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

by harvestgreen22, Nov 6, 2024

harvestgreen22 said: new Excel:
https://pixeldrain.com/u/pcRwnxi8


This new Excel file might be helpful to you.

The data in this table is presented more intuitively. I conducted this test under different conditions (There are notes in excel). If necessary, I can also upload the test save.
The test data is included in the Excel file. I haven't finished this test completely yet, but I think it's okay to have a general look at it.

among them,
“97” is "[Chance Creation][Attacking][Aerial Defense][Handling][Defending from the Front][Quickness]" (As you mentioned)

among them,
“99” is the "3 Def + 2 Att + 3 Phy + 2 MP + 1 GD" from "Evidence Based Football Manager"

The table is divided into "non-goalkeeper" and "goalkeeper", and they are respectively located on pages 1 and 2 (I had ignored the goalkeeper in the previous tests).


Could you try Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion.

This is my latest Training Schedule and I am getting good improvement.

Thanks

0

harvestgreen22 said: new Excel:
https://pixeldrain.com/u/pcRwnxi8

It's [Tactical]

If you have time, I suggest you directly go to the Excel file and look for the column related to this attribute.
It's quite easy to find the exact information you need.


It does appear to be difficult to grow Concentration (important attribute) without also growing Decisions (useless attribute) as well. Also something i was think if you put every player in the same training unit would that then make training not work as you wouldn't have 2 units against each other or would it not make a difference?

0

harvestgreen22 said: new Excel:
https://pixeldrain.com/u/pcRwnxi8


This new Excel file might be helpful to you.

The data in this table is presented more intuitively. I conducted this test under different conditions (There are notes in excel). If necessary, I can also upload the test save.
The test data is included in the Excel file. I haven't finished this test completely yet, but I think it's okay to have a general look at it.

among them,
“97” is "[Chance Creation][Attacking][Aerial Defense][Handling][Defending from the Front][Quickness]" (As you mentioned)

among them,
“99” is the "3 Def + 2 Att + 3 Phy + 2 MP + 1 GD" from "Evidence Based Football Manager"

The table is divided into "non-goalkeeper" and "goalkeeper", and they are respectively located on pages 1 and 2 (I had ignored the goalkeeper in the previous tests).


Very nice

To start with, it's pleasing to me to see a verification of my own schedule idea, and with more precision

Compared to Quickness + Attacking + Match Practice + Recoveryx7 + Quickness focus, mine is:

+9.14% CA (+3.16)
+4.5% Anticipation (+0.1)
+20.7% Concentration (+0.46)
+26.8% Dribbling (+0.3)
+1.7% Decisions (+0.04)
+0.7% Acceleration (+0.02)
+0.7% Pace (+0.02)

And for GK:

+40% Agility (+0.8) (I assume this was without agility focus)
-8.3% Reflexes (-0.2)
+25% Aerial Reach (+0.2)

Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.

I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.

Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:

Dribbling only:

match practice 6.3
play from the back 6.23
attacking 6.16
aerial defense 6.15
one on ones 6.09
chance creation 6.04
transition press 5.95

Dribbling + Anticipation:

match practice 6.576
play from the back 6.475
attacking 6.407
aerial defense 6.31
one on ones 6.243
chance creation 6.24
transition press 6.2

Dribbling + Anticipation + Concentration:

match practice 7.009
aerial defense 6.675
(haven't calculated precisely yet for the others, but generally those others would still feature)

Best for GK (roughly, and unordered):

aerial defense
defending from the front
chance creation
defending wide
ground defense
attacking overlap
match practice

The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.

You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.

I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.

I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either.

0

Robbo84FM said: Was it correct it's better not to use recovery sessions for youth players and just use rest or does it not really matter?


Robbo84FM said: When you did these tests in FM26 how many sessions did you have in a week for each schedule, example when testing the "Attacking" schedule how many attacking sessions in a week? when testing "Attacking direct" how many sessions in a week? when testing "Chance creation" how many sessions in a week ect ect?


Robbo84FM said: This doesn't seem to work in FM26, when i create a new training schedule i select Match day and nothing else appears in the schedule, no generated recovery session.


Mark said: Could you try Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion.

This is my latest Training Schedule and I am getting good improvement.

Thanks




Robbo84FM said: It does appear to be difficult to grow Concentration (important attribute) without also growing Decisions (useless attribute) as well. Also something i was think if you put every player in the same training unit would that then make training not work as you wouldn't have 2 units against each other or would it not make a difference?




GeorgeFloydOverdosed said: Very nice

To start with, it's pleasing to me to see a verification of my own schedule idea, and with more precision

Compared to Quickness + Attacking + Match Practice + Recoveryx7 + Quickness focus, mine is:

+9.14% CA (+3.16)
+4.5% Anticipation (+0.1)
+20.7% Concentration (+0.46)
+26.8% Dribbling (+0.3)
+1.7% Decisions (+0.04)
+0.7% Acceleration (+0.02)
+0.7% Pace (+0.02)

And for GK:

+40% Agility (+0.8) (I assume this was without agility focus)
-8.3% Reflexes (-0.2)
+25% Aerial Reach (+0.2)

Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.

I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.

Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:

Dribbling only:

match practice 6.3
play from the back 6.23
attacking 6.16
aerial defense 6.15
one on ones 6.09
chance creation 6.04
transition press 5.95

Dribbling + Anticipation:

match practice 6.576
play from the back 6.475
attacking 6.407
aerial defense 6.31
one on ones 6.243
chance creation 6.24
transition press 6.2

Dribbling + Anticipation + Concentration:

match practice 7.009
aerial defense 6.675
(haven't calculated precisely yet for the others, but generally those others would still feature)

Best for GK (roughly, and unordered):

aerial defense
defending from the front
chance creation
defending wide
ground defense
attacking overlap
match practice

The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.

You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.

I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.

I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either.







Was it correct it's better not to use recovery sessions for youth players and just use rest or does it not really matter?
————They ("recovery" and "rest";) can be consider the same. You can take a look at the Excel file in the link.


these tests in FM26 how many sessions
————I conducted the test using FM24. I examined the training file directory of FM26 and compared the changes before and after. I found that the training files of the two games were the same. Therefore, I believe the conclusion of FM24 can be applied to FM26.

Then,
In Excel, there are comment test conditions. That state that the test last for 12 months, during which 2 matches each week, totaling 100 matches.
In fact, these 100 games are far more than the maximum number of games required for normal growth.
So you can simply consider this as already being the maximum growth possible under these testing conditions.


This doesn't seem to work in FM26, when i create a new training schedule i select Match day and nothing else appears in the schedule, no generated recovery session.
————It might have failed in FM26. If it's impossible to create 21 recovery, then the 7 recovery that are normally usable are actually fine.





Handling, Shot Stopping, Attacking, Defending, Aerial Defence, Ground Defence, Chance Creation, Chance Conversion It's in the Excel part 2 , 129 rows





excel(part 1)
https://mega.nz/file/4UUUDKgC#NuyR8RDaNap2_e44yi9SS2cjTkGgo2dpTL33obiUWQE
or
https://pixeldrain.com/u/pcRwnxi8

excel(part 2, the newest)
https://mega.nz/file/QZNVgQzK#xOTiw1heWmVtIDRDDPiUZqzbBnqYAbVi14RYX0W3CoQ
or
https://pixeldrain.com/u/NzTu56KH



At first glance
compare to "[Quickness][Attacking][Match Practice][Recovery] x7"]
New:
column 130
[Physical][Quickness][Aerial Defence]x2
And Column 121
[Physical][Quickness][Aerial Defence]

Pretty good. Better than before.
Advantages :
It has fewer "Decision, Technique, First touch", a slightly higher number of "Jumping reach, Acceleration, Pace, Work rate",
Disadvantages:
"Dribbling, Anticipation, Composure" being slightly reduced.



If you have any sudden whim ideas, you can mention the schedule which you think it might good.

0

GeorgeFloydOverdosed said: Very nice

To start with, it's pleasing to me to see a verification of my own schedule idea, and with more precision

Compared to Quickness + Attacking + Match Practice + Recoveryx7 + Quickness focus, mine is:

+9.14% CA (+3.16)
+4.5% Anticipation (+0.1)
+20.7% Concentration (+0.46)
+26.8% Dribbling (+0.3)
+1.7% Decisions (+0.04)
+0.7% Acceleration (+0.02)
+0.7% Pace (+0.02)

And for GK:

+40% Agility (+0.8) (I assume this was without agility focus)
-8.3% Reflexes (-0.2)
+25% Aerial Reach (+0.2)

Attackingx3 + Quickness focus is interesting. Although it has higher decisions & technique, and set pieces will decline, it does seem like it would be both more higher performing and more efficient overall. And it implies a Quickness module isn't necessary.

I tested Attackingx3 + Quickness focus and compared it to my own schedule, and found my own to be significantly superior, though we are talking the difference between A and A+ here.

Based on my genie scout ratings file, I've assumed that 1 ant = 0.58 con = 0.45 drib = 0.12 pace/acc, and looking at the positional results in detail for concentration and dribbling, I figure the following:

Dribbling only:

match practice 6.3
play from the back 6.23
attacking 6.16
aerial defense 6.15
one on ones 6.09
chance creation 6.04
transition press 5.95

Dribbling + Anticipation:

match practice 6.576
play from the back 6.475
attacking 6.407
aerial defense 6.31
one on ones 6.243
chance creation 6.24
transition press 6.2

Dribbling + Anticipation + Concentration:

match practice 7.009
aerial defense 6.675
(haven't calculated precisely yet for the others, but generally those others would still feature)

Best for GK (roughly, and unordered):

aerial defense
defending from the front
chance creation
defending wide
ground defense
attacking overlap
match practice

The numbers represent what's relevant (i.e. pace + acc + drib) expressed as just pace/acc.

You can't take it as the gospel truth, for even just adding quickness focus probably changes things up a bit, but the idea here is to find out what modules are worth considering. Those are 7 that stood out to me, but there's a few more worth considering. For instance Defending Shadow Play is very high in anticipation and vision, high in concentration, but doesn't quite make the cut because of dribbling/pace/acc.

I tried one combo based on this, it was slightly inferior to my existing best, so not worth mentioning.

I think 'defending from the front' needs to go from my schedule, and 'Handling' doesn't seem that great either.





I forgot to say,
My idea is tominimize "Decision" as much as possible.


"The 'Characteristics' of '[Attacking]' (appearing in columns 47 and 4 respectively) is itself quite good,
but the drawbacks are very obvious. The 'Decision' has a high weight."

After it has been repeated several times, for example in the "89th" column,
with "[Attacking]" x3 , this drawback is further magnified (and of course, the weight of its advantages is also further increased)

So, I made random combinations in an attempt to achieve the goal of introducing other elements to reduce its "Decision".




Introducing "additional Focus" (comparing "4" and "47";) has significantly reduced its "Decision".
But this is not enough. My idea is to select those entries from "44" to "86" where the "Decision" value is low in order to balance the weight of "Decision".
At the same time, try to minimize the addition of new disadvantages while maintaining the original advantages.

For the time being, Column 130 and Column 121 have achieved the expected results. Let's see if there are any better ones later.

0

harvestgreen22 said: I forgot to say,
My idea is tominimize "Decision" as much as possible.


"The 'Characteristics' of '[Attacking]' (appearing in columns 47 and 4 respectively) is itself quite good,
but the drawbacks are very obvious. The 'Decision' has a high weight."

After it has been repeated several times, for example in the "89th" column,
with "[Attacking]" x3 , this drawback is further magnified (and of course, the weight of its advantages is also further increased)

So, I made random combinations in an attempt to achieve the goal of introducing other elements to reduce its "Decision".




Introducing "additional Focus" (comparing "4" and "47";) has significantly reduced its "Decision".
But this is not enough. My idea is to select those entries from "44" to "86" where the "Decision" value is low in order to balance the weight of "Decision".
At the same time, try to minimize the addition of new disadvantages while maintaining the original advantages.

For the time being, Column 130 and Column 121 have achieved the expected results. Let's see if there are any better ones later.


So i am trying to do something a bit different with my training and my thinking is that most senior/older players just don't grow their physicals much more so i don't want to waste any time having any physical training on my first team and just try and focus on more important attributes like Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing, of course i know it's not easy to simply target specific attributes without growth in others which i am fine with.

Most of my first team is full of senior players i only have a few 22/23yo players and the rest are older, i try to keep all my top youth players in the youth teams for as long as possible no matter how good they are but they also get picked in my first team squad and made unavailable for the youth teams. My U18 is all about physical growth and U21 and combo of continued physical growth and now growth in other areas, my thinking is i want these youth prospects to get as much of this specific training as possible while getting 1st team experience.

So that being said what would possibly be the best training session or combo of sessions for the first team to try and attain growth in those specific attributes? i look at the spreadsheets you have posted and while i sort of understand some of it i can't lie i suck at charts and numbers and figuring it all out haha

Hope this makes sense haha

0

Robbo84FM said: So i am trying to do something a bit different with my training and my thinking is that most senior/older players just don't grow their physicals much more so i don't want to waste any time having any physical training on my first team and just try and focus on more important attributes like Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing, of course i know it's not easy to simply target specific attributes without growth in others which i am fine with.

Most of my first team is full of senior players i only have a few 22/23yo players and the rest are older, i try to keep all my top youth players in the youth teams for as long as possible no matter how good they are but they also get picked in my first team squad and made unavailable for the youth teams. My U18 is all about physical growth and U21 and combo of continued physical growth and now growth in other areas, my thinking is i want these youth prospects to get as much of this specific training as possible while getting 1st team experience.

So that being said what would possibly be the best training session or combo of sessions for the first team to try and attain growth in those specific attributes? i look at the spreadsheets you have posted and while i sort of understand some of it i can't lie i suck at charts and numbers and figuring it all out haha

Hope this makes sense haha




[Attacking]x2
with "Addtional Focus Quickness"
with "[Double Intensity]"==“Training Intensity Scheduling”set:"no pitch,no pitch,no pitch,Double Intensity,Double Intensity""


It is a very balanced schedule.
It can be said that a balance has been achieved among the three major categories of attributes. However, this balance also means that it is not "Meta" enough.

It perfectly meets all of your requirements,
great for Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing
, but at the cost of increasing "Decision , Technique , First touch" , which is useless , and cost a lot of CA

1

What can be considered “meta” today in FM24? For the first team and especially for youth players. I mostly do Youth Academy careers and I’d like to find the ideal training setup for my young players.

0

So this might just be me, however when using this kind of schedule, aiming to improve the meta attributes with additional focus on quickness, i find mostly my players aged 24 and above don't really improve their Acc and Pace. In these instances would it perhaps be an option to then move the focus to something like ball control, to try and improve dribbling? Considering it's still one of the more important attributes, but also more likely to improve than the physical ones? I could be chatting out my ass here, but it make sense in my head.

0

lucailvotto said: What can be considered “meta” today in FM24? For the first team and especially for youth players. I mostly do Youth Academy careers and I’d like to find the ideal training setup for my young players.

It depends on PA of your youth. If you know they aren't particularly talented (a San Marino save, for instance), it's best to full rest them for a year or two, then start training with whatever meta schedule you find. This way you achieve fast players, but lacking in dribbling.

If you know they have decent PA and are still far from reaching it (any country in top 10 leagues, let's say), you train them with any good schedule from here from the get-go. This way they don't lose dribbling attribute.

I'm using 18x recovery, 1x attacking, 1x physical, 1x match practice for all teams. But there are comparable schedules in this thread.

1

Are some attributes growth linked to others even if the other isn't being trained?

Example the "Transition-Restrict" in game description says it trains (Passing/Tackling/Anticipation/Concentration/Marking/Positioning/Teamwork) and it's an equal 40% split of Defending/Attacking units.

In the Excel sheet row 31 it shows good growth in (Anticipation/Concentration/Positioning) but it also shows good growth in (Decisions) even tho presumably it doesn't train it? as well as some other attributes like (vision/Long shots)

Or does other attribute growth simply happen due to playing matches even if those attributes aren't actually being trained?

0

I believe we've gathered some good empirical material. Now we need a training tutorial.

I also realize that after 25 years old it's difficult to increase speed and acceleration attributes. Should we persist or try individual training in another area?

In FM 26, is Rest or Recovery better? Or is there not much difference?

When there are two games a week, what's the best schedule for FM 26?

1 offensive; 1 math practice + 1 acceleration and the rest rest or recovery? Or just one acceleration and the rest rest? Or what?

0

Eddie said: I believe we've gathered some good empirical material. Now we need a training tutorial.

I also realize that after 25 years old it's difficult to increase speed and acceleration attributes. Should we persist or try individual training in another area?

In FM 26, is Rest or Recovery better? Or is there not much difference?

When there are two games a week, what's the best schedule for FM 26?

1 offensive; 1 math practice + 1 acceleration and the rest rest or recovery? Or just one acceleration and the rest rest? Or what?


This is what i've done.

So the schedule is based on what @GeorgeFloydOverdosed suggested. It is set up for a save where the matches are only played on wednesday and saturday. So this way i always get super rest on monday. And no matter whether the games are away or home all the training modules are done.

Also regarding whether to use rest or recovery, i've no clue in terms of if either option gives better training. Anecdotally though i seem to get less injuries when just using rest, maybe the extra superrest sometimes midweek does more than the supposed injury prevention from recovery sessions.

1

juliius said: This is what i've done.

So the schedule is based on what @GeorgeFloydOverdosed suggested. It is set up for a save where the matches are only played on wednesday and saturday. So this way i always get super rest on monday. And no matter whether the games are away or home all the training modules are done.

Also regarding whether to use rest or recovery, i've no clue in terms of if either option gives better training. Anecdotally though i seem to get less injuries when just using rest, maybe the extra superrest sometimes midweek does more than the supposed injury prevention from recovery sessions.


Is this the right topic? https://fm-arena.com/thread/15934-summary-of-recent-findings-for-optimal-play-in-fm24-amp-fm26/page-4/

I checked there too, and I'll repeat it here.

1 - You mention two training methods:
a) Quickness + 2 x Attacking + Match Practice + Quickness focus (Agility for GK) + Rest for all remaining periods
b) Chance creation + Attacking + Aerial Defense + Handling + Defending from the front + Quickness + Quickness focus (Agility for GK) + Rest for all remaining periods


Is the difference between them huge? Especially since it's difficult to have a professional level above 16 across the entire squad. So in FM 26, can I go with the first option?

2 - Is individual speed training worthwhile for players over 24? This is because, from experience, we see that speed or agility attributes only increase after that age, even with additional focus. Furthermore, the coach and the player themselves always complain and say it no longer has any effect. Is there any alternative to this, or is there a way to maintain speed?

0

Something i have noticed on FM26 is that some attributes have grown but yet they don't have arrows next to the attribute, i am nearly half way through a 2nd season and here you can see on Yoro i have isolated his Acc & Pace and in the line chart you can clearly see both attributes have grown by 1 but they have no arrow next to the attribute, it might be a bit of a bug as FM26 is still not perfect but thought it was something to keep an eye on not always focusing on attribute arrows to show growth.

0

Anyone know if there is a way to setup the auto rest thing for the youth teams? Might be missing something obvious, but i can't seem to find anywhere to do rest and double intensity settings for them

0

Robbo84FM said: Something i have noticed on FM26 is that some attributes have grown but yet they don't have arrows next to the attribute, i am nearly half way through a 2nd season and here you can see on Yoro i have isolated his Acc & Pace and in the line chart you can clearly see both attributes have grown by 1 but they have no arrow next to the attribute, it might be a bit of a bug as FM26 is still not perfect but thought it was something to keep an eye on not always focusing on attribute arrows to show growth.

I believe it's because the arrow is temporary. It only shows the variation over the last few months.
juliius said: Anyone know if there is a way to setup the auto rest thing for the youth teams? Might be missing something obvious, but i can't seem to find anywhere to do rest and double intensity settings for them
Click on "Squad," then the training card will appear. Tap the circle next to it until you reach the U19s. This will take you to the U19 training card, where you can access individual training and automatic rest.

0

Eddie said: Click on "Squad," then the training card will appear. Tap the circle next to it until you reach the U19s. This will take you to the U19 training card, where you can access individual training and automatic rest.

Thanks fella

0

Robbo84FM said: Are some attributes growth linked to others even if the other isn't being trained?

Example the "Transition-Restrict" in game description says it trains (Passing/Tackling/Anticipation/Concentration/Marking/Positioning/Teamwork) and it's an equal 40% split of Defending/Attacking units.

In the Excel sheet row 31 it shows good growth in (Anticipation/Concentration/Positioning) but it also shows good growth in (Decisions) even tho presumably it doesn't train it? as well as some other attributes like (vision/Long shots)

Or does other attribute growth simply happen due to playing matches even if those attributes aren't actually being trained?


juliius said: So this might just be me, however when using this kind of schedule, aiming to improve the meta attributes with additional focus on quickness, i find mostly my players aged 24 and above don't really improve their Acc and Pace. In these instances would it perhaps be an option to then move the focus to something like ball control, to try and improve dribbling? Considering it's still one of the more important attributes, but also more likely to improve than the physical ones? I could be chatting out my ass here, but it make sense in my head.

lucailvotto said: What can be considered “meta” today in FM24? For the first team and especially for youth players. I mostly do Youth Academy careers and I’d like to find the ideal training setup for my young players.





excel(part 1 , old)
https://mega.nz/file/4UUUDKgC#NuyR8RDaNap2_e44yi9SS2cjTkGgo2dpTL33obiUWQE
or
https://pixeldrain.com/u/pcRwnxi8

excel(part 2 , old)
https://mega.nz/file/QZNVgQzK#xOTiw1heWmVtIDRDDPiUZqzbBnqYAbVi14RYX0W3CoQ
or
https://pixeldrain.com/u/NzTu56KH


excel(part 3, the newest , update a lot)
https://mega.nz/file/8JlW2LKb#NZyQ-gdnlcXu3Iun8-l5I-_c7wRmikgAvjOZjEsTvCg
or
https://pixeldrain.com/u/oa8Y2Z4U


Serial 186-190 It is the version that I now consider to be an improved version of the[Quickness] [Attacking] [Match Practice]

186 [Physical][Quickness][Aerial Defence][Attacking]
187 [Physical][Quickness][Chance Conversion][Attacking]
188 [Physical]x2[Chance Conversion][Attacking]
189 [Physical]x2[Aerial Defence][Attacking]
190 [Physical][Quickness][Ground Defence][Attacking]
There are also some highlighted colors indicating the alternatives.



Eddie said: Is this the right topic? https://fm-arena.com/thread/15934-summary-of-recent-findings-for-optimal-play-in-fm24-amp-fm26/page-4/

I checked there too, and I'll repeat it here.

1 - You mention two training methods:
a) Quickness + 2 x Attacking + Match Practice + Quickness focus (Agility for GK) + Rest for all remaining periods
b) Chance creation + Attacking + Aerial Defense + Handling + Defending from the front + Quickness + Quickness focus (Agility for GK) + Rest for all remaining periods


Is the difference between them huge? Especially since it's difficult to have a professional level above 16 across the entire squad. So in FM 26, can I go with the first option?

2 - Is individual speed training worthwhile for players over 24? This is because, from experience, we see that speed or agility attributes only increase after that age, even with additional focus. Furthermore, the coach and the player themselves always complain and say it no longer has any effect. Is there any alternative to this, or is there a way to maintain speed?



"
a) Quickness + 2 x Attacking + Match Practice + Quickness focus (Agility for GK)
b) Chance creation + Attacking + Aerial Defense + Handling + Defending from the front + Quickness + Quickness focus (Agility for GK)
"
————You can check in the Excel that I just updated , if there is any (or something very similar) .
If there isn't any (I will check it later), I will test it when I have time.


"
Is individual speed training worthwhile for players over 24?
"
————Yes,Check Serial 117 ,177-184
They are 18, 22, 25, 28 and 32 years old respectively.
They demonstrated a very obvious disparity.

Or,Serial  117, 171 - 176,
They show how "additional Focus " "forced to assign attributes".



"
the coach and the player themselves always complain and say it no longer has any effect
"
ignore it. This is a deceptive comment that tricks players in game.
I often come across it, and at the same time, the players' speed is improving.

1

Eddie said: Is this the right topic? https://fm-arena.com/thread/15934-summary-of-recent-findings-for-optimal-play-in-fm24-amp-fm26/page-4/

I checked there too, and I'll repeat it here.

1 - You mention two training methods:
a) Quickness + 2 x Attacking + Match Practice + Quickness focus (Agility for GK) + Rest for all remaining periods
b) Chance creation + Attacking + Aerial Defense + Handling + Defending from the front + Quickness + Quickness focus (Agility for GK) + Rest for all remaining periods


Is the difference between them huge? Especially since it's difficult to have a professional level above 16 across the entire squad. So in FM 26, can I go with the first option?

2 - Is individual speed training worthwhile for players over 24? This is because, from experience, we see that speed or agility attributes only increase after that age, even with additional focus. Furthermore, the coach and the player themselves always complain and say it no longer has any effect. Is there any alternative to this, or is there a way to maintain speed?



[Chance creation][Attacking][Aerial Defense][Handling][Defending from the front][Quickness]
it is in  Serial 97

Its effect is similar to Serial 145 "[Attacking] x2"

Balance, However, the number of invalid attributes such as "Decision" has increased significantly.

0

harvestgreen22 said: [Chance creation][Attacking][Aerial Defense][Handling][Defending from the front][Quickness]
it is in  Serial 97

Its effect is similar to Serial 145 "[Attacking] x2"

Balance, However, the number of invalid attributes such as "Decision" has increased significantly.


Looking at the table and thinking about my training schedule, I think removing Defending and Change Creation to remove the Decisions growth and bringing Physical and Distribution might work better.

Any chance you could test that - Handling, Shot Stopping, Attacking, Physical, Chance Conversion, Aerial Defence, Ground Defence and Distribution. Seems more balance but with good growth

0

Would the overall training be structured like this, in a one-match scenario and in a two-match scenario?

Also, the screen shows a high risk of injury. If I add recovery, this bar decreases. So, should I keep the rest period or add some recovery (7x)?

0

Have you tried optimizing the roles trained? Sometimes I need to train players to a new position, and it is possible to pick roles that focus on the desirable attributes since they are only used to define attributes trained.

Personally, my training schedule is:
- 2x Physical + Match Practice (for two matches a week)
- 2x Physical + 2x Match Practice + Attack + Defend + Set Pieces (one match in the week)
- Quickness focus
- Everyone trains roles with good highlighted attributes for their position

I don't know exactly how that compares to the ones in the list. Probably worse pace and acceleration potential, but I usually prefer to profit more on sales to be able to afford more high quality fast young players, allowing me to reach 18-20 pace and acceleration anyway. I add set pieces because I believe (and that might be just my fantasy) that players score more from set pieces when they train that session (again, I didn't test this, it is just my observation, which might be very wrong).

Anyway, I would like to know if someone can test if Set Pieces actually have any influence in goals from set pieces (using some quality set piece routine, obviously). I would also like to suggest, if possible, to post pictures of the expected resulting player with each routine, starting from a fast young player (like 12 pace and acceleration at the age of 16, or 14 of each at 18, which is pretty realistic). I think it would be good because, sometimes, having a player with 19 in pace and acceleration and good values in other attributes can be better than a speedster with 20 pace and acceleration and 1 in the rest, making many of the training schedules judged "inferior" become viable instead.

0

Mark said: Looking at the table and thinking about my training schedule, I think removing Defending and Change Creation to remove the Decisions growth and bringing Physical and Distribution might work better.

Any chance you could test that - Handling, Shot Stopping, Attacking, Physical, Chance Conversion, Aerial Defence, Ground Defence and Distribution. Seems more balance but with good growth


OK, I'll take note of it.
Handling, Shot Stopping, Attacking, Physical, Chance Conversion, Aerial Defence, Ground Defence and Distribution
I'll try when I'm free.


Eddie said: Would the overall training be structured like this, in a one-match scenario and in a two-match scenario?

Also, the screen shows a high risk of injury. If I add recovery, this bar decreases. So, should I keep the rest period or add some recovery (7x)?



I think it's fine. You can do it this way.

My thought:
Currently, we actually don't know for sure whether "Recovery" will truly have the effect of "reducing injuries" (I haven't conducted any tests, and it seems no one has either for FM24/26)

However, compared to "rest", "Recovery" can slow down the decline in "Match Sharpness".And more "Match Sharpness" has been shown through tests conducted by another player previously to be effective in reducing injuries. That's all right then.

Regarding "Recovery" itself, it only makes very minor adjustments to the distribution of attributes. Therefore, the aspect of attribute distribution can be disregarded.



ZaZ said: Have you tried optimizing the roles trained? Sometimes I need to train players to a new position, and it is possible to pick roles that focus on the desirable attributes since they are only used to define attributes trained.

Personally, my training schedule is:
- 2x Physical + Match Practice (for two matches a week)
- 2x Physical + 2x Match Practice + Attack + Defend + Set Pieces (one match in the week)
- Quickness focus
- Everyone trains roles with good highlighted attributes for their position

I don't know exactly how that compares to the ones in the list. Probably worse pace and acceleration potential, but I usually prefer to profit more on sales to be able to afford more high quality fast young players, allowing me to reach 18-20 pace and acceleration anyway. I add set pieces because I believe (and that might be just my fantasy) that players score more from set pieces when they train that session (again, I didn't test this, it is just my observation, which might be very wrong).

Anyway, I would like to know if someone can test if Set Pieces actually have any influence in goals from set pieces (using some quality set piece routine, obviously). I would also like to suggest, if possible, to post pictures of the expected resulting player with each routine, starting from a fast young player (like 12 pace and acceleration at the age of 16, or 14 of each at 18, which is pretty realistic). I think it would be good because, sometimes, having a player with 19 in pace and acceleration and good values in other attributes can be better than a speedster with 20 pace and acceleration and 1 in the rest, making many of the training schedules judged "inferior" become viable instead.



roles trained
—— Are you referring to choosing a new position to train on the player's personal page?
I think if there is a need to train on a new position, then choosing it is fine.

Once it is selected, there will be a slight adjustment to the distribution of attributes (I think this is a bad thing because he will definitely waste some attributes on relatively "useless" ones), this is not good.
At the same time, it can also improve the proficiency in the new position, this is useful.
There are both good and bad


"
- 2x Physical + Match Practice
"
Excel 3 , sequence 110 , It should be fine. You can take a look at the others and compare them.
"
- 2x Physical + 2x Match Practice + Attack + Defend + Set Pieces
"
I haven't tested this yet. I'll give it a try later.

Then, I have never tried to mix different training schedules (in the tests, the same one is always used),
but based on speculation, it might be the weighted average of the two.


"
add set pieces because I believe (and that might be just my fantasy) that players score more from set pieces when they train that session
"
————I'm not sure about this either. I haven't tried it, and it's also difficult to quantify
(we haven't found the statistical item "goals scored from free kicks";).
I think it might be impossible to test it forever.



"
I would also like to suggest, if possible, to post pictures of the expected resulting player with each routine
"
————--  If it's just "1 season", then you can find the corresponding page in my Excel file,
for example, - 2x Physical + Match Practice
His serial number in excel is 110.
You should be able to find a "110" sub-page in "Excel 2".

excel(part 2 , old)
https://mega.nz/file/QZNVgQzK#xOTiw1heWmVtIDRDDPiUZqzbBnqYAbVi14RYX0W3CoQ
or
https://pixeldrain.com/u/NzTu56KH

excel(part 3, the newest , update a lot)
https://mega.nz/file/8JlW2LKb#NZyQ-gdnlcXu3Iun8-l5I-_c7wRmikgAvjOZjEsTvCg
or
https://pixeldrain.com/u/oa8Y2Z4U


Inside, at the top are the initial attributes and CA.
The middle section , contains All attributes and CA of all 11 players after each test.
At the bottom, the average values of these players are calculated.

These data should be sufficient,
but if they are to be recorded in the form of pictures, it would be very troublesome.

Then you can see that the initial conditions of this test were deliberately set in a certain way.
It was set up with a high growth rate condition to highlight the differences between the training sessions:
the players were 18 years old, very young, the training facilities and coaches were excellent, Professionalism had 12 points above the average, and the difference between CA and PA was quite significant.
All of this will widen the differences in the effects.



And, if you mean to observe the continuous effect over "multiple seasons", this requires replacing with other test leagues.
I had done it in another earlier test:
https://fm-arena.com/thread/14015-under-preset-conditions-training-for-4-years-with-a-specified-growth-strategy-and-then-watching-the-player-s-attributes-and-ca-growth/
I haven't gotten any good ideas from this test yet










"
having a player with 19 in pace and acceleration and good values in other attributes can be better than a speedster with 20 pace and acceleration and 1 in the rest
"


Your idea is fine. Here's how my idea of solve :

1.
Open Excel 3,
look at "Number 117", "Number 171, 172, 173,... 176".
These are different "Additional Focus" items.
By choosing different "Additional Focus", it significantly boosts the growth of the corresponding options.
This "Additional Focus" is a mandatory attribute allocator.
Therefore, it is possible to selectively supplement a player's weaknesses at certain stages, or strengthen his Advantageous (other than pace/acceleration).

2.
look at "Number 176" - "Number 177, 178, 179, 180"
"Number 186" - "Number 191, 192, 193, 194"
This thing is suitable for different ages.
You will see that when players are younger, their total growth is greater.
As one gets older, the number of negative items increases.

3.
"Number 176" - "Number 181, 182, 183, 184"
If there is no "Additional Focus", this portion of the allocation will be distributed to all attributes.


My idea is,
4.
If you play in the high-level league and have good enough players available for training without the urgency to sell,
then choose a training program that will allow all attributes to increase slightly.

For example, "No. 186",
his Decision is low, Technique is low, First touch is low, and he doesn't waste too much CA.
Meanwhile, attributes such as Dribbling, Finishing, Concentration, and Jumping reach are all increasing at a decent rate.


As the players' age increases, the aforementioned growth will gradually decrease as shown in the " "sequence number 176" - sequence number 177, 178, 179, 180"" of the table.
And this remaining margin is sufficient to ensure that these attributes of the players do not fall below zero (decrease) or continue to rise slightly.

When the "Additional Focus" of this player has reached an adequate level, for example, if you think a pace of 18 is sufficient, then change to a different "Additional Focus". After that, the growth rate of the pace will significantly decrease but it will still continue to grow.


This way, it aligns with what you said. While the player gains considerable Advantageous, they can also make up for their weaknesses.
Then, throughout the entire career of the player, the allocation of "No. 186" has sufficient room for the player to maintain their attributes without being too wasteful of them.


When you believe that a player's situation makes it appropriate not to use "Additional Focus", you can choose to remove "Additional Focus" as in "Number 176" - "Number 181, 182, 183, 184", and allow the distribution to be evenly distributed.


I think the effect of this method should be the same as the one you require. The drawback might be that from time to time you need to check what "Additional Focus" the players should use.

2

harvestgreen22 said: OK, I'll take note of it.
Handling, Shot Stopping, Attacking, Physical, Chance Conversion, Aerial Defence, Ground Defence and Distribution
I'll try when I'm free.





I think it's fine. You can do it this way.

My thought:
Currently, we actually don't know for sure whether "Recovery" will truly have the effect of "reducing injuries" (I haven't conducted any tests, and it seems no one has either for FM24/26)

However, compared to "rest", "Recovery" can slow down the decline in "Match Sharpness".And more "Match Sharpness" has been shown through tests conducted by another player previously to be effective in reducing injuries. That's all right then.

Regarding "Recovery" itself, it only makes very minor adjustments to the distribution of attributes. Therefore, the aspect of attribute distribution can be disregarded.






roles trained
—— Are you referring to choosing a new position to train on the player's personal page?
I think if there is a need to train on a new position, then choosing it is fine.

Once it is selected, there will be a slight adjustment to the distribution of attributes (I think this is a bad thing because he will definitely waste some attributes on relatively "useless" ones), this is not good.
At the same time, it can also improve the proficiency in the new position, this is useful.
There are both good and bad


"
- 2x Physical + Match Practice
"
Excel 3 , sequence 110 , It should be fine. You can take a look at the others and compare them.
"
- 2x Physical + 2x Match Practice + Attack + Defend + Set Pieces
"
I haven't tested this yet. I'll give it a try later.

Then, I have never tried to mix different training schedules (in the tests, the same one is always used),
but based on speculation, it might be the weighted average of the two.


"
add set pieces because I believe (and that might be just my fantasy) that players score more from set pieces when they train that session
"
————I'm not sure about this either. I haven't tried it, and it's also difficult to quantify
(we haven't found the statistical item "goals scored from free kicks";).
I think it might be impossible to test it forever.



"
I would also like to suggest, if possible, to post pictures of the expected resulting player with each routine
"
————--  If it's just "1 season", then you can find the corresponding page in my Excel file,
for example, - 2x Physical + Match Practice
His serial number in excel is 110.
You should be able to find a "110" sub-page in "Excel 2".

excel(part 2 , old)
https://mega.nz/file/QZNVgQzK#xOTiw1heWmVtIDRDDPiUZqzbBnqYAbVi14RYX0W3CoQ
or
https://pixeldrain.com/u/NzTu56KH

excel(part 3, the newest , update a lot)
https://mega.nz/file/8JlW2LKb#NZyQ-gdnlcXu3Iun8-l5I-_c7wRmikgAvjOZjEsTvCg
or
https://pixeldrain.com/u/oa8Y2Z4U


Inside, at the top are the initial attributes and CA.
The middle section , contains All attributes and CA of all 11 players after each test.
At the bottom, the average values of these players are calculated.

These data should be sufficient,
but if they are to be recorded in the form of pictures, it would be very troublesome.

Then you can see that the initial conditions of this test were deliberately set in a certain way.
It was set up with a high growth rate condition to highlight the differences between the training sessions:
the players were 18 years old, very young, the training facilities and coaches were excellent, Professionalism had 12 points above the average, and the difference between CA and PA was quite significant.
All of this will widen the differences in the effects.



And, if you mean to observe the continuous effect over "multiple seasons", this requires replacing with other test leagues.
I had done it in another earlier test:
https://fm-arena.com/thread/14015-under-preset-conditions-training-for-4-years-with-a-specified-growth-strategy-and-then-watching-the-player-s-attributes-and-ca-growth/
I haven't gotten any good ideas from this test yet










"
having a player with 19 in pace and acceleration and good values in other attributes can be better than a speedster with 20 pace and acceleration and 1 in the rest
"


Your idea is fine. Here's how my idea of solve :

1.
Open Excel 3,
look at "Number 117", "Number 171, 172, 173,... 176".
These are different "Additional Focus" items.
By choosing different "Additional Focus", it significantly boosts the growth of the corresponding options.
This "Additional Focus" is a mandatory attribute allocator.
Therefore, it is possible to selectively supplement a player's weaknesses at certain stages, or strengthen his Advantageous (other than pace/acceleration).

2.
look at "Number 176" - "Number 177, 178, 179, 180"
"Number 186" - "Number 191, 192, 193, 194"
This thing is suitable for different ages.
You will see that when players are younger, their total growth is greater.
As one gets older, the number of negative items increases.

3.
"Number 176" - "Number 181, 182, 183, 184"
If there is no "Additional Focus", this portion of the allocation will be distributed to all attributes.


My idea is,
4.
If you play in the high-level league and have good enough players available for training without the urgency to sell,
then choose a training program that will allow all attributes to increase slightly.

For example, "No. 186",
his Decision is low, Technique is low, First touch is low, and he doesn't waste too much CA.
Meanwhile, attributes such as Dribbling, Finishing, Concentration, and Jumping reach are all increasing at a decent rate.


As the players' age increases, the aforementioned growth will gradually decrease as shown in the " "sequence number 176" - sequence number 177, 178, 179, 180"" of the table.
And this remaining margin is sufficient to ensure that these attributes of the players do not fall below zero (decrease) or continue to rise slightly.

When the "Additional Focus" of this player has reached an adequate level, for example, if you think a pace of 18 is sufficient, then change to a different "Additional Focus". After that, the growth rate of the pace will significantly decrease but it will still continue to grow.


This way, it aligns with what you said. While the player gains considerable Advantageous, they can also make up for their weaknesses.
Then, throughout the entire career of the player, the allocation of "No. 186" has sufficient room for the player to maintain their attributes without being too wasteful of them.


When you believe that a player's situation makes it appropriate not to use "Additional Focus", you can choose to remove "Additional Focus" as in "Number 176" - "Number 181, 182, 183, 184", and allow the distribution to be evenly distributed.


I think the effect of this method should be the same as the one you require. The drawback might be that from time to time you need to check what "Additional Focus" the players should use.


Thank you!

0

Eddie said: I believe it's because the arrow is temporary. It only shows the variation over the last few months.

Click on "Squad," then the training card will appear. Tap the circle next to it until you reach the U19s. This will take you to the U19 training card, where you can access individual training and automatic rest.


It is weird i always thought if an attribute had grown it showed an upwards arrow to indicate it had grown on their profile, another example is Guehi we can see in the attribute line chart his Anticipation and Vision have both grown by 1 but Vision which is the lower line and can see it grew quite early on but doesn't even have an arrow to indicate anything so it seems silly if some attributes grow but it doesn't even indicate it on their profile and we have to go into their individual progress report and isolate each individual attribute to actually see what has grown haha

0

harvestgreen22 said: First, select "Match Day" in the schedule.

You mean to arrange friendly?

0

harvestgreen22 said: excel(part 1 , old)
https://mega.nz/file/4UUUDKgC#NuyR8RDaNap2_e44yi9SS2cjTkGgo2dpTL33obiUWQE
or
https://pixeldrain.com/u/pcRwnxi8

excel(part 2 , old)
https://mega.nz/file/QZNVgQzK#xOTiw1heWmVtIDRDDPiUZqzbBnqYAbVi14RYX0W3CoQ
or
https://pixeldrain.com/u/NzTu56KH


excel(part 3, the newest , update a lot)
https://mega.nz/file/8JlW2LKb#NZyQ-gdnlcXu3Iun8-l5I-_c7wRmikgAvjOZjEsTvCg
or
https://pixeldrain.com/u/oa8Y2Z4U


Serial 186-190 It is the version that I now consider to be an improved version of the[Quickness] [Attacking] [Match Practice]

186 [Physical][Quickness][Aerial Defence][Attacking]
187 [Physical][Quickness][Chance Conversion][Attacking]
188 [Physical]x2[Chance Conversion][Attacking]
189 [Physical]x2[Aerial Defence][Attacking]
190 [Physical][Quickness][Ground Defence][Attacking]
There are also some highlighted colors indicating the alternatives.






"
a) Quickness + 2 x Attacking + Match Practice + Quickness focus (Agility for GK)
b) Chance creation + Attacking + Aerial Defense + Handling + Defending from the front + Quickness + Quickness focus (Agility for GK)
"
————You can check in the Excel that I just updated , if there is any (or something very similar) .
If there isn't any (I will check it later), I will test it when I have time.


"
Is individual speed training worthwhile for players over 24?
"
————Yes,Check Serial 117 ,177-184
They are 18, 22, 25, 28 and 32 years old respectively.
They demonstrated a very obvious disparity.

Or,Serial  117, 171 - 176,
They show how "additional Focus " "forced to assign attributes".



"
the coach and the player themselves always complain and say it no longer has any effect
"
ignore it. This is a deceptive comment that tricks players in game.
I often come across it, and at the same time, the players' speed is improving.


I'm still not sure i really understand reading the excel sheet, i will use 186 as an example, it says dribbling grew 1.06, concentration 1.93, positioning 2.13, does that mean every player in the squad grew these attributes by that amount or is that just an average across the squad, some grew them attributes more some grew them less but that was the average? i'm wondering because Ariel defence mostly focuses on the defensive unit so it would make sense defenders would see a boost in Concentration/Positioning but attacking players wouldn't?

0

4 months report on training.
Using training schedule i posted a page or two back.
Just confirm it works on fm26

DC and Inside forward
All others got upgrade too

0

Robbo84FM said: I always thought if an attribute had grown it showed an upwards arrow to indicate it had grown?

The "arrow" indicates whether there is an increase or decrease, but the decimal part cannot be seen (so specific testing leagues need to be used for testing).


Robbo84FM said: I'm still not sure i really understand reading the excel sheet, i will use 186 as an example, it says dribbling grew 1.06, concentration 1.93, positioning 2.13, does that mean every player in the squad grew these attributes by that amount or is that just an average across the squad, some grew them attributes more some grew them less but that was the average? i'm wondering because Ariel defence mostly focuses on the defensive unit so it would make sense defenders would see a boost in Concentration/Positioning but attacking players wouldn't?


This is the average value. If you look at the tables of those sub-branch numbers further down, they are the data sources.

For example, "dribbling increased by 1.06", this is the average value of 100 non-goalkeeper players under the same testing conditions.



" Ariel defence mostly focuses on the defensive unit so it would make sense defenders would see a boost in Concentration/Positioning but attacking players wouldn't?"

You are correct.
Take "[Aerial Defence]" as an example. You can take a look at page 62 of Excel 1.
The players of the defense team did indeed receive more in "Concentration, Positioning, Technique, Marking, Heading".

And because I calculated the average value, this means that inevitably some players will actually receive attributes that are different from this value.

Why didn't I separate each position and separate the results of the two groups?
This is mainly because

1. If each tactic needs to display multiple positions//values of multiple groups, the Excel page would become very chaotic and large

2. Usually, a training schedule does not only have one separate training schedule, for example, "Sequence Number 187", "[Physical][Quickness][Chance Conversion][Attacking]"
In this case, the attack group and defense group of [Chance Conversion] are different. However, this training schedule includes not only it but also three other items, so the difference has been significantly reduced.

3. As I discovered in another post, the way attributes work in the game is not like normal logic.
For instance, according to "normal real-world logic", I would think that only forwards need "Finishing, Longshot".
for a defender, according to "normal real-world logic", there is almost no chance for him to take a shot. At the end of the season, his shot statistics are extremely low.

however:in game , The "Finishing, Longshot" of the defenders also contributed to the team's goal-scoring.


So I think we should first measure the overall training effectiveness based on an average of people, and then select out the "good ones".
If one wants to "choose the better from the better ones",
Then, within this "good group", make the distinction between the attack team and the defense team.

1
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