After some experimentation with training, I found the training schedule below to be the most efficient for player growth. For reference, I set players to rest automatically when condition is not excellent, and set focus to either Quickness, Endurance or Reactions.
P.S.: I reuploaded with Physical instead of Resistance. They have the same results in my tests and that might be a bug, so I keep Physical to make it clearer.
Kevin1987 said: Hi Zaz your green 5.0 tactic is the best I have used on FM, love it..just wondered if you ever felt like doing a upgraded version or one with tweaks to make it even better?
congrats again on tactic. Expand
Thank you! I tried many tweaks to reach that version, it is just that I ran out of ideas. Since the launch of FM22, I have ran over a thousand seasons testing different stuff, and that's the best I could achieve. I am not saying it can't be improved, but right now my tactics reached a peak that I can't improve anymore. FM23 is also coming in three months, so it's very unlikely that I will try anything new in this version.
dzek said: So for wingers we use the best side of the position familiarity of the player without care about his preferred foot? Expand
Yes. Since I'm also controlling the youth teams in my current save, I often train wingbacks and wingers in the opposite side of what they are good, so they can be used in either side when they reach the main team.
By the way, I started a new run with Kidderminster from Vanarama North, and I'm explaining step by step how I manage the team and all decisions I do during gameplay . This time, my focus is on developing players using the youth system (club's culture), so I'll be also controlling U23 and U18, as well as main team. You can follow it here.
kalhua said: Are there any in-game filters based on important attributes? Expand
Not really, because it would depend on what players want to go to your team, what players are available, player position, and so on. However, you can check "Important Attributes" to create your own filter.
Mark said: I found that taking control of U18 selections didn't get followed so I have been managing both my lower grades for some time. It is good to have everyone match fit Expand
You will notice the difference in attribute gain by the end of the season. Not only they have better training schedules and coaches (with better assignments), but also get less injured and you give them more opportunities in the main team for some competitive football. Since you can use the third reserve of each position from the youth team, it ends up saving money from wage budget, which allows you to get better players to the main team. Win-win in every level.
From the list Zippo gave before, you can see it improves the main factors for player development.
I remember we did some tests trying to figure out what factors(except the attributes) make players to develop faster and we found the following factors had the most influence:
- The intensity of the training. The higher intensity, the higher development rate. - The quality of the training facility. - The quality of the coaches. - The amount of competitive matches a player participates during a season. - The quality of competitive matches (the competition reputation). - The ratings a player gets in matches.
Different training schedules didn't have any significant influences on the development rate, they just were responsible for the distribution of points between the attributes. Expand
About the run, it's a nice experience to command your under 20, as you can see the kids in action and create some bond with them before bringing them to the upper teams. I'm currently commanding only the main team and U-20 teams, so I set them to have 22 players each, and a rule so no player can reach 10 matches missed in a row (you can add that column to selection with "Insert column > Stats (General) > Games missed in a row". When someone gets injured from main team, I draw some youngster from U-20, so in practice my squad is bigger than 22 players. I'm also using the rule that I can only hire to the U-20 team, and they need to stay there at least one year before being promoted to upper team (and can only be promoted after I hire someone to their place in U-20, to keep 22 players in that squad).
What I can say is that managing U-20 they get a much better increase in attributes, since you worry about setting coach assignments, training schedules and also rotate so they don't get many injuries. The rule of never reaching 10 matches missed in a row (that only counts main team matches, and count matches coming from the bench), also ensure they get some action in a higher league instead of just youth games, which also increases their attribute gain over the year.
After this experience, I would recommend anyone to at least control the player selection from U-20 to promote rotation and set up training (especially coach assignments). I also set them to rest automatically when energy is not full, to avoid injuries. That should make them improve faster to reach the main team.
irapbot said: 3rd Season ,My club got promoted!!! It's hard with small team but I think it's very cool to build a team with this way. DOF buy/sell some players.
Expand
I would say this way is pretty cool to play. Not sure if it's just me, but players in youth team seem to develop better when you are actively playing them. I would definitely recommend people to hire to youth teams in normal games and see their development.
irapbot said: It's very fun with this challenge. 1st season and defeat in playoff
1st season tranfers Only sign U-18 players
My best 3
Expand
I'm playing the challenge too! I guess I should change it next time to allow you to play youngsters in the main team, but only after they spend at least one full season in the youth team. That would give a middle ground so you see those players in action earlier.
Chewbacca said: I like the idea but for me it's too complex... too many conditions for my small brain Expand
I'm playing with Palmeiras from Brazil, and they have a team under 20. Basically, I can't ever hire anyone to main team, only to under 20, and they can only play by main team after they reach 20 years old. It's similar to the challenge where you only play with home grown players, except that you can also hire youngsters to your youth teams.
#FM22 challenge: - Pick any club. - You must control all youth teams from your club manually. - You cannot hire any players for the main team, only for youth teams. - Players must play on the youth team of their age, and can only play on main team when their age is above limit. - You can use a player in a category above if there are no matches during the current week.
CodeRevenger said: hello, in training 'all other players train quickness' is for defender player too? Expand
For additional focus, goalkeepers train reactions, wing backs and defensive midfielders train endurance, and all other players train quickness. That includes central defenders.
covilha said: yes, i now that, but i have a lot of injuries, so i wont to import some training to fm Expand
If all you want is to avoid injuries, then you can set them to rest automatically from training when they are tired. Just set "no pitch or gym work" for everyone below excellent condition and your injuries should drop by at least 50%, without needing to touch anything else. It's the "do and forget" solution for injuries.
Mark said: Look at post #185 for positional offsets. I correct this back to normal and then deduct 2.5% offset for each point below 20 the player is in that position.
I do my own calculations after using either ykykyky or my own ratings. Both seem to work really well both for selection purposes in my squad and analysing the players my scouts find. You cant go wrong using players with high acceleration, and using the higher rated attributes from the machine learning ratings will always get you someone worthwhile. You can do as much work or as little as you feel comfortable with.
Also take into account injury proneness, professionalism and how players will fit into the club dynamics. The main thing is that you enjoy yourself. Expand
Since people keep coming back and forth here, you should probably add the frequently added questions to the opening post.
Middleweight165 said: @ZaZ How do you test your tactics? Just reading the parapgraph in the opening post. You use an edited database. Do you set your tactic for all 8 teams you listed and then holiday the 1st season 3 times? Expand
I have two saves, each with four teams (two from each league). All teams are loaded with the same tactic and set to use the selected tactic in holiday mode. Three tests on the first season to see if results are promising, and five in total for the best tactics. A rank test is then performed to create a score between the tactics and decide which one is the best.
Mark said: Cant say I have ever worried about the General Rating. It takes too long to retrain people from scratch. It could just be minor errors in the balancing I did that throws that up. It is not exact as you cannot use partial percentages and attribute weightings are limited to whole numbers and cant go above 100. So there are major limitations on getting it exact. I rely more on the Positional Ratings. At least there they have some existing ability that can be built upon. I doubt the attributes are identical but in my game Moriba would be best as a central midfielder, MC, DM, AMC and maybe left winger. I wouldn't try outside of that. He could fill in as a right winger but I would do that sparingly. Expand
I would like to add that, in my experiments, having a player natural in two positions will make it use the attribute weights of the most expensive position (you can test that on Editor checking CA). That means training players in other positions will hinder the potential of the player, lowering his maximum potential attributes. As an example, training a fast defender as winger will make his CA increase, since acceleration and pace is more "expensive" for wingers than for defenders.
P.S.: I reuploaded with Physical instead of Resistance. They have the same results in my tests and that might be a bug, so I keep Physical to make it clearer.
congrats again on tactic.
Thank you! I tried many tweaks to reach that version, it is just that I ran out of ideas. Since the launch of FM22, I have ran over a thousand seasons testing different stuff, and that's the best I could achieve. I am not saying it can't be improved, but right now my tactics reached a peak that I can't improve anymore. FM23 is also coming in three months, so it's very unlikely that I will try anything new in this version.
Click "Tactic Source", then "Download". Keep in mind that Vol-At perform better than Vol-Su for this tactic.
It should work well to tactics that have similar roles and instructions.
Yes. Since I'm also controlling the youth teams in my current save, I often train wingbacks and wingers in the opposite side of what they are good, so they can be used in either side when they reach the main team.
Not really, because it would depend on what players want to go to your team, what players are available, player position, and so on. However, you can check "Important Attributes" to create your own filter.
You will notice the difference in attribute gain by the end of the season. Not only they have better training schedules and coaches (with better assignments), but also get less injured and you give them more opportunities in the main team for some competitive football. Since you can use the third reserve of each position from the youth team, it ends up saving money from wage budget, which allows you to get better players to the main team. Win-win in every level.
From the list Zippo gave before, you can see it improves the main factors for player development.
Zippo said: @Mark, @ZaZ
I remember we did some tests trying to figure out what factors(except the attributes) make players to develop faster and we found the following factors had the most influence:
- The intensity of the training. The higher intensity, the higher development rate.
- The quality of the training facility.
- The quality of the coaches.
- The amount of competitive matches a player participates during a season.
- The quality of competitive matches (the competition reputation).
- The ratings a player gets in matches.
Different training schedules didn't have any significant influences on the development rate, they just were responsible for the distribution of points between the attributes.
What I can say is that managing U-20 they get a much better increase in attributes, since you worry about setting coach assignments, training schedules and also rotate so they don't get many injuries. The rule of never reaching 10 matches missed in a row (that only counts main team matches, and count matches coming from the bench), also ensure they get some action in a higher league instead of just youth games, which also increases their attribute gain over the year.
After this experience, I would recommend anyone to at least control the player selection from U-20 to promote rotation and set up training (especially coach assignments). I also set them to rest automatically when energy is not full, to avoid injuries. That should make them improve faster to reach the main team.
It's hard with small team but I think it's very cool to build a team with this way.
DOF buy/sell some players.
I would say this way is pretty cool to play. Not sure if it's just me, but players in youth team seem to develop better when you are actively playing them. I would definitely recommend people to hire to youth teams in normal games and see their development.
1st season and defeat in playoff
1st season tranfers
Only sign U-18 players
My best 3
I'm playing the challenge too! I guess I should change it next time to allow you to play youngsters in the main team, but only after they spend at least one full season in the youth team. That would give a middle ground so you see those players in action earlier.
I'm playing with Palmeiras from Brazil, and they have a team under 20. Basically, I can't ever hire anyone to main team, only to under 20, and they can only play by main team after they reach 20 years old. It's similar to the challenge where you only play with home grown players, except that you can also hire youngsters to your youth teams.
- Pick any club.
- You must control all youth teams from your club manually.
- You cannot hire any players for the main team, only for youth teams.
- Players must play on the youth team of their age, and can only play on main team when their age is above limit.
- You can use a player in a category above if there are no matches during the current week.
Share your progress here, or tag me on Twitter.
For additional focus, goalkeepers train reactions, wing backs and defensive midfielders train endurance, and all other players train quickness. That includes central defenders.
If all you want is to avoid injuries, then you can set them to rest automatically from training when they are tired. Just set "no pitch or gym work" for everyone below excellent condition and your injuries should drop by at least 50%, without needing to touch anything else. It's the "do and forget" solution for injuries.
I guess he read "can someone explain the importance of trainings in FM"?
Anyway, just go to training > schedules > select schedule... > custom schedules > import schedule
You still need to set the training manually in calendar, week by week. It's one of the parts FM needs to improve the most.
I do my own calculations after using either ykykyky or my own ratings. Both seem to work really well both for selection purposes in my squad and analysing the players my scouts find. You cant go wrong using players with high acceleration, and using the higher rated attributes from the machine learning ratings will always get you someone worthwhile. You can do as much work or as little as you feel comfortable with.
Also take into account injury proneness, professionalism and how players will fit into the club dynamics. The main thing is that you enjoy yourself.
Since people keep coming back and forth here, you should probably add the frequently added questions to the opening post.
I have two saves, each with four teams (two from each league). All teams are loaded with the same tactic and set to use the selected tactic in holiday mode. Three tests on the first season to see if results are promising, and five in total for the best tactics. A rank test is then performed to create a score between the tactics and decide which one is the best.
Last test happened two months ago. I believe that's it for this version, it also stopped in most other test sites. New version is coming soon.
I would like to add that, in my experiments, having a player natural in two positions will make it use the attribute weights of the most expensive position (you can test that on Editor checking CA). That means training players in other positions will hinder the potential of the player, lowering his maximum potential attributes. As an example, training a fast defender as winger will make his CA increase, since acceleration and pace is more "expensive" for wingers than for defenders.