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The Youth Academy - Part 2

The Youth Academy - Part 2

Start reading from this article : The Youth Academy - Part 1

For Part 2 :

4. Scouts
4a. Scouted players
4b. The Meaning of 'Overall'

5. Training

5a. Individual Training
5b. Training Reports


Please read continuation for complete info ....

Scouts

It's a really good idea to have 3 scouts (if you can afford it). Sometimes your scout will have nothing. :-/ This can be for one of 2 reasons.

1. The pool is close to empty
2. Dice roll (yes, 'luck')

To reduce the chance that the pool is close to empty, you should pull from the youth pool very soon after the economic update. The HT's have said "Youth pulls are topped up (refilled) 'several times a day'". Unfortunately, no one knows when.

Because many, many managers pull at the Economic Update, it is very likely that the HT's will ensure the Youth Pool is full 'just' before it.

Also, it is very important to understand some other things...

1. The Scouts will tell you some things regarding the player's top 3 skills. Not all three. Usually 2, and sometimes just 1. Never all 3. But, they will be from the player's top 3 skills. This is important to remember.

Because it is common to NOT be told about the best skill. This happens very often.

Also, a player can 'grow' a Specialty. Scouts often do not recognize Specialties. In fact, also Trainers fail to recognize Specialties, even after a Weather event, or a Special event during a match. Don't worry. The Specialty will be revealed on promotion if it has occurred, even if no one else recognizes it. There is a very good Spanish site for summaries of this, but it is down right now. I will add it later.

Scouted Players

This is the most important part of the YA. And sometimes, the most difficult, and disappointing.

Here are my Rules:

1. Pull every 15 yo unless you KNOW he is shit lol. (I will come back to this).
2. Do NOT pull 17yos unless they have a Passable skill already and an Excellent potential AND they fit your training plans. Do NOT change training for this player.
3. Do NOT pull 16yos unless they are 'Passable Overall' or better.
4. ALWAYS pull the last player you are offered, even if you then fire him. This is called 'Pool Cleaning', and is important for your country.

Okay, how to know a player is 'shit' lol:

Sometimes, a player will be Wretched (2) or Poor (3) this and that. This does NOT mean he is terrible. Sometimes, it means he is a Goalkeeper. I have seen this many, many times:

We have an interesting prospect to evaluate. He goes by the name of Player C and is 15 years old.

Without any further training, this player will remain with poor Defending. If he develops well, I would say this chap can emerge with Wretched Scoring before joining the senior squad.

Do we sign him, boss?



Player:

GK: Inadequate/Solid Best skill: Not reported by Scout
Def: Poor/Inadequate
Score: Wretched/Wretched



Note: Set Pieces skill is NEVER reported by the Scout.

HOWEVER, if you know his max in GK is Poor, he is shit. lol ;-) Otherwise, if Defending is not mentioned AND GK is not mentioned, and he has very low skills, he is also shit.

The Meaning of 'Overall'

Basically, overall is a description of the kind of player you are looking at.

Weak overall... may have 1 good skill, or 2 inadequate (5) skills
Inadequate overall... may have 2 good skills, or 1 passable (6) or solid (7) skill
Passable overall... may have 2 or 3 good skills, or 1 solid or excellent (8) skill

There is much argument about this. HTYC (http://www.hattrick-youthclub.org/site/welcome) (an excellent site for managing your youth if you speak English lol) describes it as:

Inadequate: 15-18 'points'
Passable: 18-21 'points'
Solid: 21-24 'points'.

Note that sub skills count. So an Inadequate overall could have Weak (4.7), Weak (4.9) and Inadequate (5.5) = 15.1

Note also that this 'formula' is NOT correct. There are many examples that are outside this theory. It's a guide, not the truth!

Training

In the YA, training is 'set' at the time of the match calculation. So that's after the 'lockout' and before the match commences. Training 'effect' is noticable about 5 minutes after the match, and of course, training reports come 24hrs after the end of the match.

This means you can promote players to the senior team after (or during) matches, and they will be trained.

Training a complimentary Secondary training is faster than training the same training twice. So, for example, Defending/Defensive Positions is faster than Defending/Defending. For PM trainees, and GK trainees, the answer is not so clear, because there is no 'complementary' training for either position, so, either a secondary must be chosen, or you must train the same thing twice. Remember though, that this will cancel the maximum reveal.

Note: Short Passing/Through Passing is faster than the opposite.

Thankfully, there is one other option in the YA, and it may suit some of the people, some of the time, and that is 'Individual Training'.

Individual Training

Individual training is not very effective. Consider it in very rare circumstances. Basically it works like this:

When training 'Individual', the players each get a little bit of training in a skill that is relevant to their position. It's been estimated that 50% of the time, it is in the 'main skill' for the position, so, for example, an Inner Midfielder may get something like this:

Play making: 50% of the time
Passing: 20% of the time
Defence: 20% of the time
Set Pieces: 10% of the time



It should be noted that Individual trains every player, and is likely to be the slowest training regime in the YA. However, sometimes it is useful.

When is Individual useful?

Individual is useful as a Secondary training, particularly when you first start your YA. Because all players have a little training in a relevant skill, all are eligible for a maximum potential reveal in addition to the 'random' maximum potential reveal. When you do not know who is good, and who is not, this can be justified.

Individual is also useful when training Goalkeepers. Because 'Defensive Positions' is so slow (similar speed to Individual), it makes some sense to train all players in something useful, rather than just the Goalkeeper (GK/Indiv). In this case, the goalkeeper may get extra GK training, or Defence, or SP, while all other players also get a relevant boost.

Training Reports

In your training reports, you will be told of 'maximums reached' 'skill-ups', a current level, and a maximum level. It should be noted that there is some argument about whether all 'maximums reached' are coming to us*. You will also be given a random maximum in an untrained skill.

It should be noted here than the current, maximum and 'random maximum' reveals are from one of the highest 3 of that skill in your team. This is important to remember. If 8 (or 10!) players are getting Passing training, of those 'revealed', you will know they are in the top 3 (either current or maximum).

*Sometimes a skill will turn yellow and you will not get the report. You may get a report on a different player. But clearly then, two players maxed. However, HT's mention that 'turning the bar yellow is a report'.

Therefore, many managers wonder whether all 'maximums reached' are reported, and whether, if two players both max out at the same time, and neither had a revealed maximum skill, it would be possible to over train (train to no effect) the 'unrevealed' player, as you'd be unaware until the max was 'force revealed' (see above).

Some Links:

For Training Speeds: (http://www.hattrick-youthclub.org/site/trainingsspeedcalculator)

For Understanding Trainer Comments: (http://easyupdate.de/hattricks/index.php/Englische_Originaltexte)




End of Article

Best wishes

2011-08-01 18:05:10, 5685 views

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