Aside from the obvious impacts on their health and happiness, it was also hard to keep track of which attributes were being worked on in each session. However, it's much easier to understand that, if you distil everything down to numbers. And so that’s what this training planner is about.
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.
DisclaimerThis workbook was 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 math as I learn more about the true impact of training sessions on player attributes. Please feel free to use the data as you see fit, and share your comments or suggestions for improvements with the community.
For details about how this tool was created and how it works, please refer to FMathlete's blog post: Fail to Plan, Plan to Fail | A Planner Tool for Training
The Training Planner Spreadsheet
Using the on-screen feedback, 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.
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 DataOne 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.
You can adjust the schedule to change which attributes are being worked on. For example, you 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.
LimitationsFor 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.
Finally, there’s also no correlation to Individual Training and how this will impact on the players development in the long run either.
Updated for FM21The 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.