On this page you may determine the weekly training. The training update will be performed during the night from Sunday to Monday, which means that the training effects will be calculated. You can change the training settings during the week as often as you wish - for the calculation only the setting is valid, which is set at the time of the update.
Good Staff can increase the effectiveness of the training notably and makes intensive training possible.
You should only train as intensive as the players freshness allows you to - the intensity of the training is shown in the vertical bar in the middle of the screen.
The grey triangles do not show the training fatigue, but how intensive the respective skill has been practiced in average for the last three weeks. This is a small indicator to set a balanced and varied training.
There is no training fatigue when training form. Because form is a variable skill, its training works different than training fixed skills.
The effect is only partially visible immediately and is rather a long-term effect. The form is calculated with the players individual form curve, which consists of an target form and the period of time. With each update of the form each night, there is 25% chance (without mental coach) that this curve may change. This applies only, if the curve hasn't been changed during the week before. If so, the target form and the period of time may change as well as the tendency of the form curve. The target form can vary from 5 to 100 points - but in the utmost, it can divide in half or double up. It is possible that a player cannot achieve a target form, because of a renewed form update.
Negative changes of the form curve can be decreased by a mental coach or occasional form training. Training 10 units of form, results in a 95% chance that players will have a positive change.
The frequency of changes of the tendency of the form curve also depends on the experience of the players. While very experienced players usually are more constant in their form, unexperienced players will be subject to more often and stronger changes.
- A form above 70 is considered good
- A form above 50 is considered average
- A form below 30 is considered poor
By training form occasionally the average form of your team will be altered positively. The form has a direct influence on your players’ performance on the pitch - it is recommended to keep an eye on your players form.
Stamina is one of those skills that are variable. Because of that, training stamina is different than the rest.
To get stamina at a high level or to keep it there, it has to be trained steadily.
Every player has a so called stamina balance on which stamina points are added. To that balance all the advantage points of the past three weeks are added. For each stamina training unit one point is added and every participation in a match (except united games) adds an additional point. The character “diligent” and the fitness coach have a positive influence on that balance. The more stamina a player has, the more points does he need to keep that level or to increase it. At the weekly training update a stamina balance is calculated and the gathered points are compared to the stamina level, a player already has. Is that balance positive, the stamina increases, is it negative, it drops.
- A stamina of 80 is considered good and requires the managers’ attention to keep that level.
- A stamina of 50 is considered average and can be maintained easily
- A stamina below 20 is considered poor and is a sign of a players poor condition.
Next to freshness and form stamina has a direct influence on the players’ performance. The later you are in a match, the more important stamina is, so it turns out to be an essential factor at the end of a game.
By training specific player skills (skills), you can increase those skills - without training they will remain consistent. The only exceptions are players, age 32 or above, who won't learn anything new and whose skills will slightly decrease.
The efficiency of training depends on different factors:
- Age - the younger, the better - no effect, if 32 or above
- Position experience - trained positions determine the effect of individual training, e.g. a goalie will learn keeping faster than a striker
- Training fatigue - The higher, the worse is the effect of training in the respective skill
- Injuries - injured players do not participate in training, those with poor health only gain half of the effect
- Freshness - if the freshness reaches 50, the training effect will decrease rapidly and injuries are likely to happen
- Character - diligent players will train more efficiently
- Staff - the higher the efficiency of the relevant staff, the better the effect of the training
- Special case Goal keeping - Up to three goalies will train with full intensity, two more goalies only partially and more goalies won't benefit from training keeping at all
A summary of the eight skills:
- Keeping - the most important skill for a goalie
- Defence - the most important skill for defenders (Q2)
- Tackling - general skill, it is important (differently) for any position
- Passing - general skill, it is important (differently) for any position
- Playmaking - the most important skill for central midfielders (Q5)
- Wingplay - the most important skill for wingers (Q4, Q6)
- Technique - general skill, it is important (differently) for any position
- Scoring - the most important skill for central strikers (Q8)
Skills determine how good players will play on certain positions - therefore more information can be found on the following page: Formation.
A player loses freshness because of:
- Training: each training unit (TU) costs one point of freshness
- Matches: League-, cup-, play-off and friendly matches costs freshness, depending on the chosen engagement
Players with high stamina will lose a little less freshness in a match.
The freshness determines which engagement a player is able to play with. E.g. if a player has a freshness of 50% and shall play with high engagement, then he is going to play with normal engagement only, but will suffer the negative aspects of high engagement. More information can be found on the page: engagement.
A poor freshness (< 50%) decreases the performance of a player. The respective players will train with less efficiency, the risk of injuries increase drastically and the will play below their possibilities. The deductions are approximately:
- >50% freshness = 100% performance
- 50% freshness = ca. 90% performance
- 40% freshness = ca. 80% performance
- 30% freshness = ca. 70% performance
- 20% freshness = ca. 60% performance
- 10% freshness = ca. 50% performance
A freshness of 0 will cause the training effect to be absent and an injury is likely to happen.
- A freshness of 90 is considered good
- A freshness of 50 is already considered poor
- A freshness of 15 is considered very critical
You should always have an eye on your players’ freshness. A player with low freshness may take weeks to regain it completely.
If you train unvaried, the training effect will decrease. The average of the last three weeks (represented by the small grey triangles) is an indicator on how intensive a skill has been trained - it does not say anything about the exact training fatigue of your players.
The higher the intensity, with which you train a skill, the higher the training fatigue in the respective skill. Id est:
- Train a skill with less than two units, then the fatigue will decrease.
- Train a skill with more than two units, then the fatigue will increase.
- The less, or the more units are set, the higher the regeneration, or fatigue effect
- A Co-Trainer varies the number of necessary units for fatigue and which his efficiency allows you to train more intensively o a certain skill.
There is no “diminishing marginal utility” at player training. This means that training the same skill with 5 units twice, with the same fatigue, is as effective as training a skill with 10 units once. If the maximum training fatigue on a skill applies, the training will have an effect of about 1/3 only.
Stamina and form are unaffected by fatigue and will always have the maximum effect, depending on the set units.
The update of training fatigue happens at the same time as the training update.
The position experience of a player shows on which positions the player is well practiced in. It is crucial for the effectiveness of the (skill relevance) of player training. The higher the relevance of a skill on the respective position, the better the partial efficiency of this skill during the training.
The exact position experience can be found on the squad page. It only affects the training, when a player has a position experience of 50 or more on more than one position. Still, the effect of training is always 100%.
If a player is well practiced on one position only, e.g. a centre back (CB), he will train as a CB with 100% efficiency. If he is well practiced with 90% as a CB and 60% as a central midfielder (CM), he will train as a CB with 60% (90/150) efficiency and with 40% (60/150) as a CM. In other words, he will train less intensive as defender, but benefit more from playmaking training.
On this page you can set ten units on the training of the six different tactics, the offside trap and set pieces. Right next to the tactics a horizontal blue bar shows the percentage of how good the trap has already been trained. If the bar reaches the third unit, then the tactic has been trained up to 30%. You shouldn't use tactics unless there are trained up to 70%.
There is no training fatigue for crew training und no loss of freshness, so you should always use the available whole 10 units. However, there is decreasing effect, the more the tactic is trained. Training a tactic up to 70% can be done really fast, more training will have lesser effect - the last point of percentage requires a lot of patience and training.
It is advisable, to train one tactic after another with maximum intensity, so you can use one tactic as fast as possible. If it reaches an adequate level, you may train the next tactic. However, one unit should remain on the fully trained tactic, because otherwise it would decrease.
Training set pieces increases the efficiency of corner and free kicks. The effects of the other tactics are dealt with here: Formation.
Like the statistics, it shows the training progression of your players diagrammed on the right side. (Premium feature).
On the left side, you may exclude players from the training by removing the checkmark in the first column. This is useful, if a players freshness is low, or if the training fatigue of a (e.g. recently bought) player is high. The latter can be accessed by the drop-down-menu.
Don't forget to let them participate again, when freshness and fatigue is at a good level again!
Shows the progression of the three erratic player skills form, freshness and stamina as an average value for the whole team. Additionally the Team Spirit and Reputation are visualized. All five charts will be updated on a daily basis.
The team spirit affects the ball possession during the match. The higher the team spirit, the more positive the effect. It also affects the form slightly.
The team spirit depends on victories and defeats of the respective team. It increases when you are winning, it will drop when you are losing. The strength of the Top 15 players of both teams is set into relation with the outcome of the match. That does mean that a defeat against a stronger opponent has not such an impact, as a defeat against a weaker opponent - and vice-versa for victories.
When playing draw the effect not only depends on the strength relation of the teams, but it also depends on whether the spirit is located above (then it will decrease) or below (it will increase) the standard value line. The team spirits standard value line is located at 50, but can be influenced positively by the Mental coach.
Friendly matches do have less effect on the team spirit than competitive matches do. The mental coach affects team spirit as well as popular players. Lots of transfers, especially selling players will cause trouble within the team and will affect the team spirit in a negative way.
At the beginning of every season the team spirit of all teams will be set to 50.
Your's club Reputation takes influence onto the ticket sales. The value is dependent to similar factors as the Team Spirit and therefore will develop (more or less) parallel. The factors are:
- the PR-Manager influences Reputation, as the Mental Coach influences the Team Spirit
- effects of won/lost matches are half as high as on the team spirit when playing away
- strength of teams is irrelevant, but relation of point in league (league matches) or relation of league layer (national cup) is decisive for the intensity of the change
- the match's outcome (difference of goals) influences the change too
The value Reputation used to be hidden and to be important for sponsor offers (both is no longer true).
Premium Features Up to 4 presets can be saved and activated later on. This way you don't have to deal with it every week and don't have to do it manually. (Premium Feature).
To save a preset you have to set up the training. Afterwards a click on the pen-symbol will open a new dialogue box, where you can chose a slot to save the preset. Clicking “Yes” will finally save the preset.
You can access the presets by clicking on one of the four buttons (if a preset has already been saved there).
Like on any other sub page changes can be saved by clicking the checkmark on the bottom right.