Popular Post FMathlete Posted November 28, 2020 Popular Post Share Posted November 28, 2020 Welcome in to a quick update on the new and improved FM Training Planner Tool that I've updated for FM21 (download link below). N.B. This tool was initially created for FM19 (read the original blog post here) and was updated by fellow content creator Pedroig for FM20. As I mentioned above, I originally created the tool for FM19 when the Football Manager series saw a significant overhaul to the Training module in the game. It's fair to say that while the changes to Training in FM were very welcome, they were also a little daunting and I found myself struggling to work out which sessions I should be scheduling for my players. Aside from the obvious impacts on their health and happiness, I was also finding it hard to keep track of which attributes were being worked on in each session and I realised how much easier it would be to understand, if I could distil everything down to numbers. And so that's what I did. The Training Planner Tool is housed in an Excel Workbook and includes a replica Schedule template, similar to what you'll find in the game. The difference though, is that as you add the various training sessions into the planner, you'll see a readout below it of which attributes and other impacts are being affected. Using the on-screen feedback (see screenshots), and through a bit of tinkering with your schedule, you should be able to create a plan that meets your criteria. Whether there are specific attributes you want your team to work on, or you're taking a more holistic view and are trying to cram as many attributes in as you can, hopefully this tool will be a help to you. I'd like to reiterate that this tool has been prepared independently of SI and FM and it is entirely my own interpretation of how I understand the training modules to work. Therefore, I could very well be completely wrong so please use your own judgement as well. As always, please share your feedback here, on Twitter, or on Slack, especially if you notice anything that seems wrong or needs recalculating. What's New The biggest change to this version is the inclusion of the Set Piece training which I omitted from the FM19 version and then never got round to adding it in. I know that Pedroig had a bash at adding the Set Pieces in for FM20 but for the sake of making all the maths consistent, I ended up starting again on that section. Elsewhere, I've corrected a few errors and bugs that I found and I hope everything is now working as it should be. 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. 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. User Interface On the front sheet is a schedule that mimics the one in the game. You simply click on a session slot and then use the drop down arrow to 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 (see screenshots) 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. The Gaps There will be "hidden" effects 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 and so I have not assigned a value for how much attributes like Stamina might be affected by a player simply going to training, regardless of what the session entails. Choosing "Match" as a session will display the same attribute changes as Match Practice. In fact, i would assume that the intensity of a real match is much higher and therefore the effects may be different, but I've not factored that in (yet). Finally, there's also no correlation to Individual Training and how this will impact on the players development in the long run either. Feedback As always, please share your feedback here, on Twitter, or on Slack, especially if you notice anything that seems wrong or needs recalculating. Download DOWNLOAD THE FM TRAINING PLANNER TOOL HERE 13 Link to post Share on other sites More sharing options...
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