💦 CREATE AND FUCK YOUR OWN AI CUMSLUT 🔥 TRY NOW ♥
Create AI Cumsluts 💦
February 26, 2026

Golden Generation (v2) [WIP]

Overview

Golden Generation v2 is a modular framework that lets you control how new players (regens/newgens) and wonderkids are generated in Football Manager.

Advanced Regen & Talent Evolution Engine

Golden Generation v2 is no longer just a Potential Ability modifier.

It is now a layered talent generation system designed to simulate organic football evolution inside your save.

This version introduces:

  • Intelligent PA randomisation

  • Super Elite rolls

  • Dynamic Wonderkid generation

  • Tier-based CA boosting (Wonderkid generation)

  • Position-aware logic (foundation)

  • Modular expansion architecture

Golden Generation v2 is designed to be:

  • Modular

  • Scalable

  • Safe to use (no hard overrides of the core engine)

  • Friendly for both casual users and power users

Golden Generation is evolving into a procedural football talent simulation framework.

Core System Overview

Golden Generation v2 operates at the player regen evaluation stage, modifying Potential Ability (PA) and optionally applying controlled Current Ability (CA) boosts under specific conditions.

The system is structured into multiple layers:

  1. Player Validation Layer

  2. Item Matching Layer

  3. PA Randomisation Layer

  4. Super Elite Layer

  5. Wonderkid Generation Layer

  6. Dynamic Boost Layer

Each layer is modular and can be extended further.

Item-Based Activation System

Each configured item (Club / Nation / Competition / Continent) can:

  • Be Enabled or Disabled

  • Use Preset PA Ranges

  • Use Custom PA Ranges

  • Enable Wonderkid Generator

  • Set Wonderkid Chance %

Example (Club Item):

Item Type: Club

Unique ID: 899

PA Range: 150 – 180

Wonderkid Chance: 25%

This allows precise targeting of talent production sources.

Potential Ability (PA) System

  • Preset Mode

    Predefined balanced PA ranges for controlled scaling.

  • Custom Ranges Mode

    User-defined Min / Max PA range.

  • Randomisation Logic

    PA is generated between Min and Max using proper decimal-safe arithmetic.

  • 1/64 Super Elite Chance

    There is a built-in rare roll:

    If triggered:

    • PA is set to maximum range value.

    • Creates occasional elite-tier prospects.

    This adds controlled unpredictability.

Wonderkid Generator

The Wonderkid system is no longer a flat CA boost.

It now follows intelligent logic:

Flow:

  1. Check Wonderkid flag

  2. Roll user-defined chance (0–100%)

  3. Skip if CA ≥ 70% of PA

  4. Apply tier-based boost

  5. Clamp to PA

Dynamic CA Boost System

Instead of fixed values:

Boost = (PA − CA) × Tier %

Tiered Scaling (Based on PA):

180+ → 70%

150-179 → 55%

120-149 → 40%

<120 → 30%

This ensures:

  • Elite players accelerate faster.

  • Lower PA players remain balanced.

  • No CA exceeds PA.

This makes development feel organic instead of artificial.

Potential Ability Modifiers

This section controls how high the Potential Ability (PA) of generated players can be.

  • Potential Ability Mode

    This means the system will use predefined PA ranges instead of FM’s default randomness.

    Available modes:

    • Inactive
      Golden Generation does not modify PA.

    • Active – Presets Ranges
      Uses built-in PA range presets (e.g. 90 - 120, 160 - 190, etc).

    • Active – Custom Ranges
      Uses your custom Min/Max PA values.

  • Preset Ranges

    These presets define the Potential Ability (PA) range used when generating Golden Generation players.
    Each tier represents the overall quality of the youth output for a club or nation.

    1. Grassroots Level

      PA Range: 10 – 40
      For amateur-level clubs or very underdeveloped football systems.
      Mostly low-quality regens with very rare usable talents.

    2. Local Amateur

      PA Range: 20 – 50
      Small community clubs with minimal infrastructure.
      Occasional decent players, but nothing close to professional standards.

    3. Semi-Pro Foundations

      PA Range: 30 – 60
      Early-stage academies or semi-professional environments.
      Basic football education, limited technical ceiling.

    4. Developing Academy

      PA Range: 40 – 70
      Clubs starting to invest in youth development.
      Players may reach lower-league professional quality.

    5. Regional Academy

      PA Range: 50 – 80
      Well-run regional academies producing reliable squad players.
      Some talents may reach top-flight backup level.

    6. Emerging Academy

      PA Range: 60 – 90
      Clear development structure in place.
      Occasional high-potential prospects appear.

    7. Professional Pathway

      PA Range: 70 – 100
      Solid professional youth system.
      Regular production of players good enough for professional leagues.

    8. Competitive Academy

      PA Range: 80 – 110
      Strong youth coaching and recruitment.
      Produces first-team quality players from time to time.

    9. National-Level Academy

      PA Range: 90 – 120
      Recognised youth producer at national level.
      Frequent high-potential youngsters.

    10. Strong Academy

      PA Range: 100 – 130
      Consistent source of top-flight level players.
      Good technical and mental foundations.

    11. High-Level Academy

      PA Range: 110 – 140
      Produces players capable of competing in top divisions.
      Occasional international-level talents.

    12. Talent Factory

      PA Range: 120 – 150
      Known for producing high-quality youth prospects.
      Regularly generates players suitable for elite leagues.

    13. Elite Talent Producer

      PA Range: 130 – 160
      Consistently develops players with high ceilings.
      Clubs at this level become selling powerhouses.

    14. Top Academy

      PA Range: 140 – 170
      Produces top-tier prospects for major leagues.
      High chance of producing future stars.

    15. Elite Academy

      PA Range: 150 – 180
      One of the best academies in the world.
      Regular production of Champions League–level talents.

    16. World-Class Academy

      PA Range: 160 – 190
      Global elite youth development system.
      Wonderkids appear with notable frequency.

    17. Legendary Academy

      PA Range: 170 – 200
      Mythical-tier youth system.
      Regularly produces generational talents and world-class players.
      (Not realistic – intended for fantasy mode.)

    Suggested Default Presets (Quick Pick)

    For most users:

    • Balanced Realism → High-Level Academy (110–140)

    • Strong Youth Focus → Elite Talent Producer (130–160)

    • Fantasy Career Mode → World-Class / Legendary Academy (160–200)

  • Custom Ranges

    If you want full control, you can define your own PA limits:

    • Minimum Potential Ability

    • Maximum Potential Ability

    Example:

    Minimum PA: 150
    Maximum PA: 180

    This means:
    All Golden Generation players created by this item will have their PA clamped within this range.

Wonderkid Generator

This module controls whether Golden Generation can also spawn special wonderkids.

  • Generate Wonderkid (Based on Potential Ability)

    If enabled:

    • The system will attempt to generate special wonderkids

    • The chance and quality are influenced by the PA settings

  • Wonderkid Chance

    Defines the probability that a generated player becomes a wonderkid.

    Example:

    Wonderkid Chance: 25%

    Meaning:

    Roughly 1 in 4 Golden Generation regens will be flagged or treated as wonderkids.

    This keeps wonderkids rare, but still exciting.

Typical Use Cases

Club-Based Golden Generation

Example:

FC Nürnberg gets stronger youth generations for long-term saves.

Effects:

  • Higher average PA for regens

  • Occasional wonderkids

  • Strong club identity over multiple seasons

Nation-Based Golden Generation

Example:

A “Golden Age” for a specific country.

Effects:

  • That nation slowly becomes a talent powerhouse

  • National team strength increases over time

  • Domestic league quality improves organically

Balancing Guide (Recommended Values)

To avoid breaking realism:

Balanced / Semi-Realistic

  • PA Range: 140–170

  • Wonderkid Chance: 5%–10%

Strong Academy

  • PA Range: 150–180

  • Wonderkid Chance: 10%–20%

Fantasy Mode (Not Realistic)

  • PA Range: 170–200

  • Wonderkid Chance: 25%–40%

Future Features (Planned) 🔥

These are experimental ideas for future versions:

1. Rare Generational Monsters

A super-rare roll (1/500 – 1/1000) that produces once-in-a-generation players.

If triggered:

  • PA forced to 185+

  • Wonderkid auto-enabled

  • Higher CA acceleration threshold (85–90%)

  • Optional special internal flag

Goal:
Create organic “Messi-tier” anomalies without breaking balance.

2. Nation-Based Golden Era System

Simulate real-world talent cycles.

A nation may enter a Golden Era for 5–10 years.

During this period:

  • Higher PA floor

  • Increased Wonderkid chance

  • Boosted CA growth

  • Optional generational roll multiplier

Trigger modes:

  • Random world event

  • User-activated item

  • Hybrid

Goal:
Make world power dynamics evolve naturally.

3. Fully Customisable Golden Era Strength

Users will be able to configure:

  • Flat PA bonus

  • % PA boost

  • Wonderkid multiplier

  • Generational probability

  • Duration

  • Target nation

  • Mode (Balanced / Elite / Chaos)

Golden Generation becomes a world-shaping sandbox.

4. Position-Targeted Wonderkid Engine

Allow Wonderkid logic to be:

  • Any position

  • Strict filtered (e.g. only Defenders)

  • Weighted bias (e.g. 60% Wingers)

This enables:

  • Defensive golden generations

  • Striker drought eras

  • Wing-dominant tactical shifts

  • Nation identity modelling

This moves the engine beyond raw numbers into meta simulation.

5. Club Identity DNA

Clubs develop long-term regen identities:

  • Ajax-style technical players

  • Italian-style defensive talents

  • Brazilian flair-based attackers

This would influence:

  • Attribute bias

  • Preferred positions

  • Player archetypes

Frequently Asked Questions (FAQ)

Q: Will this instantly make my club OP?
No. Golden Generation affects future regens, not existing players. The effect is gradual and long-term.

Q: Does this permanently modify the database?
No. Golden Generation modifies regen logic at runtime. It does not rewrite database files.

Q: Can I apply Golden Generation to multiple clubs?
Yes. Each item is independent and can be enabled or disabled individually.

Q: Does this override FM’s youth rating system?
No. This system works on top of FM’s generation logic. It nudges outcomes, not fully replaces the engine.

Q: Can this break my save?
When used within recommended ranges, it is safe.

Extreme settings (e.g., PA 200 for all regens) may destabilise competitive balance, but not technically corrupt the save.

Q: Does this create overpowered saves?
By default, no.

The system is tier-based and threshold-controlled.

However, Golden Era and Generational Monster features (planned) may dramatically alter world balance, intentionally.

Q: Can I remove an item later?
Yes. Disabling an item stops future effects. Existing players are not affected.

Q: Does it affect existing players?
No. It only affects players generated during regen evaluation.

Comments (6)

T
Tong Wang · March 6, 2026

Is that possible to know when the next version will be released

W
Will Smith · February 26, 2026

When will this be released?

M
Muhd Afham Jamali · February 26, 2026

is this for upcoming updates?

F
FMCET · February 26, 2026

Yes

J
Jorge Rocha · February 26, 2026

hi could you tell me if it will be capable of generating a son? ive never got it naturally and would like to have that experience since making it on the editor wont make the game recognise him as mine

F
FMCET · February 26, 2026

Sadly I haven't found the function that handles “son generation” yet, so I can't hook it properly for now. If I manage to locate the correct function in the future, this is definitely something I'd love to explore as a feature, but for now, I can't promise it. Thanks for the suggestion though, it's a really interesting idea.