Yarema
Depends on the attribute as you can see from some of the attribute tables, some require a minumum level with heavy diminishing returns past that, other attributes are fairly linear in effect. For the latter it's arguably very important to push as high as possible because it really sets the player apart vs the rest of the league. Half the Premier league has 15s in important attributes so in order to stand out you need considerably more. 20 vs 15 is kind of similar to 15 vs 10 and you wouldn't touch a player with 10s at that level.
Royoyoyo said: Uhm technique isnt a attribute for a goalkeeper as far as I can see
Then look more carefully
Probably some linear combination of hidden attributes (mainly professionalism) and age.
Star rating gets a bad reputation because it is sometimes plain wrong. In reality 8-9 times out of 10 it's fairly correct with some quirks here or there that you learn as you play like pure wingers overvalued by 0,5-1 stars for example.

I very much prefer the uncertainty of ingame star ratings rather than being absolutely sure about the numbers under the hood. It's just way more enjoyable to me being a bit in the dark and not sure whether a player will work out or not. Years ago I used to play with CA, PA and hidden attributes visible and honestly every decision boiled down exclusively to PA. Who to buy? Highest PA. Who to try to develop? Highest PA. Gets boring quite fast.
Generally first season in new division is much easier than 2nd and onwards. Especially in first half of the season you can really overperform and then ride the momentum until the end of season. Second season is usually more in line with your actual squad and tactic strength.
Not sure how it's distributed between two very different positions, but you can't train him in one position to get attributes up and then retrain into another position at no cost. It'll heavily readjust the attributes to fit them into CA with new attribute weights for new position.
I'm probably not the only person that doesn't understand the table
Orion said: So basically B Teams that are in non-playable league and play no official matches can be effectively use for player's growth if we just set assistant to 'Arrange a fixture if there is no match in the week'.

As always thank you very much for providing crucial evidence!

B teams in non playable leagues actually do play official matches, that is why the assistant isn't scheduling friendlies for majority of the season (only preseason and winter break). You can see the players are getting competitive league appearances but you cannot see the actual matches or schedule.

The issue with B teams is that they are mostly semipro which is kind of awful for development. Different countries do B teams differently though. For example in France a B team is part of the main club, sharing professional status. In most other countries B team is an affiliate.
harvestgreen22 said: Now that I remember it, here's what happened:
If the attribute has reached 20, The grow will still be assigned to this attribute,
So this part of the distribution is wasted.

That is unfortunate. I guess I could switch to some other focus as soon as the first focused attribute hits 20
harvestgreen22 said: The "reputation" in the table is indicates the reputation of the league in which it is playing , Nothing more (and I don't doubt that league prestige affects friendly matches)

All friendlies in the test were against "Very small reputation teams (foreign)" here

Fair, I misunderstood the table
harvestgreen22 said: 1.Before, I tested the "friendly matches" by banning matches. I noticed an anomaly when I did a comparison test, so I checked the archive of previous tests and found that the type ofsuspensionI had before was wrong


The correct situation is:
Any player, playing in U18s, U23s, friendlies, official leagues, international competitions... :

All games counted as "matches" (regardless of whether it is a league of any prestige ,and How many prestige the  opponent have ) will allow players to "grow more" .




2.Two test groups, each with 11 coaches, each responsible for 1 type of training (set in the coach page)


Set all coaches to half stars (all abilities of all 11 coach are = 1) and compare all coach abilities to 5 stars (abilities = 20) :

I only tested it once, and the difference was about 3%, which is a pretty small difference,

It could be a random error (That is, the coach has no influence in game.) ,
Or it could be that the coaching staff's influence is simply very small



Edit 26/2/2025 :
A more precise representation of the numbers looks like this:


Before the age of 24, there is basically no need to worry about participating in high Reputation leagues , You can supplement almost 100% growth with friendly matchs.

Starting at age 24: The mechanics change, at this point friendlies no longer get you all the growth, you need to add a certain level of official play.
And the Reputation of the official games began to affect growth.

Friendlies don't have the same reputation as league games, in fact they are really low - at least that's how I remember it (could be wrong). So more realistic scenario would be 10 rep for friendly maybe even lower, and league games 100+
Recruitment focuses aren't amazing and you'll scout maybe a dozen or two players per month, not even in full. Plus it costs a fortune in lower leagues. Is it more realistic? Sure, but it'll make the game considerably harder
Well trialing 100s of players is the way to go in lower leagues. It's free and fast. Regular scouting gets you nowhere
The best tested tactics are so good you don't ever need to change them. And I don't mean just top3, anything above 55 points probably, perhaps even lower.

Obviously you can adjust in certain scenarios, or switch to something else based on personel. And maybe have a backup vs formations you have trouble with.
Well known players also have attributes revealed, although maybe a few stay with ranges.

You could try filtering by scouting knowledge, test it out a bit which level throws out the players with all attributes revealed.
Rhumble said: Yep , im lost tbh , it could just be me or something is missing somewhere but i just dont see the information in laymans terms, i read and reread the opening post but whether the translation from Chinese to English isnt quite getting through i dont know, if we could know the attributes needed from important down for each position then it might start to make sense.
It's not that complicated. Check the table posted. Perhaps easiest is to look at the difference between 1 and 20 for a certain attribute. The bigger the difference more important it is. Couple of examples:
- acceleration: at 1 is -103,1 goal difference and at 20 it's +88,2. So that is roughly 190 difference between 1 and 20, a huge effect
- off the ball: at 1 is 8,3; at 20 is 10,4. A difference of only 2 goals which is well within the margin of error meaning on a team level it's not doing much.
Padovan said: Did I see that right? Having 1 in first touch improves 4 goals compared to having 20? Damn, the ME is completely broken.
There is some error, I wouldn't make huge conclusions with 4 difference, but we can probably say that difference between 1 to 20 first touch isn't much.
@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.
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.
CBP87 said: Are those coefficients for the ST a target striker or fast striker?
It doesn't differentiate by role