According to our attribute test improving each your outfield player's Acceleration attribute by 1 point improves your team result by 5.3 points on 38 matches distance. Ok, but where did I get that 5.3 value for the Acceleration attribute? It's quite simple just look at the test result of Acceleration attribute and you find that increasing its value from 8 to 20 improves the result by 64 points then increasing the Acceleration value only by 1 point would increase the result for 5.3 points. For simplicity's sake we assume that the relationship is linear here.
Using the same approach as above we can find out, let's call them "Weights", of other attributes Pace, Anticipation and Work Rate.
So the weights for Acceleration, Pace, Anticipation and Pace would be:
Acceleration = 5.3 Pace = 5.3 Anticipation = 1.5 Work Rate = 1
Now, when we know the weights of the attributes we can calculate the "usefulness" values of "Player A" and "Player B"
"Player A" = (16 Acceleration) x 5.3, (16 Pace) x 5.3, (8 Anticipation) x 1.5 , (8 Work Rate) x 1 = 189 W "Player B" = (15 Acceleration) x 5.3, (15 Pace) x 5.3, (18 Anticipation) x 1.5 , (18 Work Rate) x 1 = 204 W
It comes out that the "Player B" is a slight better pick than "Player A" despite the fact that "Player A" is faster than "Player B" Expand
that's insane difference. -1 to acc and pace is just slightly worse than +10 to work rate and anticipation
Pip said: I have created a new Ratings file for Genie Scout.
I have used the same values for all positions at the moment, and only for CB, FB, DM, W and FS positions - thats the formation I am using. I will add more later.
I think my maths is correct - i have set Pace & Acc as 100 and factored the other values up in relation to that - happy to be corrected.
I wouldn't use the same values for all of the positions. You could try to deduce importance of attributes by looking at goals for/goals against and extrapolate the values from there
Graz said: So the next question is how to maximise youth intake? If the first 3/4 years (15-19) are the most important for growth and maximising physicals, what are the best ways to increase our RNG for youth candidate?
1. Head of Youth Development 20-20 Judging Potential, Working with youngsters 2. HoYD very strong personality with high Professionalism, Ambition & determination (Model Citizen/Perfectionist) 3. "Exceptional youth recruitment" 4. Feeder clubs with Exceptional youth recruitment and "may send academy players to train at..."
(FWIW, I have all these with my current Brighton Save and I've only had 1 "A" rated youth in 4 seasons)
Anything else I've missed or overlooked?
Also what would be the ideal strategy, send them on loan ASAP to increase their overall development or keep them in this specific training structure until they're 19 and then send them out on loan? I suppose it would depend if they max Pace/Acc before they're 19? Expand
The most important things is having your club youth importance on 20. Which can only be seen and changed in pre-game editor and it can't be modified throughout the save. The second most important thing – youth recruitment level must be higher than that of the rest of teams in your league. If you have it on 19 (which is also "exceptional" btw), and a club in your league has 20, it will get the best regens. If you both have it on 20, better regens join higher reputation club.
kvasir said: Could you expand on the difference between the two personalities, please? Expand
MP has professionalism set to 20 but it's hard to tell what his other hidden attributes are, whereas MC has all of his hidden attributes between 14-20 afair. HoYD slightly affects hidden attributes of your youth intake. In order to minmax their growth, you want HoYD to be MC, or perhaps idealist (this personality has high professionalism and ambition, but othe attributes moght be low and it's not clear how it affects players efficiency on the pitch).
These are tremendous data, thank you! As I am most exclusively play academy-only saves, his once again brings the importance of your HoYD's personality. Model professional is not enough, model citizen is the way. Also, I will put more emphasis on taller players.
So this means to hit all the meta goalkeeper attributes, we need to train players as Sweeper Keeper (any) as their position focus (covers Vision and other things standard Goalkeeper focus doesn't cover). And then pick an additional focus that covers one of physical attributes that aren't covered yet by Sweeper Keeper. So we either target their Jumping/Aerial Reach, Pace or Agility, whichever is lowest. This will focus on the growth of as many of the meta attributes as possible within the game interface. Expand
based on the results of this test, you should always prioritize agility
I have my Jr teams doing 1xQuickness 1xGoalkeeping I have 1st team and B team doing 1xQuickness 1xGoalkeeping and 0-2xMatch Practice a week (-1 for every actual match).
GKs on Agility/Balance focus, all else on Quickness focus.
Everyone's role focus is now on a role that includes Jumping Reach if possible. For example I am playing DM-Support but they are training Halfback-Defend instead since it includes Jumping Reach.
I like Goalkeeping as a session because it helps the GKs and it only weights towards Role Training for other players.
I need to play more, but I'm not seeing much growth past 15 Pace and 15 Acceleration yet even though my PA isn't maxed out.
I think it could be interesting to put all my under 19 GKs in my 19-B team and all other 19s in 19s, and run all rest on that one. Expand
You should do physical instead of quickness, drop individual roles and match practices, then you see your players getting to 19-20 pace/acc
I find this formation to be the best among top tactics in terms of squad-forming. You can basically have an extra attacking player on the pitch compared to 4-2-4 and 4-2-3-1.
ZaZ said: The idea to use double intensity to focus on the most efficient sessions is good, since match practice can only be used twice a week. However, like I said before, I think it is naive to focus only on three attributes that will represent half of the performance, and ignore the remaining half. That's why I prefer physical instead of quickness. Expand
I don't think it's that naive in situations you have no access to good PA players. I won multiple CL in a row with 90-100 CA youngsters just buy redistributing their attributes into physicals by not training (!) them at all.
Surtant said: Can I do the same thing with the technical attributes, or this only works with the pace, accel, and jumping reach? Like, some kind of technical training only in a week with additional focus on certain technicals and double intensity, and also replacing quickness with certain technicals training. Because, I think Technicals are also very important in matches, not just physique (Adama Traore). Expand
You probably cannot do this for technicals. The game designed the way that with no training all attributes decline and then naturally get redistributed into physical attributes
@ZaZ I'd not use match practice until you max out pace and acc, since PA is not indefinite. I just won Champions League with homegrown players from a low reputation club from a weak league, just resting them for a couple years in U-18 to redistribute their attributes into physical and then training them with purely physical training.
In the light of this discovery, I want to set up training like this from now on: no team/group training, no role training, individual training set on Pace, double intensity for all conditions. Town it down a notch, if players get injured/jaded often.
I have a feeling that a lot comes down to players in the test league. For instance, having great allrounder skills and being natural to DM position is hard to come by in lower/mid leagues. Same with AMs. In other words, if you have a good CM that can only play CM, u should pick a tactic that has the position, and you will get more out of it than playing a tactic that doesn't suit your players but rated higher on the list
Let's say you're choosing between 2 players:
"Player A" 16 Acceleration, 16 Pace, 8 Anticipation, 8 Work Rate
"Player B" 15 Acceleration, 15 Pace, 18 Anticipation, 18 Work Rate
Which of them to pick?
According to our attribute test improving each your outfield player's Acceleration attribute by 1 point improves your team result by 5.3 points on 38 matches distance. Ok, but where did I get that 5.3 value for the Acceleration attribute? It's quite simple just look at the test result of Acceleration attribute and you find that increasing its value from 8 to 20 improves the result by 64 points then increasing the Acceleration value only by 1 point would increase the result for 5.3 points. For simplicity's sake we assume that the relationship is linear here.
Using the same approach as above we can find out, let's call them "Weights", of other attributes Pace, Anticipation and Work Rate.
So the weights for Acceleration, Pace, Anticipation and Pace would be:
Acceleration = 5.3
Pace = 5.3
Anticipation = 1.5
Work Rate = 1
Now, when we know the weights of the attributes we can calculate the "usefulness" values of "Player A" and "Player B"
"Player A" = (16 Acceleration) x 5.3, (16 Pace) x 5.3, (8 Anticipation) x 1.5 , (8 Work Rate) x 1 = 189 W
"Player B" = (15 Acceleration) x 5.3, (15 Pace) x 5.3, (18 Anticipation) x 1.5 , (18 Work Rate) x 1 = 204 W
It comes out that the "Player B" is a slight better pick than "Player A" despite the fact that "Player A" is faster than "Player B"
that's insane difference. -1 to acc and pace is just slightly worse than +10 to work rate and anticipation
I have used the same values for all positions at the moment, and only for CB, FB, DM, W and FS positions - thats the formation I am using. I will add more later.
I think my maths is correct - i have set Pace & Acc as 100 and factored the other values up in relation to that - happy to be corrected.
https://www.transfernow.net/dl/202501105H370cHr
I wouldn't use the same values for all of the positions. You could try to deduce importance of attributes by looking at goals for/goals against and extrapolate the values from there
They score headings from set pieces, yes. I honestly saw more headings from late winger runs than from strikers in this game.
1. Head of Youth Development 20-20 Judging Potential, Working with youngsters
2. HoYD very strong personality with high Professionalism, Ambition & determination (Model Citizen/Perfectionist)
3. "Exceptional youth recruitment"
4. Feeder clubs with Exceptional youth recruitment and "may send academy players to train at..."
(FWIW, I have all these with my current Brighton Save and I've only had 1 "A" rated youth in 4 seasons)
Anything else I've missed or overlooked?
Also what would be the ideal strategy, send them on loan ASAP to increase their overall development or keep them in this specific training structure until they're 19 and then send them out on loan? I suppose it would depend if they max Pace/Acc before they're 19?
The most important things is having your club youth importance on 20. Which can only be seen and changed in pre-game editor and it can't be modified throughout the save. The second most important thing – youth recruitment level must be higher than that of the rest of teams in your league. If you have it on 19 (which is also "exceptional" btw), and a club in your league has 20, it will get the best regens. If you both have it on 20, better regens join higher reputation club.
MP has professionalism set to 20 but it's hard to tell what his other hidden attributes are, whereas MC has all of his hidden attributes between 14-20 afair. HoYD slightly affects hidden attributes of your youth intake. In order to minmax their growth, you want HoYD to be MC, or perhaps idealist (this personality has high professionalism and ambition, but othe attributes moght be low and it's not clear how it affects players efficiency on the pitch).
So this means to hit all the meta goalkeeper attributes, we need to train players as Sweeper Keeper (any) as their position focus (covers Vision and other things standard Goalkeeper focus doesn't cover). And then pick an additional focus that covers one of physical attributes that aren't covered yet by Sweeper Keeper. So we either target their Jumping/Aerial Reach, Pace or Agility, whichever is lowest. This will focus on the growth of as many of the meta attributes as possible within the game interface.
based on the results of this test, you should always prioritize agility
what schedule are you using?
I have my Jr teams doing 1xQuickness 1xGoalkeeping
I have 1st team and B team doing 1xQuickness 1xGoalkeeping and 0-2xMatch Practice a week (-1 for every actual match).
GKs on Agility/Balance focus, all else on Quickness focus.
Everyone's role focus is now on a role that includes Jumping Reach if possible. For example I am playing DM-Support but they are training Halfback-Defend instead since it includes Jumping Reach.
I like Goalkeeping as a session because it helps the GKs and it only weights towards Role Training for other players.
I need to play more, but I'm not seeing much growth past 15 Pace and 15 Acceleration yet even though my PA isn't maxed out.
I think it could be interesting to put all my under 19 GKs in my 19-B team and all other 19s in 19s, and run all rest on that one.
You should do physical instead of quickness, drop individual roles and match practices, then you see your players getting to 19-20 pace/acc
I don't think it's that naive in situations you have no access to good PA players. I won multiple CL in a row with 90-100 CA youngsters just buy redistributing their attributes into physicals by not training (!) them at all.
You probably cannot do this for technicals. The game designed the way that with no training all attributes decline and then naturally get redistributed into physical attributes