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- Fitness - Finally this tells you about a general fitness of your player.
This is the most important thing from the Selection Details as you should be most interested in their fitness. Here is a list of the fitness notes you can get:
- In superb condition (the best you can get)
- Fully Fit
- Match Fit (every player should have at least this one)
- Severely lacking in match fitness (needs some more training)
- Very Unfit. Needs both matches and intensive training to gain full fitness. (after a long-term injury)
- Very Tired (if he plays in more matches in a row and his fitness is neither 'Fully Fit' nor 'Match Fit')
The last thing you can see on the Player's Profile screen are the most important game statistics the player has. You can most probably see six lines with various numbers that are up to me to explain. No problem.
First, let's explain the rows:
- Non Competitive - These are stats from non-competitive matches (surprised?) or in other words, from the matches that don't belong to any of the following match types (i.e. friendly matches)...
- League - I think this is clear as well. You will play those league matches the most, unless you manage a national team. So, your players should have the greatest numbers in this row (besides Overall match stats).
- Cup - During the season you sometimes get a chance to play in a cup with your team. This does not include a cup like Champions Cup or UEFA Cup but nation-based cups like for example FA Cup in England.
- Continental - This includes all the continent-based leagues and cups such as UEFA Cup or Champions League (Cup). Lower-league teams won't probably play these unless you are about to reach the top-league position with them.
- International - When your player plays for his national team, the stats contained in this row will be involved. In other words, you as a manager of a non-national team can't influence these stats.
- Overall - All those stats from match types metioned above will make stats contained in this row together. I don't think there is something more necessary to say about this one.
Now let's take a look at those wierd columns:
- Apps - How many games the player has played and how many games he has substituted (in brackets).
- Gls - How many goals he has scored.
- Asts - How many assists he has made.
- MoM - How many times he has became a Man of the Match.
- Yel - How many yellow cards has he been given.
- Red - How many red cards has he been given.
- Tck - How many tackles has he made per 90 minutes of the game.
- Pass - Percentage of completed passes he has made.
- Sh Tar - Percentage of shots on goal he has made.
- Fouls - How many times has he fouled opposition players (this includes fouls made to his own players).
- Fls Ag - How many times have players (including his own team) fouled him.
- Av R - Average Match Rating of the player.
V. Player's Information
-----------------------
Player's Information screen contains interesting reading about player's overview which includes his brief biography, value, availability and contract offers and interests. In Happiness you will come to player's concerns, his description and personality. Contract Details contain all the necessary info the manager should need to know about his current contract and finally Additional Statistics offer much more player's game statistics the Player's Profile did. Very interesting screen, isn't it?
Overview:
- Date of Birth and City of Birth are hopefully clear (if not, send me an email and I will explain these to you).
- Favoured Clubs - Which clubs the player likes the most. This should help his morale when he happens to play for this team.
- Value - Tranfer value of the player. Should be the minimal amount of money the team would want to recieve for the player.
- Transfer Offer Options - Special options available during the current transfer offer (I'm just trying to find some examples).
- Availability - What transfer status was set for this player by his team.
- Languages - What languages can the player speak fluently. Be sure to get only those players who can speak the language of the country you are based in, otherwise this can have very negative impact on player's morale.
- Interested - What teams have this player in their shortlist.
- Offers - What teams have offered this player a contract and how much money do they want to spend.
- Scout Report - Recent scout notes on this player (with date and names of the scouts).
Happiness:
- General Happiness - What are the player's feelings towards the club he is playing for.
- Slight Concerns - ? (looking for examples)
- Major Concerns - Player's concerns towards the club (the serious ones).
- Manager Promises - ?
- Personality - General personality of the player (summary of his mental statistics from the Player's Profile)
- Description - Overall stats from Player's Profile in a few words
Examples:
- Javier Saviola - Wonderkid
- Ryan Giggs - Flamboyant winger
Contract Details:
- Type - Type of the contract the player has signed with the club.
Can be either Full Time or Part Time.
- Wages - How much money the player earns per week, month or year (depending on what you set in Game Settings).
- Expires - When the player's contract officially expires.
- Squad Status - Club's relationship towards the player.
- Bonuses - How much extra money does he earn and what for.
Additional Statistics:
- These are very similar to those on the Player's Profile screen but rows are now columns and vice versa.
- Ncm stands for Non-Competitive, Lge stands for League, Cup for Cup, Cont for Continental ones, Int for International and finally Ovr for Overall.
- Columns are also very similar to those on the screen mentined above, but as the subscreen says (Additional Statistics) if you will read carefully, you could find here some more not-as-important-but-interesting player's game statistics.
- Apps, Gls, Asts, MoM, Yel, Red, Tck, Fouls, Fls Ag and Av R stand for the same thing as those on the Player's Screen. Let's have a look at those that have not been mentioned yet.
- Sub - How many times has the player substituted on the game.
- Conc - How many goals has the player conceded (this is mostly for goalies and goalie-type attackers, dunno if own goals are counted here).
- Pen/R - Penalty Scoring Ratio - percentage of the successful penalty takes this player has made.
- Tgls - Team Goals (or how many goals has the team scored while this player was on the pitch).
- Tcon - Team Conceded (or how many goals has the opposition scored while this player was playing).
- Gls/90 - How many goals has the player scored per 90 minutes (very nice if this number is greater than one).
- Con/90 - How many goals has the player conceded per 90 minutes (not very good if this number is greater than one).
- Drb - How many nice dribbles has the player made per 90 minutes. Most of the players won't have this number higher than two, but there are some exception you should look for (like Ryan Giggs - 7.24 in my case).
- Hdr - How many times has the player touched the ball with his head in such a special way that it was considered a header (per 90 minutes of course). If you look for a good header, be sure he has this value rather positive.
- Pass - How many times has the player made a pass per 90 minutes. This should be the biggest value for every single player in the game (if we don't count the stat saying how many minutes has he played).
- Shot - How many times has the player made a shot (does not matter where has it ended up) per 90 minutes. If you look for a good shooter, find the values at least greater than one.
- Mins - How many minutes has the player played in all games.
VI. Training
------------
I don't have enough sources and information to make some detailed guide about this section. If you have anything interesting and USEFUL you would like to add to this section, feel free to email me at shylauda69 at centrum.sk
I have recently made four separate training schedules for the most important kinds of player's positions: for Goalies, Defenders (including defensive midfielders), Midfielders and Forwards (including some of the attacking midfielders). I will report about the training progress of my players as soon as I collect some useful information about it.
IMPORTANT: In version 4.0.1, the training report (yellow stars) didn't seem to change at all. I was wondering if this is a problem in my training schedules but I found out that this is a problem in the game. Fortunately, the 4.0.3 patch fixes this, so be sure to get this one as soon as possible!
Training Activities:
Let's have a look at what game says about those little training sessions you can assign your players, coaches and physios to. The numbers below mean what is the impact of the given session on the certain aspects of the player's performance (the higher, the better).
FIT = Fitness, BCT = Ball Control, TMW = Teamwork, TCT = Tactics,
SHT = Shooting, REF = Reflexes, MOV = Movement, SET = Set Pieces,
SHS = Shot Stopping
If one of the aspects above is not mentioned below, it means there is no impact on that aspect.
- Goalkeeping:
---------------------------------------------------------------------------
| Agility (GK) | Training with goalkeeping coach to improve reflexes and |
| (16) | agility. |
| | FIT=2, TMW=2, REF=7, SHS=5 |
---------------------------------------------------------------------------
| Distribution | Training with your goalkeeping coach to ensure good |
| (21) | recycling of possession and improve distribution from |
| | goalkicks. |
| | FIT=2, BCT=2, TMW=5, TCT=2, REF=5, SHS=5 |
---------------------------------------------------------------------------
| Handling (20)| Training with the goalkeeper coach to practise |
| | positioning and get a feel for the ball. |
| | FIT=2, BCT=2, SHT=2, REF=7, SHS=7 |
---------------------------------------------------------------------------
| Shot | This exercise encourages your goalkeepers to get their |
| Stopping (16)| body behind the ball and stop powerful shots confidently.|
| | FIT=2, REF=7, SHS=7 |
---------------------------------------------------------------------------
- Outfield Players Only:
---------------------------------------------------------------------------
| Agility (9) | Although not fitness intensive, your players will |
| | develop a better fluid motion through running, turning |
| | and shifting thier body weight. This exercise |
| | particularly improves acceleration, balance and |
| | coordination. |
| | FIT=2, TMW=2, REF=5 |
---------------------------------------------------------------------------
| Closing-Down | In this exercise, three small sided teams play within a |
| Session (20) | perimeter. Two teams attempt to keep hold of the ball |
| | whilst the third team endeavours to dispossess them. |
| | Constant movement ensures players will build up their |
| | stamina and also develop their vision, communication and |
| | ball skills. Positional play, tackling and team work |
| | will also be improved. |
| | FIT=5, BCT=5, TMW=5, MOV=5 |
---------------------------------------------------------------------------
| Heading (9) | Heading exercises help your players to strenghten their |
| | neck muscles and get distance on headers. As well as |
| | improving their ability to clear the ball quickly and |
| | efficiently from dangerous situations, your players will |
| | get better at flick-ons, knock-downs and scoring headers.|
| | FIT=2, BCT=5, TMW=2 |
---------------------------------------------------------------------------
| Shadow | This low-pace session, best implemented only a couple of |
| Play (19) | days before a match, literally walks the players through |
| | what is expected of them in the next match. As well as |
| | getting the players comfortable on the ball, this |
| | exercise improves teamwork, decisions and movement. |
| | FIT=2, TMW=5, TCT=5, MOV=7 |
---------------------------------------------------------------------------
| Shooting (11)| This exercise increases the awareness of your players in |
| | and around the box and your strikers will gain confidence|
| | from hitting the net regularly in training. As well as |
| | improving their touch and ability to volley, this |
| | session will also encourage your players to practise |
| | shooting with their weaker foot. Other benefits include |
| | increased composure, anticipation and ability to shoot |
| | from distance. |
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