Ok this is going to be very detailed but I hope you can understand it; Quick recap of what each value isCA (Current Ability): the actual total ability points the game allocates across attributes. RCA (Recommended Current Ability): a calculated estimate of what the CA should be to support the current visible attributes. PA (Potential Ability): the ceiling. The CA can rise with development but never exceed this. Think of CA as a budget spent, RCA as a budget required, and PA as a budget limit. Scenario Breakdown: When CA ≠ RCA1. CA < RCA (CA lower than RCA)The player’s “budget” is smaller than what his attributes currently cost. His stats are too good for his actual CA. If PA is much higher than RCAThe player has room to grow because CA is well below PA. The game will try to fill the gap by increasing CA naturally through training and matches. Since his PA is far above both CA and RCA, he can improve quickly. Attributes will hold steady or rise until CA is close to RCA. Once CA and RCA are aligned, he will stabilize and then continue normal progression toward PA. Result: steady improvement and fast development if his personality and training are good. If PA is only slightly higher than RCAThere is limited headroom for CA to grow before reaching PA. CA will rise quickly until it approaches PA, often near RCA, and then slow down. Once he reaches or nearly reaches PA, progress halts and he may plateau. Attributes stabilize around their RCA levels, with only small changes afterward. Result: quick short-term growth followed by a plateau. If PA is lower than RCAThe player’s visible attributes are too strong for his potential ceiling. The game will reduce his attributes until RCA is close to PA. In this case, he will lose stats until his overall level fits his potential. Result: attributes regress to fit PA. 2. CA > RCA (CA higher than RCA)The player’s “budget” is larger than what his attributes currently cost. He is underpowered for his CA. If PA is much higher than CAThere is room for growth, but since CA is already higher than RCA, the game sees unused ability. The player’s attributes might rise until RCA matches CA, using up the spare CA. If that does not happen, CA may gradually drop toward RCA instead. Result: small attribute growth or slight CA decrease until balanced. If PA is only slightly higher than CAThere is very little room for improvement. Because CA is higher than RCA, the player appears weaker than his ability value suggests. The game will reduce CA over time until it matches RCA. This appears as a gradual loss of attributes. Result: noticeable regression until balance is restored. If CA > PAThis combination is invalid because the player’s ability exceeds his potential. The game forces CA down to meet PA. Attributes will decline quickly until CA is less than or equal to PA. Result: sharp decline until corrected. 3. CA ≈ RCA (within 5–10 points)This is the ideal situation. The player’s ability matches the cost of his attributes. Training, form, and personality now determine progress. He will improve naturally toward PA or decline with age. Result: stable, realistic development curve. Summary TableSituation PA relative to RCA What happens CA < RCA, PA much higher Plenty of headroom, fast growth Rapid improvement CA < RCA, PA slightly higher Limited room, quick growth then plateau Stabilizes CA < RCA, PA lower Overpowered, stats decline Regression CA > RCA, PA much higher Spare capacity, attributes rise slightly Mild growth CA > RCA, PA slightly higher Limited space, CA falls toward RCA Slight regression CA > PA Invalid, game forces decline Rapid regression CA ≈ RCA Balanced Normal behaviour Practical editing guidelineAlways check RCA after editing attributes. Keep CA within 5–10 points of RCA. Ensure CA is less than or equal to PA. If you want the player to develop, make sure PA is higher than CA, but do not let RCA exceed both. Following these rules prevents rebalancing, strange progress patterns, and sudden drops in attributes.