Training is Fake, it just assigns attributes, not grows attributes: results based on a large number of tests

by harvestgreen22, Nov 6, 2024

so , in a normal save with a europa league team or a chl team playing every wed-sat or thu-sun, what is the ideal training schedule ?

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mscottdm said: so , in a normal save with a europa league team or a chl team playing every wed-sat or thu-sun, what is the ideal training schedule ?

https://fm-arena.com/find-comment/39735/

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Not sure how many of you searching deep in folders and files. Here the training.fmf from the root. You will need the Resource Archiver and uncompress the file. Opening the files (after uncompress), the content inside is encoded - crypted with a method unknown to me. You will find answers more quickly from spending time and energy to find things. Good luck!

training.fmf
Downloaded : 594 times
Uploaded : Dec 9, 2024
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Whats the most optimal training for improving physicals but also ensuring your other stats go up aswell, im not bothered if they climb in CA/PA quickly just looking for good stat growth across the board with physicals taken slight precedence

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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]

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I might be a bit confused but since you have done an update excel on December 26 would you now say F19 (Quickness + Match practice + Attacking + Recovery x7 + Double intensity + Add focus) is the new best schedule???

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Robbo84FM said: I might be a bit confused but since you have done an update excel on December 26 would you now say F19 (Quickness + Match practice + Attacking + Recovery x7 + Double intensity + Add focus) is the new best schedule???

Yes, it's one of the best

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@harvestgreen22 if you put (or keep) a person with 20 acceleration and 20 pace on quickness additional focus, will it decrease overall CA growth because some of it would be wasted here? In theory it shouldn't, but this is SI :D

I ask mainly because with strength additional focus you sometimes get the message from assistant that no amount of training will increase jumping reach anymore which would negate half of the benefit of such training.

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I might be misremembering, but I think it's been known for years that training just assign ability points the player earn playing matches into a specific group of attributes.
And the more reputations the team and the league have, the more ability point are earned.

I must admit I don't understand the hype here.

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ClaudeJ said: I might be misremembering, but I think it's been known for years that training just assign ability points the player earn playing matches into a specific group of attributes.
And the more reputations the team and the league have, the more ability point are earned.

I must admit I don't understand the hype here.


Kind of, yes. But the extent you can funnel these "earned points" is new. Creating 20/20 players on demand was unheard of.

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Fair. And thanks for pointing it out, Yarema.

My conclusion would be different : OP says "I think he (the youtuber) made the mistake of trusting the game company, the game company didn't make a proper training system, just pretended it had one (just like the "Pace";)."

I would say : this player didn't play the game properly, (s)he just pretended to do so.

To me, all this only shows that there are ways to exploit the game, as any program.

Just don't break what's not broken, and we'll be fine.

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Is there any difference if you dont use additional focus on quickness? fx if i would choose Endurance instead ? Just wondering if that can be used to tailor focus areas for a specific player.

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I really appreciate your statistics.
Let me ask you another question:
30 matches means a player played 90 minutes? Player A played 45 minutes in the first half and was replaced by player B who played 45 minutes in the second half, so do both players count towards the total number of matches played in the season? Similarly, if player A played until the 60th minute and was replaced by player B, what would be the result? Thanks a lot.

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For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position? And for goalkeepers, should the Additional Focus still be Quickness?"

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hi bro, i used the L5 strategy to make a training schedule for the whole season, but the results were not as expected, Baldanzi progressed very slowly. Through FMscout software, starting the season in August 2024, the CA/PA was 132/179 and pace/acc was 13/14, but ending the season in June 2025, I checked again and it was only 140/179 and pace/acc was 14/14, playing 34 matches in the whole season, always happy. So where am i missing, please guide me.

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Grizzly said: Is there any difference if you dont use additional focus on quickness? fx if i would choose Endurance instead ? Just wondering if that can be used to tailor focus areas for a specific player.

yes it can, The additional focus Mechanism is to increase the upper limit that the attribute can be allocated .
and And force to assigned the growth to this attribute .

So when you need to add a attribute , select the corresponding additional focus

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Ronaldo De Lima said: I really appreciate your statistics.
Let me ask you another question:
30 matches means a player played 90 minutes? Player A played 45 minutes in the first half and was replaced by player B who played 45 minutes in the second half, so do both players count towards the total number of matches played in the season? Similarly, if player A played until the 60th minute and was replaced by player B, what would be the result? Thanks a lot.



a player played 90 minutes = 1 match

According to another player's test, the system actually counts the number of minutes played, whether it is a substitute or a non-substitute

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Earthomac said: For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position? And for goalkeepers, should the Additional Focus still be Quickness?"

——For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position?

ST - Playing Position ,in The default

What happens if you change it:
The mechanics of the game are , Part of the growth will be assigned to the green highlight attributes.

If you think these green highlighted attributes are what you need, then you can switch to this Position/Role/Duty
But once you switch, you can't change to the default state


——And for goalkeepers, should the Additional Focus still be Quickness?"

Additional Focus "Agility and Balance"  or  Additional Focus "Quickness"

The reason:
Agility has been tested as the most important attribute of goalkeepers.
Pace is the top 6 important attribute of goalkeepers

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Ronaldo De Lima said: hi bro, i used the L5 strategy to make a training schedule for the whole season, but the results were not as expected, Baldanzi progressed very slowly. Through FMscout software, starting the season in August 2024, the CA/PA was 132/179 and pace/acc was 13/14, but ending the season in June 2025, I checked again and it was only 140/179 and pace/acc was 14/14, playing 34 matches in the whole season, always happy. So where am i missing, please guide me.

I've talked about this situation so many times in the Chinese community ,
I forgot to mention here ,
my latest post has data on it in excel

https://fm-arena.com/thread/14131-require-by-twkmax-tested-9-more-growth-strategy/
To explain it :
In the Excel chart, you can see very clearly,

A Professionalism 15 player, with an average 20-30 CA improvement in the first season,
In the second, third and fourth seasons, his growth dropped significantly, only 0-10 growth.
He even needs to stop growing for a season before he can grow again in another season


This is because as CA gets closer and closer to PA, the rate of growth slows dramatically

A CA 30, PA 150 player, even if his Professionalism is not high , and he does not play match at all, he can get 30-40CA per season growth rate. That's better than most of the results on the chart
And a CA 130, PA 150 player, his growth rate is going to be very slow.

This means that if you buy a player and his "PA-CA" is somewhere between 0-20,
like 130PA, 110CA, 130-110 = 20, his "trainable space" is very small,
It's not about the training schedule, we've tried all kinds of training schedule ,

In other words, the mechanics of the game work very well for players whose CA is far away from the PA,
For those players whose CA is close to PA at the beginning, you need to weigh what strategy to use

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harvestgreen22 said: ——For Position/Role/Duty, for example, a striker, should the Training Position be set to the Advanced Forward role, or should I just select ST - Playing Position?

ST - Playing Position ,in The default

What happens if you change it:
The mechanics of the game are , Part of the growth will be assigned to the green highlight attributes.

If you think these green highlighted attributes are what you need, then you can switch to this Position/Role/Duty
But once you switch, you can't change to the default state


——And for goalkeepers, should the Additional Focus still be Quickness?"

Additional Focus "Agility and Balance"  or  Additional Focus "Quickness"

The reason:
Agility has been tested as the most important attribute of goalkeepers.
Pace is the top 6 important attribute of goalkeepers


Apologies if this has been answered earlier in the thread, but does this mean that familiarity isn't that important when it comes to results or growth?

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Steelwood said: Apologies if this has been answered earlier in the thread, but does this mean that familiarity isn't that important when it comes to results or growth?

familiarity ? take a screenshot for it please .
Because I couldn't find where the familiarity are when I switched to English UI.
(I'm not familiar with how they are called in English)

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harvestgreen22 said: familiarity ? take a screenshot for it please .
Because I couldn't find where the familiarity are when I switched to English UI.
(I'm not familiar with how they are called in English)


As in tactical familiarity, the bar next to intensity on the tactics page. A player's tactical familiarity is increased by training them in that role but I have absolutely no idea whether it affects results

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Steelwood said: As in tactical familiarity, the bar next to intensity on the tactics page. A player's tactical familiarity is increased by training them in that role but I have absolutely no idea whether it affects results
That visual representation hasn't worked for years. I think tests also showed no effect. Plus playing in the position and role will give him enough familiarity to perform.

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Steelwood said: As in tactical familiarity, the bar next to intensity on the tactics page. A player's tactical familiarity is increased by training them in that role but I have absolutely no idea whether it affects results
Yarema said: That visual representation hasn't worked for years. I think tests also showed no effect. Plus playing in the position and role will give him enough familiarity to perform.


for tactical familiarity , I haven't discussed it in the forums :
1. It has nothing to do with attribute growth
2. It has a small positive effect on wining match , and only relate to playing match
3. Friendly match ,training and match can both increase the tactical familiarity
4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it
5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase  the risk of injury .
6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match .
7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training  every week to keep the Sharpness and familiarity high ?
The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good.
8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training .
9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money

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So I am going to try this schedule out now, but have a few questions:
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

1. The [Double Intensity], does it refer to the intensity below additional focus?
2. How would you translate this into a amateur or part-time training schedule (6 sessions available/week). Just [Quickness]+[Match Practice]+[Attacking]+[Recovery]x3 or remove some quality training to favor more Recovery?

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@harvestgreen22 If you are doing any more tests on training, could you check how quickness additional focus works if a player already has 20 pace and 20 acceleration? For example with a [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] schedule. Mainly interested if CA growth remains the same even though the attributes it targets have reached the maximum.

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Flourix said: So I am going to try this schedule out now, but have a few questions:
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

1. The [Double Intensity], does it refer to the intensity below additional focus?
2. How would you translate this into a amateur or part-time training schedule (6 sessions available/week). Just [Quickness]+[Match Practice]+[Attacking]+[Recovery]x3 or remove some quality training to favor more Recovery?


1.


that is the"[Double Intensity]" here

2.
[Quickness]+[Match Practice]+[Attacking]
that's the basic

[Recovery]
is Small, unnecessary extra help to it,
You can get rid of some Recovery or all of Recovery, depending on the situation

3.If your players lack of Work rate.
you Can choose using "Physical" to replace the "Quickness" (A little more Work rate and a little fewer other stats)
training :
excel : https://pixeldrain.com/u/953xPdxx
Another excel : https://pixeldrain.com/u/AtUvd3hY


Yarema said: @harvestgreen22 If you are doing any more tests on training, could you check how quickness additional focus works if a player already has 20 pace and 20 acceleration? For example with a [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] schedule. Mainly interested if CA growth remains the same even though the attributes it targets have reached the maximum.

I have tested it before but lost the data. I will try again when I have time and get back to reply you then

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harvestgreen22 said: for tactical familiarity , I haven't discussed it in the forums :
1. It has nothing to do with attribute growth
2. It has a small positive effect on wining match , and only relate to playing match
3. Friendly match ,training and match can both increase the tactical familiarity
4. If the weekly training schedule is few, familiarity will naturally decline a lot. so it is needed Friendly match and match to Increase it
5. Whatever you use Friendly match ,training or match to increase the tactical familiarity , They all increase  the risk of injury .
6. The same goes for Sharpness . if you want to keep Sharpness good , you need to use Friendly match ,training or match .
7. Since all three methods can increase Sharpness and Tactical familiarity , why don't we use a lot of training  every week to keep the Sharpness and familiarity high ?
The reason I give is this: I find that more training leads to much more injuries than using Friendly match when keeping same status of Sharpness and Tactical familiarity good.
8. So if I want to keep Sharpness and Tactical familiarity good , i will arrange Friendly match Instead of more training .
9. Friendly match can also increase a player's position familiarity if you want a player to change position/role/duty . The Bad thing for Friendly match is it usually costs a amount of money, and for small club to use it for a long time can cost quite a lot of money


Well considering that you gain most tactical familiarity just from playing the tactic then I imagine that the difference between having it maxxed out to not having it maxxed out is minimal, especially when you take RNG into account

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What about pre-season training? Any tips of what to do?

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10rmc10 said: What about pre-season training? Any tips of what to do?

Nothing special. Apply the same routines

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