Training
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Training
Do you design your own training programme for your team?
Or do you leave the system as it is?
Share your experiences with us!
Cheers
Mark
Or do you leave the system as it is?
Share your experiences with us!
Cheers
Mark
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- Youth Team Player
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Training
Training schedule does not have so much significant effect in CM 01-02, in FM Series training is more important.
For all players in Genereal i use default -

For Goalkeepers i set up Fitness and Tactics to Medium. For reaching 4 equals.

In addition i have punishment training. all intensive. Saved as (Pt). I move players for 2-3 weeks who did fitness worry.
It works great for me

For all players in Genereal i use default -

For Goalkeepers i set up Fitness and Tactics to Medium. For reaching 4 equals.


In addition i have punishment training. all intensive. Saved as (Pt). I move players for 2-3 weeks who did fitness worry.
It works great for me

Last edited by scemoka on Sun Nov 29, 2020 11:20 pm, edited 1 time in total.
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Training
https://mega.nz/file/CDgyCa7A#eyXnWI8q8 ... xa7GsRXF_4
here you can find the training i found in an old italin site ( panoz ).
Por=goalkeeper
Lib-D= Defender
DC-C=Midfielder
AC-A=Attacking Midfielder
P=Striker
Retreit for after the holidays
Pre Season befor the start of the league
when the season starts, use training for role ( up )
when the season ends Season end
if a player has fitness worry use soft
for the younger player use hard
Sorry for my english
here you can find the training i found in an old italin site ( panoz ).
Por=goalkeeper
Lib-D= Defender
DC-C=Midfielder
AC-A=Attacking Midfielder
P=Striker
Retreit for after the holidays
Pre Season befor the start of the league
when the season starts, use training for role ( up )
when the season ends Season end
if a player has fitness worry use soft
for the younger player use hard
Sorry for my english

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Training
I tune my training regimes to different players as they will perform better in long run. To be honest I was training goalkeepers I think incorrectly until last year.
Midfielders: M, some DM and AM (box to box playmakers type?)
Attackers: S, F and scoring type AMs (those or 2 top lines)
Wingers: D, DM, AMs (to operate in wide areas)
Defenders: SW, D and some DM (central defenders)
Goalkeepers: GKs
School: for players below 18 with big potential and to make sure they are athletes
Oldboys: for players 32+ unless GK, for fast recovery after games
Regarding coaches I try to have 4 with physio stat listed to train fitness, those even fitness-style without stat gave you almost no effect.
Then I need 1-3 coaches who are technically based, especially for top leagues. 1-2 are then general.
All my coaches have to have high in motivation & youngsters and assistant have to have high in manhandling and discipline.
Adaptation and Determination are less important for me.
I need 1 or 2 with high scout skills to have good info about progress of rookies and when is time to offer new contract.
Midfielders: M, some DM and AM (box to box playmakers type?)
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Then I need 1-3 coaches who are technically based, especially for top leagues. 1-2 are then general.
All my coaches have to have high in motivation & youngsters and assistant have to have high in manhandling and discipline.
Adaptation and Determination are less important for me.
I need 1 or 2 with high scout skills to have good info about progress of rookies and when is time to offer new contract.
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- Youth Team Player
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Training
A bit different way to boost physically my players and make them better athletes.
They may get better agility and reflex. All differences you can check in training when you change view to attributes.
Switch between Physical and Goalkeeping to see which skills different in those packs.
Instead of putting 3rd session in fitness to intensive category I prefer to give them a bit of goalkeeping.
That means they will train some skills more than once to better effect.
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Training
Always used my own, it's been written in a notebook since its conception all those years ago, and has never let me down.
This was at the time up there with the holy grail, and the original copy of the bible.
Here it is, enjoy:
GK
Fitness: M
Tactics: M
Shooting: N
Skills: L
GK: I
DEF
Fitness: M
Tactics: I
Shooting: L
Skills: M
GK: N
DEF MID
Fitness: M
Tactics: I
Shooting: L
Skills: I
GK: N
MID
Fitness: M
Tactics: M
Shooting: L
Skills: I
GK: N
ATT MID
Fitness: M
Tactics: L
Shooting:M
Skills: I
GK: N
STR
Fitness: L
Tactics: M
Shooting: I
Skills: M
GK: N
This was at the time up there with the holy grail, and the original copy of the bible.
Here it is, enjoy:
GK
Fitness: M
Tactics: M
Shooting: N
Skills: L
GK: I
DEF
Fitness: M
Tactics: I
Shooting: L
Skills: M
GK: N
DEF MID
Fitness: M
Tactics: I
Shooting: L
Skills: I
GK: N
MID
Fitness: M
Tactics: M
Shooting: L
Skills: I
GK: N
ATT MID
Fitness: M
Tactics: L
Shooting:M
Skills: I
GK: N
STR
Fitness: L
Tactics: M
Shooting: I
Skills: M
GK: N
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Training
At one point, I had a ton of notes about this and what can and can't be improved. As I recall, it's all to do with BlueDemon and his CA15 obsession. However, I do remember the following.
Skills and Tactics affect both defensive and offensive attributes. So defenders need skills training because it affects Heading and Tackling. Attackers need tactics training too because it affects Off the Ball.
You can get away with setting everything to Medium and then putting the key factor (i.e. Skill in a Skill schedule) to Intensive. However, intensive fitness is a killer for me. I put things on a scale of 0-4. Fitness is 1-4, the rest is 0-3. So long as it adds up to 10, you should be OK unless Fitness is set to Intensive, when the limit is 9.
Keep General, it helps for players who are older and can't hack hard training.
Bev's GK schedule is the best.
Skills and Tactics affect both defensive and offensive attributes. So defenders need skills training because it affects Heading and Tackling. Attackers need tactics training too because it affects Off the Ball.
You can get away with setting everything to Medium and then putting the key factor (i.e. Skill in a Skill schedule) to Intensive. However, intensive fitness is a killer for me. I put things on a scale of 0-4. Fitness is 1-4, the rest is 0-3. So long as it adds up to 10, you should be OK unless Fitness is set to Intensive, when the limit is 9.
Keep General, it helps for players who are older and can't hack hard training.
Bev's GK schedule is the best.
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Training
@fazz44
What’s about schedule for full back, wingback and wingers.
We’ll put full back, wingback in DEF schedule and wingers in MID or ATT MID, won’t we?
Thank you for your advices
What’s about schedule for full back, wingback and wingers.
We’ll put full back, wingback in DEF schedule and wingers in MID or ATT MID, won’t we?
Thank you for your advices
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Training
I have wingbacks in a separate training schedule, normally with my DMs. D C focus on fitness and tactics;zionmaster wrote: ↑Fri Oct 15, 2021 2:36 am @fazz44
What’s about schedule for full back, wingback and wingers.
We’ll put full back, wingback in DEF schedule and wingers in MID or ATT MID, won’t we?
Thank you for your advices
WB and DM, tactics and skills.
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Training
I don't have my old notes but this is the gist of it from what I found on Google. First of all, Kingsley is/was the training guru under his former guise, the Eejit.
He said that each lot of training effects the following
Fitness: Acceleration, Agility, Jumping, Pace, Stamina, Strength and Reflexes
Shooting: Finishing and Long Shots
Skill: Crossing, Dribbling, Heading, Passing, Set Pieces, Tackling and Technique
Tactics: Decisions, Marking, Off the Ball, Positioning and Teamwork
Goalkeeping: Handling
The following are visible attributes that are not affected by training:
Aggression, Anticipation, Balance, Bravery, Creativity, Determination, Flair, Influence, Work Rate
However, if we cross this over with the work done by BlueDemon, there are 15 attributes that are apparently effected by Current Ability and you can only improve to Potential Ability. Those are: Anticipation, Crossing, Creativity, Decisions, Dribbling, Finishing, Heading, Long Shots, Marking, Off the Ball, Passing, Penalties, Positioning, Tackling and Throw-Ins. Plus, Handling, Reflexes and One-on-Ones for goalkeepers.
So let's revisit the original list, that means:
Green is for goalies, Red are defensive attributes, Purple are general attacking attributes, Blue is for striker attributes, Black are general attributes you can use in multiple positions
Fitness: Acceleration, Agility, Jumping, Pace, Stamina, Strength and Reflexes
Shooting: Finishing and Long Shots
Skill: Crossing, Dribbling, Heading, Passing, Set Pieces, Tackling and Technique
Tactics: Decisions, Marking, Off the Ball, Positioning and Teamwork
Goalkeeping: Handling
As you can see, tactics effects more defensive attributes, skill effects more attacking attributes. Fitness affects goalkeepers the most because it affects their Reflexes.
Now, I've never been able to improve things in training that are outside the CA15. I've never found a reliable indicator that somebody will improve in training. Professionalism, determination, adaptability, none of it. My testing days are in the past.
Discipline can improve certain hidden attributes when the player accepts the warning and promises to do better. For instance, a warning for unprofessional behaviour when they're late to or poor in training will improve their discipline.
He said that each lot of training effects the following
Fitness: Acceleration, Agility, Jumping, Pace, Stamina, Strength and Reflexes
Shooting: Finishing and Long Shots
Skill: Crossing, Dribbling, Heading, Passing, Set Pieces, Tackling and Technique
Tactics: Decisions, Marking, Off the Ball, Positioning and Teamwork
Goalkeeping: Handling
The following are visible attributes that are not affected by training:
Aggression, Anticipation, Balance, Bravery, Creativity, Determination, Flair, Influence, Work Rate
However, if we cross this over with the work done by BlueDemon, there are 15 attributes that are apparently effected by Current Ability and you can only improve to Potential Ability. Those are: Anticipation, Crossing, Creativity, Decisions, Dribbling, Finishing, Heading, Long Shots, Marking, Off the Ball, Passing, Penalties, Positioning, Tackling and Throw-Ins. Plus, Handling, Reflexes and One-on-Ones for goalkeepers.
So let's revisit the original list, that means:
Green is for goalies, Red are defensive attributes, Purple are general attacking attributes, Blue is for striker attributes, Black are general attributes you can use in multiple positions
Fitness: Acceleration, Agility, Jumping, Pace, Stamina, Strength and Reflexes
Shooting: Finishing and Long Shots
Skill: Crossing, Dribbling, Heading, Passing, Set Pieces, Tackling and Technique
Tactics: Decisions, Marking, Off the Ball, Positioning and Teamwork
Goalkeeping: Handling
As you can see, tactics effects more defensive attributes, skill effects more attacking attributes. Fitness affects goalkeepers the most because it affects their Reflexes.
Now, I've never been able to improve things in training that are outside the CA15. I've never found a reliable indicator that somebody will improve in training. Professionalism, determination, adaptability, none of it. My testing days are in the past.
Discipline can improve certain hidden attributes when the player accepts the warning and promises to do better. For instance, a warning for unprofessional behaviour when they're late to or poor in training will improve their discipline.
Training
For me, I always have them on default General training.
The way I look at it, great players are made instantly as soon as they are 'born/created' in the game.
Training only helps them to fulfil their potential if the ca and pa is big enough, and with higher ca, their performance improves too... though not too much to be a game changer.
Sometimes I will have them on default Fitness schedule during the pre-season to mimic real life, and sometimes if a player is too low on Stamina, I just chuck them in Fitness training till they get to a decent level (12/13 or above), and game time helps in this respect.
Also, warning players for poor performance (5 and below) helps with determination and work rate if they are below 15, although sometimes the players will get upset with you forever if they have poor professionalism, and which you will have no alternatives but to sell them or let them go for free.
The way I look at it, great players are made instantly as soon as they are 'born/created' in the game.
Training only helps them to fulfil their potential if the ca and pa is big enough, and with higher ca, their performance improves too... though not too much to be a game changer.
Sometimes I will have them on default Fitness schedule during the pre-season to mimic real life, and sometimes if a player is too low on Stamina, I just chuck them in Fitness training till they get to a decent level (12/13 or above), and game time helps in this respect.
Also, warning players for poor performance (5 and below) helps with determination and work rate if they are below 15, although sometimes the players will get upset with you forever if they have poor professionalism, and which you will have no alternatives but to sell them or let them go for free.
Training

I had a savegame once where the coaches input for a player is that player A is considered unprofessional, so the first thing I did was to give the player a warning right off. It worked.
Then a month later, I repeated it again with success.
The player must have very low profesionalism to start with cause I ended warning him for like 4 or 5 times (once a month), till at last, he snapped back and tell me to piss off..

And no, the player didnt turn up late or anything, I just gave them a warning right off. If its low enough, they will accept it.
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Training
I keep things pretty simple, everyone except 'keepers (obviously!) in the general tab with these settings:

Although after a matchday I put the tired players onto 'No Training' for a day or two. No idea if it helps them recuperate faster, it's just something I've always done.
Keeper settings:


Although after a matchday I put the tired players onto 'No Training' for a day or two. No idea if it helps them recuperate faster, it's just something I've always done.
Keeper settings:

Training
I developed in the beginning an hard training strategy. Now I have a compromise that satisfies me, but remember, it is a continuous research.
Remember that it is adapted to italian championship and its calendar. You have to adaptate it to the others championship.
You know that during the preparation players go down in fitness. To train them in this period, for example, if i've a match sunday and the other sunday the next, i use hard for all except GK (none) for 3 days, medium until friday, for week end all low or none (gk always none).
For GK i use this: Fit, Tactics, Skills low, shoot none and GK hard (if they go down none for all paramethers).
If you have three match in 3 days, put medium or low (it depends from the condition) from sunday to Wednesday, after the match, leave it medium and friday you can put to low or leave medium (it depends from the condition).
I modify my training session after the match.
You have to reserve a rest space where you set all light and GK none, to make rest players before the match which have 98/99% of condition; sickness over this percentual makes me put the player in the no training box before the match.
GK: 5 days Fitness, Tact, Skills, GK HARD and shot low, week end Fitness, Tact, Skills MEDIUM or LOW (it depends from the condition) and shot NONE,
GK HARD
The others players: all in a box. This is a mixed training. Stimulate all parameters
The week before the first match of championship from Monday to Friday put All HARD and Gk LIGHT and In the week ends medium or light and GK NONE for 3 weeks.
Fourth weeks make the same until friday, but it changes now.
Friday afternoon you Change so: Fit, skills MEDIUM, Tactics and shots HARD, gk light.
After the match until Wednesday, Fit and Shots MEDIUM, Tactics and Skills Hard, Gk Light
From Wednesday to friday All HARD and Gk LIGHT
From Friday to Sunday Fit and Tactics MEDIUM, Shots and Skills Hard, Gk light.
Then for 2 week make All HARD and Gk LIGHT with week end medium or light and GK NONE for 2 week.
At the end of second week it changes:
For 3 weeks you have to put From Monday to Friday All HARD and Gk LIGHT, but in these the 3 week end the training changes:
#1 week end Fit LOW, Tactics and shots HARD, skills MEDIUM, Gk LOW
#2 week end Fit LOW, Tactics and Skill HARD, shot medium. Gk LOW
#3 week end Fit LOW, Tactics Medium, Shot and Skills Hard. Gk LOW
Then begin again with All HARD and Gk LIGHT and In the week ends medium or light and GK NONE until Half November, and then begin again with:
Friday afternoon : Fit, skills MEDIUM, Tactics and shots HARD, gk light.
After the match until Wednesday, Fit and Shots MEDIUM, Tactics and Skills Hard, Gk Light
From Wednesday to friday All HARD and Gk LIGHT
From Friday to Sunday Fit and Tactics MEDIUM, Shots and Skills Hard, Gk light.
Then for 2 week make All HARD and Gk LIGHT with week end medium or light and GK NONE for 2 week.
At the end of second week it changes:
For 3 weeks you have to put From Monday to Friday All HARD and Gk LIGHT, but in these the 3 week end the training changes:
#1st week end Fit LOW, Tactics and shots HARD, skills MEDIUM, GK LOW
#2nd week end Fit LOW, Tactics and Skill HARD, shot medium. Gk LOW
#3rd week end Fit LOW, Tactics MEDIUM, Shot and Skills Hard. Gk LOW
Calculate that The #3 concides always with the last week before Christmas Stop. In january you make the same routine of the week before the first match of championship until the end.
I hope it is useful for you.
It seems complicated, but for me it works well.
Remember to adaptate to every tipe of Championship. I've to advertize you that for some championship it is not well adaptable-
Thaks
Ara
Remember that it is adapted to italian championship and its calendar. You have to adaptate it to the others championship.
You know that during the preparation players go down in fitness. To train them in this period, for example, if i've a match sunday and the other sunday the next, i use hard for all except GK (none) for 3 days, medium until friday, for week end all low or none (gk always none).
For GK i use this: Fit, Tactics, Skills low, shoot none and GK hard (if they go down none for all paramethers).
If you have three match in 3 days, put medium or low (it depends from the condition) from sunday to Wednesday, after the match, leave it medium and friday you can put to low or leave medium (it depends from the condition).
I modify my training session after the match.
You have to reserve a rest space where you set all light and GK none, to make rest players before the match which have 98/99% of condition; sickness over this percentual makes me put the player in the no training box before the match.
GK: 5 days Fitness, Tact, Skills, GK HARD and shot low, week end Fitness, Tact, Skills MEDIUM or LOW (it depends from the condition) and shot NONE,
GK HARD
The others players: all in a box. This is a mixed training. Stimulate all parameters
The week before the first match of championship from Monday to Friday put All HARD and Gk LIGHT and In the week ends medium or light and GK NONE for 3 weeks.
Fourth weeks make the same until friday, but it changes now.
Friday afternoon you Change so: Fit, skills MEDIUM, Tactics and shots HARD, gk light.
After the match until Wednesday, Fit and Shots MEDIUM, Tactics and Skills Hard, Gk Light
From Wednesday to friday All HARD and Gk LIGHT
From Friday to Sunday Fit and Tactics MEDIUM, Shots and Skills Hard, Gk light.
Then for 2 week make All HARD and Gk LIGHT with week end medium or light and GK NONE for 2 week.
At the end of second week it changes:
For 3 weeks you have to put From Monday to Friday All HARD and Gk LIGHT, but in these the 3 week end the training changes:
#1 week end Fit LOW, Tactics and shots HARD, skills MEDIUM, Gk LOW
#2 week end Fit LOW, Tactics and Skill HARD, shot medium. Gk LOW
#3 week end Fit LOW, Tactics Medium, Shot and Skills Hard. Gk LOW
Then begin again with All HARD and Gk LIGHT and In the week ends medium or light and GK NONE until Half November, and then begin again with:
Friday afternoon : Fit, skills MEDIUM, Tactics and shots HARD, gk light.
After the match until Wednesday, Fit and Shots MEDIUM, Tactics and Skills Hard, Gk Light
From Wednesday to friday All HARD and Gk LIGHT
From Friday to Sunday Fit and Tactics MEDIUM, Shots and Skills Hard, Gk light.
Then for 2 week make All HARD and Gk LIGHT with week end medium or light and GK NONE for 2 week.
At the end of second week it changes:
For 3 weeks you have to put From Monday to Friday All HARD and Gk LIGHT, but in these the 3 week end the training changes:
#1st week end Fit LOW, Tactics and shots HARD, skills MEDIUM, GK LOW
#2nd week end Fit LOW, Tactics and Skill HARD, shot medium. Gk LOW
#3rd week end Fit LOW, Tactics MEDIUM, Shot and Skills Hard. Gk LOW
Calculate that The #3 concides always with the last week before Christmas Stop. In january you make the same routine of the week before the first match of championship until the end.
I hope it is useful for you.
It seems complicated, but for me it works well.
Remember to adaptate to every tipe of Championship. I've to advertize you that for some championship it is not well adaptable-
Thaks
Ara
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Training
If you change from any kind of training to no training at all, make diference, but change from general training to other kid of training don't make any diference.
Don't waste time with trainings, leave as they are in the begining of the game.
Don't waste time with trainings, leave as they are in the begining of the game.
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My Training Program
I found following factor numbers somewhere in this site.
GK
Handling 60
Reflexes 30
Jumping 25
Bravery 16
Positioning 12
Passing 8
DEFENDER
Positioning 65
Tackling 25
Jumping 20
Bravery 16
Marking 15
Heading 15
WING BACK
Positioning 55
Crossing 55
Tackling 25
Dribbling 22
Work Rate 18
Pace 15
Stamina 12
D.MIDFIELDER
Positioning 55
Aggression 30
Tackling 20
Bravery 16
Strength 15
Passing 15
Heading 13
MIDFIELDER
Passing 60
Creativity 40
Dribbling 40
Teamwork 25
Technique 25
Work Rate 20
A.MIDFIELDER
Dribbling 52
Creativity 45
Off The Ball 35
Pace 25
Passing 25
Determination 22
Work Rate 22
FORWARD
Off The Ball 65
Finishing 60
Heading 25
Jumping 18
Pace 15
Dribbling 14
Flair 13
Acceleration 13
I alfo found following training information on the Net
Fitness : Acceleration, Agility, Jumping, Pace, Stamina, Strength and Reflexes
Shooting : Finishing and Long Shots
Skill : Crossing, Dribbling, Heading, Passing, Set Pieces, Tackling and Technique
Tactics : Decisions, Marking, Off the Ball, Positioning and Teamwork
Goalkeeping : Handling
Fitness affects Acceleration, ...
Shooting affects Finishing, ....
....
So, I created following training programs
AND IT WORKED!!!
GK
Handling 60
Reflexes 30
Jumping 25
Bravery 16
Positioning 12
Passing 8
DEFENDER
Positioning 65
Tackling 25
Jumping 20
Bravery 16
Marking 15
Heading 15
WING BACK
Positioning 55
Crossing 55
Tackling 25
Dribbling 22
Work Rate 18
Pace 15
Stamina 12
D.MIDFIELDER
Positioning 55
Aggression 30
Tackling 20
Bravery 16
Strength 15
Passing 15
Heading 13
MIDFIELDER
Passing 60
Creativity 40
Dribbling 40
Teamwork 25
Technique 25
Work Rate 20
A.MIDFIELDER
Dribbling 52
Creativity 45
Off The Ball 35
Pace 25
Passing 25
Determination 22
Work Rate 22
FORWARD
Off The Ball 65
Finishing 60
Heading 25
Jumping 18
Pace 15
Dribbling 14
Flair 13
Acceleration 13
I alfo found following training information on the Net
Fitness : Acceleration, Agility, Jumping, Pace, Stamina, Strength and Reflexes
Shooting : Finishing and Long Shots
Skill : Crossing, Dribbling, Heading, Passing, Set Pieces, Tackling and Technique
Tactics : Decisions, Marking, Off the Ball, Positioning and Teamwork
Goalkeeping : Handling
Fitness affects Acceleration, ...
Shooting affects Finishing, ....
....
So, I created following training programs
AND IT WORKED!!!
- Less injuries
- More improvement
- Better results
- Better ratings

Problem with player growth
Hi. I've noticed a problem.
With the old database (for example 2009), if you take a very low level team, youth players and other player grow very well, with a very
sensible change of parameters and with satisfying results.
With the newer databes it doesn't happens.
They stay for years and years in the same conditions, without growing and sometimes they lose their progresses, even if you have good athletic trainers. It seems to play with the old version.
I guess if i'm wronging something.
Help me!!!!!!
Ara
With the old database (for example 2009), if you take a very low level team, youth players and other player grow very well, with a very
sensible change of parameters and with satisfying results.
With the newer databes it doesn't happens.
They stay for years and years in the same conditions, without growing and sometimes they lose their progresses, even if you have good athletic trainers. It seems to play with the old version.
I guess if i'm wronging something.
Help me!!!!!!
Ara
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Coaching and the fabled 50
So, I've been doing a bit of reading on Coaches and Coaching and the fabled 50.
I remember reading Eejit's guide a while back and have seen a few other things mentioned in various posts and wondered what your own approaches are?
A. Fitness/General/Technique is actually a measure of coaching technique and therefore Technique should be prioritised and Fitness adds nothing (indeed more fitness coaches would detract from sessions and potentially slow/lower attribute increases in players) - This is new to me and have never setup staff like this, indeed, I always try to have a few fitness coaches.
B. Having 'more' coaches (number) with higher Physiotherapy scores helps your players condition recovery between games. ADDITIONAL: Either add or replace this opinion with, must have 1+ coach with a 'fitness' speciality for the same effect. Personally, I think that having 3 physios is probably enough here but welcome your opinions/research.
C. I've always thought that more coaches with higher discipline would result in less bookings over a season (unproven). Indeed, I just did this, had a season with record breaking bookings for my team, so replaced low discipline coaches with higher ratings and the following season I got (and continue to get) much lower amounts of red/yellow cards. Is this another example of cm0102 magical thinking? That is, I'm assigning a cause to something that actually has nothing to do with the outcome. Does discipline actually measure how regularly an AI manager fines their players?
D. As long as you have the total of coaching skill 50+ (and coaching GK?) you don't need to bother applying coaching to specific types of training (skill/shooting/fitness etc) VERSUS you get better results if you only place 1-3 coaches per type of training session and only 1 GK coach. - I never bother assigning my coaches, leaving them on the default 'assigned to everything', should I bother? Does it make a difference?
E. Any work been done on what 'Motivating' and 'Working with Youngsters' actually does? Do they matter as attributes at all? Should these also be looking to the 50 cap for better effects or are they individually based?
F. Training routines. I design my own and they are pretty full on, however, some folk don't bother at all and report no significant differences. That is, due to how the game works some players with always lose/gain attributes no matter what the training setup is. This one is a can of works however, so maybe just skip this one
That's probably enough to be going on with but it's something that always niggles me when I'm playing the game.
I remember reading Eejit's guide a while back and have seen a few other things mentioned in various posts and wondered what your own approaches are?
A. Fitness/General/Technique is actually a measure of coaching technique and therefore Technique should be prioritised and Fitness adds nothing (indeed more fitness coaches would detract from sessions and potentially slow/lower attribute increases in players) - This is new to me and have never setup staff like this, indeed, I always try to have a few fitness coaches.
B. Having 'more' coaches (number) with higher Physiotherapy scores helps your players condition recovery between games. ADDITIONAL: Either add or replace this opinion with, must have 1+ coach with a 'fitness' speciality for the same effect. Personally, I think that having 3 physios is probably enough here but welcome your opinions/research.
C. I've always thought that more coaches with higher discipline would result in less bookings over a season (unproven). Indeed, I just did this, had a season with record breaking bookings for my team, so replaced low discipline coaches with higher ratings and the following season I got (and continue to get) much lower amounts of red/yellow cards. Is this another example of cm0102 magical thinking? That is, I'm assigning a cause to something that actually has nothing to do with the outcome. Does discipline actually measure how regularly an AI manager fines their players?
D. As long as you have the total of coaching skill 50+ (and coaching GK?) you don't need to bother applying coaching to specific types of training (skill/shooting/fitness etc) VERSUS you get better results if you only place 1-3 coaches per type of training session and only 1 GK coach. - I never bother assigning my coaches, leaving them on the default 'assigned to everything', should I bother? Does it make a difference?
E. Any work been done on what 'Motivating' and 'Working with Youngsters' actually does? Do they matter as attributes at all? Should these also be looking to the 50 cap for better effects or are they individually based?
F. Training routines. I design my own and they are pretty full on, however, some folk don't bother at all and report no significant differences. That is, due to how the game works some players with always lose/gain attributes no matter what the training setup is. This one is a can of works however, so maybe just skip this one

That's probably enough to be going on with but it's something that always niggles me when I'm playing the game.
Last edited by Godfreemorals on Thu Jul 28, 2022 11:29 pm, edited 1 time in total.
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My Training Program
Are the images updated? Cause I cannot view them. It states:tafo wrote: ↑Mon Feb 28, 2022 10:22 am I found following factor numbers somewhere in this site.
GK
Handling 60
Reflexes 30
Jumping 25
Bravery 16
Positioning 12
Passing 8
DEFENDER
Positioning 65
Tackling 25
Jumping 20
Bravery 16
Marking 15
Heading 15
WING BACK
Positioning 55
Crossing 55
Tackling 25
Dribbling 22
Work Rate 18
Pace 15
Stamina 12
D.MIDFIELDER
Positioning 55
Aggression 30
Tackling 20
Bravery 16
Strength 15
Passing 15
Heading 13
MIDFIELDER
Passing 60
Creativity 40
Dribbling 40
Teamwork 25
Technique 25
Work Rate 20
A.MIDFIELDER
Dribbling 52
Creativity 45
Off The Ball 35
Pace 25
Passing 25
Determination 22
Work Rate 22
FORWARD
Off The Ball 65
Finishing 60
Heading 25
Jumping 18
Pace 15
Dribbling 14
Flair 13
Acceleration 13
I alfo found following training information on the Net
Fitness : Acceleration, Agility, Jumping, Pace, Stamina, Strength and Reflexes
Shooting : Finishing and Long Shots
Skill : Crossing, Dribbling, Heading, Passing, Set Pieces, Tackling and Technique
Tactics : Decisions, Marking, Off the Ball, Positioning and Teamwork
Goalkeeping : Handling
Fitness affects Acceleration, ...
Shooting affects Finishing, ....
....
So, I created following training programs
AND IT WORKED!!!
- Less injuries
- More improvement
- Better results
Have fun
- Better ratings
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Coaching and the fabled 50
These questions are nearly a thread each, hopeful someone replies (never bother with training specific coaches)Godfreemorals wrote: ↑Tue Jul 26, 2022 10:39 am So, I've been doing a bit of reading on Coaches and Coaching and the fabled 50.