delra said: Can you please do player preferred moves (PPMs) next? Create exact same players with different PPMs or without any and see how their performance changes over a few thousand games? Expand
I've tested 6 of them before,"Preferred Moves" (which translates to "player habits" in my language).Each group used the test league in the forum to test between 3,300 and 5,500 games
Shoot with power Shoot From distance Plays Short Simple Passes Place Shots Like to Try to Beat Offside Trap Moves into Channels
To save time, I changed all 10 players on the team instead of just changing the players in certain positions, all the test are done in the tactic "God of chaos (v1)"
Results: Some had no effect on goal difference, while some had a small negative effect
no effect: Like to Try to Beat Offside Trap
small negative effect: Shoot with power Shoot From distance Plays Short Simple Passes Place Shots Moves into Channels
Then, a lot of people in our community have told me that their experience is that all player habits are either ineffective or bad, and the best habit is no habit at all
There , they may be some subjective bias, maybe they are right, or maybe the individual player habits in certain tactics are good
Because "tactics" and "Position / Role" may affect "Preferred Moves", It was too much work to go through them, and I didn't try more after discussion with community
animatron said: Maybe the team reputation is the key factor instead of league, @harvestgreen22 can you test the team reputation as well? Expand
Yarema said: Interesting that league reputation has no effect on growth. I guess in testing scenario that could be the case but I'm pretty sure that CA is limited in a league with bad reputation - for example a 200 PA player might only be able to grow up to 150 CA in a mediocre league. Expand
I don't know if there are multiple factors contributing to it, if so, then need to find out what is the common influence
Robbo84FM said: So for me both u18 & u21 im just using X8 and for the 1st team im rotating V7 & S8, S8 when it is only 1 match week or none and V7 for more than 1 match a week, only thing im wondering is for the 1st team would you still use a Match Review to help with Tact Familiarity or is that a waste because with S8 the MP x3 gives plenty of Tac Famil? Expand
idek0k said: I started a save to test this out, in a real club in real conditions. Im the dominant club in the league and we've been doing pretty well. Im in January now, and almost none of my players improved. Most of them had a decline in a lot of attributes with no growth. Is there a reason for this? I followed everything precisely.
EDIT: I forgot to mention the schedule. Im using this one [Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness] Expand
You might want to consider taking a look at this, check 5-8 , compare to 1-4
Principle/ how it work in my opinion: Players assign the CA they get If players older in age, have a lack of Professionalism/Determination/Ambition/match played / The gap between current CA and maximum potential is small , it will reduce the CA they get
This means if some players are getting limited CA, but still want to put attibute on additional focus ,
The system sometime somehow (This problem does not seem to be inevitable, and the specific trigger conditions are not clear to me) even chose to decrease the player's CA in order to increase the amount of CA acquired ( The gap between current CA and maximum potential is larger ),
and then reassign the CA to a specific attribute (this mechanism is bad). If you want to completely avoid this, consider not giving them [Double Intensity]+[Addtional Focus Quickness]
and I could be wrong, there could be some unknown mechanism at work, or it could be a bug
twkmax said: @harvestgreen22 are you going to try different combinations with the high CA program?: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] Expand
What are the initial conditions for the CA program? You need to give a specific value
Initial age, Initial attribute ( such as ' all-attribute 11 ' ) or initial CA (such as 130CA) Initial PA I'll try it when I have time
I've been busy playing some other gacha game, so I can't reply in time , If I am not watching carefully, I will miss some replies in post. If you find that I do not reply, you can reply me again
Test conditions: Stats are all 10, Professionalism 15, play 30 match a season , use FMRTE to lock other variables , train for 4 year , The test was mainly to consider how 15-17 year old players would become after 4 years of training
Note: "xx CA" in the table represents the average of 10 players on the field ( with no goalkeeper ) training have some randomness 16 age train for 4 years to 20 years old, does not mean that >20 age player can't grow , 20-26 age can also grow CA
This is all valid information (I don't know if the image will be Automatic shrink):
In Growth strategy 1-4 and 9-10, the initial CA is 94 and the maximum potential is 170, that is, there is 170-94 = 76 remaining potential. Player age set to 16.
Growth Strategy 1, "[Rest]" for 2 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 2 years, Results : Grow from 94 CA to 142 CA, with 28 potential left.
Pace average 17.4, Acceleration average 16.9 .
Jumping reach, Dribbling, Concentration, Balance, Anticipation, Agility, etc. These attributes you can see directly from the table
Growth Strategy 2, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 2 years, then "[Rest]" for 2 years, Results : Grow from 94 CA to 162 CA, with 8 potential left.
Pace average 17.4, Acceleration average 17.4 .
Growth Strategy 3, "[Rest]" for 4 years Results : Grow from 94 CA to 129 CA, with 41 potential left.
Pace average 19.3, Acceleration average 18.4 .
Growth Strategy 4, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 4 years Results : Grow from 94 CA to 162 CA, with 8 potential left.
Pace average 15.0, Acceleration average 14.9 .
Growth Strategy 9, "[Rest]" for 1 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, "[Rest]" for 1 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years Results : Grow from 94 CA to 138 CA, with 32 potential left.
Pace average 17.5, Acceleration average 17.7 .
Growth Strategy 10, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, then "[Rest]" for 1 years, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, then "[Rest]" for 1 years Results : Grow from 94 CA to 159 CA, with 11 potential left.
Pace average 17.6, Acceleration average 17.1 .
Growth strategies 5-8 are less potential 124, The remaining potential is 124-94=30.
Observation and analysis: Look at strategy 4, with "[Quickness]+[Attacking Direct]+[Recovery]x7" for 4 years, the table is all blue, that is, all the attributes are increasing, because "[Quickness]+[Attacking Direct]+[Recovery]x7" this is not extreme physical training, it will spare a lot of growth to and technical and mental, the bad side is the final Pace and Acceleration is only 15, The good side is that the technical and mental are all rising.
Look at strategy 3, this is a relatively extreme physical training, with "all rest" for 4 years, the technical and mental are mostly declining, but the work rate and Pace and Acceleration increase the largest, Pace and Acceleration are even 19.3 and 18.4, indicating that some players have achieve to 20 Pace. However, there are still 41 points of potential, and we need to achieve these 41 points of potential in the remaining 20-26 years.
Look at strategy 1 and 2, because in the fastest growing 15-18 years old, strategy 1's 2 years in the "full rest", so this part of the training technical and mentalof the relatively fast age did not taken advantage of, the final strategy 1's CA only grow to 142, the Pace and Acceleration has no advantage compare to strategy 2, but the strategy 1's technical and mental did not decline so much. Strategy 2 seems to be a more rational use of potential.
Then there are strategies 5-8 , with different initial conditions, this group started with only 30 remaining potential, and I also adjusted the age to 15 to start.
Because there is less remaining potential, CA as a whole is rising much more slowly One of the strange things about strategy 8 is that it only went up to 116CA for some unknow reason.
Strategy 7 is more interesting, it does not open a CA gap with other strategies, and rises to 111 CA, and the Pace and Acceleration rise to 18.8 and 18.1, and the Jump reach 14.5, very strong. Of course, there is also a cost, in the case of insufficient CA acquisition, the technical class is a red, and a part of the original CA is taken away to allocate to the physical class, and the Concentration is reduced by 2.0, and the Dribbling is reduced by 4.2 If you don't like lowering so many attributes, consider not choosing any Addtional Focus
At this point in the test, my idea is that everything in the table is using [Double Intensity]+[Addtional Focus Quickness] It takes about 4-5 years to develop Pace and Acceleration to a very strong degree. Then it is entirely possible to change the "Addtional Focus" to add Dribbling, Jump , Balance, and Anticipation , and Strengthen weak side of the player
" My current personal choices:
1.Extreme way to increase Physical class stats
[Rest]+[Double Intensity]+[Addtional Focus Quickness] or [Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
Explanation: "Recovery" is actually a variant of rest. If there is any other training, "rest" will be invalid, but "recovery" will not, "recovery" is counted as a training, so it can be used as a "weight" to pull the weight of "Pace" and "Acc" and so on to make it closer to the "rest" CA distribution, so the following 7 x recovery are added. It is used to pull the weight of the CA assigned to the Physical stats to pull up (The disadvantage of recovery is that it slightly increases the weight of a less useful physical attribute, such as strength, but this disadvantage can be ignored)
2.Increase moderate levels of CA , as fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness] or [Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]
3. Add as much CA as possible , while fewer invalid attributes as possible, and as many high value attributes as possible
Strategy 12: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Ball Control", to add Dribbling, the final Dribbling 12.4, Technique 12.0 (Technique is a bad stats)
Strategy 13: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Strength", to add Jump reach, but the Jump reach did not rise significantly, guess the reason is it's grow per season are limited by height
Strategy 14: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Endurance", to add Work Rate , the final Work Rate 12.6, Endurance 14.7
This 12-14 shows that after a few years of training, it is possible to compensate for attributes weaknesses by changing [Addtional Focus]
And then we have intuitive values in the table Two conditions are tested here, one is that the remaining potential is high, the other is that the remaining potential is low. Obviously, a high residual potential can increase a lot of CA,
When the remaining potential is small, due to the lack of CA, it has to be allocated to additional Focus, resulting in a small increase in universal attributes, and most of the time it is reallocation.
So: when the remaining potential is low, the universal growth rate will greatly decrease, and the CA you can actually adjust through training is very small, because the CA increase is not large,
if you want to generally increase attributes (rather than a large number of them to increase the Physical), then do not choose additional Focus, so that the attributes are evenly divided on each attribute.
On the contrary, when the residual potential is high, the CA will rise very much, and you can significantly pull up certain attributes depending on the situation
For young player under 22 age: Because this remaining PA is not confirmed, and the age and difference of different players, I can not put a general conclusion, I think strategy 2 may be a reference
First, train for 2 years with an increased-CA-fast-training-schedule, then use a similar "full rest" training to quickly strengthen the Physical for 1-2 years, and use 1-2 year to change the additional Focus , and strengthen some attributes you think need to be strengthened
Robbo84FM said: I might be a bit confused but since you have done an update excel on December 26 would you now say F19 (Quickness + Match practice + Attacking + Recovery x7 + Double intensity + Add focus) is the new best schedule??? Expand
Under Given the conditions, For training facilities, Level 10 has 97.4% of the effect of "training facility 20 ", Level 5 has 92.1% of the effect, and Level 1 has 86.5% of the effect.
So a club with a level 10 training facility is basically growing at full speed
Not Under given conditions (such as changes in Age and other things) may change result, but here only give roughly conclusion to save time
Under Given the conditions, In terms of the number of match played, 97.4% participated in 100 games in 30 games per season, 88.4% in 20 games, 80.6% in 15 games, and 65.9% in 0 games
About 25 games is enough for 95% grow.
league reputation: 50,100,150,200 reputation makes no difference, the conclusion is that league reputation does not affect growth
Under Given the conditions, Ambition: take Ambition 10 for the standard 100% effect, Ambition 1 has 73.1% effect, Ambition 20 has 104.9% effect Ambition below 10 loses growth, ambition above 10 has relatively little impact
Under Given the conditions, Determination: take Determination 10 for the standard 100% effect, Determination 1 has 66% effect, Determination 20 has 101% effect
Determination below 10 will lose more growth, Determination above 10 have almost no effect
Height:
1. Height and Jumping reach, both independently have a positive effect on the performance of players on the match.
2. Height greatly affects the CA Upper limit (Attributes that cannot be assigned to Jumping reach are assigned to other attributes) that can be allocated for Jumping reach growth per season. In other words, the higher the height, the faster the Jumping reach can growth
3. No matter what height it is, Jumping reach can grow to 20. But the taller you are, the faster Jumping reach grow
Rui said: Hey guys, sorry if this has been asked already... anyone know if I should be setting individual training for the players while using the training schedules + additional focus of Quickness?
I'm talking about the position/role/duty section. If so, which roles are best to use, or just set them to the roles matching my tactic that they would play in? Or leave them as default for best results.
Also any changes I should be making to the Units, moving any type of players to other units?
Cheers. Expand
position/role/duty: leave them as default for best results
Once you change it, you can't restore it to default (Or there's a way and I haven't found it) If you choose anything, The general principle is: reduce the growth of a part of the blue highlighted attribute (You can see the blue / green in attribute panel ), and transfer this part of the reduced growth to Increase the green highlighted attribute
It doesn't actually "lose" anything, it just reduces the revenue of your Addtional Focus (the Addtional Focus selection is highlighted in blue).
babasalat said: I know you are using the optimal conditions for testing the training But i didnt expect that the difference in CA growth will be this high. You get +30 CA per season with youth player (u17) and I dont even get +10 CA in a season with perfect facilities and good coachingteam (3,5 stars to 5 stars everywere, [5 stars in athletik]) So I was wondering. I also did not expect my youth players to develop so optimally but the difference is scary. But I played some more seasons now. A few players have continued to show no / very slow development, even if they had good hidden attributes. Other players develop great after 4 Seasons (even if they got only roundabout 10 CA per season.) (I play with all hidden attributes open for testing the schedule in a "real game".)
However, some other players have made brutal physical steps over 3-4 seasons. Completely independent of their hidden attributes. I sometimes had players with 8-11 professionalism, 60CA -> 80CA and 120PA who went from 8-9 pace and acceleration to 16-19 and players with 15-17 professionalism, 60CA -> 65 CA with 150-170 PA who dont even get +2 to pace or acc after 3 seasons. It seems very random.
Unfortunately, even with [Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Additional Focus Quickness]+[Double Intensity], the technical attributes such as dribbling, passing and tackling went down significantly for some players. Maybe this happend because they didnt had match practice in the u19 team, I dont know. With Players with better PA (range from 150 to 180) this didnt happend so hardly, but they also didnt grow in physical this much. Like 3-5 acc / pace after 3 seasons (what is still great).
He has 13 ambition, 16 professionalism, 13 determination. I trained him in the first season with All rest and double intensive focus on quickness. After that with [Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Additional Focus Quickness]+[Double Intensity] until now for three seasons. His physical stats grow strong but his technical is very weak. I will start to train with [Quickness]+[Match Practice]x2+[Recovery]x7+[Attacking]x2+[Additional Focus Quickness]+[Double Intensity] now. Hopefully he will get some more technical stats back. Also I think I will change the Focus from Quickness to something technical now. And dont ask me why he got +3 in corners +3 in long shots and +3 in penalty no other player of my u19 got this I would rather see this growth in passing, dribbling, marking and tackling. And yes. Its fun to have a DM with 17 Acc and 16 Pace but only 114 CA out of 143 PA. When I manage to get his last 29CA into good technical and mental stats he will be a beast with 143 CA.
In summary, I can say that the training schedules are working great for 9 out of 10 players. Now I just need a way to compensate for the deficiencies in technical and mental attributes. They still matter for the game And it feels wrong to see the stats between 5 and 10 -^.^-
Also I have some questions. Did you already do some tests with a high lvl of ambition or determination like:
but one time with 1 ambition, then with 10 ambition and atleast with 20? Same with determination 1, 10 and 20? The rest should be like always - 20 professionalism. 5 star coach... for a higher impact maybe with age 17. So we can compare with the 30CA+ growth per season.
I have a feeling that this is impacting the CA growth hard too.
And did you some testings with the youth teams? Is there a difference when a 16 years old player do 0 games or 30 games in a youth team? Or did he develop better when he is in the first team with 0 or 30 games?
And atleast can you do a test with [Quickness]+[Match Practice]x2+[Recovery]x7+[Attacking]x2+[Additional Focus Quickness]+[Double Intensity]? I hope this will grow the important technical and mental attributes more when we do both - Match Practice AND Attacking 2 times per week. Maybe I just didnt see this in tabel and you already did this test.
Sorry for my bad english and the long text but i´m excited to play with this schedules in my game. Its fun to create your own physical beasts players starting with age 15/16 Expand
1. youth team I did't test it yet ,because I don't know how to set the setting , or take time to think how to set the youth team
[Rest]+[Double Intensity]+[Addtional Focus Quickness] or [Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
Explanation: "Recovery" is actually a variant of rest. If there is any other training, "rest" will be invalid, but "recovery" will not, "recovery" is counted as a training, so it can be used as a "weight" to pull the weight of "Pace" and "Acc" and so on to make it closer to the "rest" CA distribution, so the following 7 x recovery are added. It is used to pull the weight of the CA assigned to the Physical stats to pull up (The disadvantage of recovery is that it slightly increases the weight of a less useful physical attribute, such as strength, but this disadvantage can be ignored)
2.Increase moderate levels of CA , as fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness] or [Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]
3. Add as much CA as possible , while fewer invalid attributes as possible, and as many high value attributes as possible
If you don't have any experience, you can just keep it simple , and use it
" [Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness] or [Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness] " one of the two
nios said: Comparing these two schedules: J17: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] and N17: [Quickness]+[Match Practice]+[Attacking]x2+[Double Intensity]+[Addtional Focus Quickness]
N17 is better in CA (24,20 vs 22,60) and better in Pace (2,10 vs 2,00) and Acceleration (2,20 vs 2,00). Why don't you promote the N17 then? Do i miss something? Expand
nios said: Comparing these two schedules: J17: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] and N17: [Quickness]+[Match Practice]+[Attacking]x2+[Double Intensity]+[Addtional Focus Quickness]
N17 is better in CA (24,20 vs 22,60) and better in Pace (2,10 vs 2,00) and Acceleration (2,20 vs 2,00). Why don't you promote the N17 then? Do i miss something? Expand
1. Pace and Acceleration : What I forgot to mention is that some of the difference in Pace and Acceleration is due to "randomness," That is, this is due to the aforementioned "this table was only tested once" resulting in errors in the growth of randomness
Default test condition It's only been tested once. Randomness introduces errors. All attributes 10, PA200, age 20, injury, dirty 1, Professionalism 20. The team consists of 1 goalkeeper, 2 centre-backs, 2 full-backs, 1 midfielders, 1 front midfielders, 2 wingers and 1 striker. The default distribution in the group, The defensive team has 2 centre-backs, 2 full-backs, 1 centre-back, The attacking team has 1 midfielders, 1 midfielders, 2 wingers and 1 striker. The coaching staff are all 5 stars, the training facilities are 5 stars, and 30 games are played. The number of matches and Professionalism had a great influence. [Double intensity]= training page, Rest page, training intensity scheduling, Set to "No pitch or gym work, No pitch or gym work, No pitch or gym work, double intensity, double intensity"
If tested a few more times (the results are not in this table because I am not very proficient with excel),and get the Average result, their Pace and Acceleration are almost equal
2. N17 is better in CA (24,20 vs 22,60)
You're right, N17 has more CA, and after eliminating the effect of "randomness",More reasons for its more CA are: N17 has a slight decrease in some physical attributes , At the cost of this , an increase in some technical and mental attributes . These technical and mental attributes then lead to a slight increase in CA due to the "worth higher CA per 1 point attribute value in Corresponding player position."
Overall, the N17 is very similar to the J17, depending on whether you want to move a very small percentage of the physical attributes of the CA to the technical and mental attributes
And the reason I don't choose is very simple: N17 requires 4 training, which increases the risk of injury a little bit. In fact they're all optional good training If you want to see what this slight change looks like, look at U15 and H17
Snaipz said: Would you say the logic is correct? 1. We should only use 'Recovery' to fill the days that cannot be full 'Rest' days. 2. Always use 'Recovery' less than 7 times if possible to have full 'Rest' day. 3. Do not use 'Recovery' more than 7 times. Expand
1 and 2 are OK, or optional
3, normally ( unless using 'bug' ) cannot use more than 7 Recovery , If we already have 7 Recovery on schedule, the system will prohibit from adding more
i3irdie said: Please show the trining pictures of your in-game training.I'm a newbie. I really don't know how to set it up and use it. thankyou so much Expand
I assume your match days are always Tuesdays and Saturdays,
And then I assume you're using [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] this
And then, you find the one on the left, training - schedules - creat a new Schedule and save it
training - rest - training intensity scheduling set it to "No pitch"-"No pitch"-"No pitch"-"double"-"double"
training - individual - Addtional Focus - Quickness (or any other)
training - Calendar select/ copy / paste the Schedule
xvxsimonxvx said: Excellent work! Is this the only excel spreadsheet I should be looking at now as I can't seem to see some of the earlier reported 'meta' schedules such as L5 (I think) on there? Expand
Check Y19 ,M21,N21 It's L5, which is also good, and similar
On the premise that they are very similar, I would use the one that requires less training per week (the less risk of injury, the better).
The newest ones have a lower risk of injury , For example, [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness] It takes 3 training a week ,And there's a very slight advantage in assigning weight to individual attributes,
Of course, this example takes one less [Match Practice] and it also loses something like Sharpness The example , It's actually a basic version of a "general purpose component" that you can add things to, like you need Sharpness, or you need Set Piece Routines, anything . the basic version as simple and efficient as possible .
ie week 1 - [Quickness]+[Attacking Direct]+[Recovery]x7
week 2 - [Rest]
week 3 - Quickness]+[Attacking Direct]+[Recovery]x7
week 4 - [Rest]
and so on?
Thanks
I didn't test what would happen, the cycle I tested was one season,
And then because of the actual growth gap, not a season, but every "growth email."
So I'm guessing your plan is some kind of middle ground between the two?
I've tested 6 of them before,"Preferred Moves" (which translates to "player habits" in my language).Each group used the test league in the forum to test between 3,300 and 5,500 games
Shoot with power
Shoot From distance
Plays Short Simple Passes
Place Shots
Like to Try to Beat Offside Trap
Moves into Channels
To save time, I changed all 10 players on the team instead of just changing the players in certain positions,
all the test are done in the tactic "God of chaos (v1)"
Results: Some had no effect on goal difference, while some had a small negative effect
no effect:
Like to Try to Beat Offside Trap
small negative effect:
Shoot with power
Shoot From distance
Plays Short Simple Passes
Place Shots
Moves into Channels
Then, a lot of people in our community have told me that their experience is that all player habits are either ineffective or bad, and the best habit is no habit at all
There , they may be some subjective bias, maybe they are right, or maybe the individual player habits in certain tactics are good
Because "tactics" and "Position / Role" may affect "Preferred Moves",
It was too much work to go through them, and I didn't try more after discussion with community
animatron said: Maybe the team reputation is the key factor instead of league, @harvestgreen22 can you test the team reputation as well?
I'll try it if I have time
I don't know if there are multiple factors contributing to it, if so, then need to find out what is the common influence
you can,
https://pixeldrain.com/u/AtUvd3hY
This is the table
Includes [Match Tactics] (in Y15)
[Tactical] (X15)
[Community Outreach], [Team Bonding] (E17 and F17)
[Match Practice]
...
The principle is the same: they will slightly change the result of training
by changing the CA assigned weights (example G20),
But if you need the benefits they offer, then it's okay to change the effects a little , This change may be "slightly worse" or "slightly better.
EDIT: I forgot to mention the schedule. Im using this one
[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness]
https://fm-arena.com/thread/14015-under-preset-conditions-training-for-4-years-with-a-specified-growth-strategy-and-then-watching-the-player-s-attributes-and-ca-growth/
You might want to consider taking a look at this, check 5-8 , compare to 1-4
Principle/ how it work in my opinion:
Players assign the CA they get
If players older in age, have a lack of Professionalism/Determination/Ambition/match played / The gap between current CA and maximum potential is small , it will reduce the CA they get
This means if some players are getting limited CA, but still want to put attibute on additional focus ,
The system sometime somehow (This problem does not seem to be inevitable, and the specific trigger conditions are not clear to me) even chose to decrease the player's CA in order to increase the amount of CA acquired ( The gap between current CA and maximum potential is larger ),
and then reassign the CA to a specific attribute (this mechanism is bad).
If you want to completely avoid this, consider not giving them [Double Intensity]+[Addtional Focus Quickness]
and I could be wrong, there could be some unknown mechanism at work, or it could be a bug
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
What are the initial conditions for the CA program? You need to give a specific value
Initial age,
Initial attribute ( such as ' all-attribute 11 ' ) or initial CA (such as 130CA)
Initial PA
I'll try it when I have time
I only tested 4 years from 15-17 years old. But presumably yes you can use strategy 2 on the main team
Test conditions: Stats are all 10, Professionalism 15, play 30 match a season , use FMRTE to lock other
variables , train for 4 year ,
The test was mainly to consider how 15-17 year old players would become after 4 years of training
Note:
"xx CA" in the table represents the average of 10 players on the field ( with no goalkeeper )
training have some randomness
16 age train for 4 years to 20 years old, does not mean that >20 age player can't grow , 20-26 age can also grow CA
Here's the test data:
https://pixeldrain.com/u/AtUvd3hY
Here is the test save (league) :
https://pixeldrain.com/u/xGkGnyFp
This is all valid information (I don't know if the image will be Automatic shrink):
In Growth strategy 1-4 and 9-10,
the initial CA is 94 and the maximum potential is 170,
that is, there is 170-94 = 76 remaining potential. Player age set to 16.
Growth Strategy 1, "[Rest]" for 2 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 2 years,
Results : Grow from 94 CA to 142 CA, with 28 potential left.
Pace average 17.4, Acceleration average 16.9 .
Jumping reach, Dribbling, Concentration, Balance, Anticipation, Agility, etc. These attributes you can see directly from the table
Growth Strategy 2, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 2 years, then "[Rest]" for 2 years,
Results : Grow from 94 CA to 162 CA, with 8 potential left.
Pace average 17.4, Acceleration average 17.4 .
Growth Strategy 3, "[Rest]" for 4 years
Results : Grow from 94 CA to 129 CA, with 41 potential left.
Pace average 19.3, Acceleration average 18.4 .
Growth Strategy 4, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 4 years
Results : Grow from 94 CA to 162 CA, with 8 potential left.
Pace average 15.0, Acceleration average 14.9 .
Growth Strategy 9, "[Rest]" for 1 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, "[Rest]" for 1 years, then "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years
Results : Grow from 94 CA to 138 CA, with 32 potential left.
Pace average 17.5, Acceleration average 17.7 .
Growth Strategy 10, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, then "[Rest]" for 1 years, "[Quickness]+[Attacking Direct]+[Recovery]x7" for 1 years, then "[Rest]" for 1 years
Results : Grow from 94 CA to 159 CA, with 11 potential left.
Pace average 17.6, Acceleration average 17.1 .
Growth strategies 5-8 are less potential 124, The remaining potential is 124-94=30.
Observation and analysis:
Look at strategy 4, with "[Quickness]+[Attacking Direct]+[Recovery]x7" for 4 years, the table is all blue,
that is, all the attributes are increasing, because "[Quickness]+[Attacking Direct]+[Recovery]x7" this is not extreme physical training, it will spare a lot of growth to and technical and mental,
the bad side is the final Pace and Acceleration is only 15,
The good side is that the technical and mental are all rising.
Look at strategy 3, this is a relatively extreme physical training, with "all rest" for 4 years, the technical and mental are mostly declining, but the work rate and Pace and Acceleration increase the largest,
Pace and Acceleration are even 19.3 and 18.4, indicating that some players have achieve to 20 Pace.
However, there are still 41 points of potential, and we need to achieve these 41 points of potential in the remaining 20-26 years.
Look at strategy 1 and 2, because in the fastest growing 15-18 years old, strategy 1's 2 years in the "full rest", so this part of the training technical and mentalof the relatively fast age did not taken advantage of,
the final strategy 1's CA only grow to 142, the Pace and Acceleration has no advantage compare to strategy 2, but the strategy 1's technical and mental did not decline so much.
Strategy 2 seems to be a more rational use of potential.
Then there are strategies 5-8 , with different initial conditions, this group started with only 30 remaining potential, and I also adjusted the age to 15 to start.
Because there is less remaining potential, CA as a whole is rising much more slowly
One of the strange things about strategy 8 is that it only went up to 116CA for some unknow reason.
Strategy 7 is more interesting, it does not open a CA gap with other strategies, and rises to 111 CA,
and the Pace and Acceleration rise to 18.8 and 18.1, and the Jump reach 14.5, very strong.
Of course, there is also a cost, in the case of insufficient CA acquisition, the technical class is a red, and a part of the original CA is taken away to allocate to the physical class, and the Concentration is reduced by 2.0, and the Dribbling is reduced by 4.2
If you don't like lowering so many attributes, consider not choosing any Addtional Focus
At this point in the test, my idea is that everything in the table is using [Double Intensity]+[Addtional Focus Quickness]
It takes about 4-5 years to develop Pace and Acceleration to a very strong degree. Then it is entirely possible to change the "Addtional Focus" to add Dribbling, Jump , Balance, and Anticipation , and Strengthen weak side of the player
"
My current personal choices:
1.Extreme way to increase Physical class stats
[Rest]+[Double Intensity]+[Addtional Focus Quickness]
or
[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
Explanation:
"Recovery" is actually a variant of rest. If there is any other training, "rest" will be invalid, but "recovery" will not, "recovery" is counted as a training, so it can be used as a "weight" to pull the weight of "Pace" and "Acc" and so on to make it closer to the "rest" CA distribution,
so the following 7 x recovery are added. It is used to pull the weight of the CA assigned to the Physical stats to pull up
(The disadvantage of recovery is that it slightly increases the weight of a less useful physical attribute, such as strength, but this disadvantage can be ignored)
2.Increase moderate levels of CA , as fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness]
or
[Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]
3. Add as much CA as possible , while fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
or
[Physical]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
"
the next days , I tested 11-14
Strategy 12: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Ball Control", to add Dribbling, the final Dribbling 12.4, Technique 12.0 (Technique is a bad stats)
Strategy 13: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Strength", to add Jump reach, but the Jump reach did not rise significantly, guess the reason is it's grow per season are limited by height
Strategy 14: Use First 2 year for "[Quickness]+[Attacking Direct]+[Recovery]x7" , then 1 year for "[Rest]" , The last year use "[Quickness]+[Attacking Direct]+[Recovery]x7" , and change [Addtional Focus], change the "Endurance", to add Work Rate , the final Work Rate 12.6, Endurance 14.7
This 12-14 shows that after a few years of training, it is possible to compensate for attributes weaknesses by changing [Addtional Focus]
And then we have intuitive values in the table
Two conditions are tested here, one is that the remaining potential is high, the other is that the remaining potential is low.
Obviously, a high residual potential can increase a lot of CA,
When the remaining potential is small, due to the lack of CA, it has to be allocated to additional Focus, resulting in a small increase in universal attributes, and most of the time it is reallocation.
So: when the remaining potential is low, the universal growth rate will greatly decrease, and the CA you can actually adjust through training is very small, because the CA increase is not large,
if you want to generally increase attributes (rather than a large number of them to increase the Physical), then do not choose additional Focus, so that the attributes are evenly divided on each attribute.
On the contrary, when the residual potential is high, the CA will rise very much, and you can significantly pull up certain attributes depending on the situation
For young player under 22 age:
Because this remaining PA is not confirmed, and the age and difference of different players, I can not put a general conclusion,
I think strategy 2 may be a reference
First, train for 2 years with an increased-CA-fast-training-schedule, then use a similar "full rest" training to quickly strengthen the Physical for 1-2 years, and use 1-2 year to change the additional Focus , and strengthen some attributes you think need to be strengthened
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
or
[Physical]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness][/i]
Should we be using both of the above? Or just pick one?
Either way is ok,
You can use only one of them during one season, or use them in rotation during one season
Yes, it's one of the best
Under Given the conditions,
For training facilities, Level 10 has 97.4% of the effect of "training facility 20 ", Level 5 has 92.1% of the effect, and Level 1 has 86.5% of the effect.
So a club with a level 10 training facility is basically growing at full speed
Not Under given conditions (such as changes in Age and other things) may change result, but here only give roughly conclusion to save time
Under Given the conditions,
In terms of the number of match played, 97.4% participated in 100 games in 30 games per season, 88.4% in 20 games, 80.6% in 15 games, and 65.9% in 0 games
About 25 games is enough for 95% grow.
league reputation: 50,100,150,200 reputation makes no difference, the conclusion is that league reputation does not affect growth
Under Given the conditions,
Ambition: take Ambition 10 for the standard 100% effect, Ambition 1 has 73.1% effect, Ambition 20 has 104.9% effect
Ambition below 10 loses growth, ambition above 10 has relatively little impact
Under Given the conditions,
Determination: take Determination 10 for the standard 100% effect, Determination 1 has 66% effect, Determination 20 has 101% effect
Determination below 10 will lose more growth, Determination above 10 have almost no effect
Height:
1. Height and Jumping reach, both independently have a positive effect on the performance of players on the match.
2. Height greatly affects the CA Upper limit (Attributes that cannot be assigned to Jumping reach are assigned to other attributes) that can be allocated for Jumping reach growth per season.
In other words, the higher the height, the faster the Jumping reach can growth
3. No matter what height it is, Jumping reach can grow to 20. But the taller you are, the faster Jumping reach grow
Excel data : Training English 9.xlsx
https://pixeldrain.com/u/F5PXgZ7y
edit:
Professionalism 1、10、20
Professionalism 1、5、10、15、20
Can you do the same test for u19 players in u19 league reputation?
test league reputation
league reputation : 200
(max 200)
team reputation :8000
(max 10000)
u19 :
Haven't tried it now
I don't know where I can edit the U18/U19/U23 reputation? Is it their reputation same from the main team's reputation ?
I'm talking about the position/role/duty section. If so, which roles are best to use, or just set them to the roles matching my tactic that they would play in? Or leave them as default for best results.
Also any changes I should be making to the Units, moving any type of players to other units?
Cheers.
position/role/duty:
leave them as default for best results
Once you change it, you can't restore it to default (Or there's a way and I haven't found it)
If you choose anything,
The general principle is: reduce the growth of a part of the blue highlighted attribute (You can see the blue
/ green in attribute panel ), and transfer this part of the reduced growth to Increase the green highlighted attribute
It doesn't actually "lose" anything, it just reduces the revenue of your Addtional Focus (the Addtional Focus selection is highlighted in blue).
I also did not expect my youth players to develop so optimally but the difference is scary. But I played some more seasons now.
A few players have continued to show no / very slow development, even if they had good hidden attributes. Other players develop great after 4 Seasons (even if they got only roundabout 10 CA per season.)
(I play with all hidden attributes open for testing the schedule in a "real game".)
However, some other players have made brutal physical steps over 3-4 seasons. Completely independent of their hidden attributes. I sometimes had players with 8-11 professionalism, 60CA -> 80CA and 120PA who went from 8-9 pace and acceleration to 16-19 and players with 15-17 professionalism, 60CA -> 65 CA with 150-170 PA who dont even get +2 to pace or acc after 3 seasons. It seems very random.
Unfortunately, even with [Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Additional Focus Quickness]+[Double Intensity], the technical attributes such as dribbling, passing and tackling went down significantly for some players. Maybe this happend because they didnt had match practice in the u19 team, I dont know.
With Players with better PA (range from 150 to 180) this didnt happend so hardly, but they also didnt grow in physical this much. Like 3-5 acc / pace after 3 seasons (what is still great).
For example Isaac Manu: https://prnt.sc/ZWKU-Ato1EhN and https://prnt.sc/ijstxiTTNKB3
He has 13 ambition, 16 professionalism, 13 determination. I trained him in the first season with All rest and double intensive focus on quickness. After that with [Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Additional Focus Quickness]+[Double Intensity] until now for three seasons.
His physical stats grow strong but his technical is very weak.
I will start to train with [Quickness]+[Match Practice]x2+[Recovery]x7+[Attacking]x2+[Additional Focus Quickness]+[Double Intensity] now. Hopefully he will get some more technical stats back. Also I think I will change the Focus from Quickness to something technical now.
And dont ask me why he got +3 in corners +3 in long shots and +3 in penalty no other player of my u19 got this
I would rather see this growth in passing, dribbling, marking and tackling.
And yes. Its fun to have a DM with 17 Acc and 16 Pace but only 114 CA out of 143 PA.
When I manage to get his last 29CA into good technical and mental stats he will be a beast with 143 CA.
In summary, I can say that the training schedules are working great for 9 out of 10 players. Now I just need a way to compensate for the deficiencies in technical and mental attributes. They still matter for the game
And it feels wrong to see the stats between 5 and 10 -^.^-
Also I have some questions. Did you already do some tests with a high lvl of ambition or determination like:
[Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Additional Focus Quickness]+[Double Intensity]
but one time with 1 ambition, then with 10 ambition and atleast with 20?
Same with determination 1, 10 and 20?
The rest should be like always - 20 professionalism. 5 star coach... for a higher impact maybe with age 17. So we can compare with the 30CA+ growth per season.
I have a feeling that this is impacting the CA growth hard too.
And did you some testings with the youth teams? Is there a difference when a 16 years old player do 0 games or 30 games in a youth team? Or did he develop better when he is in the first team with 0 or 30 games?
And atleast can you do a test with [Quickness]+[Match Practice]x2+[Recovery]x7+[Attacking]x2+[Additional Focus Quickness]+[Double Intensity]?
I hope this will grow the important technical and mental attributes more when we do both - Match Practice AND Attacking 2 times per week.
Maybe I just didnt see this in tabel and you already did this test.
Sorry for my bad english and the long text but i´m excited to play with this schedules in my game.
Its fun to create your own physical beasts players starting with age 15/16
1.
youth team
I did't test it yet ,because I don't know how to set the setting , or take time to think how to set the youth team
2.
https://pixeldrain.com/u/UDepfZy4
I tested the results you need in Q21--X21
ambition /determination /games
My current personal choices:
1.Extreme way to increase Physical class stats
[Rest]+[Double Intensity]+[Addtional Focus Quickness]
or
[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
Explanation:
"Recovery" is actually a variant of rest. If there is any other training, "rest" will be invalid, but "recovery" will not, "recovery" is counted as a training, so it can be used as a "weight" to pull the weight of "Pace" and "Acc" and so on to make it closer to the "rest" CA distribution,
so the following 7 x recovery are added. It is used to pull the weight of the CA assigned to the Physical stats to pull up
(The disadvantage of recovery is that it slightly increases the weight of a less useful physical attribute, such as strength, but this disadvantage can be ignored)
2.Increase moderate levels of CA , as fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness]
or
[Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]
3. Add as much CA as possible , while fewer invalid attributes as possible, and as many high value attributes as possible
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
or
[Physical]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
If you don't have any experience, you can just keep it simple , and use it
"
[Quickness]+[Attacking Shadow Play]+[Recovery]x7+[Addtional Focus Quickness]
or
[Quickness]+[Attacking Direct]+[Recovery]x7+[Addtional Focus Quickness]
"
one of the two
J17: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
and
N17: [Quickness]+[Match Practice]+[Attacking]x2+[Double Intensity]+[Addtional Focus Quickness]
N17 is better in CA (24,20 vs 22,60) and better in Pace (2,10 vs 2,00) and Acceleration (2,20 vs 2,00).
Why don't you promote the N17 then? Do i miss something?
https://pixeldrain.com/u/aaLbwoVU
N17<——check O21 (It's at the bottom of the table)
J17: [Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
and
N17: [Quickness]+[Match Practice]+[Attacking]x2+[Double Intensity]+[Addtional Focus Quickness]
N17 is better in CA (24,20 vs 22,60) and better in Pace (2,10 vs 2,00) and Acceleration (2,20 vs 2,00).
Why don't you promote the N17 then? Do i miss something?
1.
Pace and Acceleration : What I forgot to mention is that some of the difference in Pace and Acceleration is due to "randomness,"
That is, this is due to the aforementioned "this table was only tested once" resulting in errors in the growth of randomness
Default test condition
It's only been tested once. Randomness introduces errors.
All attributes 10, PA200, age 20, injury, dirty 1, Professionalism 20.
The team consists of 1 goalkeeper, 2 centre-backs, 2 full-backs, 1 midfielders, 1 front midfielders, 2 wingers and 1 striker.
The default distribution in the group,
The defensive team has 2 centre-backs, 2 full-backs, 1 centre-back,
The attacking team has 1 midfielders, 1 midfielders, 2 wingers and 1 striker.
The coaching staff are all 5 stars, the training facilities are 5 stars, and 30 games are played.
The number of matches and Professionalism had a great influence.
[Double intensity]= training page, Rest page, training intensity scheduling, Set to "No pitch or gym work, No pitch or gym work, No pitch or gym work, double intensity, double intensity"
If tested a few more times (the results are not in this table because I am not very proficient with excel),and get the Average result, their Pace and Acceleration are almost equal
2.
N17 is better in CA (24,20 vs 22,60)
You're right, N17 has more CA,
and after eliminating the effect of "randomness",More reasons for its more CA are:
N17 has a slight decrease in some physical attributes , At the cost of this , an increase in some technical and mental attributes .
These technical and mental attributes then lead to a slight increase in CA due to the "worth higher CA per 1 point attribute value in Corresponding player position."
Overall, the N17 is very similar to the J17, depending on whether you want to move a very small percentage of the physical attributes of the CA to the technical and mental attributes
And the reason I don't choose is very simple: N17 requires 4 training, which increases the risk of injury a little bit. In fact they're all optional good training
If you want to see what this slight change looks like, look at U15 and H17
1. We should only use 'Recovery' to fill the days that cannot be full 'Rest' days.
2. Always use 'Recovery' less than 7 times if possible to have full 'Rest' day.
3. Do not use 'Recovery' more than 7 times.
1 and 2 are OK, or optional
3, normally ( unless using 'bug' ) cannot use more than 7 Recovery , If we already have 7 Recovery on schedule, the system will prohibit from adding more
I assume your match days are always Tuesdays and Saturdays,
And then I assume you're using
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
this
And then, you find the one on the left,
training - schedules - creat a new Schedule and save it
training - rest - training intensity scheduling
set it to "No pitch"-"No pitch"-"No pitch"-"double"-"double"
training - individual - Addtional Focus - Quickness (or any other)
training - Calendar
select/ copy / paste the Schedule
Excel Training English 6 : https://pixeldrain.com/u/ksZLo1kQ
Check Y19 ,M21,N21
It's L5, which is also good, and similar
On the premise that they are very similar, I would use the one that requires less training per week (the less risk of injury, the better).
The newest ones have a lower risk of injury , For example,
[Quickness]+[Match Practice]+[Attacking]+[Recovery]x7+[Double Intensity]+[Addtional Focus Quickness]
It takes 3 training a week ,And there's a very slight advantage in assigning weight to individual attributes,
Of course, this example takes one less [Match Practice] and it also loses something like Sharpness
The example , It's actually a basic version of a "general purpose component" that you can add things to,
like you need Sharpness, or you need Set Piece Routines, anything .
the basic version as simple and efficient as possible .