18

Youth

A well-run youth academy pays for itself: those who learn to manage it find the talents and, by selling them, make real profits. Part 1 explains how it works, part 2 how to manage it to discover, train and sell the best youngsters.

1 in 3scouted youngsters is 15 years old: those are the ones to aim for
112 daysin the academy before a youngster can be promoted
167%the most efficient training: Playmaking, Scoring or Winger + Passing
40–45%how fast the academy trains at 17 compared with the senior team
Part 1 · How it works

The youth academy is a second team with rules of its own. The main difference from the senior team is that the youngsters arrive unknown: their skills are discovered little by little, by playing and training.

The youth team and its activities

As soon as you open the academy you join a league and hire 1 to 3 scouts. From then on, running it comes down to a few regular activities.

Every week

  1. Scout: call the scouts and pick one youngster among those proposed.
  2. Set the lineup according to the trainings: the position on the pitch decides who trains and how much.
  3. Read the coach's report after the match.

From time to time

  • A friendly every 20 days, from the "Challenges" section: an extra training at 80% of a league match (before 2023 it was 50%).
  • Promote the youngsters after at least 112 days in the academy. Since 2024 you can promote more than one per week, as soon as they are ready.
  • Between the last match of a youth league and the first of the next there are at least 7 days: switching league does not give extra training.

Youth academy or scouting network?

  • Since 2023 the scouting network uses the same pool as the academy and shows a preview of the youngster before you choose. Since 2024 the candidates are shown all together.
  • A well-kept academy yields more (average TSI of promoted players about 710), but a neglected academy yields much less than a scouting network (155 vs 490).

Current value and potential value

For every skill a youngster has two values: the current level and the maximum potential he can reach in the academy. They are written separated by a slash: 4/? means current 4 and unknown potential, ?/5 unknown current and potential 5.

Goalkeeping?/2
Defending?/4
Playmaking5/5
Winger5/7
Passing4/4
Scoring5/6
Grey: unknown valueGreen: can still growYellow: maxed out
  • A skill always turns yellow when it reaches its maximum, even if it had not been discovered and even if the coach does not say so in the report.
  • Every value has hidden decimals: Playmaking 5/6 can be 5.3 with a maximum of 6.7. No skill goes above 8.1; for youngsters who are "born keepers" the maximum is 7.9 in Goalkeeping and 6.4 in Defending.
  • On arrival the specialty and the personality may also be unknown. Personality decides how many fouls the youngster commits and how much he weighs on team spirit when he is bought or sold.

Primary, secondary and osmosis

In the academy you choose two trainings at once, and the youngsters train right after every match, not at a fixed time. Besides making them grow, training reveals unknown values.

TrainingSpeedWhat it reveals
Primary100%The current value of an unknown trained skill, of a random youngster among those in the right positions
Secondary66.7%The potential value of an unknown skill, of a random youngster among those in the right positions
Osmosis12.5–16.55%Nothing. It is the training of youngsters out of position: 12.5% for wingers and inner midfielders, 16.55% for the others, 0% for the keeper

With the same primary and secondary (for example Playmaking + Playmaking) the youngsters in the right position get 133% in that skill, but the report reveals no potential.

What each type of training is worth

Percentage of a full training, for those in the trained positions. Playmaking is worth 50% on wingers, Winger 50% on wing backs. Scoring and set pieces also gives +22% to the set pieces of the taker and the keeper. Individual goes from 40% to 100% depending on the skill picked (see part 2).

Slower than in the senior team

Weeks of primary training to raise Playmaking from 6 to 7. Calculated with the Hattrick Youthclub and Hattrick Portal tools.

Youth training slows down with age, by about 0.275% per week. At 17 the primary training is worth about 40–45% of the senior team's (coach level 4, two level-5 assistants, 10% stamina). This is why delaying promotion is expensive.

Training combinations: who trains and how much

Pick the primary + secondary combination: the bars show the average training per match for each group of players, in % of a full training. Reference lineup with 11 starters.

Totals of different skills cannot be compared directly: for example 14% set pieces is worth little compared with 14% defending. "Mixed" = individual training spread over several skills. Measurements from 2020: friendlies are now worth 80% instead of 50%.

The coach's report

It arrives right after the match. Every sentence has a precise meaning, even the ones that look vague: Hattrick Youthclub has a page that explains them all.

It always contains

  • the current value of a skill of a youngster trained with the primary;
  • the potential value of a skill of a youngster trained with the secondary (missing if primary and secondary are the same);
  • the skill-ups of all youngsters, for the skills whose current value is already known;
  • only one maxed-out skill. If several reach their maximum, the coach mentions one, but they all turn yellow.

Sometimes it also contains

  • the potential of one of the top 3 untrained skills of a youngster;
  • a comment on the overall potential, on a trained skill or on an untrained one;
  • the reveal of a specialty, a comment on personality or on an above-average performance;
  • advice on training ("he should train…").

Useful rules

  • Promote as soon as possible. After 17 years and 10 days the market value drops a lot: promotion is never delayed, except by a few days.
  • The promotion bonus. On promotion the youngster gets a small extra training: a skill close to a skill-up can pop, if it would also have popped with osmosis. Check it with the Supporter training estimate or with the Hattrick Youthclub calculator.
  • At least 11 youngsters in the squad. With fewer than 11 players you cannot promote anyone. To play, 9 are enough.
  • To sell, you must promote. A youngster cannot be put on the market straight from the academy.
  • For individual training what counts is the position where the youngster played most minutes.
  • Youth injuries are updated every day at around 03:00, HT time.
  • The most useful CHPP tools are Hattrick Youthclub and Scoutrick (formerly Rate My Academy).
Part 2 · How to manage it

How to use the rules of part 1 to discover, train and sell talents. This is a summary of Kriptico's Complete Youth Academy Guide, written with the Italian U17 staff. A good benchmark: if one year after opening the academy its balance is still negative, something in the management needs fixing.

The three principles

  1. Know before you train. On arrival almost every skill is unknown, and over 90% of the youngsters scouted are not worth training. Before investing in a prospect you must discover his values.
  2. Few prospects, trained well. You cannot train 5 or 6 youngsters well at once. One or two good prospects per season are enough to end up in profit.
  3. Time is the most precious resource. Youth training is slow and gets slower with age, while a youngster's value collapses a few days after he turns 17.

League and scouts

  • A 16-team league (30 matches): fewer seasonal breaks, when the restart can be delayed to fill empty slots.
  • Playing between Saturday and Tuesday morning, after the weekly update and before the senior team's match: a youngster who has just been promoted then gets two trainings in the same week.
  • Always three scouts, unless you have serious financial problems. The academy costs €5,000 per week plus €5,000 for each extra scout: with three, about €320,000 per season.
  • Look for "any player": asking for a specific position lowers the chance of finding strong prospects.
  • Scout before your youth match, as soon as possible after the weekly update: the 112 days also count the time of the pull, so the youngster can be promoted before the senior team's match and train on Thursday straight away. That scouting early gives better youngsters is not proven.
  • Some groups of managers all scout in the same small region (the Italian "Cagliari" project, before it "Aosta Valley"), to remove from the pool more quickly the youngsters rejected several times.

What the scout reveals

Each scout proposes one youngster and you can sign only one. Almost everything stays hidden, but the scout randomly reveals a few pieces of information:

  • the age: 15 years old in one third of cases, 16 in the other two thirds;
  • the specialty: present, absent or unknown. If he says there is none, the youngster will never have one;
  • the current and the potential value of two skills, chosen among the 3 with the highest potential;
  • the overall value, in one third of pulls.

The overall value is the sum, over the 3 skills with the highest potential (set pieces excluded), of the average between current and potential value.

CommentSumHow to read it
Solid21–24Excellent prospect, often national team material
Passable18–21Excellent prospect, often national team material
Inadequate15–18Poor or decent: it depends on how the values are spread
Weak12–15Almost always to discard, unless he is a keeper
Poor9–12To discard
  • For the same comment, a low current value is good news: the same average needs a higher potential (4/6 and 3/7 are equivalent).
  • Very different youngsters share the same range: an "inadequate" can be 5/5/5 or 7/6/5.
  • A youngster with no overall comment and no low potentials can still be strong. One reported as weak or inadequate will not be a phenomenon.

Scout comments tier list

To choose among the youngsters proposed. For the same comment, the 15-year-old is always worth more.

S
  • 15-year-old with overall value solid or passable
  • 15-year-old with potential excellent or solid
A
  • 15-year-old with current value passable or inadequate
  • 15-year-old with potential passable
  • 15-year-old with a revealed specialty
  • 15-year-old with overall value inadequate
  • 16-year-old with overall value solid
B
  • 15-year-old with potential inadequate
  • 15-year-old with current value weak
  • 16-year-old with overall value passable
C
  • Potential weak (unless he is a keeper)
  • No specialty
  • All other comments on 16-year-olds

Focus on 15-year-olds

Do not train youngsters who will be promoted after 17 years and 0–15 days, or who cannot be completed to a good level by that age.

  • The best talents a few days past 17, the right age for a U21 final, can be worth 2, 4 or even 10 million. But the price collapses after a few days.
  • A youngster needs 112 days in the academy before promotion: this rules out almost every 16-year-old scouted, especially those older than 16 years and 10 days.
  • Even a 16-year-old with potential 8, promoted too late, becomes a mediocre player. A forward who reaches 8 at 17 years and 70 days is worth little and has meanwhile taken training away from the others.

Choosing the prospect to invest in

Training is set on the best youngster in the squad and then adapted to the others. To rank them, look at all of these together:

  • the promotion age: he must be completable within a few days after turning 17;
  • the scout's comments, using the tier list above;
  • three sentences from the coach: "has an exceptional maximum potential", "is one of the best players this youth academy can produce", "could have a bright future". They mean he is one of the top 3 of the squad by overall potential: discover his potentials straight away. If the sentence comes for a fourth youngster, one of the previous three may have been overtaken;
  • the specialty: without one, a youngster is worth much less. The most sought after are Powerful, Quick, Unpredictable and Head;
  • the potential HTMS, the estimated value at 28 (Foxtrick, Hattrick Youthclub). It only counts the values already discovered, so it underrates youngsters who are still unknown.
1900–2000good
2000–2100very good
2100–2200top player
2200–2300generational

Discovering skills quickly

Forcing the reveal on a specific youngster. The youngster who gets the reveal is chosen at random among those in the trained positions. To discover one of his values for sure you can:

  1. field no other youngsters in the trained positions, or
  2. field there only youngsters whose value is already known.

Example: for the current Playmaking of an inner midfielder, field him alone in midfield and on the wings. With Passing as secondary, in the same match you also discover his Passing potential, avoiding wingers, inner midfielders and forwards whose potential is still unknown. Fewer youngsters train, but you find out right away whether the prospect is worth it.

Three mistakes to avoid

  • Sacrificing efficiency to discover: Playmaking + Winger on a winger or Winger + Defending on a wing back discover quickly but train badly. If you are in a hurry, use a friendly with an efficient primary.
  • Trusting too early: a 5/? in Scoring and a ?/7 in Passing are not enough for a long-term plan.
  • Wanting to know everything: with a clearly strong youngster and little time, some skills will reveal themselves while you complete the main ones.

In which order to discover. First the potential of the skill whose current value the scout revealed (it is among the top 3). Then the skills of the position where the specialty works best.

SpecialtyPositionSkills, in order
UnpredictableDefenderDefending, Playmaking, Passing, Winger
UnpredictableKeeperGoalkeeping, Defending, Passing, Set pieces
QuickForwardScoring, Passing, Playmaking, Winger
QuickWingerPlaymaking, Winger, Defending, Passing, Scoring
QuickInner midfielderPlaymaking, Defending, Passing, Scoring
PowerfulForwardScoring, Playmaking, Passing, Winger
PowerfulDefenderDefending, Playmaking, Winger, Passing
HeadWinger (or others)Playmaking, Winger, Defending, Passing
TechnicalForwardScoring, Passing, Playmaking, Winger

These are indicative priorities: a very strong Technical or an Unpredictable forward is still worth more than a youngster without a specialty. Value comes from the right specialty, the right position and the right age.

Training efficiently

The fastest training for a skill is not always the most efficient for the player. Playmaking + Playmaking (133%) completes Playmaking sooner, but Playmaking + Passing (167%) and Playmaking + Individual (150%) give much more training in total. Double combinations are a last resort: when the other skills are complete or when there is no other way to finish in time.

Overall efficiency for the player who gets both primary and secondary, in % of a full training; in a friendly it is worth 80%. Under the combinations with individual or with Scoring and set pieces you can see how the training is spread, on average in the long run.

Individual training: what you get by position

Each youngster trains only one skill per match, picked according to the position where he played most minutes. If a skill that is already yellow comes up, that match's training is lost.

PositionsGKKeeperCDCentral defenderWBWing backIMInner midfielderWGWingerFWForward

Study by albertocorrez on over 4,000 reports (2018); glynzales's measurements differ by 1–2 points. Set pieces are probably overestimated: the scout never reveals them, so they come up more often in training reveals.

How much individual training gives, skill by skill

Individual as primaryIndividual as secondary

In % of a full training. The speed depends only on the skill picked, not on the position: if Playmaking comes up, as secondary it always trains 41.55%, whether the youngster plays inner midfielder, winger, defender or forward. glynzales's 2020 estimates were somewhat different.

When to use individual training

  • Never as primary: it is too slow and may pick skills that are already complete.
  • As secondary, together with a high-efficiency primary: Goalkeeping, Playmaking or Defending.
  • Only if none of the skills that can come up for that position is already yellow.
  • When there is enough time to complete the main skill: individual spreads the training, so it is not fast on any single skill.
  • It is the only way to train the Playmaking of central defenders: Defending + Individual on central defenders is always worth considering.
  • Avoid it on wingers, wing backs and forwards: for them Winger or Scoring come up often, and individual trains those slowly.

Lineup and match

  • Play with 8 outfield players. The report reveals the potential of one of the top 3 untrained skills of a youngster on the pitch: with fewer youngsters it is more likely to hit a key prospect. Youth matches have no cards. Once the values you care about are known, go back to playing with 11.
  • Always Play creatively: it adds one special event per team, and a youngster can trigger his specialty's event even if it is not known yet. The coach will not say so: you see it in the match report, or Hattrick Youthclub and Scoutrick flag it.
  • Defensive inner midfielder and forward without orders can trigger the Powerful event: put the youngsters with an unknown specialty there.
  • Do not play to win: in the academy it is useless. Choose the lineup for training and for discovering values.

Match ratings and weather

A high rating (6 stars or more) is a signal not to ignore, but read it knowing how it is built:

  • Passing weighs a lot for every outfield player: a high rating can come from high Passing with a low position skill.
  • On wingers a high Winger does not necessarily lead to a high rating.
  • With equal skills, forwards get at least one star more than the other sectors.

The weather can give away a hidden specialty. Technical, Quick and Powerful players get ±5% on their rating:

SpecialtySunnyRain
Technical+5%−5%
Quick−5%−5%
Powerful−5%+5%

One coincidence is not enough: ratings swing from one match to the next anyway.

Recognising a strong player

The minimum criteria of the Italian U17 national team staff: the sum of the relevant skills (potential values) must exceed a threshold for each position. Those who exceed it should be reported to the U17 staff of their country.

PositionSpecialtyThresholdExamples above it
KeeperU15, SP 4+Goalkeeping 1, Defending 7+, Passing 4, Set pieces 4+ (a defender to convert: Goalkeeping trains fast, Defending very slowly)
Keepernone12Goalkeeping 5, Defending 5, Set pieces 6
Wing backU, H, Q22 over 4Defending 6, Playmaking 5, Winger 6, Passing 5
Central defenderU, H, Q, P18 over 3Defending 6, Winger 6, Passing 6
Inner midfielderQ, H, U14 over 2 · 18 over 3 · 22 over 4Defending 7 and Playmaking 7 · Playmaking 6, Defending or Scoring 6, Passing 6 · Playmaking 7, Defending 5, Passing 5, Scoring 5
ForwardQ, H, T · P18 over 3 · 22 over 4 · P: 25Scoring 6, Playmaking 6, Passing or Winger 6 · Scoring 6, Playmaking 6, Passing 5, Winger 6 · P: Scoring 7, Passing 7, Winger 6, Playmaking 5
WingerQ, H14 over 2 · 18 over 3Playmaking 7 and Winger 7 · Winger 6, Playmaking 6, Passing or Defending 6

The sum is an indicative line: Defending is the slowest skill to train, Winger and Passing the fastest, so a 7 in Defending is worth more than a 7 in Winger. Q Quick, H Head, U Unpredictable, T Technical, P Powerful.

The right age for the U21. Players are eligible until they turn 22. For big national teams like Italy the most valuable youngsters are the "final" ones, who turn 22 the day after the final. Small national teams more often call up older players; for non-European ones the final age matters above all in continental cups.

Personality. National coaches prefer nasty fellows and controversial players: when they leave the national team, team spirit drops little. Pleasant, sympathetic and popular personalities make a call-up riskier. Rate My Academy and Hattrick Portal help you check the right age.

A hypothesis to verify: strong players attract strong players

An old sentence of the official manual, no longer traceable, said in essence that strong players are more attracted to an academy that already has strong players. Several managers share the impression, but no study proves it. If it were true, you should fire weak youngsters straight away (staying above 11) and keep in the squad the strong ones discovered too late to be completed. Trying costs nothing, but take it with a pinch of salt.