1.Training system Use "Football Manager 2024 Resource Archiver" to unzip the file , and compare it with software in Binary. Result: They are exactly the same, with only one config.xml having a 3-byte difference (format changes, content remains the same)
In the fm24 test, I selected 15 AI coaches, while in fm26, to save time, I only chose 5
PEP GUARDIOLA (fm24 Manchester City) ERIK TEN HAG (fm24 Manchester United) MIKEL ARTETA (fm24 Arsenal) KLOPP (fm24 Liverpool Football Club) MAURICIO POCHETTINO (fm24 Chelsea) As I mentioned before, the "formations/tendencies" of the head coach have a considerable influence and cannot be ignored. However, the original test league of DZEK cleared out the "formations/tendencies" of many coaches.
Since FMRTE cannot add new tendencies, I had to find some other head coaches, import the attributes of the required head coaches, and then modify "formations/tendencies" to the head coach to be simulated (This has brought about another problem. The original head coaches of the DZEK test league were set to transfer 100 years later, so these head coaches will not be dismissed. I don't know how to set it so that I won't be fired, and I don't know how to use an editor And my new coach after the change will have the opportunity to be dismissed in the middle of the year. Therefore, I had to test only until June 1st)
Then, in order to demonstrate the influence degree of different range attributes as much as possible, I adjusted the attributes of all the players to this
3.Result I use the save of fm24 to import fm26. Due to the absence of FMRTE, some variables cannot be locked, so there will inevitably be some errors In statistics . more accuracy need to wait for FMRTE, but I can't wait any longer. I plan to get a refund after test (UI issue). I have tested each situation 645 matchs or more
What do these tables mean? Table 1.a is "Increase that attribute of the player's player to 18." How much has the winning rate changed? Table 1.b is "Increase that attribute of the player's player to 18." How much has the goal difference changed?
Table 2.a is "Reduce that attribute of the player's player to 1." How much has the winning rate changed? Table 2.b is "Reduce that attribute of the player's player to 1." How much has the goal difference changed?
Table 3.a , 3.b ,This table is the difference between the previous two tables , It can be directly used to estimate the overall validity of the entire attribute".
Theoretically, this could be more refined, for instance, attributes could be divided into 1-4,4-8,8-12... However, to save time, I only made two sections
4.Give a few examples: Acceleration: The initial attributes of Acceleration of the opponent and the player are 12.
During the test, change the Acceleration of the player's player to 18 The result is winning rate increased by+31.6%, Record it in Table 1.a Re-read the original test league During the test, change the Acceleration of the player's player to 1 The result is winning rate increased by -45.9%, Record it in Table 1.b
Acceleration From 12 to 18, the result has improved (+31.6%). Acceleration From 12 to 1, the result gets bad (-45.9%). Therefore, it is an attribute that the higher, the better.
Fill in their differences in Table 3.a, and the result is 31.6%-(-45.9%)=77.5% Use this value to measure its importance
5.Crossing: The initial attributes of Crossing of the opponent and the player are 12.
During the test, change the Crossing of the player's player to 18 The result is winning rate increased by+7.1%, Record it in Table 1.a Re-read the original test league During the test, change the Crossing of the player's player to 1 The result is winning rate increased by +2.8%, Record it in Table 1.b
Crossing From 12 to 18, the result has improved (+7.1%). Crossing From 12 to 1, the result has improved (+2.8%). Therefore, it is Not an attribute that the higher, the better. It performs better when it is "high attribute" or "low attribute" than when it is "medium attribute"
Fill in their differences in Table 3.a, and the result is 7.1%-(2.8%)=4.3% Use this value to measure its importance
6.Decisions: The initial attributes of Decisions of the opponent and the player are 12.
During the test, change the Decisions of the player's player to 18 The result is winning rate increased by-2.3%, Record it in Table 1.a Re-read the original test league During the test, change the Decisions of the player's player to 1 The result is winning rate increased by -4.7%, Record it in Table 1.b
Decisions From 12 to 18, the result gets bad (-2.3%). Decisions From 12 to 1, the result gets bad (-4.7%). Therefore, it is Not an attribute that the higher, the better. It is best when it is "medium attributes". Raising or lowering it will both reduce performance
Fill in their differences in Table 3.a, and the result is -2.3%-(-4.7%)=2.3% Use this value to measure its importance
7.Summary Pace and Acceleration , It remains the most important attribute. However, due to the enhancement of other attributes, their dominance is not as absolute as that of fm24
Finishing , Long Shots , Agility , It has been significantly enhanced (compared to fm24) . "Finishing" has been approximately enhanced by 2 times. "Long Shots" has been approximately enhanced by 3 times.
Work Rate , It is very similar to the characteristics of fm24. The period from 1 to 12 has a very significant impact. It can be inferred that it must have more than 6 points; otherwise, it will greatly drag down the team's performance .On fm26 , Its importance has slightly declined .
Jumping Reach Compared with fm24, it has been slightly enhanced
Concentration ,Composure Compared with fm24, "Composure " has been approximately enhanced by 2 times. Concentration , Its importance has also been slightly enhanced
Stamina , Strength Stamina Decline in importance Strength Increased in importance
Aggression , Determination Increased in importance
If I were to give a ranking of importance: 1.Pace , Acceleration 2.Work Rate ,Jumping Reach , Agility 3.Finishing ,Dribbling , Concentration 4.Anticipation , Composure , Long Shots , Determination 5.Balance , Strength , Stamina , Aggression All other attributes can be ignored
8.Position proficiency FM26 has added a two-stage tactic of "with the ball and without the ball"
I only tested one set of situations. Suppose, use preset "fluid counter attack" 424/442 For 424/442 In the "without ball phase", Right /Left winger needs to change to Right /Left Midfielder
I changed the Right /Left Midfielder position proficiency of these two players to 5 (the maximum is 20). This led to a 13 drop in goal difference , and a 6% decrease in winning rate
This indicates that if players want to play in different formations in the two stages, their players need to have all the proficiency in the corresponding positions
8.About fm26
I think the UI is too bad, and there are no plans for major changes to it for a foreseeable long time I couldn't accept this UI, so I applied for a refund I spent 40 hours in the test and then played for several more hours. I don't know if I can get a refund successfully
duxa92 said: Would you test hidden attributes? Especially consistency and important matches? Expand
I tested hidden attributes in FM24 , and also attributes in different tactics (not just Gegenpressing).
I didn't test on FM26 because it was too troublesome to convert the testing save from FM24 to FM26. (I knew that FMRTE-26 was on sale today, but it wasn't available when I was testing.)
I'm trying to refund FM26. If the refund is successful, I won't test it anymore. If the refund fails, I might test it when I have time
Steelwood said: If you bought it on Steam you can get a refund as it is still in Beta Expand
I have been testing the game for over 40 hours (which is more than the normal 2 hours max to refund). I applied for a refund yesterday. I don't know if it will really succeed
Not even sure I've done it right, trying to translate it to a 0-100 system confuses me, but I've done it comprehensively using careful guesstimates. Any math wizards welcome to critique.
Genie Scout also doesn't always allow negative values, which would be good for attributes such as 'decisions' and 'technique'.
I also heavily buffed up some attributes like set pieces and leadership for certain positions - they hardly matter at all in terms of performance, but it wouldn't feel right for my captain to have 11 leadership.
Oh, this is for FM24 btw, but FM26 doesnt seem like it would be too much different.
BulldozerJokic said: So, basically almost nothing has changed since previous versions Expand You can read the original post. Most of it stayed the same, some "less meta" attributes gained in importance and closed the gap considerably. Obviously pace and acc are still at the top though.
Not even sure I've done it right, trying to translate it to a 0-100 system confuses me, but I've done it comprehensively using careful guesstimates. Any math wizards welcome to critique.
Genie Scout also doesn't always allow negative values, which would be good for attributes such as 'decisions' and 'technique'.
I also heavily buffed up some attributes like set pieces and leadership for certain positions - they hardly matter at all in terms of performance, but it wouldn't feel right for my captain to have 11 leadership.
Oh, this is for FM24 btw, but FM26 doesnt seem like it would be too much different. Expand
Hey mate, could you please upload your FM Genie rating file ?
GeorgeFloydOverdosed said: I would, but I'm too paranoid that there might be some identifier of me in the file. I'm 99% sure there isn't, but it's a needless risk for me.
Someone here could enter in the numbers and upload the file if they want to. Expand
Could you take each screenshot one by one and make them a bit bigger?
The old ones were too small, I couldn’t really see the numbers.
Thank you for your work. I’ve also decided to request a REFUND, for the following reasons:
Two years have passed, and there is still exactly the same training engine, exactly the same competition engine, and the official staff even said in the forum that making a new competition engine might take ten years??? I don’t care about the UI or other aspects, but I feel insulted because it’s obvious they’re being lazy and not putting effort into making this game. In today’s market, just like FIFA and NBA2K, due to copyright issues, it’s hard for such games to have a competitor, which also leads these studios to be lazy in making improvements. I will stop purchasing until they come out with a sincere work.
Bill W said: I don't mind recreating the file tomorrow when I wake up and posting it...? Any specific requests regarding the formatting or which info you want? Expand
Not even sure I've done it right, trying to translate it to a 0-100 system confuses me, but I've done it comprehensively using careful guesstimates. Any math wizards welcome to critique.
Genie Scout also doesn't always allow negative values, which would be good for attributes such as 'decisions' and 'technique'.
I also heavily buffed up some attributes like set pieces and leadership for certain positions - they hardly matter at all in terms of performance, but it wouldn't feel right for my captain to have 11 leadership.
Oh, this is for FM24 btw, but FM26 doesnt seem like it would be too much different. Expand
on your picture i get "content not available in your country" on every post - i am in UK. Can you please upload them somwhere else ?
johnconnerson said: Do you have the values for the non-424 positions? (AM, CM, and WB) Expand
I just took the averages of the other positions for those. For instance: CM - I took the average of DM and Winger AM - I took the average of Winger and target striker WB - I took the average of FB and Winger
I made little adjustments where they made sense (CM got a bit more tackling, AM got a bit more finishing, etc), but, quite frankly, most of the weights are pretty similar and obvious based on the testing results from OP.
Bill W said: I just took the averages of the other positions for those. For instance: CM - I took the average of DM and Winger AM - I took the average of Winger and target striker WB - I took the average of FB and Winger
I made little adjustments where they made sense (CM got a bit more tackling, AM got a bit more finishing, etc), but, quite frankly, most of the weights are pretty similar and obvious based on the testing results from OP. Expand
do you have a picture/ download link for the ratings? i can't see any of his pictures
doru228 said: thank you how do the players perform with these ratings? Expand
In full disclosure, I'm one season in so far, with a J3 side and I JUST updated the genie settings, but I was mostly already going with the old fm24 preferred stats anyway.
Trying to recruit mostly to pace and jumping apparently works well. Team did great, crushed the league pretty really. The genie seems to spit out the types of players I prefer, if that's mostly what you're asking... But yeah. So far so good!
and sorry if that has been asked before, but it seems you isolated attributes that should work in a bundle, for example passing needs passing+technique+vision+decisions to be effective. same like marking needs strength, pace, anticipation etc. to succeed. do you think that this could make a difference?
1.Training system







Use "Football Manager 2024 Resource Archiver" to unzip the file , and compare it with software in Binary.
Result: They are exactly the same, with only one config.xml having a 3-byte difference (format changes, content remains the same)
2.How I do attribute tests
https://fm-arena.com/thread/8679-anyone-interested-in-downloading-my-test-league/
DZEK's test league
In the fm24 test, I selected 15 AI coaches, while in fm26, to save time, I only chose 5
PEP GUARDIOLA (fm24 Manchester City)
ERIK TEN HAG (fm24 Manchester United)
MIKEL ARTETA (fm24 Arsenal)
KLOPP (fm24 Liverpool Football Club)
MAURICIO POCHETTINO (fm24 Chelsea)
As I mentioned before, the "formations/tendencies" of the head coach have a considerable influence and cannot be ignored.
However, the original test league of DZEK cleared out the "formations/tendencies" of many coaches.
Since FMRTE cannot add new tendencies,
I had to find some other head coaches, import the attributes of the required head coaches, and then modify "formations/tendencies" to the head coach to be simulated
(This has brought about another problem. The original head coaches of the DZEK test league were set to transfer 100 years later, so these head coaches will not be dismissed.
I don't know how to set it so that I won't be fired, and I don't know how to use an editor
And my new coach after the change will have the opportunity to be dismissed in the middle of the year.
Therefore, I had to test only until June 1st)
Then, in order to demonstrate the influence degree of different range attributes as much as possible, I adjusted the attributes of all the players to this
3.Result
I use the save of fm24 to import fm26.
Due to the absence of FMRTE, some variables cannot be locked, so there will inevitably be some errors In statistics .
more accuracy need to wait for FMRTE, but I can't wait any longer. I plan to get a refund after test (UI issue).
I have tested each situation 645 matchs or more
What do these tables mean?
Table 1.a is "Increase that attribute of the player's player to 18." How much has the winning rate changed?
Table 1.b is "Increase that attribute of the player's player to 18." How much has the goal difference changed?
Table 2.a is "Reduce that attribute of the player's player to 1." How much has the winning rate changed?
Table 2.b is "Reduce that attribute of the player's player to 1." How much has the goal difference changed?
Table 3.a , 3.b ,This table is the difference between the previous two tables , It can be directly used to estimate the overall validity of the entire attribute".
Theoretically, this could be more refined, for instance, attributes could be divided into 1-4,4-8,8-12... However, to save time, I only made two sections
4.Give a few examples:
Acceleration:
The initial attributes of Acceleration of the opponent and the player are 12.
During the test, change the Acceleration of the player's player to 18
The result is winning rate increased by+31.6%, Record it in Table 1.a
Re-read the original test league
During the test, change the Acceleration of the player's player to 1
The result is winning rate increased by -45.9%, Record it in Table 1.b
Acceleration From 12 to 18, the result has improved (+31.6%).
Acceleration From 12 to 1, the result gets bad (-45.9%).
Therefore, it is an attribute that the higher, the better.
Fill in their differences in Table 3.a, and the result is 31.6%-(-45.9%)=77.5%
Use this value to measure its importance
5.Crossing:
The initial attributes of Crossing of the opponent and the player are 12.
During the test, change the Crossing of the player's player to 18
The result is winning rate increased by+7.1%, Record it in Table 1.a
Re-read the original test league
During the test, change the Crossing of the player's player to 1
The result is winning rate increased by +2.8%, Record it in Table 1.b
Crossing From 12 to 18, the result has improved (+7.1%).
Crossing From 12 to 1, the result has improved (+2.8%).
Therefore, it is Not an attribute that the higher, the better.
It performs better when it is "high attribute" or "low attribute" than when it is "medium attribute"
Fill in their differences in Table 3.a, and the result is 7.1%-(2.8%)=4.3%
Use this value to measure its importance
6.Decisions:
The initial attributes of Decisions of the opponent and the player are 12.
During the test, change the Decisions of the player's player to 18
The result is winning rate increased by-2.3%, Record it in Table 1.a
Re-read the original test league
During the test, change the Decisions of the player's player to 1
The result is winning rate increased by -4.7%, Record it in Table 1.b
Decisions From 12 to 18, the result gets bad (-2.3%).
Decisions From 12 to 1, the result gets bad (-4.7%).
Therefore, it is Not an attribute that the higher, the better.
It is best when it is "medium attributes". Raising or lowering it will both reduce performance
Fill in their differences in Table 3.a, and the result is -2.3%-(-4.7%)=2.3%
Use this value to measure its importance
7.Summary
Pace and Acceleration ,
It remains the most important attribute. However, due to the enhancement of other attributes, their dominance is not as absolute as that of fm24
Finishing , Long Shots , Agility ,
It has been significantly enhanced (compared to fm24) . "Finishing" has been approximately enhanced by 2 times. "Long Shots" has been approximately enhanced by 3 times.
Work Rate ,
It is very similar to the characteristics of fm24. The period from 1 to 12 has a very significant impact. It can be inferred that it must have more than 6 points; otherwise, it will greatly drag down the team's performance .On fm26 , Its importance has slightly declined .
Jumping Reach
Compared with fm24, it has been slightly enhanced
Concentration ,Composure
Compared with fm24, "Composure " has been approximately enhanced by 2 times.
Concentration , Its importance has also been slightly enhanced
Stamina , Strength
Stamina Decline in importance
Strength Increased in importance
Aggression , Determination
Increased in importance
If I were to give a ranking of importance:
1.Pace , Acceleration
2.Work Rate ,Jumping Reach , Agility
3.Finishing ,Dribbling , Concentration
4.Anticipation , Composure , Long Shots , Determination
5.Balance , Strength , Stamina , Aggression
All other attributes can be ignored
8.Position proficiency
FM26 has added a two-stage tactic of "with the ball and without the ball"
I only tested one set of situations. Suppose, use preset "fluid counter attack" 424/442
For 424/442
In the "without ball phase", Right /Left winger needs to change to Right /Left Midfielder
I changed the Right /Left Midfielder position proficiency of these two players to 5 (the maximum is 20).
This led to a 13 drop in goal difference , and a 6% decrease in winning rate
This indicates that if players want to play in different formations in the two stages, their players need to have all the proficiency in the corresponding positions
8.About fm26
I think the UI is too bad, and there are no plans for major changes to it for a foreseeable long time
I couldn't accept this UI, so I applied for a refund
I spent 40 hours in the test and then played for several more hours. I don't know if I can get a refund successfully
A cleaner table interface
If you bought it on Steam you can get a refund as it is still in Beta
Would you test hidden attributes? Especially consistency and important matches?
@harvestgreen22 how would you setup the genie scout weights? have you worked on that and if so, can you share with us?
Gracolas said: @harvestgreen22 how would you setup the genie scout weights? have you worked on that and if so, can you share with us?
I don't know what genie scout weights is. I haven't used it
duxa92 said: Would you test hidden attributes? Especially consistency and important matches?
I tested hidden attributes in FM24 , and also attributes in different tactics (not just Gegenpressing).
I didn't test on FM26 because it was too troublesome to convert the testing save from FM24 to FM26.
(I knew that FMRTE-26 was on sale today, but it wasn't available when I was testing.)
I'm trying to refund FM26. If the refund is successful, I won't test it anymore.
If the refund fails, I might test it when I have time
Steelwood said: If you bought it on Steam you can get a refund as it is still in Beta
I have been testing the game for over 40 hours (which is more than the normal 2 hours max to refund). I applied for a refund yesterday. I don't know if it will really succeed
Here are scaled values for Genie Scout
Bafici said: Here are scaled values for Genie Scout
So, basically almost nothing has changed since previous versions
BulldozerJokic said: So, basically almost nothing has changed since previous versions
You can copy paste this words every year =)
Here's my Genie Scout values:

Not even sure I've done it right, trying to translate it to a 0-100 system confuses me, but I've done it comprehensively using careful guesstimates. Any math wizards welcome to critique.
Genie Scout also doesn't always allow negative values, which would be good for attributes such as 'decisions' and 'technique'.
I also heavily buffed up some attributes like set pieces and leadership for certain positions - they hardly matter at all in terms of performance, but it wouldn't feel right for my captain to have 11 leadership.
Oh, this is for FM24 btw, but FM26 doesnt seem like it would be too much different.
BulldozerJokic said: So, basically almost nothing has changed since previous versions
You can read the original post. Most of it stayed the same, some "less meta" attributes gained in importance and closed the gap considerably. Obviously pace and acc are still at the top though.
GeorgeFloydOverdosed said: Here's my Genie Scout values:

Not even sure I've done it right, trying to translate it to a 0-100 system confuses me, but I've done it comprehensively using careful guesstimates. Any math wizards welcome to critique.
Genie Scout also doesn't always allow negative values, which would be good for attributes such as 'decisions' and 'technique'.
I also heavily buffed up some attributes like set pieces and leadership for certain positions - they hardly matter at all in terms of performance, but it wouldn't feel right for my captain to have 11 leadership.
Oh, this is for FM24 btw, but FM26 doesnt seem like it would be too much different.
Hey mate, could you please upload your FM Genie rating file ?
Guts said: Hey mate, could you please upload your FM Genie rating file ?
I would, but I'm too paranoid that there might be some identifier of me in the file. I'm 99% sure there isn't, but it's a needless risk for me.
Someone here could enter in the numbers and upload the file if they want to.
GeorgeFloydOverdosed said: I would, but I'm too paranoid that there might be some identifier of me in the file. I'm 99% sure there isn't, but it's a needless risk for me.
Someone here could enter in the numbers and upload the file if they want to.
Could you take each screenshot one by one and make them a bit bigger?
The old ones were too small, I couldn’t really see the numbers.
Thank you for your work. I’ve also decided to request a REFUND, for the following reasons:
Two years have passed, and there is still exactly the same training engine, exactly the same competition engine, and the official staff even said in the forum that making a new competition engine might take ten years??? I don’t care about the UI or other aspects, but I feel insulted because it’s obvious they’re being lazy and not putting effort into making this game. In today’s market, just like FIFA and NBA2K, due to copyright issues, it’s hard for such games to have a competitor, which also leads these studios to be lazy in making improvements. I will stop purchasing until they come out with a sincere work.
Guts said: Could you take each screenshot one by one and make them a bit bigger?
The old ones were too small, I couldn’t really see the numbers.
I don't mind recreating the file tomorrow when I wake up and posting it...?
Any specific requests regarding the formatting or which info you want?
Guts said: Could you take each screenshot one by one and make them a bit bigger?
The old ones were too small, I couldn’t really see the numbers.
Just right click it and open it in new tab, it will show it in full
Bill W said: I don't mind recreating the file tomorrow when I wake up and posting it...?
Any specific requests regarding the formatting or which info you want?
No worries, I can see the info in the images now.
GeorgeFloydOverdosed said: Just right click it and open it in new tab, it will show it in full
Wow, that’s super helpful
Thanks a lot!
GeorgeFloydOverdosed said: Here's my Genie Scout values:

Do you have the values for the non-424 positions? (AM, CM, and WB)
GeorgeFloydOverdosed said: Here's my Genie Scout values:

Not even sure I've done it right, trying to translate it to a 0-100 system confuses me, but I've done it comprehensively using careful guesstimates. Any math wizards welcome to critique.
Genie Scout also doesn't always allow negative values, which would be good for attributes such as 'decisions' and 'technique'.
I also heavily buffed up some attributes like set pieces and leadership for certain positions - they hardly matter at all in terms of performance, but it wouldn't feel right for my captain to have 11 leadership.
Oh, this is for FM24 btw, but FM26 doesnt seem like it would be too much different.
on your picture i get "content not available in your country" on every post - i am in UK. Can you please upload them somwhere else ?
johnconnerson said: Do you have the values for the non-424 positions? (AM, CM, and WB)
I just took the averages of the other positions for those. For instance:
CM - I took the average of DM and Winger
AM - I took the average of Winger and target striker
WB - I took the average of FB and Winger
I made little adjustments where they made sense (CM got a bit more tackling, AM got a bit more finishing, etc), but, quite frankly, most of the weights are pretty similar and obvious based on the testing results from OP.
Bill W said: I just took the averages of the other positions for those. For instance:
CM - I took the average of DM and Winger
AM - I took the average of Winger and target striker
WB - I took the average of FB and Winger
I made little adjustments where they made sense (CM got a bit more tackling, AM got a bit more finishing, etc), but, quite frankly, most of the weights are pretty similar and obvious based on the testing results from OP.
do you have a picture/ download link for the ratings? i can't see any of his pictures
Bafici said: Here are scaled values for Genie Scout
FMRTE offer the option of negative ratings
doru228 said: do you have a picture/ download link for the ratings? i can't see any of his pictures
Try this? I assume it should work.
https://limewire.com/d/BfT6A#mlkyFjin72
Bill W said: Try this? I assume it should work.
https://limewire.com/d/BfT6A#mlkyFjin72
thank you
how do the players perform with these ratings?
doru228 said: thank you
how do the players perform with these ratings?
In full disclosure, I'm one season in so far, with a J3 side and I JUST updated the genie settings, but I was mostly already going with the old fm24 preferred stats anyway.
Trying to recruit mostly to pace and jumping apparently works well.
Team did great, crushed the league pretty really.
The genie seems to spit out the types of players I prefer, if that's mostly what you're asking...
But yeah. So far so good!
thanks for your hard work!!
and sorry if that has been asked before, but it seems you isolated attributes that should work in a bundle, for example passing needs passing+technique+vision+decisions to be effective. same like marking needs strength, pace, anticipation etc. to succeed.
do you think that this could make a difference?