I found out he didn't ban players from match,So the results of the test can be affected by the match. I ban all the players from match
Then, in order to show the data can open up the gap, I set all the players Professionalism = 20 I tested all the results 3 times to reduce the impact of randomness. There are 11 players, so there are 33 sets of each data , Calculate their average
Calculate their Pace, Acceleration, Jumping reach, the difference between the final CA and the initial CA So I get their Pace, Acceleration, Jumping reach, CA, how much they increased Per season, respectively
By: https://fm-arena.com/table/26-player-attributes-testing/ That's because of Pace, Acceleration, Jumping reach Is the most important attribute in the game, I want these 3 attributes to improve as much as possible, While the promotion of CA takes up PA, if the remaining available PA is limited, in some special case I would Even want CA to grow as slowly as possible
Following the conclusion, I've had over 500 players (we are not an English speaker, we don't Common come to the English community) successfully verify in actual games
# What did i Found?
2. 20 Professionalism get approach twice as much growth per season as 10 Professionalism Hide Stats 20 Professionalism , 20 years old, only through training, Max average gain 12.5 CA, extreme value about 15.0CA by randomness (units are per season) Hidden Attributes 10 Professionalism , 20 years old, through training , Max average of 6.5 CA
3. If play don't training at all, physical attributes will always grow naturally, and mental and technical attributes will naturally decline Look at the no (Rest)no training (such as Group H) when no training at all, after one season, Pace, Acceleration, Jumping reach increased by 3.7 attributes, CA increased by 3.2
(If not mentioned, the default in table is 20 Professionalism ) A good example By:
4. Repeated, massive Physical training doesn't work Hard training (e.g. G group) Pace, Acceleration, Jumping reach increased by 3.3 attributes, CA increased by 3.7 There is an upper limit to the proportion assigned to physical body classes.
Repeated, massive comprehensive training doesn't work I tried a variety of combinations (some are not in the table) Their increased CA ended up around 12.5,There is a cap on the CA per season
5. The more training in other classes, the fewer cas assigned to the "body/Physical class" attribute For groups W and S, Pace, Acceleration, Jumping reach, the former increased by 2.0 attributes (significantly reduced), and the CA increased by 6.8
6. {Addtional Focus} is to increase {the weight} assigned to such attributes View groups Z and S2
7. If there is no "Mental class" weight, the Mental does not grow. If there is no "Technical class" weight, Technical does not grow.
View groups V and N. For example, group L and Group A2
The former group V, group N, physical classes (Pace, Acceleration, Jumping reach) training, are negative "technical", "mental" weight.
If there is only this kind of training in a season, then "Technical " and "Mental " will not grow without any growth weight, and you can "avoid Mental and Technical occupying CA , waste CA" in this way.
The latter group L, Group A2, "Technical ", "Mental ", "body/Physical" all have weights, and all attributes can grow
8. Is that no practice at all, with players meditating in the training room for a season, the best way to train their physical attributes?
Yes.You will continue to see this in the table below
9. Bold guess: Training is simply a "reassignment of weights" to naturally acquired attributes.
Redistribution In addition to the normal ability to rise, distribute, It also includes the reallocation of players as they age Old, their abilities decline, and their abilities fall below their current recommended abilities Also includes when 'pure physical training', mental and technical are descend, the physical rise , You can find example of this in the table (Pa+Ac+Ju)↑ > Per man CA↑ This represents a decline in the character's other attributes, only an increase in physical attributes, which many of us have verified in actual games
10. Number of matches played
At Y4,B5,A5,Z4 , More matches, increased assignable CA and Its marginal benefit is reduced
D5,E5 :Since technically and mentally, there is no "assigned weight" train, even if the two groups play the same 30 matches, Attribute is only assigned on a Physical class
11. Double Intensity Training -- Rest -- Training Intensity Scheduling
As shown in the table above Guess that Double Intensity equals doubling the assigned weight (the actual effect may be less than doubling)
Among them, Q5 and H, do not participate in any competition, and purely sleep for a quarter Q5,(Pace, Acceleration, Jumping reach) +3.7,(Per man CA↑)+3.2 H,(Pace, Acceleration, Jumping reach) +5.7,(Per man CA↑)+3.9
D5 and I5, each played 30 match
D5,[Quickness]+[Addtional Focus Quickness],(Pace, Acceleration, Jumping reach) +4.5,(Per man CA↑)+5.9 I5,[Quickness]+[Addtional Focus Quickness]+[Double Intensity],(Pace, Acceleration, Jumping reach) +5.4,(Per man CA↑)+6.9
It Changed the assigned weights, Thus the probability of adding attributes that need to be enhanced is greatly increased.
For actual example, this player has 16 Professionalism His Pace increased from 14 to 19 ,in just 1 season +5 months
This is a situation where you need to increase the CA as soon as possible, Remember above By : https://fm-arena.com/table/26-player-attributes-testing/ adding Technical and Mental attributes is also good for victory, but they are much less as effective as Pace, Acceleration, Jumping reach
All of these training schedules have a very low risk of injury, Even if you suffer three Match a week, don't worry about the impact of the lack of training, set all week rest, you lose nothing
13. Some frequently mentioned problems
Does this really work, why is it so different from Evidence Based Football Manager's conclusion? It's been proven by a lot of people in our community by :https://www.playgm.cc/forum-294-1.html in actual gaming, assembly line produces 20 Pace, 20 Acceleration, 20 Jumping reach players .
I think he (the youtuber) made the mistake of trusting the game company, the game company didn't make a proper training system, just pretended it had one (just like the "Pace". Then, at the test, he most likely did not ban the player from Match, so the test results were clouded by the number of Matches played .
My Sharpness and team cohesion are insufficient Friendly match, or whatever way
The players have been complaining that the training is not reasonable Ignore them. Or , You can also in Staff -- Responsibilities -- Training, Hand over the training to the assistant, Then do the "only once" setting in the player's personal Settings and training schedule , You are in fact still in control of your training schedule and personal training Intensity , But all the complaints about training are gone because NPCS don't complain about NPCS
When using the first 3 schemes ,My goalkeeper's goalkeeping attributes are not growing Yes. If you want goalkeeper to increase their goalkeeper attributes, you need to assign "weights" to their goalkeeper attributes, i.e., when there is already one [Quickness] , add a "Handling" or "Overall" for example. But this will cause the weight of the Physical to drop a bit , In the table, you can look up and find the corresponding value , so how do you choose, it's up to you
I found out he didn't ban players from match,So the results of the test can be affected by the match. I ban all the players from match
Then, in order to show the data can open up the gap, I set all the players Professionalism = 20 I tested all the results 3 times to reduce the impact of randomness. There are 11 players, so there are 33 sets of each data , Calculate their average
Calculate their Pace, Acceleration, Jumping reach, the difference between the final CA and the initial CA So I get their Pace, Acceleration, Jumping reach, CA, how much they increased Per season, respectively
By: https://fm-arena.com/table/26-player-attributes-testing/ That's because of Pace, Acceleration, Jumping reach Is the most important attribute in the game, I want these 3 attributes to improve as much as possible, While the promotion of CA takes up PA, if the remaining available PA is limited, in some special case I would Even want CA to grow as slowly as possible
Following the conclusion, I've had over 500 players (we are not an English speaker, we don't Common come to the English community) successfully verify in actual games
# What did i Found?
2. 20 Professionalism get approach twice as much growth per season as 10 Professionalism Hide Stats 20 Professionalism , 20 years old, only through training, Max average gain 12.5 CA, extreme value about 15.0CA by randomness (units are per season) Hidden Attributes 10 Professionalism , 20 years old, through training , Max average of 6.5 CA
3. If play don't training at all, physical attributes will always grow naturally, and mental and technical attributes will naturally decline Look at the no (Rest)no training (such as Group H) when no training at all, after one season, Pace, Acceleration, Jumping reach increased by 3.7 attributes, CA increased by 3.2
(If not mentioned, the default in table is 20 Professionalism ) A good example By:
4. Repeated, massive Physical training doesn't work Hard training (e.g. G group) Pace, Acceleration, Jumping reach increased by 3.3 attributes, CA increased by 3.7 There is an upper limit to the proportion assigned to physical body classes.
Repeated, massive comprehensive training doesn't work I tried a variety of combinations (some are not in the table) Their increased CA ended up around 12.5,There is a cap on the CA per season
5. The more training in other classes, the fewer cas assigned to the "body/Physical class" attribute For groups W and S, Pace, Acceleration, Jumping reach, the former increased by 2.0 attributes (significantly reduced), and the CA increased by 6.8
6. {Addtional Focus} is to increase {the weight} assigned to such attributes View groups Z and S2
7. If there is no "Mental class" weight, the Mental does not grow. If there is no "Technical class" weight, Technical does not grow.
View groups V and N. For example, group L and Group A2
The former group V, group N, physical classes (Pace, Acceleration, Jumping reach) training, are negative "technical", "mental" weight.
If there is only this kind of training in a season, then "Technical " and "Mental " will not grow without any growth weight, and you can "avoid Mental and Technical occupying CA , waste CA" in this way.
The latter group L, Group A2, "Technical ", "Mental ", "body/Physical" all have weights, and all attributes can grow
8. Is that no practice at all, with players meditating in the training room for a season, the best way to train their physical attributes?
Yes.You will continue to see this in the table below
9. Bold guess: Training is simply a "reassignment of weights" to naturally acquired attributes.
Redistribution In addition to the normal ability to rise, distribute, It also includes the reallocation of players as they age Old, their abilities decline, and their abilities fall below their current recommended abilities Also includes when 'pure physical training', mental and technical are descend, the physical rise , You can find example of this in the table (Pa+Ac+Ju)↑ > Per man CA↑ This represents a decline in the character's other attributes, only an increase in physical attributes, which many of us have verified in actual games
10. Number of matches played
At Y4,B5,A5,Z4 , More matches, increased assignable CA and Its marginal benefit is reduced
D5,E5 :Since technically and mentally, there is no "assigned weight" train, even if the two groups play the same 30 matches, Attribute is only assigned on a Physical class
11. Double Intensity Training -- Rest -- Training Intensity Scheduling
As shown in the table above Guess that Double Intensity equals doubling the assigned weight (the actual effect may be less than doubling)
Among them, Q5 and H, do not participate in any competition, and purely sleep for a quarter Q5,(Pace, Acceleration, Jumping reach) +3.7,(Per man CA↑)+3.2 H,(Pace, Acceleration, Jumping reach) +5.7,(Per man CA↑)+3.9
D5 and I5, each played 30 match
D5,[Quickness]+[Addtional Focus Quickness],(Pace, Acceleration, Jumping reach) +4.5,(Per man CA↑)+5.9 I5,[Quickness]+[Addtional Focus Quickness]+[Double Intensity],(Pace, Acceleration, Jumping reach) +5.4,(Per man CA↑)+6.9
It Changed the assigned weights, Thus the probability of adding attributes that need to be enhanced is greatly increased.
For actual example, this player has 16 Professionalism His Pace increased from 14 to 19 ,in just 1 season +5 months
This is a situation where you need to increase the CA as soon as possible, Remember above By : https://fm-arena.com/table/26-player-attributes-testing/ adding Technical and Mental attributes is also good for victory, but they are much less as effective as Pace, Acceleration, Jumping reach
All of these training schedules have a very low risk of injury, Even if you suffer three Match a week, don't worry about the impact of the lack of training, set all week rest, you lose nothing
13. Some frequently mentioned problems
Does this really work, why is it so different from Evidence Based Football Manager's conclusion? It's been proven by a lot of people in our community by :https://www.playgm.cc/forum-294-1.html in actual gaming, assembly line produces 20 Pace, 20 Acceleration, 20 Jumping reach players .
I think he (the youtuber) made the mistake of trusting the game company, the game company didn't make a proper training system, just pretended it had one (just like the "Pace". Then, at the test, he most likely did not ban the player from Match, so the test results were clouded by the number of Matches played .
My Sharpness and team cohesion are insufficient Friendly match, or whatever way
The players have been complaining that the training is not reasonable Ignore them. Or , You can also in Staff -- Responsibilities -- Training, Hand over the training to the assistant, Then do the "only once" setting in the player's personal Settings and training schedule , You are in fact still in control of your training schedule and personal training Intensity , But all the complaints about training are gone because NPCS don't complain about NPCS
When using the first 3 schemes ,My goalkeeper's goalkeeping attributes are not growing Yes. If you want goalkeeper to increase their goalkeeper attributes, you need to assign "weights" to their goalkeeper attributes, i.e., when there is already one [Quickness] , add a "Handling" or "Overall" for example. But this will cause the weight of the Physical to drop a bit , In the table, you can look up and find the corresponding value , so how do you choose, it's up to you Expand
You didn't mention about coaching staff, I'm assuming they don't matter at all? How did you setup your coaching staff?
Also do you delegate all of the training to your staff? (Schedule and Individual) I am confused about that part
Ok this changes everything, youth academy challenge will be a piece of cake now 😁 thanks for the testing and sharing it here. Can't wait to try this myself
animatron said: You didn't mention about coaching staff, I'm assuming they don't matter at all? How did you setup your coaching staff?
Also do you delegate all of the training to your staff? (Schedule and Individual) I am confused about that part Expand
Are you talking about the coaching staff? (My English is not capable of understanding too complicated words.)
For the coach assignment: I didn't do a quantitative test, In the above test, I used the coaches team of the same ability given by the original author.
In the actual game : Since we only need to get the best out of 3 attributes, Pace, Acceleration, Jumping reach , then, we only need to hire the "best" Fitness Coach, and other coach , Like tactics, goalkeeping, attack, defense, doesn't have to hire a good one, a average coach is acceptable .
harvestgreen22 said: Are you talking about the coaching staff? (My English is not capable of understanding too complicated words.)
For the coach assignment: I didn't do a quantitative test, In the above test, I used the coaches team of the same ability given by the original author.
In the actual game : Since we only need to get the best out of 3 attributes, Pace, Acceleration, Jumping reach , then, we only need to hire the "best" Fitness Coach, and other coach , Like tactics, goalkeeping, attack, defense, doesn't have to hire a good one, a average coach is acceptable . Expand
Do you choose the training position of the player? Or you leave it blank?
ZaZ said: I did some tests here, and it seems like, in fact, there is a limit to the rate of player growth on physical attributes. However, that limit is not the same for technical and mental attributes. In short, one or two physical trainings per week seem to be the limit. I will investigate a bit more before any conclusions. Expand
yes , check "Group G2" in the picture above [Quickness]+[Overall]x4+[Attacking]x4+[Defending]x4 (Pa+Ac+Ju)↑ 2.5 CA ↑ 12.8
It has reached the "upper limit without Match", I've tried to train 12 or even 15 times a week, and that's the same upper limit (about 12.5 CA)
The number of matches a player plays == Unlocks a higher "CA" cap But there's a certain upper limit (or weight proportion limit) to assigning physical attributes, therefore The more matches a player plays, the higher "CA" cap unlocked, If the same time ,training increases the CA, then those CA are assigned to "technical attributes" and "mental attributes".
You can use the same training schedule all season long, But if you want to change it halfway through due to heavy match in some weeks , that's fine , Do as you like
3 match in a week : This is common at the top level in the UK "all rest.no training"
2 match in a week : If you're worried about injury risk (4), Reduce 1-2 times [Match Practice] , If you don't think it's enough, don't train, just all rest
1 match in a week : (1),(2),(3) is safe for injury risk (4),If you have someone who is particularly tired, give them an extra 1-2 day off in the personal setting (right click) , or free to Reduce [Match Practice] by 1-2 time , Do as you like
0 match in a week : Do as you like This sometimes leads to a lack of Sharpness and team cohesion, If you're really worried, add extra training for Sharpness and team cohesion, or friendly match 1-2 in week,
animatron said: Do you choose the training position of the player? Or you leave it blank?
(Ball playing defender, Advanced forward etc.) Expand
Yes, in game I will choose the position I need him , But I don't know what this actually does in game after he already 100% familiar with his position .
and I don't know if a player, if he's good at "multiple positions" at the same time, what happens to the attribute distribution
( in the test it's blank . while a "ST/AM" usually get more "Pace" than "DC" get in the test . )
Tried this for one season. Will give it another go PS. Most of my players have reached their peak but some wonderkids are showing good growth (player 1 screenshot)
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though.
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though. Expand
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though. Expand
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though. Expand
and goalkeepers , I don't know what his most important attribute is, There isn't a big data test (or I didn't find one), and the conclusions now seem to be all from players guessing , So I let it slide in goalkeeping
You can use the same training schedule all season long, But if you want to change it halfway through due to heavy match in some weeks , that's fine , Do as you like
3 match in a week : This is common at the top level in the UK "all rest.no training"
2 match in a week : If you're worried about injury risk (4), Reduce 1-2 times [Match Practice] , If you don't think it's enough, don't train, just all rest
1 match in a week : (1),(2),(3) is safe for injury risk (4),If you have someone who is particularly tired, give them an extra 1-2 day off in the personal setting (right click) , or free to Reduce [Match Practice] by 1-2 time , Do as you like
0 match in a week : Do as you like This sometimes leads to a lack of Sharpness and team cohesion, If you're really worried, add extra training for Sharpness and team cohesion, or friendly match 1-2 in week, Expand
Is it necessary to put match practice to seperate days? Can we do it back to back in one day of training?
Ok Assuming this is right after reading all these, You don't assign any Individual Position training to any players to avoid assigning any weighting to 'Mental' and 'Technical' Attribute. You can just get ST/AM and just play them in position you need to maximize growth? Since Familiarity is mostly from playing matches in those positions.
One thing that's weird from the data is why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
Also I wouldn't bother with Quickness + Double Match Practice since it does significant slow down the growth? I'm not sure if the test was ran with individual position or not. If not then Match practice is simply for tactical familiarity + cohesion. Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance?
Footballenjoyer said: Ok Assuming this is right after reading all these, You don't assign any Individual Position training to any players to avoid assigning any weighting to 'Mental' and 'Technical' Attribute. You can just get ST/AM and just play them in position you need to maximize growth? Since Familiarity is mostly from playing matches in those positions. Expand
I think we are better off leaving the position as blank,
I didn't quite understand the part where he said "Yes, in game I will choose the position I need him"
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact. Expand
Maybe we should choose something like L5 group to get best of both worlds, thoughts?
animatron said: Maybe we should choose something like L5 group to get best of both worlds, thoughts? Expand
Fine for players with more playtime. However, young players benefit more from training, and are often less used in matches since they have lower attributes (the older the player, the more they benefit from match time instead of training, and vice versa).
Footballenjoyer said: Ok Assuming this is right after reading all these, You don't assign any Individual Position training to any players to avoid assigning any weighting to 'Mental' and 'Technical' Attribute. You can just get ST/AM and just play them in position you need to maximize growth? Since Familiarity is mostly from playing matches in those positions.
One thing that's weird from the data is why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
Also I wouldn't bother with Quickness + Double Match Practice since it does significant slow down the growth? I'm not sure if the test was ran with individual position or not. If not then Match practice is simply for tactical familiarity + cohesion. Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance? Expand
——You can just get ST/AM and just play them in position you need to maximize growth? No , I mean: I can't confirm what their relationship is In the test, all the players were good at only one position I've found that some locations grow more for certain attributes, and some grow less
My guess:
Take MC as an example, He's totally unfamiliar with the ST position If we choose to let him go to "practice" ST position, as in the picture Does he assign attributes in the way ST does? There are two possibilities, yes or no, but I haven't tested it at all
Or does he need ST's position proficiency to be 100%? i don't know
——why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
I'm just testing. There's a lot I can't explain, It can only be explained that the game company did not design the training value Well
——I'm not sure if the test was ran with individual position or not All the results are statistical averages of the 11 player, There will be a small gap in the amount of CA they get, but not much, It doesn't happen that one Position get 20 ca and the other Position get 10 ca
——Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance? where is Attacking Movement and Defensive Shape in game? I can't find it
And You can do it any way you like to increase match sharpness, There is no limit
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact. Expand
Its true bro. I just try this schedule and actually player CA drop crazy haha. But indeed what he said still stay true. Even though Technical and Mental attributes drop. Physical attributes increases. But not worth it IMO. Better aim for overall growth <-> Schedule 4 actually better
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact. Expand
For (1).(Rest)no training+[Addtional Focus Quickness]+[Double Intensity]
You're right, the goal is to take a 12-14 (pace, Acceleration) player to 16-20 in about 2 years This "redistribute " actually works on older players as well (slower) because the game's mechanics are "redistribute attributes"
For (4).[Quickness]+[Match Practice]x2+[Addtional Focus Quickness]+[Double Intensity] It actually had one of the best CA growths , for example , group K5 , it actually pretty close to the maximum CA (about 25.0) you can get with a lot of training (like Group C6 )
And , Your strategy is then free to adjust , I have the same opinion (it is based on the actual needs of the player, for example you need to sell players faster) :
Let's assume we now have an Ideal, Simplified case ( this is Hypothetically, not true),
Training Plan A: 1 season. (Pace, Acceleration, Jumping reach) increase 10CA Training plan B: 1 season, (Technical, Mental) increase 50CA. (Pace, Acceleration, Jumping reach) increase 10CA
Player G , with 50 CA , 170 PA , age 16 , using only Plan B:
In the first season, 50 CA increased to 110 CA. In the second season, CA increased from 110 to 170. After two seasons, this player has increased his "Pace, Acceleration, Jumping reach" by 20CA, while his Technical and Mental have increased by 100CA. At this time, the player is 18 years old. CA 170, PA 170. 20 of them are the most valuable "Pace, Acceleration, Jumping reach" abilities in the game.
Player H , with 50 CA , 170 PA , age 16 , using only Plan A: After 4 seasons, this player has added 40 CA in total "Pace, Acceleration, Jumping reach". At this time, the player is 20 years old. CA 90, PA 170. 40 of these abilities are the most valuable "Pace, Acceleration, Jumping reach" in the game. Due to the mechanics of the game, the "Pace, Acceleration, Jumping reach" is strong, and the 90 CA player H is probably better than the 170 CA player G. And then in season 5, start use Plan B, At this time, the player is 21 years old. CA 150, PA 170. 50 of these abilities are the most valuable "Pace, Acceleration, Jumping reach" in the game. 50 of them are new Technical and Mental . Technical and Mental will not become a short board, and physical attributes are strong.
Quick or fine? As you can see from the simplified ideal environment above, If you want a quick finish quick sell, you can look for the training plan in the test table picture that saves condition energy , low injury risk , and increases good amount of CA.
If you want quality, choose a training plan that increases the number of three physical attributes. a 20 Pace, 20 Acceleration, 20 Jumping reach player is very strong.
Of course, training methods can be compromised. For example, you can increase the CA's training schedule with maximum speed, increasing a 100CA, 160PA player to 140CA, and then use up the remaining 20PA with a low speed high quality training schedule
ta2199 said: Its true bro. I just try this schedule and actually player CA drop crazy haha. But indeed what he said still stay true. Even though Technical and Mental attributes drop. Physical attributes increases. But not worth it IMO. Better aim for overall growth <-> Schedule 4 actually better Expand
Not to mention the sharpness is constantly low which results in worse results..
harvestgreen22 said: where is Attacking Movement and Defensive Shape in game? I can't find it Expand
It's match preparation. Also doesn't training position distribute weighting into Technical and Mental attribute?
harvestgreen22 said: Take MC as an example, He's totally unfamiliar with the ST position If we choose to let him go to "practice" ST position, as in the picture Does he assign attributes in the way ST does? There are two possibilities, yes or no, but I haven't tested it at all
Or does he need ST's position proficiency to be 100%? i don't know Expand
No I mean, the natural position of the players as they were "born" into the game. For example, since the game favor ST and AMR/L for the fastest players in the game for regens. You just grab those players and put them in the reserve with the same training schedule but only play them lets say LB, even if they become natural at LB - Would the game still count them as ST and give them ST-level growth rather than LB growth?
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact. Expand
Profiting from youth transfers is not really a thing in lower league saves no? This strategy basically allow you to turn Mediocre young 14/14 free transfers you picked up into serious players that can carry you into Champions league etc. Any guys that you have upgraded on usually just rot in reserve collecting pay check until you can loan them out/sell them for any amount just to get wages off the books.
This is an actual game I made to test the effect, (At the bottom of the list are four players who have only been with the team for one season) They all started with about 60-70 CA , 200PA, 16 Professionalism , The initial attribute is 14 Pace, 14 Acceleration, 14 Jumping reach , and the picture now is Just finished the second season Now they can play very well in the top England Premier League. Won most the games, even though they only have 90-100CA now , as I have a higher Pace than my opponents
in the picture above I'm using this
What I originally meant in post was that you can find the mechanics of the game in the table: the game didn't get it right, and that's the responsibility of the game maker , not gamer . I'm actually disappointed with the current gaming system
( I am a new player and had just started playing 100-200 hours, more than half of which I spent testing the game mechanics )
And the four schedules I gave To get their benefits you have to suffer some drawbacks , you can do whatever you want, According to actual requirements
Footballenjoyer said: If you want to maximize dribbling, wouldn't Ball Distribution and move all your players to Attacking Units be more efficient? Expand
Group W5 [Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]+[all defend team]
I put all of them (Except the goalkeeper)Put in defense team.
Compare to :Group T5 [Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]
this is the test with out [all defend team]
They (W5 and T5) seem to have very little difference, and I don't know why
So my guess is that an ALL-Attacking team, an ALL-defending team might not be effective,
It's also possible that I didn't test enough types (I didn't test all types of training),
There may be individual training that is quite different
1.First, I used the test archive made by this youtuber
From: [youtube]https://www.youtube.com/watch?v=cRng3wiZ4UE&t[/youtube]
by Evidence Based Football Manager
From: https://www.dropbox.com/scl/fi/5ocb5msafc7n786cis4ha/23TL.2-20yrs-no-training-match.fm?rlkey=qfcrhk7s3rofxn10y2yvsesta&e=1&dl=0
by Evidence Based Football Manager
I found out he didn't ban players from match,So the results of the test can be affected by the match.
I ban all the players from match
Then, in order to show the data can open up the gap, I set all the players Professionalism = 20
I tested all the results 3 times to reduce the impact of randomness.
There are 11 players, so there are 33 sets of each data , Calculate their average
Calculate their Pace, Acceleration, Jumping reach, the difference between the final CA and the initial CA
So I get their Pace, Acceleration, Jumping reach, CA, how much they increased Per season, respectively
By: https://fm-arena.com/table/26-player-attributes-testing/
That's because of Pace, Acceleration, Jumping reach
Is the most important attribute in the game, I want these 3 attributes to improve as much as possible,
While the promotion of CA takes up PA, if the remaining available PA is limited, in some special case I would Even want CA to grow as slowly as possible
Following the conclusion, I've had over 500 players (we are not an English speaker, we don't Common come to the English community) successfully verify in actual games
# What did i Found?
2. 20 Professionalism get approach twice as much growth per season as 10 Professionalism
Hide Stats 20 Professionalism , 20 years old, only through training, Max average gain 12.5 CA, extreme value about 15.0CA by randomness (units are per season)
Hidden Attributes 10 Professionalism , 20 years old, through training , Max average of 6.5 CA
3. If play don't training at all, physical attributes will always grow naturally, and mental and technical attributes will naturally decline
Look at the no (Rest)no training (such as Group H) when no training at all, after one season, Pace, Acceleration, Jumping reach increased by 3.7 attributes, CA increased by 3.2
(If not mentioned, the default in table is 20 Professionalism )
A good example By:
4. Repeated, massive Physical training doesn't work
Hard training (e.g. G group) Pace, Acceleration, Jumping reach increased by 3.3 attributes, CA increased by 3.7
There is an upper limit to the proportion assigned to physical body classes.
Repeated, massive comprehensive training doesn't work
I tried a variety of combinations (some are not in the table)
Their increased CA ended up around 12.5,There is a cap on the CA per season
5. The more training in other classes, the fewer cas assigned to the "body/Physical class" attribute
For groups W and S, Pace, Acceleration, Jumping reach,
the former increased by 2.0 attributes (significantly reduced), and the CA increased by 6.8
6. {Addtional Focus} is to increase {the weight} assigned to such attributes
View groups Z and S2
7. If there is no "Mental class" weight, the Mental does not grow. If there is no "Technical class" weight, Technical does not grow.
View groups V and N.
For example, group L and Group A2
The former group V, group N, physical classes (Pace, Acceleration, Jumping reach) training, are negative "technical", "mental" weight.
If there is only this kind of training in a season, then "Technical " and "Mental " will not grow without any growth weight, and you can "avoid Mental and Technical occupying CA , waste CA" in this way.
The latter group L, Group A2, "Technical ", "Mental ", "body/Physical" all have weights, and all attributes can grow
8. Is that no practice at all, with players meditating in the training room for a season, the best way to train their physical attributes?
Yes.You will continue to see this in the table below
9. Bold guess: Training is simply a "reassignment of weights" to naturally acquired attributes.
Redistribution In addition to the normal ability to rise, distribute,
It also includes the reallocation of players as they age Old, their abilities decline, and their abilities fall below their current recommended abilities
Also includes when 'pure physical training', mental and technical are descend, the physical rise ,
You can find example of this in the table (Pa+Ac+Ju)↑ > Per man CA↑
This represents a decline in the character's other attributes, only an increase in physical attributes, which many of us have verified in actual games
10. Number of matches played
At Y4,B5,A5,Z4 , More matches, increased assignable CA
and Its marginal benefit is reduced
D5,E5 :Since technically and mentally, there is no "assigned weight" train, even if the two groups play the same 30 matches, Attribute is only assigned on a Physical class
11. Double Intensity
Training -- Rest -- Training Intensity Scheduling
[Double Intensity]=“Training Intensity Scheduling”set:no pitch,no pitch,no pitch,Double Intensity,Double Intensity
As shown in the table above
Guess that Double Intensity equals doubling the assigned weight (the actual effect may be less than doubling)
Among them, Q5 and H, do not participate in any competition, and purely sleep for a quarter
Q5,(Pace, Acceleration, Jumping reach) +3.7,(Per man CA↑)+3.2
H,(Pace, Acceleration, Jumping reach) +5.7,(Per man CA↑)+3.9
D5 and I5, each played 30 match
D5,[Quickness]+[Addtional Focus Quickness],(Pace, Acceleration, Jumping reach) +4.5,(Per man CA↑)+5.9
I5,[Quickness]+[Addtional Focus Quickness]+[Double Intensity],(Pace, Acceleration, Jumping reach) +5.4,(Per man CA↑)+6.9
It Changed the assigned weights, Thus the probability of adding attributes that need to be enhanced is greatly increased.
For actual example, this player has 16 Professionalism
His Pace increased from 14 to 19 ,in just 1 season +5 months
12. So, what training plan?
This is simple:
Addtional Focus :Quickness
“Training Intensity Scheduling”set:no pitch,no pitch,no pitch,Double Intensity,Double Intensity
(Rest)no training+[Addtional Focus Quickness]+[Double Intensity]
5.7 6.2
(when 30 Match Played)
[Quickness]+[Addtional Focus Quickness]+[Double Intensity]
5.4 6.9
(when 30 Match Played)
Choose one of the two.
This is the case when you don't need to grow CA quickly and you want all PA to be used most efficiently.
[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]
5.0 15.1
(when 30 Match Played)
This is a moderate situation,It can appropriately enhance the 4th useful attribute, Dribbling
[Quickness]+[Match Practice]x2+[Addtional Focus Quickness]+[Double Intensity]
5.0 22.2
(when 30 Match Played)
This is a situation where you need to increase the CA as soon as possible,
Remember above By : https://fm-arena.com/table/26-player-attributes-testing/
adding Technical and Mental attributes is also good for victory, but they are much less as effective as Pace, Acceleration, Jumping reach
All of these training schedules have a very low risk of injury, Even if you suffer three Match a week, don't worry about the impact of the lack of training, set all week rest, you lose nothing
13. Some frequently mentioned problems
Does this really work, why is it so different from Evidence Based Football Manager's conclusion?
It's been proven by a lot of people in our community by :https://www.playgm.cc/forum-294-1.html in actual gaming, assembly line produces 20 Pace, 20 Acceleration, 20 Jumping reach players .
I think he (the youtuber) made the mistake of trusting the game company, the game company didn't make a proper training system, just pretended it had one (just like the "Pace".
Then, at the test, he most likely did not ban the player from Match, so the test results were clouded by the number of Matches played .
My Sharpness and team cohesion are insufficient
Friendly match, or whatever way
The players have been complaining that the training is not reasonable
Ignore them.
Or , You can also in Staff -- Responsibilities -- Training, Hand over the training to the assistant, Then do the "only once" setting in the player's personal Settings and training schedule , You are in fact still in control of your training schedule and personal training Intensity , But all the complaints about training are gone because NPCS don't complain about NPCS
When using the first 3 schemes ,My goalkeeper's goalkeeping attributes are not growing
Yes. If you want goalkeeper to increase their goalkeeper attributes, you need to assign "weights" to their goalkeeper attributes, i.e., when there is already one [Quickness] , add a "Handling" or "Overall" for example.
But this will cause the weight of the Physical to drop a bit , In the table, you can look up and find the corresponding value , so how do you choose, it's up to you
Wow! This is one hell of a revelation
harvestgreen22 said: 1.First, I used the test archive made by this youtuber
From: [youtube]https://www.youtube.com/watch?v=cRng3wiZ4UE&t[/youtube]
by Evidence Based Football Manager
From: https://www.dropbox.com/scl/fi/5ocb5msafc7n786cis4ha/23TL.2-20yrs-no-training-match.fm?rlkey=qfcrhk7s3rofxn10y2yvsesta&e=1&dl=0
by Evidence Based Football Manager
I found out he didn't ban players from match,So the results of the test can be affected by the match.
I ban all the players from match
Then, in order to show the data can open up the gap, I set all the players Professionalism = 20
I tested all the results 3 times to reduce the impact of randomness.
There are 11 players, so there are 33 sets of each data , Calculate their average
Calculate their Pace, Acceleration, Jumping reach, the difference between the final CA and the initial CA
So I get their Pace, Acceleration, Jumping reach, CA, how much they increased Per season, respectively
By: https://fm-arena.com/table/26-player-attributes-testing/
That's because of Pace, Acceleration, Jumping reach
Is the most important attribute in the game, I want these 3 attributes to improve as much as possible,
While the promotion of CA takes up PA, if the remaining available PA is limited, in some special case I would Even want CA to grow as slowly as possible
Following the conclusion, I've had over 500 players (we are not an English speaker, we don't Common come to the English community) successfully verify in actual games
# What did i Found?
2. 20 Professionalism get approach twice as much growth per season as 10 Professionalism
Hide Stats 20 Professionalism , 20 years old, only through training, Max average gain 12.5 CA, extreme value about 15.0CA by randomness (units are per season)
Hidden Attributes 10 Professionalism , 20 years old, through training , Max average of 6.5 CA
3. If play don't training at all, physical attributes will always grow naturally, and mental and technical attributes will naturally decline
Look at the no (Rest)no training (such as Group H) when no training at all, after one season, Pace, Acceleration, Jumping reach increased by 3.7 attributes, CA increased by 3.2
(If not mentioned, the default in table is 20 Professionalism )
A good example By:
4. Repeated, massive Physical training doesn't work
Hard training (e.g. G group) Pace, Acceleration, Jumping reach increased by 3.3 attributes, CA increased by 3.7
There is an upper limit to the proportion assigned to physical body classes.
Repeated, massive comprehensive training doesn't work
I tried a variety of combinations (some are not in the table)
Their increased CA ended up around 12.5,There is a cap on the CA per season
5. The more training in other classes, the fewer cas assigned to the "body/Physical class" attribute
For groups W and S, Pace, Acceleration, Jumping reach,
the former increased by 2.0 attributes (significantly reduced), and the CA increased by 6.8
6. {Addtional Focus} is to increase {the weight} assigned to such attributes
View groups Z and S2
7. If there is no "Mental class" weight, the Mental does not grow. If there is no "Technical class" weight, Technical does not grow.
View groups V and N.
For example, group L and Group A2
The former group V, group N, physical classes (Pace, Acceleration, Jumping reach) training, are negative "technical", "mental" weight.
If there is only this kind of training in a season, then "Technical " and "Mental " will not grow without any growth weight, and you can "avoid Mental and Technical occupying CA , waste CA" in this way.
The latter group L, Group A2, "Technical ", "Mental ", "body/Physical" all have weights, and all attributes can grow
8. Is that no practice at all, with players meditating in the training room for a season, the best way to train their physical attributes?
Yes.You will continue to see this in the table below
9. Bold guess: Training is simply a "reassignment of weights" to naturally acquired attributes.
Redistribution In addition to the normal ability to rise, distribute,
It also includes the reallocation of players as they age Old, their abilities decline, and their abilities fall below their current recommended abilities
Also includes when 'pure physical training', mental and technical are descend, the physical rise ,
You can find example of this in the table (Pa+Ac+Ju)↑ > Per man CA↑
This represents a decline in the character's other attributes, only an increase in physical attributes, which many of us have verified in actual games
10. Number of matches played
At Y4,B5,A5,Z4 , More matches, increased assignable CA
and Its marginal benefit is reduced
D5,E5 :Since technically and mentally, there is no "assigned weight" train, even if the two groups play the same 30 matches, Attribute is only assigned on a Physical class
11. Double Intensity
Training -- Rest -- Training Intensity Scheduling
[Double Intensity]=“Training Intensity Scheduling”set:no pitch,no pitch,no pitch,Double Intensity,Double Intensity
As shown in the table above
Guess that Double Intensity equals doubling the assigned weight (the actual effect may be less than doubling)
Among them, Q5 and H, do not participate in any competition, and purely sleep for a quarter
Q5,(Pace, Acceleration, Jumping reach) +3.7,(Per man CA↑)+3.2
H,(Pace, Acceleration, Jumping reach) +5.7,(Per man CA↑)+3.9
D5 and I5, each played 30 match
D5,[Quickness]+[Addtional Focus Quickness],(Pace, Acceleration, Jumping reach) +4.5,(Per man CA↑)+5.9
I5,[Quickness]+[Addtional Focus Quickness]+[Double Intensity],(Pace, Acceleration, Jumping reach) +5.4,(Per man CA↑)+6.9
It Changed the assigned weights, Thus the probability of adding attributes that need to be enhanced is greatly increased.
For actual example, this player has 16 Professionalism
His Pace increased from 14 to 19 ,in just 1 season +5 months
12. So, what training plan?
This is simple:
Addtional Focus :Quickness
“Training Intensity Scheduling”set:no pitch,no pitch,no pitch,Double Intensity,Double Intensity
(Rest)no training+[Addtional Focus Quickness]+[Double Intensity]
5.7 6.2
(when 30 Match Played)
[Quickness]+[Addtional Focus Quickness]+[Double Intensity]
5.4 6.9
(when 30 Match Played)
Choose one of the two.
This is the case when you don't need to grow CA quickly and you want all PA to be used most efficiently.
[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]
5.0 15.1
(when 30 Match Played)
This is a moderate situation,It can appropriately enhance the 4th useful attribute, Dribbling
[Quickness]+[Match Practice]x2+[Addtional Focus Quickness]+[Double Intensity]
5.0 22.2
(when 30 Match Played)
This is a situation where you need to increase the CA as soon as possible,
Remember above By : https://fm-arena.com/table/26-player-attributes-testing/
adding Technical and Mental attributes is also good for victory, but they are much less as effective as Pace, Acceleration, Jumping reach
All of these training schedules have a very low risk of injury, Even if you suffer three Match a week, don't worry about the impact of the lack of training, set all week rest, you lose nothing
13. Some frequently mentioned problems
Does this really work, why is it so different from Evidence Based Football Manager's conclusion?
It's been proven by a lot of people in our community by :https://www.playgm.cc/forum-294-1.html in actual gaming, assembly line produces 20 Pace, 20 Acceleration, 20 Jumping reach players .
I think he (the youtuber) made the mistake of trusting the game company, the game company didn't make a proper training system, just pretended it had one (just like the "Pace".
Then, at the test, he most likely did not ban the player from Match, so the test results were clouded by the number of Matches played .
My Sharpness and team cohesion are insufficient
Friendly match, or whatever way
The players have been complaining that the training is not reasonable
Ignore them.
Or , You can also in Staff -- Responsibilities -- Training, Hand over the training to the assistant, Then do the "only once" setting in the player's personal Settings and training schedule , You are in fact still in control of your training schedule and personal training Intensity , But all the complaints about training are gone because NPCS don't complain about NPCS
When using the first 3 schemes ,My goalkeeper's goalkeeping attributes are not growing
Yes. If you want goalkeeper to increase their goalkeeper attributes, you need to assign "weights" to their goalkeeper attributes, i.e., when there is already one [Quickness] , add a "Handling" or "Overall" for example.
But this will cause the weight of the Physical to drop a bit , In the table, you can look up and find the corresponding value , so how do you choose, it's up to you
You didn't mention about coaching staff, I'm assuming they don't matter at all? How did you setup your coaching staff?
Also do you delegate all of the training to your staff? (Schedule and Individual)
I am confused about that part
Ok this changes everything, youth academy challenge will be a piece of cake now 😁 thanks for the testing and sharing it here. Can't wait to try this myself
animatron said: You didn't mention about coaching staff, I'm assuming they don't matter at all? How did you setup your coaching staff?
Also do you delegate all of the training to your staff? (Schedule and Individual)
I am confused about that part
Are you talking about the coaching staff? (My English is not capable of understanding too complicated words.)
For the coach assignment: I didn't do a quantitative test,
In the above test, I used the coaches team of the same ability given by the original author.
In the actual game : Since we only need to get the best out of 3 attributes, Pace, Acceleration, Jumping reach , then,
we only need to hire the "best" Fitness Coach,
and other coach , Like tactics, goalkeeping, attack, defense, doesn't have to hire a good one, a average coach is acceptable .
Good work but can you please give examples on how you would set up a schedule for 1 game week and a 2 game week please
harvestgreen22 said: Are you talking about the coaching staff? (My English is not capable of understanding too complicated words.)
For the coach assignment: I didn't do a quantitative test,
In the above test, I used the coaches team of the same ability given by the original author.
In the actual game : Since we only need to get the best out of 3 attributes, Pace, Acceleration, Jumping reach , then,
we only need to hire the "best" Fitness Coach,
and other coach , Like tactics, goalkeeping, attack, defense, doesn't have to hire a good one, a average coach is acceptable .
Do you choose the training position of the player? Or you leave it blank?
(Ball playing defender, Advanced forward etc.)
ZaZ said: I did some tests here, and it seems like, in fact, there is a limit to the rate of player growth on physical attributes. However, that limit is not the same for technical and mental attributes. In short, one or two physical trainings per week seem to be the limit. I will investigate a bit more before any conclusions.
yes , check "Group G2" in the picture above
[Quickness]+[Overall]x4+[Attacking]x4+[Defending]x4
(Pa+Ac+Ju)↑ 2.5
CA ↑ 12.8
It has reached the "upper limit without Match",
I've tried to train 12 or even 15 times a week, and that's the same upper limit (about 12.5 CA)
The number of matches a player plays == Unlocks a higher "CA" cap
But there's a certain upper limit (or weight proportion limit) to assigning physical attributes,
therefore
The more matches a player plays, the higher "CA" cap unlocked, If the same time ,training increases the CA,
then those CA are assigned to "technical attributes" and "mental attributes".
CBP87 said: Good work but can you please give examples on how you would set up a schedule for 1 game week and a 2 game week please
(1).(Rest)no training+[Addtional Focus Quickness]+[Double Intensity]
(2).[Quickness]+[Addtional Focus Quickness]+[Double Intensity]
(3).[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]
(4).[Quickness]+[Match Practice]x2+[Addtional Focus Quickness]+[Double Intensity]
You can use the same training schedule all season long,
But if you want to change it halfway through due to heavy match in some weeks , that's fine , Do as you like
3 match in a week :
This is common at the top level in the UK
"all rest.no training"
2 match in a week :
If you're worried about injury risk
(4), Reduce 1-2 times [Match Practice] , If you don't think it's enough, don't train, just all rest
1 match in a week :
(1),(2),(3) is safe for injury risk
(4),If you have someone who is particularly tired, give them an extra 1-2 day off in the personal setting (right click) , or free to Reduce [Match Practice] by 1-2 time , Do as you like
0 match in a week :
Do as you like
This sometimes leads to a lack of Sharpness and team cohesion,
If you're really worried, add extra training for Sharpness and team cohesion, or friendly match 1-2 in week,
Edit:
remeber to set
Addtional Focus :Quickness
and
“Training Intensity Scheduling”set:no pitch,no pitch,no pitch,Double Intensity,Double Intensity
animatron said: Do you choose the training position of the player? Or you leave it blank?
(Ball playing defender, Advanced forward etc.)
Yes, in game I will choose the position I need him ,
But I don't know what this actually does in game after he already 100% familiar with his position .
and I don't know if a player, if he's good at "multiple positions" at the same time, what happens to the attribute distribution
(
in the test it's blank .
while a "ST/AM" usually get more "Pace" than "DC" get in the test .
)
Tried this for one season. Will give it another go
PS. Most of my players have reached their peak but some wonderkids are showing good growth (player 1 screenshot)
Thank you for this great work harvestgreen22!
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though.
LearnerDriver said: Thank you for this great work harvestgreen22!
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though.
N5 with 30 matches
=
Group B6
LearnerDriver said: Thank you for this great work harvestgreen22!
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though.
LearnerDriver said: Thank you for this great work harvestgreen22!
I would love to see how N5 compares to L5 with 30 matches, it could be another good option maybe?
Also, with goalkeepers, perhaps changing the additional focus from quickness to somwthing like gk reactions would be better for gk growth as I believe physicals are not quite as important for this position, this could be an incorrect assumption though.
and goalkeepers , I don't know what his most important attribute is,
There isn't a big data test (or I didn't find one),
and the conclusions now seem to be all from players guessing , So I let it slide in goalkeeping
harvestgreen22 said: (1).(Rest)no training+[Addtional Focus Quickness]+[Double Intensity]
(2).[Quickness]+[Addtional Focus Quickness]+[Double Intensity]
(3).[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]
(4).[Quickness]+[Match Practice]x2+[Addtional Focus Quickness]+[Double Intensity]
You can use the same training schedule all season long,
But if you want to change it halfway through due to heavy match in some weeks , that's fine , Do as you like
3 match in a week :
This is common at the top level in the UK
"all rest.no training"
2 match in a week :
If you're worried about injury risk
(4), Reduce 1-2 times [Match Practice] , If you don't think it's enough, don't train, just all rest
1 match in a week :
(1),(2),(3) is safe for injury risk
(4),If you have someone who is particularly tired, give them an extra 1-2 day off in the personal setting (right click) , or free to Reduce [Match Practice] by 1-2 time , Do as you like
0 match in a week :
Do as you like
This sometimes leads to a lack of Sharpness and team cohesion,
If you're really worried, add extra training for Sharpness and team cohesion, or friendly match 1-2 in week,
Is it necessary to put match practice to seperate days? Can we do it back to back in one day of training?
animatron said:
Is it necessary to put match practice to seperate days? Can we do it back to back in one day of training?
You can, Do as you like ,
On what day and in what order does the training take place, it does not affect the results of the training
Ok Assuming this is right after reading all these, You don't assign any Individual Position training to any players to avoid assigning any weighting to 'Mental' and 'Technical' Attribute. You can just get ST/AM and just play them in position you need to maximize growth? Since Familiarity is mostly from playing matches in those positions.
One thing that's weird from the data is why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
Also I wouldn't bother with Quickness + Double Match Practice since it does significant slow down the growth? I'm not sure if the test was ran with individual position or not. If not then Match practice is simply for tactical familiarity + cohesion. Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance?
Footballenjoyer said: Ok Assuming this is right after reading all these, You don't assign any Individual Position training to any players to avoid assigning any weighting to 'Mental' and 'Technical' Attribute. You can just get ST/AM and just play them in position you need to maximize growth? Since Familiarity is mostly from playing matches in those positions.
I think we are better off leaving the position as blank,
I didn't quite understand the part where he said "Yes, in game I will choose the position I need him"
I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
animatron said: I think we are better off leaving the position as blank,
I didn't quite understand the part where he said "Yes, in game I will choose the position I need him"
This is "leave blank"
This is not blank , and choose position
I tried to explain in longer words, but I found that the translator could not translate my meaning correctly
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
Maybe we should choose something like L5 group to get best of both worlds, thoughts?
animatron said: Maybe we should choose something like L5 group to get best of both worlds, thoughts?
Fine for players with more playtime. However, young players benefit more from training, and are often less used in matches since they have lower attributes (the older the player, the more they benefit from match time instead of training, and vice versa).
Footballenjoyer said: Ok Assuming this is right after reading all these, You don't assign any Individual Position training to any players to avoid assigning any weighting to 'Mental' and 'Technical' Attribute. You can just get ST/AM and just play them in position you need to maximize growth? Since Familiarity is mostly from playing matches in those positions.
One thing that's weird from the data is why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
Also I wouldn't bother with Quickness + Double Match Practice since it does significant slow down the growth? I'm not sure if the test was ran with individual position or not. If not then Match practice is simply for tactical familiarity + cohesion. Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance?
——You can just get ST/AM and just play them in position you need to maximize growth?
No , I mean: I can't confirm what their relationship is
In the test, all the players were good at only one position
I've found that some locations grow more for certain attributes, and some grow less
My guess:
Take MC as an example,
He's totally unfamiliar with the ST position
If we choose to let him go to "practice" ST position, as in the picture
Does he assign attributes in the way ST does?
There are two possibilities, yes or no, but I haven't tested it at all
Or does he need ST's position proficiency to be 100%? i don't know
——why does Jumping Reach have a higher growth when training "Quickness" than training "Physical"?
I'm just testing. There's a lot I can't explain,
It can only be explained that the game company did not design the training value Well
——I'm not sure if the test was ran with individual position or not
All the results are statistical averages of the 11 player,
There will be a small gap in the amount of CA they get, but not much,
It doesn't happen that one Position get 20 ca and the other Position get 10 ca
——Wouldn't Match Prep like "Attacking Movement" and "Defensive Shape" be better since they don't increase risk of injury while increasing match performance?
where is Attacking Movement and Defensive Shape in game? I can't find it
And You can do it any way you like to increase match sharpness, There is no limit
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
Its true bro. I just try this schedule and actually player CA drop crazy haha. But indeed what he said still stay true. Even though Technical and Mental attributes drop. Physical attributes increases. But not worth it IMO. Better aim for overall growth <-> Schedule 4 actually better
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
For
(1).(Rest)no training+[Addtional Focus Quickness]+[Double Intensity]
(2).[Quickness]+[Addtional Focus Quickness]+[Double Intensity]
You're right, the goal is to take a 12-14 (pace, Acceleration) player to 16-20 in about 2 years
This "redistribute " actually works on older players as well (slower) because the game's mechanics are "redistribute attributes"
For
(4).[Quickness]+[Match Practice]x2+[Addtional Focus Quickness]+[Double Intensity]
It actually had one of the best CA growths , for example , group K5 ,
it actually pretty close to the maximum CA (about 25.0) you can get with a lot of training (like Group C6 )
And , Your strategy is then free to adjust , I have the same opinion (it is based on the actual needs of the player, for example you need to sell players faster) :
Let's assume we now have an Ideal, Simplified case ( this is Hypothetically, not true),
Training Plan A: 1 season. (Pace, Acceleration, Jumping reach) increase 10CA
Training plan B: 1 season, (Technical, Mental) increase 50CA. (Pace, Acceleration, Jumping reach) increase 10CA
Player G , with 50 CA , 170 PA , age 16 , using only Plan B:
In the first season, 50 CA increased to 110 CA.
In the second season, CA increased from 110 to 170.
After two seasons, this player has increased his "Pace, Acceleration, Jumping reach" by 20CA, while his Technical and Mental have increased by 100CA.
At this time, the player is 18 years old. CA 170, PA 170.
20 of them are the most valuable "Pace, Acceleration, Jumping reach" abilities in the game.
Player H , with 50 CA , 170 PA , age 16 , using only Plan A:
After 4 seasons, this player has added 40 CA in total "Pace, Acceleration, Jumping reach".
At this time, the player is 20 years old. CA 90, PA 170. 40 of these abilities are the most valuable "Pace, Acceleration, Jumping reach" in the game.
Due to the mechanics of the game, the "Pace, Acceleration, Jumping reach" is strong, and the 90 CA player H is probably better than the 170 CA player G. And then in season 5, start use Plan B,
At this time, the player is 21 years old. CA 150, PA 170. 50 of these abilities are the most valuable "Pace, Acceleration, Jumping reach" in the game. 50 of them are new Technical and Mental . Technical and Mental will not become a short board, and physical attributes are strong.
Quick or fine?
As you can see from the simplified ideal environment above,
If you want a quick finish quick sell, you can look for the training plan in the test table picture that saves condition energy , low injury risk , and increases good amount of CA.
If you want quality, choose a training plan that increases the number of three physical attributes. a 20 Pace, 20 Acceleration, 20 Jumping reach player is very strong.
Of course, training methods can be compromised.
For example, you can increase the CA's training schedule with maximum speed, increasing a 100CA, 160PA player to 140CA, and then use up the remaining 20PA with a low speed high quality training schedule
ta2199 said: Its true bro. I just try this schedule and actually player CA drop crazy haha. But indeed what he said still stay true. Even though Technical and Mental attributes drop. Physical attributes increases. But not worth it IMO. Better aim for overall growth <-> Schedule 4 actually better
Not to mention the sharpness is constantly low which results in worse results..
I guess I will stick with @ZaZ schedule
The @harvestgreen22 schedules are a good niche for specific situations though
harvestgreen22 said: where is Attacking Movement and Defensive Shape in game? I can't find it
It's match preparation. Also doesn't training position distribute weighting into Technical and Mental attribute?
harvestgreen22 said: Take MC as an example,
He's totally unfamiliar with the ST position
If we choose to let him go to "practice" ST position, as in the picture
Does he assign attributes in the way ST does?
There are two possibilities, yes or no, but I haven't tested it at all
Or does he need ST's position proficiency to be 100%? i don't know
No I mean, the natural position of the players as they were "born" into the game. For example, since the game favor ST and AMR/L for the fastest players in the game for regens. You just grab those players and put them in the reserve with the same training schedule but only play them lets say LB, even if they become natural at LB - Would the game still count them as ST and give them ST-level growth rather than LB growth?
ZaZ said: I see two major flaws for that strategy:
1. You might grow those three attributes at the same speed, but you are hindered everywhere else. That means your players will be subpar for years, in the hope of achieving higher performance after several years. That is especially true for players with less minutes of play. Remember, focusing just in those attributes would only make a difference if the character reaches PA, which will never happen with that schedule.
2. Because your players will grow CA slower, that means you will profit less from transfers. Having more income increases your budget, which allows you to hire more players with high physical attributes, ready for instant impact.
Profiting from youth transfers is not really a thing in lower league saves no? This strategy basically allow you to turn Mediocre young 14/14 free transfers you picked up into serious players that can carry you into Champions league etc. Any guys that you have upgraded on usually just rot in reserve collecting pay check until you can loan them out/sell them for any amount just to get wages off the books.
This is an actual game I made to test the effect, (At the bottom of the list are four players who have only been with the team for one season)
They all started with about 60-70 CA , 200PA, 16 Professionalism ,
The initial attribute is 14 Pace, 14 Acceleration, 14 Jumping reach , and the picture now is Just finished the second season
Now they can play very well in the top England Premier League. Won most the games, even though they only have 90-100CA now , as I have a higher Pace than my opponents
in the picture above I'm using this
What I originally meant in post was that you can find the mechanics of the game in the table: the game didn't get it right, and that's the responsibility of the game maker , not gamer . I'm actually disappointed with the current gaming system
( I am a new player and had just started playing 100-200 hours, more than half of which I spent testing the game mechanics )
And the four schedules I gave To get their benefits you have to suffer some drawbacks , you can do whatever you want, According to actual requirements
If you want to maximize dribbling, wouldn't Ball Distribution and move all your players to Attacking Units be more efficient?
Footballenjoyer said: If you want to maximize dribbling, wouldn't Ball Distribution and move all your players to Attacking Units be more efficient?
Group W5
[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]+[all defend team]
I put all of them (Except the goalkeeper)Put in defense team.
Compare to :Group T5
[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]
this is the test with out [all defend team]
They (W5 and T5) seem to have very little difference, and I don't know why
So my guess is that an ALL-Attacking team, an ALL-defending team might not be effective,
It's also possible that I didn't test enough types (I didn't test all types of training),
There may be individual training that is quite different