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.
alexej said: Hey @ZaZ any development on promising tactics tou have tested recently? Expand
I am taking a break from FM and focusing on work for now, but I always come back to the game after a while. However, I'm quite sure most places stopped testing for this version since we are getting closer to new version (last tactic tested in FM-Arena was over a month ago).
Mark said: That is an interesting question and one I have thought about a few times. I have meant to run some tests on this but have yet to get to it. Leave it with me and I will have a look in a few weeks. Expand
You can probably normalize by multiplying the weight of all attributes for some X factor. I'll give an example using the case @lordus used: "For example, if I create a player with 20 in all attributes, a winger gets 120% and a FS gets 109%."
In this case, X factor would be 1.0 for winger and 0.90 for fast striker (120% is 1.0, 109% is X, basic rule of three). Then you multiply all weights from winger by 0.9, and they will now have a normalized rating. You can do the same to all roles, based on the position with lowest rating (since all others will be reduced to reach similar level).
LaXatiif said: Big fan of your tactic! Big up! Great results however the RPM is the only player with terrible results. Can we change the role position to another one without creating any conflict? Any advices? Expand
He gets bad grades, but he is one of the most important players of the team. It's fine if his grade is bad as long as you are winning. It's just that his actions don't give many points to the scoring system of the match engine.
okocpinar said: I've been following you since fm 20. You know this job. Great tactic. Expand
Thanks!
JTC said: I have never thought that playing this formation in cautious mentality actually performs better (i.e. Solid Blue?).
In this formation, cautious does not mean defensive - far from it. The formation is still attacking. The two AF are still under positive mentality (when team mentality is cautious). In fact no player in the team except the two CB will be defensive. Tempo is still high.
Who doesn't want to score a lot of goals? But playing in cautious mentality does not mean scoring less goals - it just means taking chances in a measured manner. With better quality chances the team will still score and may even score more.
Of course if you have great players with high CA your team will always do well. But if your players are not stars and do not have particularly good off the ball or positioning attributes then it may well be worth trying playing cautious throughout the whole game (even when you are trailing behind).
I am playing an online game with friends and I use Oxford, promoted to PL after 2 seasons. Players are decent but not spectacular. I just beat Man City (which has both Haaland and Mbappe) 4-2 away. When I started the game in positive mentality (i.e. the default mentality) I had absolutely zero chance. Once I turned to cautious I can actually see my whole team started to dominate - this goes way beyond what Zaz describes as using Solid Blue to "de-stablize" your opponent. The passing was spectacular, the players took their chances well. I was at one stage leading 4:1 and Man City only managed to score back with Mbappe using his monstrous speed to beat my two mediocre CB. At the end of the game I think I had close to 20 shots attempted, over 13 shots on goal, and a higher xG than Man City. And I was the away team.
Try cautious! Expand
Solid Blue, or Blue with cautious mentality, concedes around 15% less goals than normal Blue. It takes less risky choices, so it might be more suited to players with lower skill.
I've read it all, many times, here and on other sites, I'm passionate about the work done by the members here, but I have a simple request. My way of looking for players on Genie Scout is as follows: I use the 50 minus 25 zaz balanced by Mark, as I much prefer a filter that maximizes important attributes rather than a balance that can lead to misinformation. Now I encounter a problem with this magnificent filter: I would like to have the raw rating (general rating) which does not modify the rating according to the affinity with the position. Because I want to be able to manage this problem on my side and decide to teach the player the new position. But I would like the general note to come out directly, I find it easier to find players who can stick to several positions. I hope my request is clear, and if this filter already exists, I apologize, I'm not English and I may have missed a subtlety.
thank you again for the exceptional and exciting work done here.
Edit: i haven't mentionned that maybe the problem is the choice of column in my GS, but i haven't find a column which gave me this General Note without balance of positionning. Expand
Thank you for your words about the filter! About what you want to do, @Mark might have some idea about how to do it. I can't think of any way other than creating a filter for each position, copying the weights to all positions in those filters, so you can sort by highest rating in general.
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.
I am taking a break from FM and focusing on work for now, but I always come back to the game after a while. However, I'm quite sure most places stopped testing for this version since we are getting closer to new version (last tactic tested in FM-Arena was over a month ago).
You can probably normalize by multiplying the weight of all attributes for some X factor. I'll give an example using the case @lordus used:
"For example, if I create a player with 20 in all attributes, a winger gets 120% and a FS gets 109%."
In this case, X factor would be 1.0 for winger and 0.90 for fast striker (120% is 1.0, 109% is X, basic rule of three). Then you multiply all weights from winger by 0.9, and they will now have a normalized rating. You can do the same to all roles, based on the position with lowest rating (since all others will be reduced to reach similar level).
He gets bad grades, but he is one of the most important players of the team. It's fine if his grade is bad as long as you are winning. It's just that his actions don't give many points to the scoring system of the match engine.
I've been following you since fm 20.
You know this job.
Great tactic.
Thanks!
JTC said: I have never thought that playing this formation in cautious mentality actually performs better (i.e. Solid Blue?).
In this formation, cautious does not mean defensive - far from it. The formation is still attacking. The two AF are still under positive mentality (when team mentality is cautious). In fact no player in the team except the two CB will be defensive. Tempo is still high.
Who doesn't want to score a lot of goals? But playing in cautious mentality does not mean scoring less goals - it just means taking chances in a measured manner. With better quality chances the team will still score and may even score more.
Of course if you have great players with high CA your team will always do well. But if your players are not stars and do not have particularly good off the ball or positioning attributes then it may well be worth trying playing cautious throughout the whole game (even when you are trailing behind).
I am playing an online game with friends and I use Oxford, promoted to PL after 2 seasons. Players are decent but not spectacular. I just beat Man City (which has both Haaland and Mbappe) 4-2 away. When I started the game in positive mentality (i.e. the default mentality) I had absolutely zero chance. Once I turned to cautious I can actually see my whole team started to dominate - this goes way beyond what Zaz describes as using Solid Blue to "de-stablize" your opponent. The passing was spectacular, the players took their chances well. I was at one stage leading 4:1 and Man City only managed to score back with Mbappe using his monstrous speed to beat my two mediocre CB. At the end of the game I think I had close to 20 shots attempted, over 13 shots on goal, and a higher xG than Man City. And I was the away team.
Try cautious!
Solid Blue, or Blue with cautious mentality, concedes around 15% less goals than normal Blue. It takes less risky choices, so it might be more suited to players with lower skill.
I've read it all, many times, here and on other sites, I'm passionate about the work done by the members here, but I have a simple request.
My way of looking for players on Genie Scout is as follows: I use the 50 minus 25 zaz balanced by Mark, as I much prefer a filter that maximizes important attributes rather than a balance that can lead to misinformation.
Now I encounter a problem with this magnificent filter: I would like to have the raw rating (general rating) which does not modify the rating according to the affinity with the position.
Because I want to be able to manage this problem on my side and decide to teach the player the new position. But I would like the general note to come out directly, I find it easier to find players who can stick to several positions.
I hope my request is clear, and if this filter already exists, I apologize, I'm not English and I may have missed a subtlety.
thank you again for the exceptional and exciting work done here.
Edit: i haven't mentionned that maybe the problem is the choice of column in my GS, but i haven't find a column which gave me this General Note without balance of positionning.
Thank you for your words about the filter! About what you want to do, @Mark might have some idea about how to do it. I can't think of any way other than creating a filter for each position, copying the weights to all positions in those filters, so you can sort by highest rating in general.
https://fm-arena.com/thread/1175-how-do-i-read-this-weighting-table/
Yes, but you might have to adjust if your days are different.