I found out he didn't ban players from match,So the results of the test can be affected by the match. I ban all the players from match
Then, in order to show the data can open up the gap, I set all the players Professionalism = 20 I tested all the results 3 times to reduce the impact of randomness. There are 11 players, so there are 33 sets of each data , Calculate their average
Calculate their Pace, Acceleration, Jumping reach, the difference between the final CA and the initial CA So I get their Pace, Acceleration, Jumping reach, CA, how much they increased Per season, respectively
By: https://fm-arena.com/table/26-player-attributes-testing/ That's because of Pace, Acceleration, Jumping reach Is the most important attribute in the game, I want these 3 attributes to improve as much as possible, While the promotion of CA takes up PA, if the remaining available PA is limited, in some special case I would Even want CA to grow as slowly as possible
Following the conclusion, I've had over 500 players (we are not an English speaker, we don't Common come to the English community) successfully verify in actual games
# What did i Found?
2. 20 Professionalism get approach twice as much growth per season as 10 Professionalism Hide Stats 20 Professionalism , 20 years old, only through training, Max average gain 12.5 CA, extreme value about 15.0CA by randomness (units are per season) Hidden Attributes 10 Professionalism , 20 years old, through training , Max average of 6.5 CA
3. If play don't training at all, physical attributes will always grow naturally, and mental and technical attributes will naturally decline Look at the no (Rest)no training (such as Group H) when no training at all, after one season, Pace, Acceleration, Jumping reach increased by 3.7 attributes, CA increased by 3.2
(If not mentioned, the default in table is 20 Professionalism ) A good example By:
4. Repeated, massive Physical training doesn't work Hard training (e.g. G group) Pace, Acceleration, Jumping reach increased by 3.3 attributes, CA increased by 3.7 There is an upper limit to the proportion assigned to physical body classes.
Repeated, massive comprehensive training doesn't work I tried a variety of combinations (some are not in the table) Their increased CA ended up around 12.5,There is a cap on the CA per season
5. The more training in other classes, the fewer cas assigned to the "body/Physical class" attribute For groups W and S, Pace, Acceleration, Jumping reach, the former increased by 2.0 attributes (significantly reduced), and the CA increased by 6.8
6. {Addtional Focus} is to increase {the weight} assigned to such attributes View groups Z and S2
7. If there is no "Mental class" weight, the Mental does not grow. If there is no "Technical class" weight, Technical does not grow.
View groups V and N. For example, group L and Group A2
The former group V, group N, physical classes (Pace, Acceleration, Jumping reach) training, are negative "technical", "mental" weight.
If there is only this kind of training in a season, then "Technical " and "Mental " will not grow without any growth weight, and you can "avoid Mental and Technical occupying CA , waste CA" in this way.
The latter group L, Group A2, "Technical ", "Mental ", "body/Physical" all have weights, and all attributes can grow
8. Is that no practice at all, with players meditating in the training room for a season, the best way to train their physical attributes?
Yes.You will continue to see this in the table below
9. Bold guess: Training is simply a "reassignment of weights" to naturally acquired attributes.
Redistribution In addition to the normal ability to rise, distribute, It also includes the reallocation of players as they age Old, their abilities decline, and their abilities fall below their current recommended abilities Also includes when 'pure physical training', mental and technical are descend, the physical rise , You can find example of this in the table (Pa+Ac+Ju)↑ > Per man CA↑ This represents a decline in the character's other attributes, only an increase in physical attributes, which many of us have verified in actual games
10. Number of matches played
At Y4,B5,A5,Z4 , More matches, increased assignable CA and Its marginal benefit is reduced
D5,E5 :Since technically and mentally, there is no "assigned weight" train, even if the two groups play the same 30 matches, Attribute is only assigned on a Physical class
11. Double Intensity Training -- Rest -- Training Intensity Scheduling
As shown in the table above Guess that Double Intensity equals doubling the assigned weight (the actual effect may be less than doubling)
Among them, Q5 and H, do not participate in any competition, and purely sleep for a quarter Q5,(Pace, Acceleration, Jumping reach) +3.7,(Per man CA↑)+3.2 H,(Pace, Acceleration, Jumping reach) +5.7,(Per man CA↑)+3.9
D5 and I5, each played 30 match
D5,[Quickness]+[Addtional Focus Quickness],(Pace, Acceleration, Jumping reach) +4.5,(Per man CA↑)+5.9 I5,[Quickness]+[Addtional Focus Quickness]+[Double Intensity],(Pace, Acceleration, Jumping reach) +5.4,(Per man CA↑)+6.9
It Changed the assigned weights, Thus the probability of adding attributes that need to be enhanced is greatly increased.
For actual example, this player has 16 Professionalism His Pace increased from 14 to 19 ,in just 1 season +5 months
This is a situation where you need to increase the CA as soon as possible, Remember above By : https://fm-arena.com/table/26-player-attributes-testing/ adding Technical and Mental attributes is also good for victory, but they are much less as effective as Pace, Acceleration, Jumping reach
All of these training schedules have a very low risk of injury, Even if you suffer three Match a week, don't worry about the impact of the lack of training, set all week rest, you lose nothing
13. Some frequently mentioned problems
Does this really work, why is it so different from Evidence Based Football Manager's conclusion? It's been proven by a lot of people in our community by :https://www.playgm.cc/forum-294-1.html in actual gaming, assembly line produces 20 Pace, 20 Acceleration, 20 Jumping reach players .
I think he (the youtuber) made the mistake of trusting the game company, the game company didn't make a proper training system, just pretended it had one (just like the "Pace". Then, at the test, he most likely did not ban the player from Match, so the test results were clouded by the number of Matches played .
My Sharpness and team cohesion are insufficient Friendly match, or whatever way
The players have been complaining that the training is not reasonable Ignore them. Or , You can also in Staff -- Responsibilities -- Training, Hand over the training to the assistant, Then do the "only once" setting in the player's personal Settings and training schedule , You are in fact still in control of your training schedule and personal training Intensity , But all the complaints about training are gone because NPCS don't complain about NPCS
When using the first 3 schemes ,My goalkeeper's goalkeeping attributes are not growing Yes. If you want goalkeeper to increase their goalkeeper attributes, you need to assign "weights" to their goalkeeper attributes, i.e., when there is already one [Quickness] , add a "Handling" or "Overall" for example. But this will cause the weight of the Physical to drop a bit , In the table, you can look up and find the corresponding value , so how do you choose, it's up to you Expand
You didn't mention about coaching staff, I'm assuming they don't matter at all? How did you setup your coaching staff?
Also do you delegate all of the training to your staff? (Schedule and Individual) I am confused about that part
mmigueis said: If you pick players into a mentoring group, the game provides you with a classification of whether the players will be influencing others or be influenced, which in both cases can be significant, average, low, or none. Generally, players with higher influence in your team hierarchy (which tend to be older players) have higher influence as mentors and younger players tend to be more influenceable.
EBFM has a video testing mentoring where he finds that in mentoring groups with 1 mentor and 10 mentees, mentoring has almost no effect. He interprets this to mean that large mentoring groups don’t work. I don’t think this is fully accurate. I generally use just one large mentoring group in my first team, and the mental attributes of mentees progress. But my big mentoring group includes several older mentors and several younger mentees, close to a one to one ratio.
I initially assumed that the game calculated an average of the mental attributes across the players with influence and move the mentees mental attributes smoothly in that direction… but that does not seem to be how it works, as i recently had a player in a mentoring group lose determination due to mentoring although all high influence playera in the group had higher determination than him. My new theory is that, every so often, the game randomly picks one of the players in the mentoring group to influence another player, where players with higher influence have higher odds of being picked (but even players with low influence can sometimes influence another player despite there being more influent players in the group).
In picking who to include as a player that influences others, i mostly focus on determination and professionalism (which can be gathered from some personality types). If i have a young player already with a good personality, i do not put him in the mentoring group as he could have more to lose than to gain from mentoring.
Hope my observations help you think about a mentoring strategy. Expand
Thank you for your feedback, I actually have hard time increasing the influence of older players because I don't play them, any tips on how to improve the influence of older player without playing him in matches? Does reputation play a role in this? or just playing time matters to climb up in hierarchy?
Has anyone tested what is the ideal setup for mentoring a player? It is necessary to have a mentor that has high reputation/hierarchy to affect younger players? Or just having high ambition/professionalism is enough?
keithb said: What leagues are you playing in? Germany and France is 99? Younger players don't need to be registered in some countries, Spain has b and u19 teams which allow extra players for first team games. Expand
ZaZ said: Unfortunately, attribute growth and minimizing injuries are two conflicting goals from training, and I prefer to manage injuries with a broader squad to be able to reap rewards of better growth. I often rely on a squad of ~30 players, and that allows my players to have higher performance than they would if I used a weaker training with a smaller squad.
In short, we are talking about 1 or 2 extra pace and acceleration per season for the entire team, which is massive as you can see in the attribute table. Not only that, but growing players faster also allow you to profit more with transfers, which can lead to stronger squads (or in the very least, money to sustain two or three extra players to cover for the injuries). The third benefit of having faster growth is to allow you to rotate more the squad without losing much quality, which helps reducing injuries.
If you feel like you cannot handle the injuries, you can change the schedule to have at most one Physical or Match Practice sessions a day, and substitute anything over that for Attacking and Defending sessions. That would reduce intensity and cut at least half of the injuries, at the cost of redirecting growth from physical to technical and mental attributes. Keep in mind that might "fill" the CA with less useful attributes, leading to lower quality players when they reach full PA. Expand
Most leagues have 25 players max for registration,
Considering you have a backup on each position, would you say remaining 3 should be winger,fullback and striker? I find those 3 roles to be most injury prone because of their roles/workload
ZaZ said: It needs to be 3 rest sessions in the same day, plus either "no pitch or gym work" or send players home to rest manually. That causes the game to glitch and players recover more energy than if you did just one of them. It is probably just a programming error in the game, but I assure you it works. I even tested with Max from Evidence Based FM, and he made a video about it. Expand
So there is no need to manually click training > rest, instead "no pitch or gym" is enough and there is no benefit with having both at the same time..
I always manually did training>rest just to be sure
What kind of players are you looking for in this specific tactic? Any filters you use for genie, or can you give a vague description of players best suited for this kind of tactic?
From: [youtube]https://www.youtube.com/watch?v=cRng3wiZ4UE&t[/youtube]
by Evidence Based Football Manager
From: https://www.dropbox.com/scl/fi/5ocb5msafc7n786cis4ha/23TL.2-20yrs-no-training-match.fm?rlkey=qfcrhk7s3rofxn10y2yvsesta&e=1&dl=0
by Evidence Based Football Manager
I found out he didn't ban players from match,So the results of the test can be affected by the match.
I ban all the players from match
Then, in order to show the data can open up the gap, I set all the players Professionalism = 20
I tested all the results 3 times to reduce the impact of randomness.
There are 11 players, so there are 33 sets of each data , Calculate their average
Calculate their Pace, Acceleration, Jumping reach, the difference between the final CA and the initial CA
So I get their Pace, Acceleration, Jumping reach, CA, how much they increased Per season, respectively
By: https://fm-arena.com/table/26-player-attributes-testing/
That's because of Pace, Acceleration, Jumping reach
Is the most important attribute in the game, I want these 3 attributes to improve as much as possible,
While the promotion of CA takes up PA, if the remaining available PA is limited, in some special case I would Even want CA to grow as slowly as possible
Following the conclusion, I've had over 500 players (we are not an English speaker, we don't Common come to the English community) successfully verify in actual games
# What did i Found?
2. 20 Professionalism get approach twice as much growth per season as 10 Professionalism
Hide Stats 20 Professionalism , 20 years old, only through training, Max average gain 12.5 CA, extreme value about 15.0CA by randomness (units are per season)
Hidden Attributes 10 Professionalism , 20 years old, through training , Max average of 6.5 CA
3. If play don't training at all, physical attributes will always grow naturally, and mental and technical attributes will naturally decline
Look at the no (Rest)no training (such as Group H) when no training at all, after one season, Pace, Acceleration, Jumping reach increased by 3.7 attributes, CA increased by 3.2
(If not mentioned, the default in table is 20 Professionalism )
A good example By:
4. Repeated, massive Physical training doesn't work
Hard training (e.g. G group) Pace, Acceleration, Jumping reach increased by 3.3 attributes, CA increased by 3.7
There is an upper limit to the proportion assigned to physical body classes.
Repeated, massive comprehensive training doesn't work
I tried a variety of combinations (some are not in the table)
Their increased CA ended up around 12.5,There is a cap on the CA per season
5. The more training in other classes, the fewer cas assigned to the "body/Physical class" attribute
For groups W and S, Pace, Acceleration, Jumping reach,
the former increased by 2.0 attributes (significantly reduced), and the CA increased by 6.8
6. {Addtional Focus} is to increase {the weight} assigned to such attributes
View groups Z and S2
7. If there is no "Mental class" weight, the Mental does not grow. If there is no "Technical class" weight, Technical does not grow.
View groups V and N.
For example, group L and Group A2
The former group V, group N, physical classes (Pace, Acceleration, Jumping reach) training, are negative "technical", "mental" weight.
If there is only this kind of training in a season, then "Technical " and "Mental " will not grow without any growth weight, and you can "avoid Mental and Technical occupying CA , waste CA" in this way.
The latter group L, Group A2, "Technical ", "Mental ", "body/Physical" all have weights, and all attributes can grow
8. Is that no practice at all, with players meditating in the training room for a season, the best way to train their physical attributes?
Yes.You will continue to see this in the table below
9. Bold guess: Training is simply a "reassignment of weights" to naturally acquired attributes.
Redistribution In addition to the normal ability to rise, distribute,
It also includes the reallocation of players as they age Old, their abilities decline, and their abilities fall below their current recommended abilities
Also includes when 'pure physical training', mental and technical are descend, the physical rise ,
You can find example of this in the table (Pa+Ac+Ju)↑ > Per man CA↑
This represents a decline in the character's other attributes, only an increase in physical attributes, which many of us have verified in actual games
10. Number of matches played
At Y4,B5,A5,Z4 , More matches, increased assignable CA
and Its marginal benefit is reduced
D5,E5 :Since technically and mentally, there is no "assigned weight" train, even if the two groups play the same 30 matches, Attribute is only assigned on a Physical class
11. Double Intensity
Training -- Rest -- Training Intensity Scheduling
[Double Intensity]=“Training Intensity Scheduling”set:no pitch,no pitch,no pitch,Double Intensity,Double Intensity
As shown in the table above
Guess that Double Intensity equals doubling the assigned weight (the actual effect may be less than doubling)
Among them, Q5 and H, do not participate in any competition, and purely sleep for a quarter
Q5,(Pace, Acceleration, Jumping reach) +3.7,(Per man CA↑)+3.2
H,(Pace, Acceleration, Jumping reach) +5.7,(Per man CA↑)+3.9
D5 and I5, each played 30 match
D5,[Quickness]+[Addtional Focus Quickness],(Pace, Acceleration, Jumping reach) +4.5,(Per man CA↑)+5.9
I5,[Quickness]+[Addtional Focus Quickness]+[Double Intensity],(Pace, Acceleration, Jumping reach) +5.4,(Per man CA↑)+6.9
It Changed the assigned weights, Thus the probability of adding attributes that need to be enhanced is greatly increased.
For actual example, this player has 16 Professionalism
His Pace increased from 14 to 19 ,in just 1 season +5 months
12. So, what training plan?
This is simple:
Addtional Focus :Quickness
“Training Intensity Scheduling”set:no pitch,no pitch,no pitch,Double Intensity,Double Intensity
(Rest)no training+[Addtional Focus Quickness]+[Double Intensity]
5.7 6.2
(when 30 Match Played)
[Quickness]+[Addtional Focus Quickness]+[Double Intensity]
5.4 6.9
(when 30 Match Played)
Choose one of the two.
This is the case when you don't need to grow CA quickly and you want all PA to be used most efficiently.
[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]
5.0 15.1
(when 30 Match Played)
This is a moderate situation,It can appropriately enhance the 4th useful attribute, Dribbling
[Quickness]+[Match Practice]x2+[Addtional Focus Quickness]+[Double Intensity]
5.0 22.2
(when 30 Match Played)
This is a situation where you need to increase the CA as soon as possible,
Remember above By : https://fm-arena.com/table/26-player-attributes-testing/
adding Technical and Mental attributes is also good for victory, but they are much less as effective as Pace, Acceleration, Jumping reach
All of these training schedules have a very low risk of injury, Even if you suffer three Match a week, don't worry about the impact of the lack of training, set all week rest, you lose nothing
13. Some frequently mentioned problems
Does this really work, why is it so different from Evidence Based Football Manager's conclusion?
It's been proven by a lot of people in our community by :https://www.playgm.cc/forum-294-1.html in actual gaming, assembly line produces 20 Pace, 20 Acceleration, 20 Jumping reach players .
I think he (the youtuber) made the mistake of trusting the game company, the game company didn't make a proper training system, just pretended it had one (just like the "Pace"
Then, at the test, he most likely did not ban the player from Match, so the test results were clouded by the number of Matches played .
My Sharpness and team cohesion are insufficient
Friendly match, or whatever way
The players have been complaining that the training is not reasonable
Ignore them.
Or , You can also in Staff -- Responsibilities -- Training, Hand over the training to the assistant, Then do the "only once" setting in the player's personal Settings and training schedule , You are in fact still in control of your training schedule and personal training Intensity , But all the complaints about training are gone because NPCS don't complain about NPCS
When using the first 3 schemes ,My goalkeeper's goalkeeping attributes are not growing
Yes. If you want goalkeeper to increase their goalkeeper attributes, you need to assign "weights" to their goalkeeper attributes, i.e., when there is already one [Quickness] , add a "Handling" or "Overall" for example.
But this will cause the weight of the Physical to drop a bit , In the table, you can look up and find the corresponding value , so how do you choose, it's up to you
You didn't mention about coaching staff, I'm assuming they don't matter at all? How did you setup your coaching staff?
Also do you delegate all of the training to your staff? (Schedule and Individual)
I am confused about that part
EBFM has a video testing mentoring where he finds that in mentoring groups with 1 mentor and 10 mentees, mentoring has almost no effect. He interprets this to mean that large mentoring groups don’t work. I don’t think this is fully accurate. I generally use just one large mentoring group in my first team, and the mental attributes of mentees progress. But my big mentoring group includes several older mentors and several younger mentees, close to a one to one ratio.
I initially assumed that the game calculated an average of the mental attributes across the players with influence and move the mentees mental attributes smoothly in that direction… but that does not seem to be how it works, as i recently had a player in a mentoring group lose determination due to mentoring although all high influence playera in the group had higher determination than him. My new theory is that, every so often, the game randomly picks one of the players in the mentoring group to influence another player, where players with higher influence have higher odds of being picked (but even players with low influence can sometimes influence another player despite there being more influent players in the group).
In picking who to include as a player that influences others, i mostly focus on determination and professionalism (which can be gathered from some personality types). If i have a young player already with a good personality, i do not put him in the mentoring group as he could have more to lose than to gain from mentoring.
Hope my observations help you think about a mentoring strategy.
Thank you for your feedback, I actually have hard time increasing the influence of older players because I don't play them, any tips on how to improve the influence of older player without playing him in matches? Does reputation play a role in this? or just playing time matters to climb up in hierarchy?
It is necessary to have a mentor that has high reputation/hierarchy to affect younger players?
Or just having high ambition/professionalism is enough?
Yes, only for domestic players under 20, other than that no.
Hard to find good U20 domestic players consistently each season
Turkish League should be 25
In short, we are talking about 1 or 2 extra pace and acceleration per season for the entire team, which is massive as you can see in the attribute table. Not only that, but growing players faster also allow you to profit more with transfers, which can lead to stronger squads (or in the very least, money to sustain two or three extra players to cover for the injuries). The third benefit of having faster growth is to allow you to rotate more the squad without losing much quality, which helps reducing injuries.
If you feel like you cannot handle the injuries, you can change the schedule to have at most one Physical or Match Practice sessions a day, and substitute anything over that for Attacking and Defending sessions. That would reduce intensity and cut at least half of the injuries, at the cost of redirecting growth from physical to technical and mental attributes. Keep in mind that might "fill" the CA with less useful attributes, leading to lower quality players when they reach full PA.
Most leagues have 25 players max for registration,
Considering you have a backup on each position, would you say remaining 3 should be winger,fullback and striker? I find those 3 roles to be most injury prone because of their roles/workload
GS Layout file
How can I export this file to my own genie?
So there is no need to manually click training > rest, instead "no pitch or gym" is enough and there is no benefit with having both at the same time..
I always manually did training>rest just to be sure
Any filters you use for genie, or can you give a vague description of players best suited for this kind of tactic?