16-20 year olds
21-22 year olds
23-25 year olds
26-28 year olds
29-31 year olds
32-35 year olds
36-37 year olds
The full spreadsheet (retrofitted to Excel 97-2003 format) is available here.
The main aim of this blog is for me to post useful tools / bits of information / tips / guides (and sometimes rambling nonsense) about Xpert Eleven, the online football management game.
| of days / games | |
The youth academy has proven to be very controversial since its introduction in July '11, with many users unhappy with it in its current format; in general the main complaints are the remarkably poor youths that you receive with no investment, or inconsistent results with maximum investment. I've generally been happy with the results I've had out of the YA, although I've taken a very varied approach across all my teams and feel there are a number of things to consider. Essentially, the league format, market forces and the current state of your team financially can all influence your decision to invest, but the effects are completely different between official leagues, private leagues and the Xpert Ladies.
In the official leagues, the main influences on your decision to invest will probably be your requirement for younger players and your cash flow. It would appear that a number of teams invest in the YA already in the Xpert leagues, based on the low cost of youths such as players that are a 17/4 or equivalent. If you don't have a lot of spare cash (such as if you have a relatively new team) then you would probably be better to invest a smaller amount in the YA, keeping some cash back for training and purchasing youths on the market. If you have plenty in the bank, are more interested in SQs or are just feeling lucky, then you may wish to invest more - special qualities are definitely at a premium and, because they are randomly generated on youths, you may end up receiving a player that is of much greater value than most others of the same age and skill. Bear in mind that you are at the mercy of probability though, so don't bank on the YA being immediately profitable - it may take money to make money.
The Xpert Ladies offers one of the most unusual experiences of any league in the game, and this is all down to its unique transfer market. Since the Ladies has its own market, the supply and demand for players (and their subsequent value) fluctuate wildly throughout the season. During the closed season and the first couple of weeks, prices (particularly for young players) are incredibly high due to limited supply and large demand. However, as the season progresses, demand for young players drops very quickly (due to many managers being aware of the downsides of cashing out on transfer), so prices drop to record lows.
Investing a significant amount in the YA can prove beneficial here, but only if you're going to sell youths during the closed season when prices are high. If you receive youths later in the season, you may find that you'll have to give them games to boost their DV, or that potentially lucrative 16/4 may not sell and you'll find yourself with a much less valuable 17/4 on your hands by the time you can find a buyer. If you're investing heavily, it's definitely worth leaving a gap in your team for a potential youth and having a backup plan to train / play one heavily if you receive one at an inopportune moment. The unpredictability of the youth system does mean that you wouldn't normally want to rely on talents alone to build a team, but the Ladies is the one league where it's most likely to reap rewards.
The format of the league is one of the most significant things to consider when working out whether to invest or not in the youth academy in private leagues, although I'm not sure it's by design. Because teams can't receive youth players in the final 18 days of the season, leagues with short seasons will spend a larger proportion of time unable to bring in youths and thus lose some value on investment. The irony is that leagues with short seasons will be the ones that actual develop these players and bring them to maturity - in longer leagues it's definitely more productive in the short term to bring in established players to improve a squad and sell youths on.
In essence, you'll probably want to invest a larger amount in longer private leagues and a smaller amount (if any at all) in the shorter ones.
There are a couple of other points I'd like to mention here to try and cover everything. The first is that, while investing in the YA increases the probability of getting good youths (and, in the long run, you will receive better youths), you may still receive substandard ones. If you decide to invest in the YA, you will have to be prepared for the investment to not pay off straight away. Persist and you should see results over the longer term.
I've also mentioned in previous posts about the mechanism by which players can gain or lose skill when they transfer between clubs. If you're looking to sell a youth, then if they don't have any game time and you're a significant way through the season, then the player will lose some amount of skill. If you're close to the transfer deadline and it's a fairly long season (such as the 14 week official leagues), then that can equate to 0.3 or 0.4 of a skill bar. It's something that buyers can look out for in the official leagues, since it's possible to look at the player and team, but is not possible in private leagues.
Finally, your academy has to build up stars until it reaches your level of investment. It might not be the most economical way to take a 0-econ academy and invest 300k straight away, as it will be several weeks until your academy reaches 5 stars. I tend to build up the investment as the number of stars increase (i.e. invest 50k to 2 stars, then 100k to 3 and so on). It will take a little longer to reach the level you need but could save you some cash. Likewise, there may be the odd week where you can reduce investment slightly and save a little econ - you can maintain a 5-star academy by investing 300k for two weeks, then 250k every third week.
Finally, here are the levels of investment, with some details of how long it takes to get from one level to another based on my own investment data:
0 econ = ½ star
50 000 econ = 2 stars (3 weeks from 0)
100 000 econ = 3 stars (5 weeks from 0)
150 000 econ = 3½ stars
200 000 econ = 4 stars (7 weeks from 0)
250 000 econ = 4½ stars
300 000 econ = 5 stars (10 weeks from 0)
100k
2 star >> 3 star in 3 weeks
200k
2 star >> 3 star in 2 weeks
2 star >> 3.5 star in 3 weeks
2 star >> 4 star in 5 weeks
300k
2 star >> 3 star in 2 weeks
2 star >> 3.5 star in 3 weeks
2 star >> 4 star in 4 weeks
2 star >> 4.5 star in 5 weeks
The Xpert Ladies is an unusual league; it's not really an official league, but it's not really a private league either. There is one thing that is quite handy about it though - even though it counts against quota for you to join a league, it doesn't count against quota once you're in. I actually asked the crew about this and they say it's fine.
This means that, as long as you don't have a tendency to hop private leagues on a regular basis, you can actually run three normal private leagues and a Ladies team for the cost of a one-off extra team payment to join the Ladies. There is one caveat, though - if you wish to leave a team, you'll need an extra team again in order to join another league.
I believe the quota count extends as well, so (assuming you have full quota, either via Xpert rating or VIP) you should be able to have five private teams (including the Ladies) by paying for just one extra, and six private teams (including the Ladies) by paying for just two extra.
Form notations are points where the form is recorded to calculate their average. Notations are taken after the change report (or when a player joins a club), and after each competitive game, whether the player is involved or not. At the start of the season, when a player has very few notations, average form can fluctuate wildly. However, as the season elapses and a player picks up more notations, average form will stabilise.
A normal form update is a change in form that is influenced by the player's hidden form tendency, a value which is either positive or negative, indicating whether the player's form is on the rise or whether it is dipping. The size of a normal form update is influenced by the form a player has - form increases will be larger and decreases smaller when a player is on low form, and vice versa when a player is on high form. Because the aim is to maintain form at as high a level as possible, the drops in form can often seem disproportionately large compared to form gains.
Once the form has been updated, the player's hidden form tendency is then updated, based on the player's form. It can change (either from positive to negative or the other way around) or stay the same.
The hidden form tendency is the primary factor that makes maintaining form difficult. It is not to be confused with form trend, which is an indicator of a player's past form change (as shown by the red / black / green arrows on the squad page).
As Iwe puts it:
"The hidden form tendency can change at every normal form update but it always more likely to remain in the same direction. A hidden form tendency can also be changed due to some extraordinary situation in a match for example a great individual performance or a really lousy indivdual mistake."
The hidden form tendency is more likely to become (or stay) positive on lower form, and is more likely to become or stay negative on higher form. This effect is dubbed "rubberbanding" because a player's form will generally fluctuate around a middle value (usually around 10, but slightly higher for younger players, and slightly lower for older ones), and the further away the player's form gets (like stretching a rubber band), the more the system will try to "pull" form back towards that value.
The only direct influence a manager can have on a negative hidden form tendency is form training. There are ways to help determine whether a player's hidden form tendency is more likely to be positive or negative, and I intend to detail those in another post.
There are a number of ways in which a match can affect a player's form or form tendency, depending on what happens during the match and the overall outcome.
First of all, any player not involved in the match will lose a small amount of form. This is usually less than a bar, but it is a noticeable decrease on players that have high from.
For players that do play, the most common in-game events that affect form are chances, and so these events tend to affect individuals. Every miss affects a striker's form, for example, and some misses can be so bad that they can turn a player's hidden form tendency to negative. Conversely, goals improve form, while saving / not saving shots has an effect on 'keepers. Injuries also have a signficant effect on form (and, from my experience, hidden form tendency as well) although this has been scaled back fairly recently.
At the end of the match, players' individual performances can affect form, but sections of a team are evaluated as well. Each team part has a specific task - defenders prevent chances, midfielders create chances and strikers convert them. If these tasks are completed, then they will be rated well and this can reflect on form. Likewise, the actual result itself has a bearing on the team's form. Defeats reduce form (particularly if they are against weaker teams) and victories increase form (moreso against stronger teams).
Contrary to what some believe, the main benefit of training is not necessarily the direct effect on a player's form, but the effect on their hidden form tendency. Correcting a negative hidden form tendency will cause the player's form to rise at the player's next match. Indeed, because the increase in form is based on form that the player "doesn't have" (i.e. a percentage of 20 - form), form increases are generally no more than one or two bars most of the time, with the bigger increases happening for players on low form (for example, following a change report).
The likelihood of training correcting a hidden form tendency improves the lower the player's form. This quote from Iwe details more:
"I might add that the chance of the player having a positive hidden form tendency is never lower than 65%. And for a player with no form it is a guarantee that the player will have a positive hidden form tendency after a form training."
One of the features of Xpert Eleven that I don't think is described in enough detail is the transfer market and how it works. There's a lot goes on when you sell a player (and when you buy a player as well) which isn't explained much anywhere, but it's very important when deciding when to buy, when to sell and what to look for in a player, particularly in the official leagues. I'm hoping that I can shed some light on transfers and what is commonly referred to as the "mini-CR".
When a player is put on the transfer market, the system does some behind the scenes processing to update the player's skill when they switch clubs. This update is what causes players to have different skill when they are evaluated. Note that the skill shown before evaluating is the player's skill at the selling team, and the evaluated skill is that after the update.
To calculate the skill update, the system estimates what the player's development value would be at the end of the season if average form stayed the same, and the player continued to get the same amount of game time as they do now. This development value is then converted into a skill increase / decrease (as you would get at the end of the season), but is then scaled down to the percentage of the season that has elapsed while the player has been at the club i.e. if 30% of the season has elapsed for a player that was with the team form the beginning of the season, the skill change will be 30% of what it would be come season's end. This is why the skill change is referred to as a "mini-CR", since it's governed by the same rules as the change report, but is always a smaller update.
When you sign a player (from the transfer market), they undergo a process called "cashing out". Depending on how far you are through the season, the player will have their skill change at the end of the season capped. If you are 40% of the way through your season, then 40% of the player's skill update will be "cashed out" and your player will only be eligible for 60% of a full skill update at the end of the season. This is immediately reflected in the player's Development Value - it will start on a higher value than usual (because players would lose less skill at the end of the season), but it will increase more slowly. You may also find that, if you sign a player particularly late in the season and their AF is high, you may never get DV as high as average form, no matter how many games the player gets.
There are a few things that you should remember when buying players (particularly in the official leagues, where you can view most players at their current club by clicking on their name):
Here's a quick and easy Javascript skill calculator that will allow you to use a player's change report history (which is sadly VIP-only) to check their current skill. I've also attached an image to show you how to use it. :-)
Note: sometimes the calculator may return multiple values. This may be because there is not enough information to narrow down the player's exact skill (for example, a youngster with just one change report), or there may be one or more values that fit the data provided (which can start to happen once a player gets above 12 skill or so, and an increase of 0.1 becomes smaller than an increase of 1%).
Now updated to show the calculated history for a player's skill value.
05/08 - Updated so that, if you specify the player's current age and one result is returned, required DV for single / double will be shown. For multiple values, you will need to use the calculator I've placed here for the moment.
Enter the player's skill and change as shown on their CR history.
Enter the player's skill prior to their first CR (if you know it) in the row below as well.
Hit Go!
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Admittedly, this information isn't as much help as it used to be given that evaluations are so cheap and compatibility is more significnat than before, but it still can help refine searches for players.
For example, you may wish to go through these three agents first if you're looking for an older player to fill in (as you know they'll be the same visible skill). Likewise, if you're hunting for understated players on the market, you'll want to avoid these three agents.
Here are some calculators that I've written to deal with transfer prices and the loyalty bonus for the Job centre.
Kudos to audub for the legwork on the loyalty calculation.
Enter the date you joined your team (dd/mm/yyyy):