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FM21 Realistic Injuries

Added 90 NEW injuries, and reworked 90% of injuries to be more logical. This FM 2021 mod will add a whole new layer of depth and strategy to your game!

By on Jan 15, 2021   10872 views   13 comments
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Downloads: 2675 / Size: 80.4 kB / Added: 2021-01-15
Football Manager 2021 Data Updates - FM21 Realistic Injuries
With 114 injuries in FM, on the surface there seems to be quite a bit of depth. But looking closer, many things are unrealistic.
Blisters are treated by physios, pulled wrist ligaments take only a day or two to recover from, injury amount is only 70% of real life, and goalkeepers are invincible.

This file will add a whole new layer of depth and strategy to your game! You will need to:
  • Rotate your squad better
  • Plan training to prevent injuries
  • Sign quality backup Goalkeepers
  • Use the Medical Center to watch high risk players
  • Hire the best physios
  • Balance training, recovery, rehab, and rest
  • Budget for injuries requiring a doctor or surgery
  • Avoid signing players with high injury risk
  • Keep a good second 11 for rotation
  • Have a full sub bench for in match injuries
and more...

*IMPORTANT INFO - PLEASE READ*
From testing, this year the injuries mod ONLY increases injuries for matches played on full detail.
This can be viewed multiple ways, but if you wish for AI to have the same consequences as you, you must have the league set to full detail.
If you wish for AI to have a break, and you level the playing field a bit, then don't set them to full detail.
Also, injuries seem to be even more realistic and dynamic this year.

- More intense training or tactics will rapidly increase injuries
Possibly due to SI's changes in effects of intense pressing, there is a more noticeable increase to injuries if you run fitness drills during the season, for example.

- Higher, more demanding leagues will see more severe injuries
Along the same lines, a lower league team may still see alot of injuries, but minor and short term. An EPL high-pressing team will see longer and more severe ones.

*NEW for FM21* Real-life Percentages Applied

Using over a dozen scientific studies of professional football players, I've compiled the data and applied it to FM.
I performed several tests, by simming a season, then extracting all the injury information, then calculating average percentages.

Real-Life Location Occurrence Applied
Example: For default, about 11% of injuries were located in the hip region. Real life is somewhere around 1%. My current tests have the mod at about 2%. Much closer to reality.
Real-Life Injury Severity Applied
Example: Default FM percentages for injuries lasting 2 months or more were about 12%. Real life percentage is about 5%. With Mod, is about 5%.
Real-Life In-Match vs Training Injuries Applied
The injury rate during competition at it's lowest is 8.7 per 1000 hours of exposure, vs 1.37 during training. I have increased the in-match injury rate, so that at least in-match injuries are more often.

**NOTE**: Keep in mind that very save will be different. Every club, every league. So while multiple tests have severe injuries at about 5%, you may find your club has 10%, due to many various factors. But in general, in the whole FM save, injury percentages will be generally accurate.

90 new injuries added, based on research

Added a new grading system
Many injuries in real life are classified by grade
I = minor, a sprain or bruise
II = more severe, likely some ripping or tearing
III = the worst, complete tear
Now, your Club Physio will tell you the "grade" or severity of the injury. For example, is it strained, partially torn, or completely torn?

Realistic Treatment Options
Reduced excessive physio use
Example: Way too many injuries are unrealistically treated by a physio. Why is a cold or a cut hand treated by a physio?
Reduced amount of injuries able to use injection
Example: In real life, recommended treatment for a bruised thigh is Rest, Ice, Compression, Elevation, and Rehab. It is a minor injury. Doctors say "You may also use a protective device." Yet, FM prescribes either an injection or physio.
More injuries allow players to play with protective equipment
Example: Continuing with the bruised thigh - protective equipment is a much better option than injection.

Added Correct Classifications and Sub-Classifications for all injuries
Made injury lengths much more accurate
Example: Pulling your wrist ligaments in real life takes roughly 2-4 weeks to recover from. FM had it set at 1-3 days, but now it takes 2-4 weeks.
Added Realistic Causes
Example: Sprained knee ligaments were only turning, sprinting, jumping. Added impact, bad tackle, or wear and tear.
More medically and anatomically accurate names for injuries
Example: A "broken lower arm" is now a "fractured humerus".
Fixed inaccurate seasonal injuries
Example: Shin splints no longer only occur in summer...
Removed unrealistic injuries
Example: A stubbed toe, that is treated by physio, but you can't use protective equipment? how many times does stubbed toe leave you unable to walk or run?
Removed duplicate "different" injuries
Example: A broken toe (45 minimum days) and a fractured toe (15 minimum days)??

Goalkeepers:
  • Increased Goalkeeper injury possibility
  • Goalkeepers can now get 47 new injury types
  • Fixed injuries with blank Goalkeeper Percentage assigning too many injuries to Goalkeepers

Alternative Version

Reduced Frequency Option (all the fixes, but no increase in amount of injuries)
Download Alternative Version

Consider Donating

If you like this creation, and wish to support the hours of work, you can donate below:
Donate via PayPal
Please know that it will be very appreciated, as everyone in my family have lost their jobs since March.


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Downloads: 2675 / Size: 80.4 kB / Added: 2021-01-15
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Discussion: FM21 Realistic Injuries

13 comments have been posted so far.

  • M7's avatar
    Had a odd game just now, me and my opponent had 7 Injuries in the match.
    I guess this is bad luck? But still a little strange.
  • majesticeternity's avatar
    @Riverplatelvnv - Thanks! That's exactly what this intended to do!
    The AI doesn't manage as good as players can, but yes, they manage, and they are good at setting rehab for a player, as far as I know. For leagues not on full detail, they won't have an increase in injuries, just the new types/setups.
  • Riverplatelvnv's avatar
    I'm starting to get used to this mod. Its great because now giving time to subs really make an impact, you want to preserve your best players always. And yes, it does have more realistic injuries, more of the "couple few day" knocks which happens often to pro footballer. You need to really watch the medical center, make sure the ones who just returned from an injury are not on "double intensity", thats like asking someone to run 10 miles after a month off. Give the lad half intensity for a week, let him return to fitness and things like that. I love micromanaging so this is great for me. I'm managing injuries much better now, my question is do the AI know how to manage these new injuries?
  • Infiltrator's avatar
    This is only to play the game in English?
  • mircopozzo's avatar
    yes, but the alternative version still leaves the frequency of injuries in the game which are still many
  • Daveincid's avatar
    There is an alternative version too with reduced injuries, so feel free to play the game as you want
  • mircopozzo's avatar
    there may be fewer but they are still too many and many still complain of too many injuries in the original game
  • Daveincid's avatar
    No, I am sure I understood you correctly. As I said, there are less injuries ingame by default compared to real-life. It's like this for years and it is well known.

    And saying a mod is meaningless is definetly not the right way to show respect to the creator :)

    Cheers
  • mircopozzo's avatar
    you probably misunderstood what I said
  • mircopozzo's avatar
    so i find this mod meaningless and impossible to use
  • mircopozzo's avatar
    SI did not reduce injuries, on the contrary it increased them
  • Daveincid's avatar
    @mircopozzo
    70%-Injuries-rate is correct. People complained about too many injuries, that's why SI changed it. This is also a reason why there are too many good players in the future. Less injuries = better player-development. Too many injuries can have several reasons: Too high workload in training, high intensive tactic, no rotation, bad staff. So there are possibilities to reduce injuries ingame.

    Cheers
  • mircopozzo's avatar
    sorry but are you sure that the game has 70% of injuries compared to reality? in my opinion the game contains too many injuries and you are even forced to use a mod to reduce them
    1
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