ZaZ
The best moment to use substitutions is at half time. First, because the drain rate of physical condition increases until around 60 minutes, being a bit smaller (per minute) before that. Second, because it is enough time to know if someone is performing poorly (bad consistency roll). Third, it allows you to see what players didn't get motivated on team talk. Keep in mind that you should always save at least one sub until around 75 minutes, to avoid being unable to sub for injuries or to fix formation on red cards.

Usually you should sub players out in a few scenarios:
1. Player is injured.
2. Player is too tired, which reduces performance and increases chance of injury.
3. Player is performing badly.
4. Player has a yellow card, and you want to avoid a red.
5. Normal rotation, to keep players fit during the season (reduce fatigue).
6. Give playing time to other players, to increase happiness, match sharpness, and attribute growth.
Perfekt said: Hey, this is almost certainly a dumb question, but how do you holiday the players for 1 day? Like if I try to send the boys on holiday they can go for 1 week minimum. Like when I right click the player, training, training intensity, vacation. Just curious what you mean here.

Quick edit: I think it's just right clicking and resting instead of an actual vacation.


Just right click the player > Training > Send to rest.
RFC said: Would the rest session be of any use for players who's condition was low enough to trigger the "no pitch or gym work" intensity scheduling? I'm not totally clear what sessions count as no pitch or gym work so I've been trying Rest/Match Review/Team Bonding recently

As far as I know, the "No Pitch or Gym" just sends players home when they are below the threshold. They appear with the Rst symbol by the side, so I assume it is the same. I will test it just in case.

doru228 said: amazing find, i think this will tottaly change the training schedules.
Do you work with EBFM ?


Yes, we have been collaborating recently, he is a very nice guy.
doru228 said: correct me please if i understood it wrong, having one session of rest a day is pointless? is better to put 3 schedules a day and then find another day in the week to clump up 3 rest sessions ?

Yes, exactly that. If you will do three rests per week, then do all in the same day, or it will have no effect. That does not include Travel when you play away from home, so if you have Travel + Rest + Rest after a match, then the Rest sessions will be wasted, recovering almost the same as if you did three sessions of Overall training (but without the attribute growth). There will be a video about that later at EBFM, so soon you will be able to see the data.
French said: This "problem" has been present for several years



About that advice, the Recovery session is doing more harm than good there. In short, Rest only has effect if you have three sessions a day. You can test it and check with in-game editor. Three Rest sessions will recover ~50% more player condition, and 100% more Fatigue, than any number of Recovery sessions, and it does not matter how many Recoveries you put in the same day, the gain of condition and fatigue are about the same. In fact, that happens with any other training session, which means Rest only works if you have three sessions in the same day. With Super Rest, you recover around 30-40% more of each, making Recovery sessions completely pointless.

Also, keep in mind that the effects of Recovery on condition and fatigue are negligible, recovering almost the same as you would recover in Overall sessions (in other words, it is natural recovery, not anything to do with the Session). There is no evidence that it contributes in any way to reduction of injuries, other than helping to keep match sharpness (negligible difference to training sessions other than Rest).

P.S.: I also think some people are putting too much credit on a study from three years ago, considering the engine has changed a lot since then. I am not saying they do not have merit, just that results might be outdated.
pixar said: "super rest" caught my attention. I hope you get results from your research :)

I thought "super rest" was a fitting name, because it is around 30-40% more effective than just resting, for both physical condition and fatigue. If you incorporate that in a training schedule, with three rest sessions + holiday once a week, after the match, then you will also have a nice reduction in injuries during the season, as well as allowing to repeat the main team more often, and completely avoiding fatigue. I am currently testing if it is better to do it once a week, or something like once every other week.
doru228 said: can you elaborate that glitch please?

In short, a day of full rest (three Rest sessions), plus going in holiday with the whole team during that day, recovers more physical condition and fatigue, than just having full rest without holiday (or having holiday without full rest). Apparently, the physical impact of going in holiday stack with the physical impact from training, so you can stack holiday with Rest to get a super recovery.
Sane said: What do you think about individual training? Are they worth using?

I have never tested, so this is just my guess. I think it is good to train Pace and Acceleration, even when they are too old to develop. That will allow you to funnel CA growth to those attributes, or at least make them lose other attributes instead of speed when they get old.
Lapidus said: No way that Stamina can be impactful as Acceleration and Pace for any positions.

In the FM-Arena test Stamina attribute was increased by 5 points for every positions including the DMs and WBs and that improved the result just by 2 points from 60 pts to 62 pts, which honestly can be just the RNG but when Acceleration or Pace attributes were increased by 5 then it improved the result by 21 points from 60 pts to 81 pts.

So no way Stamina attribute or any other attribute can be as impactful as Pace and Acceleration for any position.

Pace - https://fm-arena.com/tactic/7528-5-points-to-pace-for-all-positions/

Acceleration - https://fm-arena.com/tactic/7527-5-points-to-acceleration-for-all-positions/

Stamina - https://fm-arena.com/tactic/7557-5-points-to-stamina-for-all-positions/


Here's another test when Acceleration and Pace was tested, specifically, for Central Midfielder position - https://fm-arena.com/thread/5351-should-you-follow-the-highlighted-attributes-of-the-roles/


It was just an example.

By the way, I am testing the schedule below right now. Keep in mind that it requires training with half intensity, else it will lead to a high number of injuries. I also discovered a glitch on training that allows you to "super rest" players (almost 40% more recovery of condition and fatigue than just full rest schedule), but I am still investigating it to understand exactly how it works.
Meriten said: There is a big problem. One example: Anticipation is good but Decision is bad in context of CA efficiency according to the test results on fm-arena. But there is no training session which trains more Anticipation but less Decision.

Excerpt from MaxEBFM results:



Another example is Acceleration/Pace (both are good) and Agility (bad). I tried to beat the system by using a good and a bad coach but that doesn't work either. Anticipation/Decision is trained by the same coach and Acceleration/Pace/Agility is trained by the same coach too.

Another problem is that we don't know all good attributes. Stamina e.g. is bad according to fm-arena test results but good according to ykykyk.


Just as a reminder, the fact that one attribute did not get impressive results in the table of FM-Arena does not mean that attribute is useless. For example, stamina might be impactful only for two or three players, like DM and WBs, which represents less than 30% of the team. In that case, even if Stamina is as impactful as Pace and Acceleration for those positions, it will still give worse results than attributes that have impact across all roles.
Han106 said: Through this series, I will list some training sessions and create some training schedules that are based off of EBFM's FM23 analysis but change the metrics to fit the meta attributes that have proven to be the best. This is part 1 discussing the best Physical training sessions, what I believe are the most important.

Changes
This is a rewrite of my previous analysis. Things have changed since the last time, like a new leader , Katana 4231 104p v3.1, I also am using more weights based on the @ZaZ's under 50 minus 25 weights from the linked post. I adjusted some weights to fit first the tactic and some of my personal tastes. You can find it here. I came up with the best training sessions based on these weights. I also attached pictures for ease of understanding!

Physical Training Results

As you can see, Physical is still the best as per EBFM's findings, but for DM and DL they responded better to Resistance training. The other two trainings sadly are far below the standards of Physical and Resistance. You can find the condensed and actually presentable spreadsheet here. All training data is gathered from EBFM's excel file here and his video that is from his excellent series of experiments here.

Conclusion
So it looks like having a ratio of 2 Physical to 1 Resistance is the way to go. When I create my schedule 3 of the 18 sessions will include those sessions like so.


I will do more analysis on this later some time.


It is a bit funny to call it "training" when players just lay in a hammock all week waiting for next match.
Sanassy09 said: Good evening, I would like to know the minimum to have for the meta attributes. I had seen on Twitter that 12+ is a league team, 13+ European, 14+ champion league. I would also like to know for individual training in "priorities" what should I put?

There is no such thing as a minimum, it is all about which players are willing to join your team, and that is mostly defined by your reputation and budget. What I would say is to not get a slow player, so if player with 14 pace and acceleration are willing to join your team, then you should never hire someone with 8 or 9. However, it is ok to go a bit below the "minimum" if it is a player with potential of growth, for example.
Trying some funny shapes to score lots of goals. Got inspired by this for some instructions.



Zvo92 said: Thank you for answer. Tactics are great, but I have a lot of good midfielders in my save.
Do you have any advice so that I can have another player in a middle, it doesn't have to be DLP?


You can try this tactic. It is very good, and uses two central midfielders.
keithb said: no worries zaz. I do try to rotate my team by playing players who are peak condition and try not to start players who are tired, unless it is my best players in big games. Do you think there is any benefit to that? Obviously their condition in the game should decrease slower and it prevents the tired players from becoming fatigued.

Fatigue still affects performance when it reaches the "Rst" icon level, so rotating is still needed. Condition also has effect on performance, so if you have two similar players, one at 100% and another at 90% condition, then the 100% will perform better.
Zvo92 said: What do you think if I switch one AF to DPL?
Would that be good?
And can you post a downloadable training sheet?
Thank you


DLP would reduce performance, but you can do it if you prefer.

About the training sheet, I don't have FM22 installed anymore. What I am currently using is the one below, for FM24.
ZaZ said: It actually follows this kind of curve below. The peak, zero, is the exact point where it changes from "Fresh" to "Low", so the ideal is to stay in that point of balance.


For reference, Fresh goes from -500 to 0, while Low goes from 1 to 399. I didn't test the number 600, which is when it starts to show "Rst" icon ( "Fatigued" ), but I assume it reaches minimum performance around that value.

Anyway, I am still collecting more data to consolidate those results, as well as checking the changes in numbers caused by playing and training.


After some more testing, I believe the effect of fatigue on performance was just statistical noise. Sorry if anyone was mislead by that. I am still doing more tests to confirm other things with fatigue.
Standard metric is pace and acceleration, with dribbling and jumping reach as tie breakers. Other attributes are cool, but I would rather pay less for a player with very high value on those attributes, than spend ten times the price for someone balanced across all attributes.
Got requested to try and simulate the style of Abel Ferreira, one of the most successful managers from South America at the moment, for Palmeiras. Right winger is more of a Defensive Winger, but I changed to Inverted Winger to keep the ability to remove "tackle harder", without losing much performance. Their goalkeeper also uses "throw it long" instead, but that is more of a trait from Weverton than a tactical instruction. I got a bit of reference from this tactic.


Mark said: Yes I am.

Can I just say, totally off topic, that this post is in the top half a dozen viewed posts of all time on FM Arena with over 130k views, and the highest of any non tactic post on the site. So clearly a subject that is important to the FM Community.

Out of interest, the top 2 by a massive margin, are both from the great @ZaZ with ZaZ Blue 4.0 in FM22 tactics with over 630k views, and ZaZ Blue 3.0 in FM21 tactics with just under 580K views. In third is Phoenix v5.0 in FM21 tactics with over 230k views.


That is actually nice to know! That means people need you for positional filters in FM24.