Training is how a player gets better at one specific thing. You pick the skill, you decide how big a step to buy, you watch the session run, and the ability goes up. Nothing is random and nothing is hidden: you see the exact cost and the exact outcome before you pay.
The short version
Choose a player, choose one of fifteen skills, choose how much to improve it. You pay in LONIDA from your club wallet, the session runs, and the skill rises. Lonida takes no fee on training - what you pay is the training itself.
What you can train
Fifteen skills, each with its own drill on the training pitch. Pace covers acceleration and top speed. Physical covers strength, agility and jump. Shooting covers finishing and shot power. Passing covers short passing and the long ball. Dribbling covers dribble speed, ball control and ball keeping. Defending covers tackling and positioning. Reaction stands on its own.
Both your senior squad and your academy players can train. A player trains one skill at a time.
How a session works
Pick the player and the skill
Open the Training Ground, choose a player from your squad or academy, then choose the skill you want to raise. The screen shows what that skill is at now.
- A player already at 99 in a skill cannot train it further.
Choose the impact
Impact is how much ability you are buying, chosen in steps of 0.1 between a minimum and a maximum. A bigger impact costs proportionally more and the session takes proportionally longer to run - buying twice the improvement means watching twice the training.
- The price per full point is shown before you confirm. It is never a surprise.
- You cannot buy more than the player can absorb - see the ceiling below.
Pay and watch
The cost is charged from your club wallet in LONIDA and the drill begins. When the session finishes, the result is applied to the player automatically.
- Only the club owner can pay for training.
What decides the price
There is no single training price, which is why none is quoted here. What you pay is worked out from two things, and the exact figure is always shown on screen before you confirm.
The two things that move the price
- Player ratingRequiredTraining is priced in rating bands. The better a player already is, the more a further point of ability costs. Improving a promising youngster is cheaper than sharpening an established star.
- Which skillRequiredBall keeping - the goalkeeping skill - is priced separately from the outfield skills and costs considerably more at every rating.
Prices are not fixed forever
Training prices are set by Lonida and can be adjusted. Always read the figure on the Training Ground screen rather than relying on what something cost last month.
Part-points are never lost
You do not have to buy a whole ability point at once. If you buy a fraction, that progress is banked against that specific skill and waits there. Buy more later and it adds to what is already banked. As soon as the banked progress reaches a whole point, the ability goes up by one.
So several small sessions and one large one arrive at the same place. Nothing you pay for is rounded away.
The ceiling is 99, and you cannot overshoot it
No skill goes above 99. If a player is close to the top, the Training Ground will not let you buy an impact that would carry them past it - so you are never charged for improvement the player cannot receive.
How often a player can train
The limits
- After a session, that skill goes on a cooldown before it can be trained again. Other skills on the same player are unaffected.
- There is a daily cap on how many times one skill can be trained in a day.
- A player can only have one session running at a time.
- The cooldown length and the daily cap are shown on the Training Ground, and can be adjusted by Lonida.
Training several players at once
You can put a batch together and pay for it in one go rather than repeating the process player by player. Each player in the batch gets their own skill and their own impact, and the total is charged once.
Batch rules
- Up to 30 players in a single batch.
- One goal per player per batch - a player cannot train two skills in the same batch.
- Every player in the batch must be eligible: not already training, not on cooldown, not at their daily cap.
- If anything in the batch is refused, nothing is charged and no session starts.
Auto-training
You can set a player to keep training the same skill on their own. Each time the cooldown expires, the next session starts automatically at the same impact you chose, and the cost is taken from your club wallet.
Because price follows rating, an auto-training player gradually becomes more expensive to improve as they get better. The price is recalculated at each cycle rather than locked to what the first session cost.
Auto-training stops if the wallet runs dry
If your club wallet cannot cover the next session, auto-training switches itself off, you are emailed, and a notice appears in your account. Nothing is part-charged. Top the wallet up and turn it back on when you are ready.
