#FM More on Training and Development

4.3 Training in a bit more detail

Training Facilites – Below are the lists of the order in which the facilities upgrades are shown including the attribute lists. I had to dig deep into the forums to find this, and I thought I should just stick this in so I myself don’t need to search for it anymore.

Corporate Attribute
Basic 1-2
Fairly Basic 3-5
Adequate 6-9
Average 10-12
Good 13-15
Top 16-20

Training Attribute
Basic 1-2
Fairly Basic 3-5
Adequate 6-9
Average 10-12
Good 13-15
Top 16-20

Youth Attribute
Minimal 1-2
Basic 3-5
Adequate 6-9
Average 10-13
Good 14-16
Excellent 17-18
State of Art 19-20

Junior Co. Attribute
Minimal 1-2
Basic 3-5
Adequate 6-9
Average 10-13
Good 14-16
Excellent 17-19
Exceptional 20

Youth Rec. Attribute
Limited 1-2
Basic 3-5
Fairly Basic 6-8
Average 9-11
Above Av. 13-14
Established 15-16
Well Estab. 17-18
Extensive ​19-20

Essentially how good your players develop is a direct function of your facilites, match experience, age, coaching staff and training and to some extent your own reputation. When we look at players the 5 star rating displayed in-game on a players information screen is essentially what’s commonly referred to on the forums as PPA, I reckon thats meant to be Projected Potential Ability. Scouts in the game use PPA to assess players which explains to me why a player who has 5 stars when he is 15 becomes 4 stars when he is 21.PA doesn’t change over the life of a player but PPA does sinces its an assessment. As far as I am aware the PPA scouts see is based on a players CA and his age, how good the scout is determines how accurate the PPA is. The better the scout the more accurate it is, however as far as I can tell, a fair bit is hidden under the hood so that we can’t really look inside. I for one don’t use Genie Scout and the player editor so I may be 100% wrong, and this is largely based on personal experience, some guesswork and posts by other people on the forums. So please correct this if you feel i am talking out of my tush.

So essentially you are training players to get their CA to come close to their PA. In that way the player is playing to his peak potential at the age he’s at, for what he can do. If he still has PA and his CA is capped, then he’s doing well and developing well. Thats how I see it, as simple as I can.

Now when it comes to training itself I am gonna stick in some quotes here..cos training has changed a lot and for me which was a huge change especially for one who was away for so long..

In the past we used to view training like this: it was simply a means to redistribute CA points, hence the cookie cutter approach to training.

Players currently don’t gain CA from training, they gain it from maturing, and playing matches. Training only determines where those CA points go. That was the one thing we had the ability to adjust.”

Today its changed a lot, the whole module was given a revamp and I was one of those who’s had to relearn, so as I relearn I will plonk what I’ve found out here and on my blog.

This is a collection of quotes, one of whom is from the coding team for the training module of FM 13.

First of all, the above is a definition of the training/progression system as it was back in the CM3 days. I’m not sure at what point the main change occured as I wasn’t deeply involved in the CM/FM coding prior to FM2007 but somewhere along the line the whole training/progression system was re-done by Dobs I believe and it changed the way players develop in the game. Players actually primarily gain individual attributes based on a) training or b) growing older. These changes in individual attributes are what drive the changes in CA and whilst positive changes in attributes can occasionally also result in a bigger gain in CA as well, it is the attribute changes that drive the CA, not the other way around.

Match experience and other factors primarily affect the attribute development first although they are also considered when estimating the additional CA changes. And in the cases where a player does gain extra CA on top of how his attributes have developed, the additional CA increase is filtered back to the attributes increases.

Yes, the new UI doesn’t allow you to take a player off a certain type of training altogether, but even the old system didn’t allow you to take players off individual attribute training as the training categories included multiple attributes each.”

“The coaches at your team will currently automatically still setup the team training drills so that players work more on the training categories related to their positions. So strikers will work more on the attacking aspects of the game, defenders on defensive aspects etc. As you see from the training coaching assignments, the general team training is still split into different categories with different coaches responsible for different areas and players with different positions focusing on areas most relevant to their positions. On top of this, you can steer the focus of the team training to work on attributes that you desire the most (ball control etc.) with the weekly (or default) training settings.

The individual training that allows you to have an individual player focus on a role or one attribute in particular is done on top of the team training. So most of this is extra training on top of the general training drills done as a team.”

In general, the individual training focus is always more defined and aimed at certain detailed aspects (attributes) of the player’s game, whereas the team training is more geared towards the categories linked to the players position and any team focuses set by the manager.’

‘The individual training focus on a specific role (Poacher etc.) does indeed work just like this. The difference is that the effect on a single attribute is not as great as when focusing on just one specific attribute.’

‘Match preparation training is the part of training that links to how the team plays in matches in the short term. Obvious in the long term, the way you train your players and their attributes through the general team training and individual focuses will also affect the way your team plays, but in the short term the match preparation focus is what matters.’

Players gain individual attributes changes on a short term and a long term slider. In the short term the gains from Match Prep affect affect match performance. Their match experience affects how the attributes are developed and they also enhance any additional CA changes. So a player who’s playing a lot gains more current ability over time, and this in turn feeds into his training and increases his attributes. A player’s individual attributes can also change through training and getting older. So this suggests to me that training is cyclical. Positive changes in attributes drive CA to make it close to approaching PA, then these get fed into training, which if positive then feed back into CA..and thus the cycle. It makes a lot of sense and makes training a lot more dynamic than it used to be. If you fail to give a player training by a certain value, then there will be a direct corresponding effect on his attribute gain, furthermore, if you fail to give him match experience, that in turn will affect his PPA since he will not gain the “experience of playing football”. To me thats the logic that comes back to me..train the player..but if he doesn’t get match experience, its useless, the team does well, he gets better as a player. He in turn performs better in training and then this gets fed back into his performances..hence the cycle.

Assuming a player has 100% training bandwidth, then a certain percentage of that development will be affected by games, training and age. Thats essentially it. We can skew that slightly by focus, but that only redistributes a fixed portion of available points into his development.

These are the training schedules and what they affect: You can find these out yourself by going to a players training screen and going to the dropdown for attributes. It only lists these five. The descriptions for Balanced and Team Cohesion are off the “hover” on the buttons.

Fitness : Acceleration, Agility,Balance, Jumping, Natural Fitness, Pace, Stamina, Strength, Workrate
Tactics: Anticipation, Composure, Concentration, Decisions, Teamwork
Ball Control: Dribbling, First Touch, Heading, Technique, Flair
Defending: Marking, Tackling, Positioning
Attacking: Crossing, Finishing, Long Shots, Passing, Creativity, Off the ball

When it comes to Balanced and Team Cohesion, the only information I have is that Team Cohesion works on the team blend attribute but when it comes to Balanced I will assume, since I can’t find it anywhere that this is specifically position based, I could be wrong and I am hoping someone proves me wrong. When players are young, you could conceivably adop various postures for training. Assuming you grab the player at the age of 15 you could make it balanced by spending 4 months on each on Tactics and Ball Control and then Attacking, then when his 16 its Fitness, Defending, Attacking or do it in any combination that makes sense to you. The whole goal was to make training “fun”.

Personally I have a style I like all my teams to play which pay close attention to players with a good first touch, so I’ve tended to veer towards just doing Ball Control for my youth, but I reckon its wiser to do Ball Control and Tactics, since composure, concentration, decisions actually make a better all rounded player. The players general training will still affect his training across his attributes but with some focus on two key areas you could skewer them towards making players for your team mentally ready for football.

While attacking appears to look good, for me the mental development and first touch skills are invaluable to the way I play.

No more tactics for me…training is too much fun

3 comments

    1. You can’t train decisions alone as an attribute like you would Strength. A players decisions can be improved via General Training emphasis on Tactics, which would cover the whole team or individual role training. Most midfield roles train decision, except for BWM. Forward line players like AF, TM, Poacher, TQ and Defensive Forward also don’t get decisions when they train, others do. For defenders, Libero, Sweeper, BPD, get decisions increase when you focus on those roles.

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