This file includes detailed mathematical 
explanations on the player's "actual skill" 
calculations.

It is not easy to understand, and you must
be familiar with the ESMS system to read
it. It is highly recommended to read the
esmshelp file before reading this. Without
being familiar with the help file, the contents
of this file may seem nonsense for you.


1 HOW IS THE TEAM'S "STRENGTH" DECIDED ?
----------------------------------------

1.1 Each team has 3 attributes working for
it during the game: team tackling, team passing 
and team shooting. 

1.2 Team tackling is the ability to stop the 
opponents' attacks.

1.3 Team passing and team shooting are the 
abilities to create scoring opportunities (passing 
affect this ability more than shooting). 

1.4 Team shooting is also the ability to make 
goals of these chances.

1.5 The total aggression of the team (which is
the sum of aggressions of all its players on
the pitch at the same moment) affects the 
"creating opportunities ability" as well, but
has a very unsignificant effect comparing to
passing and shooting. Generally the aggression
is a negative attribute of a team, a more 
aggressive team will make more fouls which might
result in penalties and yellow/red cards.


2 HOW ARE THESE ATTRIBUTES CALCULATED ?
---------------------------------------

2.1 The tackling, passing and shooting attributes
are calculated by the sum of all the team's
active (which are on the pitch in the same time)
players' "contributions". Each player (except 
of the goalkeeper) makes a certain "contribution"
to each of the 3 team attributes. The amount
each player "contributes" depends on the player's
raw skills, his fatigue and the team tactic.
For example, a team's tackling is the sum of the
"tackling contributions" of all its active players
(except the GK).

2.2 As you know, each player in ESMS has 4 "raw
skills", shot stopping is only for his goalkeeping 
ability and doesn't affect any team attribute,
and the other 3 - tackling, passing and shooting
are the skills which do affect the team attributes.

2.3 However, the "raw skill" is not the "contribution".
The contibution is the raw skill multiplied by a
tactic factor and a fatigue factor. It is re-calculated
each minute.


3 TACTIC FACTOR
---------------

3.1 Below is a table which contains the "factors" for
each tactic by which the raw skills of players are
multiplied. For example in a N (normal) tactic, a 
defender's passing will be, multiplied by 0.5 before
being added to the team passing, thus if his passing
is 4, his "passing contribution" is 2.

3.2
               Defender        Midfielder        Forward
Tactic       TK   PS   SH     TK   PS   SH     TK   PS   SH
-----------------------------------------------------------
Normal      1.0  0.5  0.3 |  0.5  1.0  0.4 |  0.3  0.3  1.0
Defensive  1.25 0.25  0.0 | 0.75 0.75 0.25 |  0.5 0.25 0.75
Attacking   1.0  0.3 0.25 |  0.0  1.0 0.75 |  0.0  0.5  1.5
Cntr. Att.  1.0  0.5  0.0 |  0.5  1.0 0.25 |  0.5 0.25  1.0 
Long Ball   1.0 0.25 0.25 |  0.5  0.5  0.5 | 0.25 0.25 1.25
Passing     1.0 0.75  0.3 | 0.25  1.0 0.25 | 0.25 0.75  1.0

3.3 There are also some "bonuses" of certain tactic when
they play against another tactic. Below is the table:

Tct.     vs.            Bonus
------------------------------------
N         -         

D         L       +0.25% to PS of MF's

A         D       +0.5%  to SH of FW's

C     P & A       +0.25% to SH of MF's
                  +0.25% to PS of DF's
                  +0.25% to SH of DF's

L     A & C       +0.25% to TK of DF's
                  +0.25% to SH of FW's
                  
P         L       +0.25% to TK of DF's 
                  +0.25% to TK of MF's

It means that if for example the tactic factor to PS of
midfielders in Defensive tactic was 0.75 (means that each
midfielder's raw PS was multiplies by 0.75), if the team
is playing against Long Ball, the raw PS of the midfielder
will be multiplied by 1.0 and not by 0.75


3.4 Lets take for example a defender with Tk10 Ps6 Sh4
playing in a Long Ball tactic against Normal. His actual 
skills will be: 
Tk 10*1.0 = 10 Ps 6*0.25 = 1.5 Sh 4*0.25 = 1
If his team playing against Conter Attack, bonuses will
be included:
Tk 10*1.25 = 12.5 Ps 6*0.25 = 1.5 Sh 4*0.25 = 1
The bonus was only for his tackling, it was multiplies
by 1.25 instead of 1.0


   
4 FATIGUE FACTOR
----------------

4.1 From the moment a player enters the game (1st minute
for the opening squad and the minute of substitution for
players who came in on substitution) all his skills are
multiplied by 0.996. The skills of the player are 
converted to floating point numbers with precision of
2 digits after the floating point, which allow maximum
mistake of 0.01 which is very unsignificant to the player's
skill. Therefore, if a player plays a full (90 minutes)
game, each his skill will be on (0.996)^90 ~ 69% (percent)
of its starting value.



5 AGGRESSION
------------

5.1 The "normal" average aggression of a team is about 30.
Averages differing radically from this value might result
in too many/few fouls, which directly lead to more/less
penalties/cards.



-----------------------------------
Eli Bendersky: spur@cyberdude.com



