In modern football games like Football Manager (FM), player development is nuanced and subtle. In CM 01/02, it was visceral. The "yellowing" of attributes was the primary metric for judging the success of your training regimes.
Players often set thresholds based on the quality of the league they are managing in. Here are common schemes used by the community: The "Traffic Light" Scheme (Standard for top leagues): 16–20 (Excellent) : Bright Green or Red. 11–15 (Good) : Yellow or Orange. 6–10 (Average) : White or Grey. 1–5 (Poor) : Dark Grey or Black. The "Elite" Scheme (For scouting wonderkids/superstars): 20 (Perfect) : Bright Red or Neon Cyan. 15–19 (High Quality) 10–14 (Squad Level) : Silver or Yellow. Manual Configuration If you are using the Coloured Attributes Tool (CAT) cm 01 02 colour attributes
In CM 01/02, the meta favoured goalscorers. If you found a striker with Finishing (18–20) and Green Pace (15+), you were guaranteed goals. It didn't matter if his Passing was white or his Teamwork was low. The colour of the Finishing attribute was the sole determinant of value. Legends like Cherno Samba or Márcio Tavares became famous simply because their core stats glowed bright blue. In modern football games like Football Manager (FM),
Why did the colour attributes matter so much? They triggered a psychological response known among the community as "Attribute Hunting." Players often set thresholds based on the quality
A legacy database schema (circa 2001-2002) from software like QuarkXPress, Photoshop 6.0, or a CAD system, where CM = Colour Module, 01 = Primary attribute set (Hue), 02 = Secondary attribute set (Saturation).
When a system references 01 , it almost always points to the (0-360° on a color wheel). In a structured attribute list: