The AvQ so the distance in quality between both teams set a starting parameter for each game scenario, setting what I call the Beatability Margin.
Then the game does his process as usual to do the simulation, simplificating your team of 11, so this means eliminating players available to be decisive because of the variable -that impacts on rating behaviour and its streak of good ratings and which is different in every player, so some have 86868 and you can predict when he'll be decisive, others will have 3-4-5 good matches with max rating which is 9-10 for equal- and then the engine dont face formations, just reads lists of players and always simulates attacking actions for one or another team, never defensive ones and thats why now we can see FAs with full defenses -180%. I said this on my guides like 7 yers or more ago and despite the updates that the game had, the engine still the same as in the V.1 practically... the biggest impact we had is the scores cap, that eliminated the 21-0 usual max score we had and transformed this into a more contained score like 12-0 or even a 4-0 iin certain cases, and then the expansion on the attacking list of players twice... first time in 2015 when STs stopped working and aml/amr gained protagonism and with the Playstyle update we have seen a new change in this aspect as the MCs gained terrain.
Train a white skill will matter if the player is well programmed enough to 'fix' the score and win by default, isnt easy to calculate what you need to train to fix/make rigged the score but depends on the player internal power assigned. If you train a player with a lot of Dominance power -so that is selected for more animations- + more contributive power -so more efficency- of course here is when you can create the more close to a superstar, othewise if the player isnt well programmed you'll feel it capped so with a max. of contribution that cant improve despite the 5000% skills you can add, as the game dont work with fixed proportions for realism purposes.
And more or less, till here my point that I always defended.
Then, please those who are fustrated, don't try to interpret this game as something realistic, as its a simple machine that reads parameters in a very simple way. Instead, try to think like the engine and think how the process is to generate the score, so then you will be able to read your own team situation and improve.