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Thread: Guide: How to make a budget on the cost to develop a player?

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    Guide: How to make a budget on the cost to develop a player?

    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:
    Guide: How to make a budget on the cost to develop a player?-1-tef.png

    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.
    Last edited by Al Svanberg; 10-09-2016 at 09:34 PM.

  2. #2
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    Al, as always, great summary article.


    Sent from my iPhone using Tapatalk
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  3. #3
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    Al for President
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  4. #4
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    Quote Originally Posted by Al Svanberg View Post
    I will of course still help anyone that needs help to create a budget despite this guide.
    Al's a great guy, just don't even think of changing his match times.

    This is really only half a step away from a spreadsheet capable of taking a player's current skills, plus a test for TEF, inputting desired skill levels, and having the spreadsheet return a suggested drill regiment and expected rest costs to improve individual players in whatever way managers think is best.
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  5. #5
    Greek Forum Moderator nikolgiorgos's Avatar
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    hey Al, forgot the greens fron training facilities
    If you want, check this and add a board depending from the level
    http://forum.topeleven.com/top-eleve...prices%5D.html

    *good job
    Al Svanberg likes this.
    Καλώς ήρθατε στο Ελληνικό φόρουμ
    http://forum.topeleven.com/%CE%93%CE...%B4%CE%B1.html

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    Thx guys for the kind words and thanks Niko for th heads up!

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    Pro ibangali's Avatar
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    Excellent work AI

    Net Rests after Other Expenditures: 1,055 - 201 = 854 Rests
    I think this number will reduce if we play 2 games a day and very close time gap

    unless we play second game with 75-80% condition; I face several times 2 games very short time gap, like first game of the day at 10:00 am (my server time) then second game at 12:30 pm or 1:00 pm. so I have to use 11 rests for main team to bring 99% condition or 9 rests to shorten the rest period (or speed up the rest period) so main team can play with at least 85-90% condition.

    Your work helping me to calculate my future plan

    Thanks for sharing your hard work
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    Famous Cloverfield's Avatar
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    Al, the FAQ guy (sounds weird )
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  9. #9
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    Quote Originally Posted by ibangali View Post

    I think this number will reduce if we play 2 games a day and very close time gap

    unless we play second game with 75-80% condition; I face several times 2 games very short time gap, like first game of the day at 10:00 am (my server time) then second game at 12:30 pm or 1:00 pm. so I have to use 11 rests for main team to bring 99% condition or 9 rests to shorten the rest period (or speed up the rest period) so main team can play with at least 85-90% condition.
    In this situation I use rests on my fast trainers to get them up to 85+% and then I try to have 3-4 decent depth players (3-5 stars) so that I can rotate players.

    But then, if I am at 110-130% or something like that, and face someone that is below 75% or something, I don't hesitate to play a game with 4-6 players around 40-60% fitness. That saves a lot of Rests.
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  10. #10
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    Quote Originally Posted by LeManiaque View Post
    This is really only half a step away from a spreadsheet capable of taking a player's current skills, plus a test for TEF, inputting desired skill levels, and having the spreadsheet return a suggested drill regiment and expected rest costs to improve individual players in whatever way managers think is best.
    I think its very easy to do this. Just plug in all drills in a excel sheet, and sort out the formulas. But I am not an excel guy, just know the basics.

    I really want to map how a player develops in games though. Then you -- with some labor, but not that much -- can get a complete picture how a team will develop over a season.

    Like I only count on Rests used and practices run. But that does not give the complete picture and its the easy part to map. What completely is left out is (i) the 6% recovery, (ii) condition loss from games played and (iii) ability gain from games played.

    Its not rocket science to find out that either. But I think to get good numbers, you need to map 4-5 players during 8-10 games maybe -- without -- giving them a single practice. I wouldn't at all be surprised if a study like that would give a very clear picture.

    Its like Einstein's Special Theory of Relativity that came 1905 that was quite "basic" lol, "only" adding spacetime more or less to Newton's fallen apple, and then the real complicated General Theory of Relativity that came some 15-20 years later that included just about everything else but atom physics (and nobody have been able to do the 100 years following this). Haha, no comparison made otherwise.

    My point is just, its great to understand the training system. But if we included the 6% recovery, fitness loss from games and ability gain from games, into the equation we could with ease in Day 1 of the season look at our team and say, it was 150% yesterday and now it is 130% , if I keep this team together and spend all rests on it, they will be like 145% at the end of this season, 140% at the end of next season, 130% three seasons down the road, 120% four seasons down the road.

    With those parameters in the equation, we could also establish what Peak Value ("PV") is for a team with fast trainers on it. Peak Value or PV would be how good a team with Fast Trainers on it can become. Is it 130%? 140%? 150%? 160%? What is the best strategy to get there? Adding 1/2/3/4 fast trainers per season?

    You can also learn and develop different Playing Techniques. What is Peak Value if you tank a year? Someone maybe want to build a team really hard for 2-3 Months, and then play a little less for a while. How long will that team stay competetive, when will it really be time to start rebuilding again and so forth.

    So mapping the fitness loss and ability gain in games is definitely next on my agenda.
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