After several requests in PMs I have made a guide on how you create a budget for the cost in terms of Rests to develop -- ie train and/or add new positions or special abilities to -- fast trainers.
This is a topic that in bits and pieces are covered in many other threads, but as I've understood from the feed-back I have received it is not entirely easy to gather and understand all that information. I will try to be as pedagogic as possible, its hardly rocket science, but it does require a few calculations! Anyway, buckle up, here we go!
1. WHAT IS A BUDGET? WHY IS IT USEFUL?
The purpose with a budget is to allow you to plan the development of your team. This can be useful in many different situations. For example, we have limited resources in this game. Sometime you will maybe wonder if its best to either buy 3 star player for X money and spend a great deal of Rests on him or if it is best to pay more money than X for a 4 or even 5 star player and save rests instead. I especially think that a budget can be helpful to let you understand how many young players you can carry and yet develop to a certain level.
In short, a budget is the sum of resources allocated for a particular purpose and the summary of intended expenditures. In this game, the purpose that we allocate resources at is the development of our team, either by adding new positions ("NPs") or Special Abilities ("SAs"), or by improving your player's quality. There are also other expenditures that does not help you to develop your fast trainers, maybe you have to spend tokens/farming opportunities on getting healing packs to heal an injured players, or tokens to move a game, or Rests to heal your team before an important game.
2. ADDING UP THE SUM OF RESOURCES AVAILABLE DURING A SEASON
The resources that will be available to you is of course dependable on your specific conditions. I cannot give you a number of Rests that you can make available during a season that will fit all type of players in all countries.
But this is how I establish the number of Rests I will have available during a season (I estimate that I buy 1 Rest for 1 token):
+Rests from farming -- 28 days x 30 Rests per day from farming (I get around 30 per day on avg) = 840 Rests
+Rests from making substitutions in games --- 26 League games + 13 Cup games + 13 CL games + 16 FA games = 68 Rests
+Rests from Training Ground -- 4 rests (lvl 6 training ground*) / 4 days x 28 days = 28 Rests
+Rests from Gifts -- 1 gift x 28 days = 28 Rests
+Tokens from sponsor deal -- 1 x 35 Rests = 35 Rests
+Tokens from farming (my aim is 3 per day) -- 28 x 3 = 84 Tokens = 84 Rests
SUM RESOURCES: 1,055 Rests
*Lvl 2 Gym - 2 rests/4 days; Lvl 4 Gym - 3 rests/4 days; Lvl 6 Gym - 4 rests/4 days; Lvl 8 Gym - 5 rests/4 days; Lvl 10 Gym - 6 rests/4 days; Lvl 12 Gym - 7 rests/4 days.
3. OTHER EXPENDITURES
Unfortunately not every resources, Rests/Tokens, you earn during a season can be used to develop your fast trainers. To be able to make a correct budget it is important to estimate how much these other expenditures will amount to during a season.
This is the Expenditures I foresee:
-Tokens used to buy 3 fast trainers and 3-4 cheap subs: 7 players x 3 tokens per player (this is of course hard to estimate, but 3 T per players is my best guess) = 21 Tokens = 21 Rests
-Tokens to move home-games (esp. during FA weekends): 10 games x 2 tokens = 20 Tokens = 20 Rests
-Rest-packs wasted on none prioritized players to get them in shape for Very Important Games (app): (16 FA games + 9 Cup/CL games) x 4 Rests/game (4 Rests per game is very much an avg, sometimes it takes 10 Rests on non prioritized players and sometimes zero for these games depending on when they are played) = 100 Rests
-Tokens wasted on Treatments (app): 4 injuries x 15 Tokens = 60 Tokens = 60 Rests
Total Other Expenditures: 21 + 20 + 100 + 60 = 201 Rests
Net Rests after Other Expenditures: 1,055 - 201 = 854 Rests
4. EXPENDITURES TO DEVELOP A PLAYER
This should not be made any more complicated than what it is.
Step 1 -- What is the target?
First we need to establish to cost for what we want to achieve.
The cost to develop a NP or SA (50) is 50 x 4 = 200 Abilitiy%. What is an Abilitiy%? An Ability% is equal to getting +1% in one of a player's abilities, like speed for example. The cost to develop a SA (40) (like Penalty Specialist) is 40 x 4 = 160 Ability%.
The cost to develop one more star is 20% x 15 Abilities = 300 Abilitiy%.
Step 2 -- At what rate will my player gain Ability%?
To understand at what rate -- in relation to cost of Rests -- your fast trainer will gain Ability% you need to know your kids so called Training-Efficiency Factor ("TEF").
This table includes TEFs for young fast trainers:
Be aware that several TEFs will apply for the same player if he gains so much ability that his total ability increases one or more star(-s)
Step 3 -- Adding up the numbers
Ok, lets say that we got a 4 star 70% player that plays MC. We want to turn this player into a 6 star 100% player with the NP AMC and the Shadow-Striker ability as SA.
This is how you add up the numbers (using the TEF for lvl 4 drills):
1 new NP at TEF 0.36 -- 200 Ability% / 0.36 TEF = 555.5 Fitness Loss%
1 new SA at TEF 0.36 -- 200 Ability% / 0.36 TEF = 555.5 Fitness Loss%
From 70% to 80% at TEF 0.36 -- (10 (%) x 15 (abilities) Abilities%) / 0.36 TEF = 416.5 Fitness Loss%
From 80% to 100% at TEF 0.28 -- 300 Ability% / 0.28 TEF = 1,071.5 Fitness Loss%
Total Fitness Loss: 555.5 + 555.5 + 416.5 + 1,071.5 = 2,599 Fitness Loss%
Total Cost in Rests: 2,599 Fitness Loss% / 15 (a rest is 15 Fitness%) = 174 Rests
Since I had 854 Rests available after Other Expenditures, I can easily afford the above under my Budget.
Lastly, I will of course still help anyone that needs help to create a budget despite this guide. But it becomes too time-consuming to do several budgets per day.