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MeHi_Create

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michael210296

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About this mod

Re-adjusted Player Development Areas, from training plan to match xp, to passive xp and requirements.

Not Perfect.

Split in multiple files, for picking and choosing or an all in one.

Should be compatible with mods - I'm be using FIFER from now on with this.

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Player Development Re-Adjustments

Unfortunately I had to reduce the scope of my mods to just player development adjustments, due to real life. Hopefully still useful to people. I've added in short all other adjustments. Doesn't mean I'll quit modding for good. Just taking a step back for more important stuff.

All of the mods are separate, but also have an all in one of all my mods. All packed nicely in one zip for ease of download.

FM-Inspired Dev Plans Reasoning:

I loved all the career mods that I played so far, but they were always short on some features, so I put my big boy pants on and started doing it myself, starting with this.

I think the development plans of EAFC are quite decent, but I felt they fell a bit short in attributes that would've been logical to work at as well. Then I thought that Football Manager has almost all names of positions and similar stats on what said positions need, and thought of moving that over to EAFC.

So here we are. These are the following plans for each position and thought behind them

GK
- Goal Keeper - Stuck to the goal protector
- Sweeper Keeper - Rushes forward and clears the ball or catches it
- Positional Keeper - The 1 on 1 specialist, quick on his feet to close the spaces against attackers
- Playmaking Keeper - Can catch the ball, but will look to distribute as good as possible, not wasting any ball

L/R Backs
- No-Nonsense - Your centre backs, if they liked the flanks; stays back and clears his areas
- Full-Back - Same as above, but can go forward and hit some decent crosses; bit slow to start, but good sprinters
- Inverted - They prefer to press inwards, and initiate attacks across them, instead of front
- Playmaker - Will look to cross, pass and dribble to put players in good positions, but will always look to defend first
- Advanced - While he will defend, the focus is to dash forward from defence, surprise with a pass or with a goal

L/R Wing-Back
- Protective - While he will advance to support the attack, he will focus mainly on defence
- Wing-Back - More agile than above, he will make incursion on free space in the wings, but can also come back to recover
- Inverted - They prefer to support and defend towards the centre
- Playmaker - Chances, and more chances from way in the back, if they see a forward space, that's where the ball goes
- Complete - Better balanced to support the wing both on defence and attack; box to box winger

Centre-Back
- No-Nonsense - The ball does not belong in your half, and they're there to make sure of it
- Stopper - No crossing them, get the ball and pass it over to a better one
- Wide - You like your 3 at the back, so you'll like this for the long crosses from one flank to another, while still covering properly
- Ball-Playing - He likes to put the ball forward, but to a teammate, not opposition
- Libero - This is what happens when you put your wing-back in the centre

L/R Midfielder
- Winger - He knows the flank, and the spaces, so he goes through there; doesn't like to look behind
- Inverted - He hates the flank, and goes in the centre, quite gracefully
- Wide Playmaker - He'll do whatever he can to put the ball at the back of the goal, although he likes his crosses
- Wide - Kind off good at everything, from lethal crosses to forwards dribbles, to defending
- Defending - Will go for the occasional cross, but will look to mostly defend 

Defensive Midfielder
- Ball-Winning - Or holder, will look to get the ball in midfield, hold it and pass it over in space or to someone else
- Defensive - A pure defender, playing higher up, but will still lock for the occasionally deadly pass
- Half-Back - Will go further back, protect against the counter, and pass the ball over to someone more technical
- Anchor - Will look to sit exactly between the defence and midfield, grab the ball and pass it over; sits a bit higher than the above
- Segundo Volante - Will look to sit back, like an anchor, but will go forward with the late run, to surprise the opposition
- Deep-Lying Playmaker - Sits between defence and midfield, and will launch a good counter pass; will also aim to intercept or get the ball when possible
- Roaming Playmaker - Will look to affect both areas of the field, where he is needed, he will be there, pass, long shots, runs
- Regista - A more aggressive deep-lying playmaker, will also look to carry the ball forward, attract the opposition and hit that killer pass or shoot

Centre Midfielder
- Ball-Winning - Or holder, will look to get the ball in midfield, hold it and pass it over in space or to someone else; same as above
- Central - Will look to be a part of both defence and attack in his part of the field, without over stretching on each side
- Carrilero - Mainly works between the middle line, either being high up on the defensive side or down low on offense
- Box-To-Box - If your Wing-Back was in the centre midfield; support for passe, late runs into the box, track back for defence - good stamina needed
- Deep-Lying Playmaker - Sits between defence and midfield, and will launch a good counter pass; intercept - also plays a bit higher, but not too much
- Roaming Playmaker - Will look to affect both areas of the field, where he is needed, he will be there, pass, long shots, runs - bit further up though
- Mezzala - Working either on the right or left midfield, they do the defending further up, but mostly focus on attack
- Advanced Playmaker - Will look for the spaces between midfield and defence and make sure he has the killer pass or shot

Centre-Attacking Midfielder
- Attack - Looks to quickly find chances for himself or teammates to put the goal at the back of the net
- Advanced Playmaker - Will look for the spaces between midfield and defence and make sure he has the killer pass or shot
- Shadow Striker - Will act as a goalscorer, and will press as soon as team doesn't have the ball
- Enganche - Classic No. 10, looks to connect midfield and attack, his main role is the killer pass
- Trequartista - Lazy defense, but as soon as the counter is on, he will be in the space to receive it

L/R Winger
- Inverted - Best with his stronger foot on the inside, will look to cut for the overlap and make the centre busy against the defenders
- Inside - Will look for the goal, cutting inside, dribbling in from the wing
- Advanced Playmaker - Will look for the spaces between midfield and defence and make sure he has the killer pass or shot
- Trequartista - Lazy defense, but as soon as the counter is on, he will be in the space to receive it
- Winger - He loves the flank, and that's where his skills of cross and advancement are best
- Raumdeuter - Attack and attack, where he finds space, he will go there; wide poacher
- Wide Target-Man - Against smaller opposition, he holds the ball until the defence surges forward.

CF/ST
- Target-Man - Working centrally, he will receive the passes, and make sure to hold the ball until teammates come to support him
- Pressing - The upmost forward defender, his main role is to press the opposition for the ball
- Deep-Lying -  Will go back to hold the ball, while his teammates go forward, passing to flanks, forward or back - centre midfielder as a striker
- Complete - All-Around attacker, he will look to score through whatever means at his disposal, rarely looking for a pass, but capable of doing it
- Poacher - Pure focus on goalscoring, he will look to exploit the spaces and time his runs to beat the off-side trap
- Advanced - Head of the attack, his main role is to score, but he will gladly assist whenever he can find someone
- Trequartista - Lazy defense, but as soon as the counter is on, he will be in the space to receive it
- False-Nine - Will look to drop down in an attacking midfield position, where he can attract defenders or make space for himself to attack

Specialised Plans:
- Attack Support - Up that Offense Workrate and learn how to move in spaces
- Defence Support - Up that Defence Workrate and cover for your teammates
- Deadball Specialist - This is how you put the ball in the net from a set piece
- Ball Trickster - This is how you make the ball stick to you and beat others
- Weak Side Practice - And this is how you become ambidextrous with your feet

The development plans are a bit slower to increase but also way slower for the attributes to downgrade. I want to aim for the playing matches to account for more experience in the development of the players.

Position Re-adjustments Reasoning: 
I wanted to also adjust the position changes. This is the list of changes to positions:
- Eliminated Skill, Work Rate and Weak Foot Requirements as they are specialised individual trainin
- Growth Rate and Decline Rate both slightly reduced, but higher than development plans, due to positions taking more time to change
- Common and diff attribute growth and decline rate also slightly reduced to account for new number of attributes being used
- The attributes used in position change is half of total + 2 so 9 which is same as previous I believe
- Min Training Days adjusted using following rules:
 -> Position change from flank to centre and vice versa +14 days of training
-> Position change from flank to opposite flank +14 days of training
-> Zone change +7 or +14 days of training (def to mid to attack or def to attack and vice versa)
-> Each position forward or backwards adds +7 days of training

With the above rules, multiple positions are still possible, but they will depend more on the players range of abilities required for said position. You can't exactly have a striker convert to centre back or vice versa anymore. They will usually switch easier with a position on the same line, such as centre, or flank. See the photos. It's a bit of a wildcard, as there might be some code I didn't found yet on how the player abilities count towards another position, but it kind of remains with my original design.

If the players attributes can cross over to a tactically similar position it should be relatively easy to change. You can have CDM that can switch easy to CB or some that can change easily to CM or even CF. It kind of matches Football Manager in that degree.

Age Percentage
This part of the mod changes the experience gained by players according to age.
12 to 19 Linear Growth from 60 to 80 to account for age and experience gathering
20 to 29 100% The Peak Period of Play and Learn
29 to 48 Linear Decline from 80 to 20 (kicks in from 45 years old the 20) to account for veteran experience

Form Settings
3.9 is bad
4.5 is neutral
8.0 is good
Should have the same number of matches needed as AI for a proper rating
Adjusted values for actions for new ratings

Positional Experience
Players playing in their natural position gain 1.5 experience.
Playing in an close position gains 1.25 (LW to LM for example)
All other positions are played at standard rate.
Hopefully matches up with modified training rate.

XP Adjustments
Adjusted Match XP Gains to reduce a bit of the time from the new positional changes and plan changes
Readjusted Passive XP Gains, based on new form.
Player XP Curves and Bonuses readjusted, same for tables of potential.
Should hopefully match nicely with new requirements from my mod.

Player Retirement
Player Retirement should be delayed a bit more. Lowered the overall req, before player should be forced to retire.

Youth Accessory Adjustments
Re-adjusted for a more diverse accessory crew in the youth academy.

All - In - One

An All In One Version of all my adjustments. Don't have as much time to mod, so possibly this might be final version.


Should be compatible with most mods.

I'll need a lot of feedback on this, if someone wants to test, for proper adjustments of everything so far.

Might Consider to share my file for other to dabble, and share forward. Just DM me.


Hope you enjoy and let me know your thoughts.