As with many FMer’s, I’ve found this year’s overhaul to Training to be both brilliant and overwhelming all at once! I love the level of detail you can go into when setting up your schedules, but I’m also unnerved by the idea that the changes I’m making may have a negative effect on the players further down the road.
For many, the solution has been to hand it over to the Assistant Manger and there’s nothing wrong with that at all, after all an essential part to management is delegating. For me though, I want to get more involved with it, particularly as I see training as an essential part to being the boss.
Part of the issue for me is trying to remember which attributes and impacts are being affected by each session. There’s a lot to take in and i forget most of it when I’m not playing anyway! To combat my own memory shortages, I started to build a spreadsheet that could do most of the thinking for me, and thought I’d share my work for anyone else out there who might find it useful (link to download at the bottom).
Some of what’s here is quite detailed in terms of spreadsheet functionality but i think its better to show my working so people can understand how the maths works, especially if you want to make your own changes to it. As always, please share your feedback on Twitter or Slack, especially if you notice anything that seems wrong or needs recalculating.
Before we get into the detail, i just want to point out that this tool has been prepared independently of SI and FM. It is entirely my own interpretation of how I understand the training modules to work and i could very well be completely wrong!
I am continuing to test it’s success and will make adjustments to the maths as i learn more about the true impact of training sessions on player attributes. It’s not intended to show the exact affect of a session on a players attribute, but rather to show how much that attribute is being worked on compared to the other attributes.
Creating the Tool
To begin with, I copied over the details for each training module and session into a spreadsheet, with the list of attributes and other impacts down one side, and across the top i included the session name, the unit being trained and the percentage of intensity that the unit is experiencing for the session.
Where an attribute or impact is mentioned i put “Yes”, otherwise it was left blank and for the Health impacts such as condition, fatigue, happiness etc. I used the same phrasing as the game i.e. increased, reduced etc.
From here i then allocated a numerical value to each impact. I replaced “Yes” with a 1, and then gave the health impacts a 0.1 or -0.1 for “slightly increased/reduced”, 0.2 or -0.2 for “increased/reduced” and a 0.3 or -0.3 for “greatly increased/reduced”.
How it Works
With the data now in a numerical state, i created three more sheets, two for where we could do some of the maths and the other as the “front” sheet where the user enters the sessions they want to to run each day.
On the first maths sheet, I’ve allocated a multiplier that takes into account how many attributes/impacts are being worked on in the session. In other words, the less attributes in the session, the higher the affect on them. This led to some sessions having an unrealistic weighting where only 1 or 2 attributes were being worked on and so for these, i added a handicap so that the data on the front sheet is easier to compare. I suspect this handicap will need adjusting later on but we won’t know until more testing has taken place.
The second maths sheet takes the result of the calculations for each attribute/impact above and multiplies it by the level of intensity that that training unit experienced in the session. So, for example, in the “Attacking Wings” session, our Attacker unit operate at a 60% intensity level, while our Goalkeeper and Defender units operate at 20%. Therefore, the Attackers attributes are improved more than the Goalkeepers or Defenders.
On the front sheet is a schedule that mimics the one in the game. You simply click on a the drop down arrow and select your session from the list.
Below the schedule is a table that totals up the affects on each attribute or impact for the different units. The more sessions you add to the schedule, the greater the affect. This gives you a quick visual of which attributes are being worked on most, and which ones are being neglected, allowing you to make the necessary adjustments to get it just right.
Interpreting the Data
One important point to make when reading the data, is that the numbers are all interdependent, and are not showing what the actual increase of the attribute will be. I.e. where Aerial Reach has a 1.4 for Goalkeepers, this is not saying that this attribute will increase by 1.4, but rather that there is a relative affect to the value of 1.4, compared to say an affect on First Touch of only 0.4.
The example table above gives us a good snapshot of the affects this schedule will have on the players. Using the averages at the bottom, i can instantly see that it doesn’t include much affect on Physical attributes, and the Goalkeepers won’t see much affect either. In terms of the other impacts, there’s not much going on for Tactical Familiarity, but plenty of Team Cohesion which is good.
From here, i can adjust the schedule to change which attributes are being worked on. For example, I might throw an Endurance session in to bump up the physical attribute training, or remove Team Bonding to reduce the affects on Teamwork and Team Cohesion.
In addition to what is in the tool, i also want to point out its limitations.
For one thing, there will be “hidden” affects of training that aren’t explicitly called out in the session descriptions and therefore, have not been factored into the tool. An obvious example is that player fitness will increase with training and match practice. I am yet to assign a value for how much attributes like Natural Fitness or Stamina might be affected by a player simply going to training, regardless of what the session entails.
I am still working on the affects from Set Pieces training as well as playing in a competitive Match. At the moment, choosing Match will have the same affect as Match Practice, although my feeling here is that in a real match, the effort and intensity is higher so i may increase these values in the future. As for Set Pieces, these wont have any affect at the moment but i’m working on this part for the next version.
Finally, there’s also no correlation to Individual Training and how this will impact on the players development in the long run either.
I’m continuing to use the tools to help me plan my training schedules and will be tracking the progress of a few of the players to see if there are any significant affects (both good and bad) on their development. Assuming there are, i’ll work on trying to replicate those affects more accurately in the next version of the Planner and will share an update then.
I’m also very grateful to the FM Slack community who have been offering some feedback and have helped to improve it. If you’re not on Slack and want to join, here’s the link.
There’s a ton of content out there on training so if you’re looking to get more insight into how the training modules work in the game, i strongly suggest checking out the following articles and podcasts:
- SI’s FM Forum for Tactics, Training & Strategies Discussion – there’s loads of great stuff here, including some official guides written by the experts!
- FM19 Training Module – How it Functions – I plugged this guide before but it’s well worth doing again – thanks to Cleon81, Daljit and Herne79 for putting it together
- FM 19 Training – My Approach – more great insight from FM Samo
- One More Game: Training Plans – a brilliant pod from According to FM and FM Samo
Thanks for reading the blog, i hope you enjoyed this article. You can follow me on Twitter @fm_athlete and in my FM Slack channel #fm_athlete for more save updates throughout the season.