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Smarter AI Managers
https://content.invisioncic.com/Msigames/monthly_2019_12/360461203_SmarterAI.thumb.jpg.0d693b1bbac9ba2475118df65379d464.jpg

Increased AI Staff and Manager attributes, better squad building, player management, rotation, etc.

AI will always have issues, just like real-life managers and staff. But this is an attempt to improve the AI at least slightly. Most importantly the poor squad building, rotation, player development and waste of youth that seems so prevalent.

2 Different Options - Pick Yours:

Option 1: Managers Only - staff who prefer to manage a club

Option 2: ALL types of Staff + Manager changes (over 400,000 changes)

NOTE: You can use only ONE at a time

Possibilities on How to Use Option 2:

Changing ALL types of staff means that any staff you can hire will be better overall. You can use that to make easier for yourself, or sign only poor staff(leaving the best for the AI clubs) and make things harder. Whatever you like. Using the Legendary Managers file is also a good way to increase difficulty of managers you come up against.

*Note: Poor ability staff haven't been changed much, there are far too many to edit, and there would be little effect anyways. Also, due to Potential Ability caps, the settings added in the editor will not always apply exactly*

Incremental Increase:
Current Ability
Potential Ability
Tactical Knowledge
Hardness of Training, varied settings for lower league and top league managers
Judging Player Ability
Judging Player Potential
Man Management
Motivating
ALL Coaching(except GK)
Working with Youngsters

Limits set + Incremental Increase:
Determination not less than 10
Discipline not less than 10
Versatility not less than 12
Will use Subs is between 14-20(higher for low leagues)
Will use young players in low priority cup matches is at least 12 for higher league and at MOST 5 for lower league
Will make early tactical changes is between 12-20
Will fit players into preferred tactic is less than 11
Physio is 1 (for non-physios)
Squad Rotation is 14-20
Motivation not less than 8
Determination not less than 7
Level of Discipline not less than 7
Tactical Knowledge not less than 7
Judging Player Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Judging Team Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Presenting Data set to 1 (to prevent allocation of Current Ability on unused attributes, for non-analyst staff)
Goalkeeping coaching set to 1 for NON-GK coaches (to prevent allocation of Current Ability on attributes that would be poor and useless. ex: manager's GK at 6, now 1.)

Other:
Added missing ethnicity, hair, skin info for 160 CA+ managers
Added preference to be Assistant Manager to 10 For 80-120 CA managers with 14+ tactical knowledge
Added preference to be HOYD to 10 For 80-120 CA managers with 15+ working with youngsters
Reduced ambition slightly (relative to CA/PA)

Formations:
Increased variation in formations for <180PA managers, to remove the dependency on using primarily 4-4-2, 4-2-3-1, and 4-1-4-1.

Tested for 10 seasons with 80 other data files.

Place in Documents\Sports Interactive\Football Manager 2020\editor data folder. Start a new save. When selecting the database(before Advanced Setup), be sure to select the checkbox to enable this file.

----------

Many thanks to majesticeternity from the SI forums for allowing me to share here.
Discussion
Like said on the other forum,

All the staff are going to have steroids and be overpowered on stats
sorry to ask perhaps a silly question, but what does option 1 do exactly?

Kind regards
sorry to ask perhaps a silly question, but what does option 1 do exactly?

Kind regards


It just makes manager attributes better where as option 2 increases all staff in the game.
http://www.liveonlineradio.net/wp-content/themes/Music_Covers/images/music2.gif -------- https://media.giphy.com/media/PdKTOwHgOASGY/giphy.gif -------- http://www.liveonlineradio.net/wp-content/themes/Music_Covers/images/music2.gif
if using option 1, does it make ai managers harder to beat?
if using option 1, does it make ai managers harder to beat?


Yeah I believe that is the idea
http://www.liveonlineradio.net/wp-content/themes/Music_Covers/images/music2.gif -------- https://media.giphy.com/media/PdKTOwHgOASGY/giphy.gif -------- http://www.liveonlineradio.net/wp-content/themes/Music_Covers/images/music2.gif
if using option 1, does it make ai managers harder to beat?


I reckon so. Probably makes them adapt better to your tactical plans and changes in a match. Also it should make the AI managers plan ahead better and patiently nurture and develop their youth talent in a more realistic way instead of just offloading them as "not good enough - yet".
That is what the description says and that's what I'm hoping. I haven't tested it myself yet.
I reckon so. Probably makes them adapt better to your tactical plans and changes in a match. Also it should make the AI managers plan ahead better and patiently nurture and develop their youth talent in a more realistic way instead of just offloading them as "not good enough - yet".
That is what the description says and that's what I'm hoping. I haven't tested it myself yet.


Thanks mate, much appreciated
Yeah I believe that is the idea


Thanks mate, really do appreciate your help. heading off to start a new bloody save as you've released some awesome work!!!!
Thanks mate, really do appreciate your help. heading off to start a new bloody save as you've released some awesome work!!!!


Thank you, but its not me making it I've just been scouting and getting the good stuff added to the site
http://www.liveonlineradio.net/wp-content/themes/Music_Covers/images/music2.gif -------- https://media.giphy.com/media/PdKTOwHgOASGY/giphy.gif -------- http://www.liveonlineradio.net/wp-content/themes/Music_Covers/images/music2.gif
Oh this is really cool. Thanks for sharing it.
someone who tested it?
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