INDEX:
-Different links
-Below you have the instructions to use the simple version of the Training Calculator
------------------------------
I've been editing this excel, which is open to all those who want to introduce a particular player skills to calculate how effective can be a drill.
I did this in 20 mins so I think I'll check out later and gonna add stuffs lol
TRAINING CALCULATOR 2020 Ed.
OPEN VERSION - TRAINING CALCULATOR TO DOWNLOAD
TRAINING CALCULATOR 2020 Ed.2 by Cris G.
TE20 Power Training calculator - Arphaxad Excel
Edited:
I added a copy of the 1st table for GKs
Then I added a table in the right side, once you introduce the player attributes, it will show the developement of each single drill (%) and you can see the skill that are developed by each drill.
So, basically, look at the skill you wanna train and choose the less developed DRILL in terms of % as is the one that will gain more XP.
I posted some random info that may be organized later -or nope lol- regarding fast trainers (age 18-22) too the reductions of training speed, that should be every time a drill is developed a 12,5% as it works like the old system at some point.
How worked the old system for those who didn't play the old T11?
We had a progress bar, till 99, once you earned 99XP you earned a skill point.
Age reduced the XP gaining speed, and too, the gaining was regulated by the main star, reducing the XP gaining a prox. a 15%.
So a 18 aged, 5*, maybe was able to gain 140XP per training, then once he won the 6*, that XP was reduced that 15%, so, he earned, like 119XP then, and gaining the 7* again the same, reducing it 10 arround 103 (it had variations, could be 103, or could be 96 or 105, it was a average)
Actually the skills are self regulated in terms of XP gaining, this means that the XP gaining have a reduction once a drill is developed a 12,5%.
Some drills afefct only 1 attribute, others 5, the drills have a cap = 180 X the number of drills affected.
The table explains more or less where you should notice a loss of training speed/ XP gaining. In terms of % its easy to check out but I added too the amount of attributes level % needed per drill where you should notice the reduction/ training speed lowering, as a drill affecting a single attribute should loos gain every 20%, 20.40,60,80 as it is a natural star but if the drill affect x2 attributes it needs the double, 40,80,120... and so.
EXTRA:
We will add a 2nd version of this 1st Excel with variants instoduced by a Greek manager @Cris G.
A form to gather info regarding Ticket prices per level will be shared
-another to know the actual levels/prices when we upgrade stadium (as the guides are obsoletes since there was an update with changes in the timing, needing some levels just minutes to be upgraded...)
A form asking managers to train a 4* of different ages with high consumption drills, to gather info regarding Age Ranks, and know the exact moment when winning age lowers the XP gaining.
Form about Player prices per level and stars/ max prices?
Feedl free to request more forms to gather info.****
TICKET PRICES PER LEVEL FORM :
TICKETS PRICE PER LEVEL - FORM TO ADD DATA
(Please provide ticket prices after checking out thta the $ give you the 5% Bonus Possesion at home, and if posible, checking that is the Max. Price you can set before the BP is reduced to 4%
TICKETS - PRICES SENT BY MANAGERS ANSWERS DISPLAYED
TICKET PRICES PER LEVEL -FORM ANSWERS DISPLAYED
HOW TO USE THE CALCULATOR?
STEP 1-
Fill the 1st table with the Attributes % of your Player, so you need to add the 15 attributes.
This will complete automatically the table below, that have;
-Each TRaining Drill
-Sum of the attributes involved
-The Max. profit of each drill based in the 180 Rule -each attribute have a cap when reach 180 and once you reach 180 the drill gives 0%, if a drill, trains 2,3,4 attributes, the cap is set at 360, 540, 720... etc each attribute add 180 in the skill cap.
-The Total % means, how completed is a drill until it is collapsed and gives you 0%.
STEP 2-
Once we complete this first table we move to the right side of the excel, where we have a first table with all Drills, and the 2nd column is the one we need to pay attention, as it will automatically do the calculations once we complete first previous table, indicating in what % a drill is completed.
Remember that at each 12,5% the XP gaining will be reduced arround a 15% aprox. (in the old times the player reduced XP gaining, when a star was earned, now it keeps the same ratio)
So now we need to fill 3rd table, that is below with the title "Add a "1" to each white attribute"
As white skills gain the double of XP compared with Grey skills, we need to check out the player profile, and if a skill/attribute, is white, we will add a number "1"
This will, in the upper table, complete the last columns, with the number of drills and the % of White attributes affected in the drill.
Then,
from now on, basically, we have to check the 2nd Column, with the % of Drill Development and the % of whites affected
and to train a particular Skill like "Speed" we take a look at the different drills where the Speed is involved, so, the Lower is the Drill % Development, the more XP (% gainin) will the attribute gain is we use that drill, and the more whites are involved in a drill, the faster it will grow.