Didico
Is it a plug and play tactic or i have to do something more?
GeorgeFloydOverdosed said: I forgot to mention that I did a quick test of my Genie Scout ratings before posting, as I'm really not sure if it works as intended.

I took Luton (relegation candidate in premier league), removed their players, and added 15 players who cost 3mil pounds or less who were high in the Genie Scout ratings. Average value *after* transferring to Luton was 3.1mil pounds. Value of top 15 default players was ~10mil pounds average. Using the knap tactic and blue set piece routines, results were:

Luton (3mil< pound players) 7th, 70, +33
Luton default players 5th, 77, +33

Unlike the attribute template results, this isn't clear cut enough to be certain it's working as intended. Seems like it's doing alright though.


I assume the ratings files are compatible between versions

My data is for FM24, but I don't think much changed for FM26. I heard long shots got a boost in particular, so maybe make long shots '3' instead of '1' say.


What is the average rating of the players that you bought?
Im using George's ratings and filtering the best U22 CB's that are south american, under value 15M.
I have to go to best DC Rating, am i doing right?
clox said: FM Genie Scout.

I know. I know how to download it in Genie Scout. I just dont know how to "use" this, how this ratings can help when i search for players in my squad.
GeorgeFloydOverdosed said: I will update the post soon with my revised ideal player templates:

115 CA average:








200 CA:



Genie Scout ratings file:

https://files.catbox.moe/f2052w.grf

GK, FB, DC, DM, Winger, Fast ST are valid.

Sweeper is GK with captain emphasis. Target striker is ST with penalties & free kicks emphasis. WB, MC and AMC I've left unchanged from my first genie scout ratings version, so they're outdated, but they're not bad if you want to search those positions.

Two quotes spring to mind:

You go to war with the army you have, not the army you might want or wish to have at a later time.

As we know, there are known knowns; there are things we know we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns — the ones we don’t know we don’t know.

There are several known unknowns in my templates. For instance I know from my 1 CA testing that balance of 17 on my ST is probably unnecessary for performance. But I don't have the time and energy to test and verify every attribute, so I employed the following method:

1. Use and verify the key attributes identified by my 1 CA testing
2. Test and verify a bunch of remaining high CA weight attributes
3. Leave remaining attributes as-is that got best results just before my 1 CA testing

So I know for certain that these ideal templates could be better, but they are nonetheless say ~90% peak performance, where balance 17 may be too excessive and flair 12 may be too low.. or high.. and corners 12 may be just plain stupid - but these attributes will account for just a small handful of CA. Perhaps sometime later I will fix these lesser attributes up.

I also realized that my 1 CA templates distill the key attributes better. So I thought I would instead use these templates to illustrate not just the key attributes, but also what's actually realistic. So with my ~115 CA templates, attribute values are bounded by what players are actually available - there had to be at least ~50 players available with each particular value in the specified position.

That doesn't make my templates worse performing, I haven't compared them to the old ones specifically yet, but they should be significantly better.

I've isolated and optimized things better, so it's not comparable to the old results.

Here's the performance data (English Premier League, as Man City):

Outfield 20 acc/pace/jump/drib 12 other visible (133 CA outfield average) - 111, +138
115 CA template (118 CA outfield average) - 112, +198 | 109, +178 | 114, +169 | 114, +183 | 110, +183
Outfield 20 acc/pace/jump/drib 14 other visible (169 CA outfield average) - 114, +251
200 CA template - 114, +409

For those interested, here are the results of some attribute changes:

DC pos mark agil tack 1 - 114, +167
DL/DR DC DM mark 1 - 112, +175 | 114, +175
GK hand acc bra con communic command pos 1 - 112, +182 | 112, +195
outfield bal 1 - 110, +163 | 112, +173
outfield ant 20 - 107, +169 | 110, +170
no preferred moves - 114, +170 | 107, +170
outfield ant 1 - 110, +127 | 110, +135
GK str one pass bal 1 - 109, +160 | 111, +173
outfield 1 agil - 109, +144
flair 20 - 112, +173
teamwork 20 - 114, +158
first str 20 - 114, +242 | 114, +223
first 20 - 114, +198 | 110, +187
AML/AMR ST first 20 - 111, +176
DL/DR DC DM first 20 - 110, +182
str 20 - 111, +216
DL/DR DC DM str 20 - 110, +190
AML/AMR ST str 20 - 114, +207
DL/DR DC 7 pos (reduced from high pos) - 110, +198 | 114, +177 | 112, +187

I've highlighted the most surprising results.
Note: These should really be compared against [112, +187] as I made some adjustments (i.e. GK; attribute decreases) after these results.

So preferred moves don't seem to matter; not much at least. Anticipation matters quite significantly. Agility matters moderately, but would be outweighed by its expensive CA cost. High flair doesn't seem to be bad, but perhaps not beneficial either. GK acceleration, and a bunch of other GK specific attributes, seem to hardly matter at all. Strength matters moderately, and only on forwards, but probably outweighed by high CA cost. First touch has minor to moderate effect, but it costs too much like strength. In the end I decided not to boost first touch + strength, the CA cost isn't worth it, especially when you consider that CA-PA difference is crucial to training growth (if your ideal player is 140 CA, that means you actually need say ~170+ PA if you want him to realistically grow into it). As you can see I tested balance even though its only weight is only 2, and lowering it resulted in worse performance, so I decided to just leave it high, even though the real optimum I would guesstimate is ~12.

These are from me testing attributes I wasn't sure on. A lot of attributes I already have a solid idea about from my 1 CA testing.

In regards to the Genie Scout Ratings, it's quite radically changed from my previous version. The way I decided to approach it is this: An attribute is worth as much pace/acc I would intuitively be willing to swap for it. I've been working with the data and reckon I have a good feel for it, so I trust my intuition here. So for instance, if I think about dribbling for AML/AMR, I know dribbling is important and also hard to train, but I also know that under 17 pace/acc is a no-go no matter what the dribbling is. So really what I'm saying is, 20 drib = 6 pace/acc. So drib = 30% (6/20). Then I might apply a very minor adjustment, in this case to 29%, for other factors I feel are relevant.

So in my refreshed genie scout ratings, most attributes are reduced a lot compared to pace/acc. The one that makes me a bit uncomfortable is jumping reach. It can be jumping reach is around about as valuable as pace/acc perhaps, but my thinking is that pace/acc does very good without jump, whereas jump without pace/acc sucks. Also jump only matters a lot if its very high, I would guess. I think the limits are 15 pace/acc + 20 jump for DC (20 jump = 10 pace/acc), 18 pace/acc + 20 jump for AML/AMR (20 jump = 4 pace/acc), and so I weighted it accordingly. There are a few other attributes I want to reassess, such as 'pressure' and 'important matches', but this is where I'm at right now.


How do I use this GS ratings? And what is it used for?
Im using your shortlist filter in the main posting to search for new players for my squad on GS
Gerrard said: Most tests are here, but also on my OP on SI Forum

dont understand
What is the key attributes for each positions?
This versions is better than original 108?