUvd3hY

Here is the test save (league) :
https://pixeldrain.com/u/xGkGnyFp

This is all valid information (I don't know if the image will be Automatic shrink):




In Growth strategy 1-4 and 9-10,
the initial CA is 94 and the maximum potential is 170,
that is, there is 170-94 = 76 remaining potential. Player age set to 16.



Growth Strategy 1, "[Rest]" for 2 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 2 years,
Results : Grow from 94 CA to 142 CA, with 28 potential left.

Pace average 17.4, Acceleration average 16.9 .

Jumping reach, Dribbling, Concentration, Balance, Anticipation, Agility, etc. These attributes you can see directly from the table



Growth Strategy 2, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 2 years, then "[Rest]" for 2 years,
Results : Grow from 94 CA to 162 CA, with 8 potential left.

Pace average 17.4, Acceleration average 17.4 .



Growth Strategy 3, "[Rest]" for 4 years
Results : Grow from 94 CA to 129 CA, with 41 potential left.

Pace average 19.3, Acceleration average 18.4 .



Growth Strategy 4, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 4 years
Results : Grow from 94 CA to 162 CA, with 8 potential left.

Pace average 15.0, Acceleration average 14.9 .



Growth Strategy 9, "[Rest]" for 1 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, "[Rest]" for 1 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years
Results : Grow from 94 CA to 138 CA, with 32 potential left.

Pace average 17.5, Acceleration average 17.7 .



Growth Strategy 10, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, then "[Rest]" for 1 years, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, then "[Rest]" for 1 years
Results : Grow from 94 CA to 159 CA, with 11 potential left.

Pace average 17.6, Acceleration average 17.1 .



Growth strategies 5-8 are less potential 124, The remaining potential is 124-94=30.

Observation and analysis:
Look at strategy 4, with "[Quickness]+[Attacking Direct]+[Recovery]x7" for 4 years, the table is all blue,
that is, all the attributes are increasing, because "[Quickness]+[Attacking Direct]+[Recovery]x7" this is not extreme physical training, it will spare a lot of growth to and technical and mental,
the bad side is the final Pace and Acceleration is only 15,
The good side is that the technical and mental are all rising.



Look at strategy 3, this is a relatively extreme physical training, with "all rest" for 4 years, the technical and mental are mostly declining, but the work rate and Pace and Acceleration increase the largest,
Pace and Acceleration are even 19.3 and 18.4, indicating that some players have achieve to 20 Pace.
However, there are still 41 points of potential, and we need to achieve these 41 points of potential in the remaining 20-26 years.


Look at strategy 1 and 2, because in the fastest growing 15-18 years old, strategy 1's 2 years in the "full rest", so this part of the training technical and mentalof the relatively fast age did not taken advantage of,
the final strategy 1's CA only grow to 142, the Pace and Acceleration has no advantage compare to strategy 2, but the strategy 1's technical and mental did not decline so much.
Strategy 2 seems to be a more rational use of potential.



Then there are strategies 5-8 , with different initial conditions, this group started with only 30 remaining potential, and I also adjusted the age to 15 to start.

Because there is less remaining potential, CA as a whole is rising much more slowly
One of the strange things about strategy 8 is that it only went up to 116CA for some unknow reason.

Strategy 7 is more interesting, it does not open a CA gap with other strategies, and rises to 111 CA,
and the Pace and Acceleration rise to 18.8 and 18.1, and the Jump reach 14.5, very strong.
Of course, there is also a cost, in the case of insufficient CA acquisition, the technical class is a red, and a part of the original CA is taken away to allocate to the physical class, and the Concentration is reduced by 2.0, and the Dribbling is reduced by 4.2
If you don't like lowering so many attributes, consider not choosing any Addtional Focus


At this point in the test, my idea is that everything in the table is using [Double Intensity]+[Addtional Focus Quickness]
It takes about 4-5 years to develop Pace and Acceleration to a very strong degree. Then it is entirely possible to change the "Addtional Focus" to add Dribbling, Jump , Balance, and Anticipation , and Strengthen weak side of the player


"
My current personal choices:

1.Extreme way to increase Physical class stats

[Rest]+[Double Intensity]+[Addtional Focus Quickness]
or
[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

Explanation:
"Recovery" is actually a variant of rest. If there is any other training, "rest" will be invalid, but "recovery" will not, "recovery" is counted as a training, so it can be used as a "weight" to pull the weight of "Pace" and "Acc" and so on to make it closer to the "rest" CA distribution,
so the following 7 x recovery are added. It is used to pull the weight of the CA assigned to the Physical stats to pull up
(The disadvantage of recovery is that it slightly increases the weight of a less useful physical attribute, such as strength, but this disadvantage can be ignored)


2.Increase moderate levels of CA , as fewer invalid attributes as possible, and as many high value attributes as possible

[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness]
or
[Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]


3. Add as much CA as possible , while fewer invalid attributes as possible, and as many high value attributes as possible

[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
or
[Physical]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

"


the next days , I tested 11-14


Strategy 12: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Ball Control", to add Dribbling, the final Dribbling 12.4, Technique 12.0 (Technique is a bad stats)

Strategy 13: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Strength", to add Jump reach, but the Jump reach did not rise significantly, guess the reason is it's grow per season are limited by height

Strategy 14: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Endurance", to add Work Rate , the final Work Rate 12.6, Endurance 14.7

This 12-14 shows that after a few years of training, it is possible to compensate for attributes weaknesses by changing [Addtional Focus]



And then we have intuitive values in the table
Two conditions are tested here, one is that the remaining potential is high, the other is that the remaining potential is low.
Obviously, a high residual potential can increase a lot of CA,

When the remaining potential is small, due to the lack of CA, it has to be allocated to additional Focus, resulting in a small increase in universal attributes, and most of the time it is reallocation.

So: when the remaining potential is low, the universal  growth rate will greatly decrease, and the CA you can actually adjust through training is very small, because the CA increase is not large,

if you want to generally increase attributes (rather than a large number of them to increase the Physical), then do not choose additional Focus, so that the attributes are evenly divided on each attribute.

On the contrary, when the residual potential is high, the CA will rise very much, and you can significantly pull up certain attributes depending on the situation



For young player under 22 age:
Because this remaining PA is not confirmed, and the age and difference of different players, I can not put a general conclusion,
I think strategy 2 may be a reference

First, train for 2 years with an increased-CA-fast-training-schedule, then use a similar "full rest" training to quickly strengthen the Physical for 1-2 years, and use 1-2 year to change the additional Focus , and strengthen some attributes you think need to be strengthened

3

@harvestgreen22  so you suggest strategy 2 for Main team also ?

0

@harvestgreen22 are you going to try different combinations with the high CA program?:
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

0

BRAHIM said: @harvestgreen22  so you suggest strategy 2 for Main team also ?

I only tested 4 years from 15-17 years old. But presumably yes you can use strategy 2 on the main team

0

twkmax said: @harvestgreen22 are you going to try different combinations with the high CA program?:
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]


What are the initial conditions for the CA program? You need to give a specific value

Initial age,
Initial attribute ( such as ' all-attribute 11 ' ) or initial CA (such as 130CA)
Initial PA
I'll try it when I have time

0

harvestgreen22 said: What are the initial conditions for the CA program? You need to give a specific value

Initial age,
Initial attribute ( such as ' all-attribute 11 ' ) or initial CA (such as 130CA)
Initial PA
I'll try it when I have time


Initial age 16, initial CA = 90, initial PA=160, professionalism= 12

Try different combintations of the following training sessions:
Plan1. [Rest]+[Double Intensity]+[Addtional Focus Quickness]
Plan2. [Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]
Plan3. [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

Try the them in groups of 2 years from age 16 to 20.
E.g. 16-18: Plan1, 18-20: Plan3

Plan1, Plan1
Plan1, Plan2
Plan1, Plan3
Plan2, Plan1
Plan2, Plan2
Plan2, Plan3
Plan3, Plan1
Plan3, Plan2
Plan3, Plan3

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Bit late on this thread sorry, but with plan 2, could i just alternate the training calendar for a similar effect

ie week 1 - [Quickness]+[Attacking Direct]+[Recovery]x7
week 2 - [Rest]
week 3 - Quickness]+[Attacking Direct]+[Recovery]x7
week 4 - [Rest]

and so on?

Thanks

0

Pip said: Bit late on this thread sorry, but with plan 2, could i just alternate the training calendar for a similar effect

ie week 1 - [Quickness]+[Attacking Direct]+[Recovery]x7
week 2 - [Rest]
week 3 - Quickness]+[Attacking Direct]+[Recovery]x7
week 4 - [Rest]

and so on?

Thanks


I didn't test what would happen, the cycle I tested was one season,

And then because of the actual growth gap, not a season, but every "growth email."

So I'm guessing your plan is some kind of middle ground between the two?

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I hope some of you guys know this, because i don't.
How much value do the u18 and u21 games have in comparison to first team football, in terms of generating player growth? I seem to remember first team football being more valuable. Am i wrong?

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