harvestgreen22
CryosFeron said: ok thanks!

what do you think about the find that CA can win games? as mentioned i increased my player’s CA and PA (but not the attributes) directly before a match (so that everything stayed unchanged) and suddenly i started winning against the same team I always lost against (reloaded a savegame many times)
it would mean that mental and technical attributes can make a difference because the game assigns CA to them.

maybe this is sports interactives trick to make attributes matter - even if they cannot show things like passing in the match engine (pace / acceleration are very easy to show in the match engine) they just generally change the odds of winning 😀

that’s why i made another small experiment, i gave a player a 20 in passing/technique/vision/flair and compared this to him having a 1 in these attributes. My team won more games because of higher CA but the “passing match stats” like “passes completed” or “key passes” did not change at all




I successfully refunded the FM26, so I can't continue to study it

1. Your guess might be right.  I haven't conducted this test (under the condition that the attribute lock remains unchanged —— only changing the CA to observe if there are any changes in the result).


2. Under appropriate circumstances, the effects of technical and mental attributes (multivariable combinations) are positive. But in some other cases, they inhibit each other.

For Example, a certain attribute is best when it is of medium , and second best when it is of high , worst in low . increase it from 1 to 20 , It did enhance its performance, but its best performance might be around 10

Because these combinations are too complex, players cannot control them. So I think it's enough to roughly know which ones are strong and which ones are weak.


3. We all know that strong attributes do not necessarily consume more CA.
Weak attributes do not necessarily consume less CA.
For instance, "Decisions" occupies a lot of CA in all positions, but the effect is very poor


4. Therefore, CA cannot fully represent the strength of the players.

However, it cannot be ruled out that , For exactly the same attributes, if there are different ca, due to the calculations of the game engine, there may be different performances.


5. I have posted about my gaming career twice on our Chinese forum/video website for some time before.

One of them was to use a second-tier league team from China to replace the Maltese league through mod, thus being able to participate in the UEFA Champions League.

Then I look for randomly generated virtual young Chinese players.
Because the Chinese "youth training score" in the game is only 60 (very low).
The average PA of randomly generated virtual players is basically 60 to 70.

I used "full rest training", and several years later, the players were all at about 20 Pace and 20 Acceleration. However, their other attributes, such as the technical category, are very poor.


6. The result was great: the game started in 2023. Win the UEFA Champions League titles in 2026,2027,2028,2029 and 2030. The champion of the 2030 World Cup.

Some of our players once thought it was an impossible challenge.

The final average CA is only around 70 to 75. The strong opponents usually have a CA of around 170. This CA with 100 less still won all the way.

I use one of the good tactics and set-piece tactics from FM-arena. This makes a certain contribution ( Outside the contribution of attributes )

but it can also prove to some extent that this theory can be applied to actual games
(Even with such a poor PA and such a low-priced player, one can still pass one of the most difficult challenges in the game).
CryosFeron said: thanks for your hard work!!

and sorry if that has been asked before, but it seems you isolated attributes that should work in a bundle, for example passing needs passing+technique+vision+decisions to be effective. same like marking needs strength, pace, anticipation etc. to succeed.
do you think that this could make a difference?



I have studied this issue together with other players and I hope to explain it in the simplest possible way.
It's probably like this:

1.
Normally speaking,
Positive plus positive, it's impossible to get negative.

2.
Separately increase the values of A, B, C, and D, and the winning rate will increase

3.
Now, add A, B, C and D "simultaneously"
In some combinations, the winning rate did not increase significantly
In some other combinations, the winning rate even decreased (that is, it became negative).

4.
Under normal logic, some attributes should "interact and promote each other", generating an effect where 1+1 is greater than 2 , 1+1+1 >3
Now, under specific testing conditions, the test obtained a completely illogical result: 1+1+1<0
( like " passing+technique+vision+decisions ";)


Due to time constraints, I can't spend an unlimited amount of time going through all conditions and thoroughly understanding them.
And there must be a reason for its emergence

5.
This is not an isolated case; rather, many attributes are like this
Here it refers to the combination of "technical type and technical type attributes" and "technical type and spiritual type attributes".
The "physical type attributes" currently all seem to be completely positive.

6. My personal theory is what was mentioned in the previous post.
Technical type and spiritual type attributes , They simultaneously represent "success rate" and "tendency/behavioral positivity".
The latter may have negative effects, and sometimes the negative impact is so great that the increase in success rate is not enough to make up for it.

7. There are also some other new results (not on the same topic as this one or this post) that were developed by other players through unpacking.
What they mean is "Don't tell foreigners" (because they are afraid of bearing legal responsibility as unpacking), so it only spreads internally
Because I was too busy, I didn't study what they wrote. Their conclusion was roughly: the attribute , penalty taking ,Free Kick,is ineffective , The success rate (expected goals) is calculated and random based on some fixed parameters
I tried to make a test league by myself, but it was too complicated.
I have done my best, but I am not competent enough. So I can only turn to everyone for help

Since the FM24 save is compatible with FM26, I plan to edit the test league with FM24 so that others in our player community can use this test save to test the content of their FM24 or FM26.


I searched on the forum and only found one test league of dzek
https://fm-arena.com/thread/8679-anyone-interested-in-downloading-my-test-league/

The online search didn't yield good results
(their test league didn't meet the requirements or there was a paywall).
while our player community has a strong demand for testing tactics, but lacks the necessary tools


dzek 's testing league
Goods:
1.In one-on-one matches between player teams and AI teams, there will be no mutual matches, which saves the amount of computation and the time required for operation

2.The coach of AI will not be fired because they are set to transfer to other teams 100 years later
(My understanding is like this. I don't know if i am wrong.)
Since they already have transfer contracts, it seems that they won't be fired due to the team's poor performance.


Bads:
1.I need the head coach to maintain their "information" and "Formations/Tendencies" information

However, dzek's test league removed "Formations/Tendencies"

2.FMRTE can not add "Tendencies" , once deleted i can't add it back in FMRTE

3.If I want to restore the "Formations/Tendencies" of the original AI coach, I need to find another coach and change his "Formations/Tendencies" to that of the original coach. Then let this new coach take office.

4.But the new coach will/sometimes be fired halfway due to the team's poor performance.
If the coach is replaced by a random new one, it will cause some disturbance to the test results

5.This led to the tests not being able to proceed until the end of the season (testing end in mid of year before any coach fired)


Requirement:

1.The head coach of AI will not be fired, so many matches can be tested at once

2. The head coach can keep the original "Formations/Tendencies" and "information" in the game (so don't change them at will).
Or, it has been changed, but not "all deleted", so I can restore them to their original state in the game in FMRTE (FMRTE cannot add Tendencies, but it can modify).

3. Player teams should play one-on-one against 10 to 15 world-renowned coaches.
This way, there is a large enough sample size, and it won't take a long time to run a season due to an excessive amount of data

4.As for the attributes set for both teams' players, this can be changed according to every one's own needs (Whether it is a real player or a custom player with the same attributes). FMRTE can modify it .So it doesn't matter
Steelwood said: If you bought it on Steam you can get a refund as it is still in Beta

I have been testing the game for over 40 hours (which is more than the normal 2 hours max to refund). I applied for a refund yesterday. I don't know if it will really succeed
duxa92 said: Would you test hidden attributes? Especially consistency and important matches?


I tested hidden attributes in FM24 , and also attributes in different tactics (not just Gegenpressing).

I didn't test on FM26 because it was too troublesome to convert the testing save from FM24 to FM26.
(I knew that FMRTE-26 was on sale today, but it wasn't available when I was testing.)

I'm trying to refund FM26. If the refund is successful, I won't test it anymore.
If the refund fails, I might test it when I have time
Gracolas said: @harvestgreen22 how would you setup the genie scout weights? have you worked on that and if so, can you share with us?

I don't know what genie scout weights is. I haven't used it


A cleaner table interface
1.Training system


Use "Football Manager 2024 Resource Archiver" to unzip the file , and compare it with software in Binary.
Result: They are exactly the same, with only one config.xml having a 3-byte difference (format changes, content remains the same)

2.How I do attribute tests
https://fm-arena.com/thread/8679-anyone-interested-in-downloading-my-test-league/
DZEK's test league

In the fm24 test, I selected 15 AI coaches, while in fm26, to save time, I only chose 5

PEP GUARDIOLA (fm24 Manchester City)
ERIK TEN HAG (fm24 Manchester United)
MIKEL ARTETA (fm24 Arsenal)
KLOPP (fm24 Liverpool Football Club)
MAURICIO POCHETTINO (fm24 Chelsea)

As I mentioned before, the "formations/tendencies" of the head coach have a considerable influence and cannot be ignored.
However, the original test league of DZEK cleared out the "formations/tendencies" of many coaches.

Since FMRTE cannot add new tendencies,
I had to find some other head coaches, import the attributes of the required head coaches, and then modify "formations/tendencies" to the head coach to be simulated
(This has brought about another problem. The original head coaches of the DZEK test league were set to transfer 100 years later, so these head coaches will not be dismissed.
I don't know how to set it so that I won't be fired, and I don't know how to use an editor
And my new coach after the change will have the opportunity to be dismissed in the middle of the year.
Therefore, I had to test only until June 1st)



Then, in order to demonstrate the influence degree of different range attributes as much as possible, I adjusted the attributes of all the players to this

3.Result
I use the save of fm24 to import fm26.
Due to the absence of FMRTE, some variables cannot be locked, so there will inevitably be some errors In statistics .
more accuracy need to wait for FMRTE, but I can't wait any longer. I plan to get a refund after test (UI issue).
I have tested each situation 645 matchs or more



What do these tables mean?
Table 1.a is "Increase that attribute of the player's player to 18." How much has the winning rate changed?
Table 1.b is "Increase that attribute of the player's player to 18." How much has the goal difference changed?

Table 2.a is "Reduce that attribute of the player's player to 1." How much has the winning rate changed?
Table 2.b is "Reduce that attribute of the player's player to 1." How much has the goal difference changed?

Table 3.a , 3.b ,This table is the difference between the previous two tables , It can be directly used to estimate the overall validity of the entire attribute".

Theoretically, this could be more refined, for instance, attributes could be divided into 1-4,4-8,8-12... However, to save time, I only made two sections



4.Give a few examples:
Acceleration:
The initial attributes of Acceleration of the opponent and the player are 12.

During the test, change the Acceleration of the player's player to 18
The result is winning rate increased by+31.6%, Record it in Table 1.a
Re-read the original test league
During the test, change the Acceleration of the player's player to 1
The result is winning rate increased by -45.9%, Record it in Table 1.b

Acceleration From 12 to 18, the result has improved (+31.6%).
Acceleration From 12 to 1, the result gets bad (-45.9%).
Therefore, it is an attribute that the higher, the better.

Fill in their differences in Table 3.a, and the result is 31.6%-(-45.9%)=77.5%
Use this value to measure its importance


5.Crossing:
The initial attributes of Crossing of the opponent and the player are 12.

During the test, change the Crossing of the player's player to 18
The result is winning rate increased by+7.1%, Record it in Table 1.a
Re-read the original test league
During the test, change the Crossing of the player's player to 1
The result is winning rate increased by +2.8%, Record it in Table 1.b

Crossing From 12 to 18, the result has improved (+7.1%).
Crossing From 12 to 1, the result has improved (+2.8%).
Therefore, it is Not an attribute that the higher, the better.
It performs better when it is "high attribute" or "low attribute" than when it is "medium attribute"

Fill in their differences in Table 3.a, and the result is 7.1%-(2.8%)=4.3%
Use this value to measure its importance


6.Decisions:
The initial attributes of Decisions of the opponent and the player are 12.

During the test, change the Decisions of the player's player to 18
The result is winning rate increased by-2.3%, Record it in Table 1.a
Re-read the original test league
During the test, change the Decisions of the player's player to 1
The result is winning rate increased by -4.7%, Record it in Table 1.b

Decisions From 12 to 18, the result gets bad (-2.3%).
Decisions From 12 to 1, the result gets bad (-4.7%).
Therefore, it is Not an attribute that the higher, the better.
It is best when it is "medium attributes". Raising or lowering it will both reduce performance

Fill in their differences in Table 3.a, and the result is -2.3%-(-4.7%)=2.3%
Use this value to measure its importance


7.Summary
Pace and Acceleration ,
It remains the most important attribute. However, due to the enhancement of other attributes, their dominance is not as absolute as that of fm24

Finishing , Long Shots , Agility  ,
It has been significantly enhanced (compared to fm24) . "Finishing" has been approximately enhanced by 2 times. "Long Shots" has been approximately enhanced by 3 times.

Work Rate ,
It is very similar to the characteristics of fm24. The period from 1 to 12 has a very significant impact. It can be inferred that it must have more than 6 points; otherwise, it will greatly drag down the team's performance .On fm26 , Its importance has slightly declined .

Jumping Reach
Compared with fm24, it has been slightly enhanced

Concentration ,Composure
Compared with fm24, "Composure " has been approximately enhanced by 2 times.
Concentration , Its importance has also been slightly enhanced

Stamina , Strength
Stamina Decline in importance
Strength Increased in importance

Aggression , Determination
Increased in importance


If I were to give a ranking of importance:
1.Pace , Acceleration
2.Work Rate ,Jumping Reach , Agility 
3.Finishing ,Dribbling , Concentration
4.Anticipation , Composure  , Long Shots , Determination
5.Balance , Strength , Stamina , Aggression
All other attributes can be ignored

8.Position proficiency
FM26 has added a two-stage tactic of "with the ball and without the ball"

I only tested one set of situations. Suppose, use preset "fluid counter attack" 424/442
For 424/442
In the "without ball phase", Right /Left winger needs to change to Right /Left Midfielder


I changed the Right /Left Midfielder position proficiency of these two players to 5 (the maximum is 20).
This led to a 13 drop in goal difference , and a 6% decrease in winning rate

This indicates that if players want to play in different formations in the two stages, their players need to have all the proficiency in the corresponding positions

8.About fm26

I think the UI is too bad, and there are no plans for major changes to it for a foreseeable long time
I couldn't accept this UI, so I applied for a refund
I spent 40 hours in the test and then played for several more hours. I don't know if I can get a refund successfully
EvensenFM said: This is with the vanilla match engine, correct?  I'm curious to know whether the new FM Match Lab means "meta" tactics are no longer so important.

I have tested four different engines (two from FM Match Lab and two from the "playgm" forum), and the top 8 most important attributes ranked at the top 's Ranking of importance will not change.

For those at the back, after replacing the engine, their impact is still small, but the order of importance (depending on different changes) may change
I uploaded the part of the test that I didn't finish
This can be referred to, but the sample is insufficient

https://pixeldrain.com/u/BBUqQPjh
Or
https://pan.baidu.com/s/1DtMXrbVhJHt2JSv42hv1aQ 提取码: umu7
Orion said: I know it's not always THAT simple but can we make a rule of thumb that many 'semi-decent' tactics (or just self made) will improve significantly just by turning on 'Get stuck in' and probably using for most of the team Player's Instruction 'Tackle Harder' - since most meta tactics use both of these features?

So if your tactic is not total garbage that doesn't make sens, just tick press more, get stuck in, tackle harder and you're ready to overperform.



can we make a rule of thumb that many 'semi-decent' tactics (or just self made) will improve significantly just by turning on 'Get stuck in' ...... 'Tackle Harder'...... press more, ......

——Yes, you're right.
Because at least the results of my test do not show any results that opposite to this rule , So I can come to such a conclusion .
That is to say, some instructions/tactics, (due to the imperfection of the game engine), naturally have a major disadvantage, while others naturally have a major advantage





Then in fact, there are still some unknown things that have not been solved.
But This test consumed too much time , so I don't have the enthusiasm and time to continue for now.
I need to have a rest and play for some time
And I haven't been to the forum for a long time. I found a large number of replies and private messages. I'm sorry, but I don't have the energy to reply now
1.Position Proficiency位置熟练度





This has little to do with the main theme, so I present it independently
这个和主题关系不大,所以我独立的将他摆出来


(Test Condition setting and Preparation Section)
(测试条件设置和准备部分)


2.The primary purpose of the test is to solve a previously hard-to-explain problem:
Why does an increase in attributes (under some given conditions) lead to a decrease in goal difference/winning rate instead?
Why does the reduction of attributes (under some given conditions) lead to an increase in goal difference/winning rate instead?

测试的最主要目的是解决一个之前难以解释的问题,为什么(特定情况下)属性的增加,反而导致净胜球/胜率的下降?
为什么(给定条件下)属性的减少,反而导致净胜球/胜率的增加?


3.According to the principles of science. I hope to be able to control variables, facilitate observation measurement and statistics, be reproducible in the same environment, and have a sufficient sample size to eliminate random errors.
However, I have to sacrifice a certain degree of universality (that is, testing under more different preset conditions), and because I lack software tools, knowledge related to automation testing and high-performance computers to do so.

But, even if not entirely rigorous, this is still more reliable than the vast majority of "empiricism".
And, due to time constraints, I am also unable to produce a very large number of samples.
The lack of sufficient samples will weaken the credibility to a certain extent. However, if the same situation occurs multiple times and the distinction is obvious, it can prove that this is credible.

根据科学的原则。我希望能够控制变量、方便观测测量统计、同环境可重复再现、有足够的样本量来排除随机误差。
而我必须牺牲一定程度的普适性(即在更多不同的预设条件下测试),因为我缺乏软件工具、自动化相关的知识和高性能的电脑来这样做。

但是,即使不完全严谨,这也比绝大部分“经验主义”可靠。
而由于时间关系,我也没法做到非常大量的样本。
缺少足够样本会一定程度削弱可信程度,但是如果同样的情况多次出现并且区分很明显,可以证明这个是可信的。

4.One of the leagues being tested comes from "DZEK" on the forum. One of the league archives I modified, the download link is:
https://pixeldrain.com/u/7vaWxyAC

测试的其中一个联赛来自论坛的“DZEK”。我更改后的联赛的存档中的其中一个,下载链接是:https://pixeldrain.com/u/7vaWxyAC

Part of the test tactics used is:https://pixeldrain.com/u/Smeh7B9e
Part of the test data is:https://pixeldrain.com/u/KuemeJ9R

使用到的测试战术的一部分是:https://pixeldrain.com/u/Smeh7B9e
测试数据的一部分是:https://pixeldrain.com/u/KuemeJ9R

5.Thank you to the players of the "Bao Peng" forum for reverse engineering the game engine (have pictures in previous post).

According to his achievements,he crack the attribute is "propensity (number of attempts)" + "success rate".———— And if this is true, because "trying" or increasing "attempts" is not always a good thing, in some cases it is bound to have much more negative effects.
And if this logic holds true, this phenomenon will be clearly visible in many situations. In different circumstances, different attributes will be increased, which will have a negative effect on the team's performance.

感谢“爆棚”论坛的玩家对游戏引擎的逆向工程(我在之前的帖子里有图片)。
根据他的成果,属性是“倾向性(尝试次数)”+“成功率”。————而如果这个成果是真的,因为“尝试”或者增加“次数”并不总是好事,在一些情况下它必然会导致负面效果。而如果这个逻辑成立,这个现象会在很多情况中清晰可见。在不同的情况下,将有不同的属性被增加后,对球队的表现会是负面效果。


For example, a high "passing" attribute = "prefer passing more attempts" (and to some extent ignore your tactical instructions) + "Higher passing success rate"

比如“传球”属性高=”更喜欢传球“(并且一定程度无视你的战术指令)+”传球成功率更高“

It is possible that high attributes led the player to go against the correct tactical choices and do what he likes. Although his success rate in doing this was higher and his post-game rating might have been higher as well, it hurt the team. (And vice versa)

可能:属性高导致了球员违背了正确的战术选择而去做他喜欢做的事情。尽管他做这个事情的成功率更高了,他的赛后评分可能也更高,但是这伤害了球队。(反之亦然)


(Test Condition setting and Preparation Section)
(测试条件设置和准备部分)


6.Early test
Using FMRTE to fix various variables and create a test condition, I first try to see if I can directly observe some results that conform to the theory
使用FMRTE固定各种变量,并创造一个测试条件,我首先尝试能不能直接观察到一些符合理论的结果


Playing the same opponent 120 times under the same conditions, the player's team is much stronger than AI under the set conditions
与同一个对手反复比赛60场在相同的条件下,在设置的条件下玩家更强

Test result


Then, all the the player on player's team simultaneously added 10 attributes such as passing, Finishing and tackling, and played another 60 games.
It was found that in the group with higher shots, the ratio of "actual goals" to "expected goals" increased by nearly 25%, making "expected goals" almost equal to "actual goals".
However, the number of shots and the number of shots on target did not increase significantly, nor did the number and success rate of passes and tackles increase significantly
I guess this set of data might be due to the fact that the player's team is too strong while the AI's team is too weak, so that the player's data has reached the upper limit of some kind of "soft limit", making it impossible to distinguish.
然后,全队球员同时增加了10的传球、射门、抢断等属性,再比赛60场。
发现,射门高的一组,“实际进球”/“预计进球”增加了接近25%,让“预计进球”几乎等于“实际进球”
但是,射门次数和射正次数并没有明显增加、传球和抢断的次数和成功率也没有明显增加
我猜想是这组数据可能是玩家球队太强而AI的球队太弱,以至于玩家的数据已经到达了某种“软限制”的上限,所以无法区分。


7.I changed the test conditions to make the attributes of both sides basically the same.
我更改了测试条件使双方属性基本相同,




This time, taking the addition of "Shots Finishing" as an example, the added player had more "Shots Attempted" and "Shots On Target".
But he will "snatch" some shooting opportunities from other players

这次结果,以增加“射门Finishing”为例,被增加的球员有更多的“Shots Attempted”和“Shots On Target”。
但是他会“抢走”一部分其他球员的射门机会

This result fits with the above theory, attribute is "propensity (number of attempts)" + "success rate".
这个结果符合上面的理论,属性是“倾向性(尝试次数)”+“成功率”


(Test Condition setting and Preparation Section)
(测试条件设置和准备部分)


8.I began to modify the test league to make it closer to the actual tactics of the AI head coach in the actual game.
The reason is that I found that all the  AI head coach 's "tendencies" in the original save have been completely removed,
and many of the "Formations" selected are tactics that AI coaches would never choose in actual games.

我开始更改测试联赛,让它更接近实际游戏里AI主教练的实际战术。
原因是我发现原来的测试联赛中的设置战术中的““tendencies””被全部清除了,而选用的“Formations”很多都是实际游戏里AI教练完全不会选择的战术。



Open FMRTE and you can read the panel of each AI head coach, which is divided into two parts. Among them, the "Formations" and "tendencies" on the second page are the main parts that have a significant impact.
打开FMRTE,可以读取每个AI主教练的面板,分成2个部分,其中第二页的“Formations”和“tendencies”是起主要影响的部分。

Tests have found that if these two parts of the two AI head coaches are swapped, under the control variable, their overall performance will also be swapped. This indicates that this information of the AI head coaches dominates all their behaviors in the game
测试发现,如果将两个AI主教练的这2个部分调换,在控制变量下,他们的整体成绩也会调换,这说明AI主教练的这些信息就是主导了他们在游戏里的一切行为

I selected 15 head coaches (the head coaches of 15 major teams at the beginning of the game) as the subjects of the test. On the player's side, they are free to choose the tactics I have selected. The attributes of both sides are exactly the same, and the attributes of each player are also the same. Moreover, the attributes of players are not distinguished based on the responsibilities of their positions and roles, thus avoiding the influence of bias and also preventing the impact of some "overly strong attributes"
我选择了15个主教练(15个主要球队在游戏开始时的主教练)作为被测试的对象。而玩家这边则是自由选择我选定的战术。双方的属性是完全一样的,每个球员的属性也是一样的,并且不按照位置角色职责来区分球员属性,从而避免倾向性的影响,也避免一些“过度强势属性”带来影响

These 15 head coaches (and their corresponding teams) are respectively:
这15个主教练(和他们对应的队伍)分别是:

XAVI哈维
Barcelona巴塞罗那

CARLO ANCELOTTI安切洛蒂
Real Madrid 皇家马德里

DIEGO SIMEONE西蒙尼
Atletico Madrid马德里竞技

LUIS ENRIQUE恩里克
Paris Saint-Germain Football Club巴黎圣日耳曼

MARCO ROSE罗斯
RasenBallsport Leipzig e.V莱比锡红牛

THOMAS TUCHEL图赫尔
Bayern Munich拜仁慕尼黑

EDIN TERZIC特尔季奇
Borussia Dortmund多特蒙德

STEFANO PIOLI皮奥利
Associazione Calcio Milan AC米兰

SIMONE INZAGHI因扎吉
Inter Milan 国际米兰

MASSIMILIANO ALLEGRI阿莱格里
Juventus尤文图斯

PEP GUARDIOLA瓜迪奥拉
Manchester City曼城

ERIK TEN HAG泰恩哈格
Manchester United曼联

MIKEL ARTETA阿尔特塔
Arsenal阿森纳

KLOPP克洛普
Liverpool Football Club利物浦

MAURICIO POCHETTINO波切蒂诺
Chelsea切尔西


每组测试若干赛季。得到这样一个表格。
如果你需要这些战术的下载,链接是:https://pixeldrain.com/u/Smeh7B9e
Each group is tested for several seasons. Obtain such a table.
If you need to download these tactics, the link is:https://pixeldrain.com/u/Smeh7B9e

Test result



Simply looking at it, if the table is in blue, it indicates that this tactic is an advantage for this AI head coach.
If it is red, it represents a disadvantage.
Therefore, if a row of AI head coaches is all red, it indicates that he is very difficult to deal with. His tactics and "tendencies" are very much in line with the "META" of game engines.
简单的看,如果表格里是蓝色,那说明这个战术对这个AI主教练是优势,
如果是红色,则代表是劣势。
因此如果一个AI主教练的一列都是红色,那说明他很不好对付,他的战术和“tendencies”非常符合游戏引擎的“META”


You will notice that the intensity of the tactics of several AI head coaches is even on par with the player's "best of the best" tactics (indicated in red in the table). It even has an advantage over some of these AI head coaches.
While some other head coaches can find that almost all their tactics can defeat him by a large margin.
This indicates that some of these AI head coaches are actually using the "Meta" strategy

你会注意到,几个AI主教练的战术的强度甚至是和玩家“最好中的最好”的战术打成平手(在表格里是红色表示)。甚至对于其中的一些AI主教练有优势。
而另一些主教练,可以发现几乎所有战术都能以大优势赢他。
这说明其中一些AI主教练实际在用“Meta”战术


Among them, the best-performing head coach is:

MARCO ROSE
From RasenBallsport Leipzig E.V. RB Leipzig

DIEGO SIMEONE
From Atletico Madrid

STEFANO PIOLI
From Associazione Calcio Milan AC

其中,表现最好的主教练是:
MARCO ROSE 罗斯 来自 RasenBallsport Leipzig e.V 莱比锡红牛
DIEGO SIMEONE 西蒙尼 来自 Atletico Madrid 马德里竞技
STEFANO PIOLI 皮奥利 来自 Associazione Calcio Milan AC米兰


You will also notice that two of the tactics are the "Presets" tactics
They can only draw with some of the "worst" AI head coaches, such as "PEP GUARDIOLA"
你还会注意到,其中有2个战术是“Presets 预设”战术
他们仅能和一些“最差”的AI主教练,比如“PEP GUARDIOLA”打平手

9.The vast majority of the "Presets" tactics can be clearly seen in the table.
In fact, they are all at a disadvantage or an absolute disadvantage.
Because "Preset GegenPress 4231" in the table is already the best one among the "Presets" tactics.
而绝大部分的“Presets 预设”战术,在表格里可以明显看到,
实际上都处于劣势或者绝对的劣势,
因为表格里的“Preset GegenPress 4231”已经是“Presets 预设”战术里最好的一个了,


The performance of other "Presets" tactics was even worse
The table is another independent and earlier test used to compare the strengths and weaknesses of different "Presets" tactics
其他“Presets 预设”战术的表现更差
表格是另一个独立的更早期的测试,用于比较不同“Presets 预设”战术的强和弱

If you employ the "Presets" tactic or some less powerful tactics, you will naturally be at a significant disadvantage when facing the previous "meta" head coaches
如果你使用“Presets 预设”战术,或者一些没那么强的战术,那么你对上一部分“meta”主教练的时候就天然处于非常大的劣势

Part of the test tactics used is:https://pixeldrain.com/u/Smeh7B9e
使用到的测试战术的一部分是:https://pixeldrain.com/u/Smeh7B9e



I also tested a lot of other tactics, and the results showed that if you don 't do the' extreme Meta ', say, I cancelled 'tackling -- Get stuck in',
These meta tactics, against opponents such as MARCO ROSE, DIEGO SIMEONE, and STEFANO PIOLI, have a "loss rate" that is 10-20% higher than the "win rate", that is, they are overwhelmed

我还测试了更多的其他战术,结果表面,如果你不做到“极致Meta”,比如说,我取消掉了"凶狠逼抢",
这些meta战术,对手比如MARCO ROSE,DIEGO SIMEONE,STEFANO PIOLI,“败率”会比“胜率”高10-20%,即被压倒了


(Test Condition setting and Preparation Section)
(测试条件设置和准备部分)


10.Main part
主要部分

I have fixed to using one of the tactics, 3421.Change one attribute each time and test with these 15 head coaches as opponents
我固定了使用其中一个战术3421,每次改变一个属性,用这15个主教练做对手来测试

Part of the test data is:https://pixeldrain.com/u/KuemeJ9R[/b]
测试数据的一部分是:https://pixeldrain.com/u/KuemeJ9R


Test result




The red part indicates:
Although the attributes have increased, the team's performance has not improved significantly (neutral), or has even worsened.
红色的部分表示:虽然属性增加,但是球队表现没有明显变好(中立),或者是变更差了。

The appearance of red is common:
This is in line with our initial inference ,The attribute is "tendency (number of attempts)" + "success rate"
红色的出现普遍:这符合了我们最初的推断,属性是“倾向性(尝试次数)”+“成功率”



Much earlier, I focused on testing the attributes of different roles/positions/responsibilities, but the results were very chaotic. The occasional "negative" attributes simply couldn't be explained properly.
Because an "ineffective" attribute can be understood as the engine not referencing it, but a "negative" attribute cannot be explained

Using the original theories (some widely circulated strategies and videos all repeat these theories, but have their own opinions, but all cannot do without the "highlighting attribute of character responsibilities" provided by the official)
"Position XX, because YYY is a highlighted attribute, the YYY attribute is even more needed." This doesn't explain why, theoretically, everyone knows that players need the YYY attribute, but why adding YYY would lead to a decline in the team's performance.


在更早以前,我对不同角色/位置/职责的属性的侧重测试,但是结果非常混乱,偶尔出现的“负面”属性根本无法正常解释,因为一个“无效果”的属性可以理解为引擎没有引用它,但是一个“负面”的属性,就无法解释

用原来的理论(一些广为流传的攻略和视频都是重复这些理论,只是有各自的见解,但是都离不开官方提供的“角色职责的高亮属性”)“XX位置,因为YYY是高亮属性,更需要YYY属性”,这解释不通为什么理论上,人人都知道球员需要YYY属性,但是为什么增加YYY会导致球队表现下降。
The result of the test can conform to the theory.
Your tactics, the individual Settings within the tactics, are what you expect the players to do in the game (but without changing the "success rate";).

The attributes of the player are "What will this player actively do?" plus "If his attributes are high, it will increase his success rate." This kind of enthusiasm or attempts is not necessarily beneficial (it attempts too much or an untimely attempt); sometimes it is harmful.


测试的结果能够符合理论。
你的战术、战术中的个人设置,是希望球员在比赛里怎么做(但是不改变“成功率”)
而球员的属性,则是”这个球员会积极的干什么“+“他的属性如果高会给他增加成功率”。这种积极性不一定是有益的(过多的尝试或者不合时宜的尝试),有的时候是有害的。

Is this the reason why, in my previous multiple tests, some attributes showed "negative"
这就是为什么,在我之前的多种测试中,一部分属性出现“负面”的原因


This table is the initial attribute from 10 or 12 in this test. Change to 18.
The increase in the resulting winning rate

It can roughly be used to compare the importance of attributes (some of which may be inaccurate. For example, the Work Rate is very, very important at the stage of 1-10).
这个表格是这次测试里从10或者12的初始属性,
改变到18,
导致的胜率的增加值,

大致可以用来比较一下属性的重要性(其中会有一部分不准确,比如说Work Rate在1-10的阶段非常非常重要)


11.In the “Champions League Final”, test "Important Matches"
And the difference between "Go on holiday" and "commanded by the player himself"

在“欧冠决赛”,测试“Important Matches”
以及"度假"和“玩家亲自指挥”的区别





Change the hidden attribute “Important Matches = 18” to “Important Matches = 1”
Then compare the grades.
There are a total of 3 sets of data, with 60 matches in each set

把隐藏属性“大赛18”改成了“大赛1”
然后比较成绩,
一共有3组数据,每组60场比赛

The results show that major competitions do have an impact on important events like the UEFA Champions League.
And the most influential factor is the ratio of "expected goals" to "actual goals"
结果说明:大赛确实影响“欧冠”这种重要比赛。
并且影响最大的是“预计进球”和“实际进球”的比


(预计进球,实际进球)是4.07,3.03(手打)和4.03,3.20(度假)
(预计进球,实际进球)是0.74,0.67(手打,皇家马德里)和0.79,0.67(度假,皇家马德里)
……
传球成功率,玩家86.8%比皇家马德里85.0%
抢断成功率,玩家79.4%比皇家马德里77.7%
(手打)
传球成功率,玩家86.4%比皇家马德里84.9%
抢断成功率,玩家82.8%比皇家马德里72.8%
(度假)

……
玩家射门,射正,射正率(都是平均)
31.7,13.4,42.2%
(手打)
玩家射门,射正,射正率
31.9,13.7,42.0%
(度假)
……
3.38,2.73(手打),0.77,0.77(手打,皇家马德里)
3.30,2.43(度假),0.88,0.77(度假,皇家马德里)
……
(预计进球,实际进球)是4.65,4.53(手打)和4.45,4.50(度假)
(预计进球,实际进球)是0.57,0.43(手打,皇家马德里)和0.68,0.53(度假,皇家马德里)


Here is a series of data that is rather troublesome to translate. Moreover, I didn't make the table well, resulting in a very messy table, so I ignored it
这里有一连串翻译起来比较麻烦的数据,而且我没有很好的制作表格导致表格很混乱,就忽略了

Then, an earlier test has already proved that "consistency" is an effective and well-performing attribute
然后,更早的一个测试,已经证明了,“稳定consistency”是一个有效的效果不错的属性

“Important Matches”is same , an effective and well-performing attribute
大赛类似,是一个有效的效果不错的属性

Then comes "Go on holiday" and "commanded by the player himself"
然后比较“度假”和“手打”
Players do not use "Shouting" (I don't know how it is translated into English) in the competition.
Those with yellow cards and injuries in the midfield were substituted
玩家在比赛中不使用“喊话”(我不知道翻译成英语是怎样)。
中场黄牌和受伤的换下

Simple conclusion:
简单总结

"Player Control" does indeed present you with more shooting animations, but the final expected goal and the actual goal will be exactly the same as "Go on holiday"
For example, in "Go on holiday", your team takes 20 shots and scores 2 goals. However, in "Player Control", it takes 30 shots but still scores 2 goals
“玩家控制”确确实实的给你呈现了更多的射门动画,但是最后预计进球和实际进球,会和度假完全相同
比如说,“度假”统计你的球队射门20次,进2球,但是到“玩家控制”就会射门30次,但是还是进2球

The condition of our test was "no Shouting".
And "Shouting" can boost the morale of players. So, without changing the tactics at all, the greatest significance of the "Player Control" is to boost the morale of the team and thereby increase the winning rate (because morale is very important).
我们测试的条件是“不喊话”。
而“喊话”会提高玩家的士气。所以,在完全不改变战术的情况下,玩家操作的最大意义就是提高了球队的士气从而增加了胜率(因为士气很重要)
Bentaygax said: So for an all around training schedule that dont lose to much of tehnicals/mentals what do you recommed ?

1. First of all,
You already know that "training" is "distributional growth," and "Addtional Focus" is "distributional growth."

Second,
You already know that the loss of these attributes is actually converted to more valuable "Pace" "acceleration"


2. Then

For players with high PA, they can maintain the growth of "physical" attributes while having enough PA to ensure the growth of "tehnicals/mentals"

For players with low PA, they can only choose more valuable "physical" attributes

Their strategies are different


3. Because
"Addtional Focus" is "Forced Distribution" and "unlocks growth caps"


4. So
“Addtional Focus Quickness”
It is bound to rob some of the growth that should belong to "tehnicals/mentals"


5. And "Double Intensity"
It is a tool to reinforce the weight of "assigned growth.


6. Therefore, the way to not lose (or lose less) "tehnicals/mentals" is to reduce the weight assigned to "physical" attributes


7. As we already know, "Addtional Focus Quickness" and "Double Intensity" enhance the weight assigned to the "physical" attribute

You can choose to cancel one of them , to not lose (or lose less) "tehnicals/mentals"

8.
Then, various exercises in the training program that increase the "physical" attributes will increase the weight,
and you can optionally reduce their proportion , to not lose (or lose less) "tehnicals/mentals"


example :
[Physical]+[Match Practice]x2+[Overall]
(Since it also eliminated "Addtional Focus Quickness," "Double Intensity," assigned more weight to "tehnicals/mentals," and added a [Match Practice], Increase the proportion allocated to "tehnicals/mentals" .)

(If you don't want to lose that much "physical" attribute, you can choose to add back "Addtional Focus Quickness" or "Double Intensity" , like , [Physical]+[Match Practice]x2+[Overall]+[Addtional Focus Quickness] )
Bentaygax said: So what schedule would you recommend for a random club like Catania ?
cause i am lost in this conversation (it extended in 9 pages)
I want to have a schedule that will produce results


"Full rest" training



In fact, when I use this method,

After 3 years and 3 months of training, starting from March 2023, with the "Chinese Football League 1 (second tier)" team (starting with only half star training facilities), by 2026, the average Chinese team of 70CA won the World Cup

The pace and acceleration of this game is very, very strong
For middle and low level teams, their players have low PA and can't take into account all attributes,

Then "Full rest" tries to distribute the attributes in pace and acceleration, which is the strongest attribute allocation method (of course, this method is too strong, and will affect your immersion to a certain extent).

At the same time, you can notice that the training results of young people are far better than those after the age of 23
Since I was able to win the World Cup with an average pace and acceleration of 70CA and an average of 18 players (major opponents averaged 170CA),

China's youth rating is only 60 , Italy has youth rating 144,

Then with the young players in Italy, you have a better chance of training after 3 years to get a lot players of pace and accelerate 18-20



[Rest]+Addtional Focus Quickness+Double Intensity
Or
[Recovery]x7+Addtional Focus Quickness+Double Intensity

It causes almost no injuries to your players in training, which means that your players avoid the time when they stop growing due to injuries, and they don't miss important league games.

At the same time, since there is no training program, you need to take care to schedule weekly friendly matches to maintain attributes like Sharpness
Yarema said: @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.

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.


10rmc10 said: What about pre-season training? Any tips of what to do?

I will stay the same and play friendly matches twice a week
Milo said: @harvestgreen22 Do we know what match review does? I would like to add it for the main team?

Would this be bad for development?


match review : I forgot about testing him. I guess you'll have no problem adding on top of what you already have. It shouldn't affect much


Robbo84FM said: Seeing as Concentration is one of the best Meta attributes what is the best way to target this attribute as no additional focus training targets it?

There is no good way to add it (or I haven't found it yet) because there is no additional focus corresponding to it.

From a revenue perspective,

If you think the player's Physical classes attribute are good enough (like Pace, acceleration, Jump Reach, Agility... Already arrived 19/20)

Then you can choose additional focus to Add the Work Rate (or Dribbling or Anticipation), Which is very important
If the Work Rate or Dribbling or Anticipation is enough,
Then we can cancel the additional focus, Equalizing the distribution of attributes,  It naturally strengthens all attributes, including Concentration
Yarema said: 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+


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




azsumnasko said: @animatron Unfortunately not really. Reduce the size of the squad and it he will be played.

@harvestgreen22 Have you tested with let's say 40,50,60 games (friendlies) per year? Do you think we can increase the gains if we have more games?



While it is true that friendlies match can be played twice a week and 60 games a season, I have only tried 40 friendlies match at most in tests

Reason: I didn't continue to increase the number of friendlies match mainly because the schedule itself will have its own matches,
I can't schedule friendlies match on the same day of the match,
and I don't know how to make/build a blank match league, so I can only schedule so many matches because of the positions that have been occupied

can increase the gains if we have more games : yes ,conjecture based on the logic of its operation



animatron said: Is there a way to tell my U19 manager to play a specific player every single match?

I don't know
Robbo84FM said: Ok thanks just checked that out so it's like

Pace / Acceleration
Stamina / Anticipation / Jump Reach / Dribbling
Balance / Work Rate
Concentration / Strength / Finishing



This is my version where you can refer to the results of multiple people at the same time,
Different people start from different angles and initial test conditions, so they may get different results,
Mine may not be right.

Then, briefly, on the top table, the greener the number, the more important, and the larger the number, the more important
Robbo84FM said: Ok so you think all rest is also best for the first team? would this not have a negative affect on all the technical & mental attributes?

https://pixeldrain.com/u/953xPdxx
In the long term (more than 4 years), strategies 1 and 2 (they both used different training programs in different years)
Can better use up the PA, so that players before reaching the age of 25 (26 = Age of The end of growth) they have more time to increase the CA to the maximum PA

But in the short term (4 years or less), strategy 3 (pure "full rest";) provides the most "fighting power" (when in equal the conditions), so you can send these players to various match without worrying about their "fighting power" is not enough and drag down the team


and for the technical & mental attributes:
If from the perspective of the sense of gaming immersion, the lack of them will cause the UI is not very good looking (turn red and lowering technical & mental), and "insecurity",

but from the perspective of "combat power",
compare to Bad and Good
Bad:the loss of these technical & mental attributes
Good:increased more Pace and acceleration

the latter "Good" is much greater



axRayz said: I personally trust @Zippos test the most as it's something he's done for years.



In I17 and J17 (Training English 10), I observed slightly better meta growth with only 1 [Recovery] instead of x7, and in B21, I also saw [Resistance] perform above [Quickness] in the standard:

[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

So, I wonder If, combining both observations, the following schedule is the most optimal for overall growth:

[Resistance]+[Match Practice]+[Attacking]+[Recovery]+[Double Intensity]+[Addtional Focus Quickness]

What are your thoughts?


"I observed slightly better meta growth with only 1 [Recovery] instead of x7 "
I think this is a random error in the test, because I only tested everything in this list once.
They're actually pretty close


"
[Resistance] perform above [Quickness] in the standard:

[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]

So, I wonder If, combining both observations, the following schedule is the most optimal for overall growth:

[Resistance]+[Match Practice]+[Attacking]+[Recovery]+[Double Intensity]+[Addtional Focus Quickness]

What are your thoughts?
"

They are also very close, and some random error in B21 compare to A21 or the A21 upper one (Caused by the low number of tests , only test once)

you can look at the difference between B17 and C17, Resistance provides slightly more Strength (a less economical attribute) and Slightly less with some other attributes ,
in Pace and Acceleration , they are almost the same (If increase the number of test samples, reduce the random error)

So: they are all very good and all can be used
Juicebat said: I've been setting my U-20 training schedules to full rest double intensity and my first team schedules to v7. Is this ideal for overall growth?

Also do you recommend loaning out prospects for game time at the cost of not having control over training?


https://fm-arena.com/thread/14456-corrigendum-for-previous-test-error-friendly-matches-actually-count-as-the-number-of-matches-playing-friendly-matches-can-increase-ca/

You can take a look at this. I just sent it


Jacko933 said: What’s the take away from this? What’s the best training schedule?
Bafici said: I just figured it out.

[Defending from the Front]+[Double Intensity]+[Addtional Focus Quickness]

Is this the best one for the just meta attributes, not all rounded development.


Robbo84FM said: I know fantastic work has gone into this and i do appreciate it but it's too much for my simple mind looking at all these charts and tons of post saying this and that, has anyone actually had in game success with what schedules for u18, u21 & first team and is it just worth focusing on the meta attributes or overall growth, thanks


For most simplicity, you can just use
"All-Rest+[Double Intensity]+[Addtional Focus Quickness]"  (It is one of the most effective)

for all team , include u18, u21 & first team




plus30 said: does this training have an impact on the matches ?

Fewer training programs,
Bad: It will be harder to maintain "match sharpnes" ,so it will have a Indirect effect
Good: Much lower injuries , much higher "overall condition"

In contrast, I would suggest increase "match sharpnes" or "Familiarity" by scheduling friendly games.
check this link
https://fm-arena.com/thread/14456-corrigendum-for-previous-test-error-friendly-matches-actually-count-as-the-number-of-matches-playing-friendly-matches-can-increase-ca/



Middleweight165 said: Do you think this no training strategy is optimal for a non league side? How long does the development usually take? I'll probably refresh my squad completely every 2 seasons so maybe its not worth it

Since Pace and Acceleration are the strongest attributes in the game, using "The All rest" is a way to get your players to "the maximum combat effectiveness" in the shortest time,, so as long as you don't sell your players to your current competitors, you are earning ,

and that's the best as You guarantee that you can win the current game as much as possible, so that the player gets the reputation of winning the game, and the reputation can be translated into the price when selling




Middleweight165 said: Why do you say Recovery is not necessary? I may have missed it but what is the rationale for including 7 x recovery sessions in the original?

1.
The role of Recovery itself:
Compared with rest ,
Bad: Increase less condition and Fatigue
Good: Reduce Sharpness by less , Reduce extra injury risk , Do not reduce Cohesion


2.
What Recovery does when assigning attributes:
It has the effect of "pulling" the attribute assignment more into the Physical class attribute.
However Its "pull" effect is weak (not like things like "[Quickness]";), so once you have no room to put it in schedule , the lack of it doesn't matter much