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.
Schneedler said: was there a way to amend the general training schedules for the youth team? For the life of me I cannot work out how to do it after changing responsibilities for it to myself Expand You have to access it through Squad>Overview, then first click the dots on training tile: first dot is 1st team, 2nd u21, 3rd u18 or however the club is structured (it doesn't actually tell you ). And only after you selected the dot you want, click on the whole tile to open it. Yes it's stupid but it's the only way right now that I know of.
ZaZ said: I have a set of plans for early FM 26, and would like to hear your suggestions of what to add to the plan. My tests when the game is released include: - Tactics, with one or two submissions a day for FM Arena. - Hiring players, for optimal impact in transfer budget and finances. - Negotiating contracts, for optimal impact in wage budget. - Training schedule and resting, for minimizing injuries and promoting focused growth. - Interactions, with thresholds for positive feedback, to optimize morale management. - Team talk and touchline shouts, with guidelines for positive feedback. - Set pieces, to further improve the tactics. - Scouting and finding good players without third party tools, trying to identify players with high PA and positive hidden attributes.
Is this enough, or is there anything else you would like me to investigate? Expand All of these sound really good. Maybe add mentoring and it's impact (assuming it still exists) as well as just general personality and hidden attributes progression as players age.
I've always had a soft spot for youth intakes. Not usually your area but perhaps later on in the cycle when you've completed the above I feel there is still some hidden information. Specifically I feel that some effects are immediate as in the day before intake, some before preview and some (and this might be a bit tinfoil hat theory) might take 2-3 seasons to show.
I am new to the game, I am trying to understand the game. But when it is all just very small scale screenshots I cant seem to understand. Is there any video that shares what you say ? I am literally trying to understand but nothing seems to help with my understanding. Expand Honestly if you are new to the game my advice would be to avoid these gimmicky schedules. Yes they are effective but they produce very unrealistic players. Learn the game one step at a time, you can even leave training to your assistant for now or use default schedules or one of the more balanced schedules found online. And then later on when you are comfortable maybe give these schedules a go. You can't appreciate what is different if you don't know the baseline.
Same as any other league really. Bring the best players you can within the budgets. In lower league that usually means only free transfers and free loans. Sign players that are better right now (forget potential in lower leagues) than what you have and if you repeat the process a few times you'll get promoted. Be sensible with wages, you don't want one player to use up 10%+ of your wage bill unless he is exceptional and even then you can only afford 1 or 2.
SaMaHaJoGu said: Figures… do you know where I can get a bunch of routines to test with my squad? Since 21, I’ve been playing the game with just general tactics. Lol! Expand Surely there are numerous YT videos or forum/reddit posts about a broken FM 23 corner routine.
Old testing still holds, their value on overall results remains unchanged. This is just additional exploration why certain attributes behave strangely.
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.
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.
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! Expand 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. Expand 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 Expand 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. Expand 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+
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.
You have to access it through Squad>Overview, then first click the dots on training tile: first dot is 1st team, 2nd u21, 3rd u18 or however the club is structured (it doesn't actually tell you
- Tactics, with one or two submissions a day for FM Arena.
- Hiring players, for optimal impact in transfer budget and finances.
- Negotiating contracts, for optimal impact in wage budget.
- Training schedule and resting, for minimizing injuries and promoting focused growth.
- Interactions, with thresholds for positive feedback, to optimize morale management.
- Team talk and touchline shouts, with guidelines for positive feedback.
- Set pieces, to further improve the tactics.
- Scouting and finding good players without third party tools, trying to identify players with high PA and positive hidden attributes.
Is this enough, or is there anything else you would like me to investigate?
All of these sound really good. Maybe add mentoring and it's impact (assuming it still exists) as well as just general personality and hidden attributes progression as players age.
I've always had a soft spot for youth intakes. Not usually your area but perhaps later on in the cycle when you've completed the above I feel there is still some hidden information. Specifically I feel that some effects are immediate as in the day before intake, some before preview and some (and this might be a bit tinfoil hat theory) might take 2-3 seasons to show.
https://imgur.com/uNVlZgk
This is extreme, no idea what you are doing. Certainly doesn't look like anything I've seen using these schedules.
I am new to the game, I am trying to understand the game. But when it is all just very small scale screenshots I cant seem to understand.
Is there any video that shares what you say ?
I am literally trying to understand but nothing seems to help with my understanding.
Honestly if you are new to the game my advice would be to avoid these gimmicky schedules. Yes they are effective but they produce very unrealistic players. Learn the game one step at a time, you can even leave training to your assistant for now or use default schedules or one of the more balanced schedules found online. And then later on when you are comfortable maybe give these schedules a go. You can't appreciate what is different if you don't know the baseline.
Surely there are numerous YT videos or forum/reddit posts about a broken FM 23 corner routine.
Then look more carefully
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.
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.
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
All friendlies in the test were against "Very small reputation teams (foreign)" here
Fair, I misunderstood the table
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+