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The Training screen allows you to guide how your players' development progresses.
The Training Programs tab allows you to choose preseason training programs for your players, allowing you to target particular areas or even specific skills for development. These replace the old "bonus" training camp development period in previous versions of the game.
The Targeted Training tab allows you to specify which skills to target during the players' regular training.
Training Programs
Eligible players are shown on the left side of the screen. A training program will be activated by right-clicking the player's name and choosing the type. The right side of the screen will show the players chosen for anything other than General Training.
| Training Program Options | 
| Skill-Specific Training: | 
| This training targets one specific skill.  It allows very precise targeting for the player's development, but will progress more slowly than other programs. | 
| Skill Group Training: | 
| This training targets a group of 3 skills.  It progresses faster than skill-specific training, but slower than other types.  The groups are: Shooting: Shooting Accuracy, Shooting Range, Getting Open Playmaking: Passing, Offensive Read, Team Player Defensive Tactics: Defensive Read, Positioning, Shot Blocking Checking: Hitting, Checking, Stickchecking Puck Control: Puckhandling, Balance, Faceoffs Skating: Acceleration, Agility, Speed Physical: Aggression, Fighting, Bravery Goaltending Tactics: Positioning, Rebound, Recovery Goaltending Technique: Blocker, Glove, Low Shots  | 
| Skill Category Training: | 
| This training targets one of the overall skill categories.  It progresses faster than any program except General Training  The categories are: For Skaters Mental: Aggression, Bravery, Determination, Team Player, Leadership, Temperament, Professionalism Physical: Acceleration, Agility, Balance, Spped, Stamina, Strength, Fighting Offensive: Screening, Getting Open, Passing, Puckhandling, Shooting Accuracy, Shooting Range, Offensive Read Defensive: Checking, Faceoffs, Hitting, Positioning, Shot Blocking, Stickchecking, Defensive Read For Goalies Mental: Aggression, Mental Toughness, Determination, Team Player, Leadership, Stamina, Professionalism Goalie: Positioning, Passing, Pokecheck, Blocker, Glove, Rebound, Recovery, Puckhandling, Low Shots, Skating, Reflexes  | 
| General Training: | 
| This training doesn't target any one area in particular, so you have no control over what skills improve, but progresses faster than any other programs. | 
Option Selection:
Players can have a Training Program set on any date between July 7 and the last day of pre-season (but setting them later will be less effective and potentially dangerous because there'll be less time for them to work.)
The following players can be chosen for a Training Program:
 
			Any player who is contracted to the team.
			Any players whose league rights are owned by the team, with the exception of players who are not currently contracted to any team and players who are contracted in a league with a higher reputation than this team's league.
Players can only change their Training Plan if it is currently set to General Training - once it's set to a more specific type of training, the player must stay with it.
A limited number of playuers can be assigned to non-General Training options. This will vary depending on the skill of your coaching staff but will typically be in the 5-10 range and may be as high as 14.
Training Progress
Progress begins at 0 and counts up to 100.
Progress amounts:
Playing in any game increases progress by an amount between 1 and 6, the exasct amount depending on the program, the playuer's Coachability, and the quality of the coaching.Naiming the player to a development camp roster increases progress by up to 20, depending on his Coachability and a random element.
Progress increases by 1-4 each each day of preseason, depending on the program and the quality of the coaching.
Progress increases by a very small amount each calendar day before preseason begins.
If 100 is reached before preseason ends, the player immediately gets improvement and the program ends (which reverts the player back to Class D training and makes them eligible to begin another A-C Training Program if desired.)
If progress is still not 100 when preseason ends, the player may still improve, the exact chance being equal to the current progress amount /100. However, if he fails to improve, there is a small chance the failed training may cause one of the attributes targeted by the training to decline (so it's risky to start a player on a difficult program late in the preseason.)
Training Effects
An improvement adds +1 to a rating in the target group.
				For Skill-Specific Training, there will only be one possible attribute, the targeted one.
				For Skill Group Training, the improved attribute will be chosen randomly from the group. 
				For Skill Category Training, the improved attribute will be chosen from the category based on which of his attributes is least-developed relative to the typical value for a player of his template and skill level.
				For General TrainingD-Class targets, an attribute category will be chosen randomly, then the  improved attribute will be chosen from the category based on which of his attributes is least-developed relative to the typical value for a player of his template and skill level.
Players have a chance of getting additional skill improvements from a successful program, the exact likelihood being based on their age (younger players have a better chance) and the quality of the coaching.
Targeted Training
This resembles the old training screen, with one change: the checkbox option is replaced by a dropdown which lists all the skills within that column's category as well as a "General" option.
If you select a skill, then that becomes the targeted skill for the player's training, and the player is given a training bonus (which counts for the purposes of determining the overall Coaching Bonus amount for that category - the more players chosen, the lower the bonus.
Note: attributes currently rated at 20 or more cannot be targeted.
If a player's training specifies a targeted ability, his development will be slowed somewhat, the exact amount depending on his coaches' skilll. Additionally, targeting an attribute that is already rated higher than 15 will cause an additional slowdown.
When the player is due to get a skill improvement, a targeted attribute whill have a much higher chance of being the one chosen for an improvement (but note that there is still a small chance a different attribute will improve.)