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:
Player Validation Layer
Item Matching Layer
PA Randomisation Layer
Super Elite Layer
Wonderkid Generation Layer
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:
Check Wonderkid flag
Roll user-defined chance (0–100%)
Skip if CA ≥ 70% of PA
Apply tier-based boost
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.Grassroots Level
PA Range: 10 – 40
For amateur-level clubs or very underdeveloped football systems.
Mostly low-quality regens with very rare usable talents.Local Amateur
PA Range: 20 – 50
Small community clubs with minimal infrastructure.
Occasional decent players, but nothing close to professional standards.Semi-Pro Foundations
PA Range: 30 – 60
Early-stage academies or semi-professional environments.
Basic football education, limited technical ceiling.Developing Academy
PA Range: 40 – 70
Clubs starting to invest in youth development.
Players may reach lower-league professional quality.Regional Academy
PA Range: 50 – 80
Well-run regional academies producing reliable squad players.
Some talents may reach top-flight backup level.Emerging Academy
PA Range: 60 – 90
Clear development structure in place.
Occasional high-potential prospects appear.Professional Pathway
PA Range: 70 – 100
Solid professional youth system.
Regular production of players good enough for professional leagues.Competitive Academy
PA Range: 80 – 110
Strong youth coaching and recruitment.
Produces first-team quality players from time to time.National-Level Academy
PA Range: 90 – 120
Recognised youth producer at national level.
Frequent high-potential youngsters.Strong Academy
PA Range: 100 – 130
Consistent source of top-flight level players.
Good technical and mental foundations.High-Level Academy
PA Range: 110 – 140
Produces players capable of competing in top divisions.
Occasional international-level talents.Talent Factory
PA Range: 120 – 150
Known for producing high-quality youth prospects.
Regularly generates players suitable for elite leagues.Elite Talent Producer
PA Range: 130 – 160
Consistently develops players with high ceilings.
Clubs at this level become selling powerhouses.Top Academy
PA Range: 140 – 170
Produces top-tier prospects for major leagues.
High chance of producing future stars.Elite Academy
PA Range: 150 – 180
One of the best academies in the world.
Regular production of Champions League–level talents.World-Class Academy
PA Range: 160 – 190
Global elite youth development system.
Wonderkids appear with notable frequency.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: 180This 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)
Is that possible to know when the next version will be released
When will this be released?
is this for upcoming updates?
Yes
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
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.
