#
Solver Settings
Note
Changing settings is recommended either for a specific purpose/scenario, or a matter of tweaking settings based on personal understanding. Bear in mind default solver settings are generally default for a good reason.
#
Common Solver Settings
Both the Transfer Solver and Linear Optimiser share a subset of common settings that influence how they evaluate plans. Understanding these parameters is key to guiding the solver's behavior:
#
Transfer Depth
The number of future Gameweeks transfers can be considered in when running a solve. A higher depth means a longer planning horizon (e.g. depth 6 includes the next 6 GWs). Leaving a buffer of a week or two, from the loaded projection horizon, can prevent unrealistic "dead-end" moves in the final weeks. In practice, if you have an 8 GW horizon in mind, you might set a depth of 6–7 so the solver doesn't over-plan the very last GW.
Default: 6
Recommended: A couple of GWs short of loaded Projection Horizon
Note
When selecting a shortened Transfer Depth, GWs beyond this depth will contribute to the plans total "Evaluation Score" however the solver will not consider making transfers in those GWs.
#
FT Value
The Free Transfer value defines how many points a saved transfer is "worth" in the solver's calculations. It essentially sets a trigger point for using a transfer or rolling (carrying it to next week). A "higher FT Value" (around 2.0 is a commonly recommended baseline) encourages the solver to skip marginal moves and retain transfers for later ("robust" or skeleton planning). A "lower FT Value" (down to 0.0) makes the solver more aggressive, using every transfer for even small projected gains ("intricate" literal planning). In short, low FT Value = greedier solver, high FT Value = more flexibility in planning.
Default: 1.75
Recommended: Adjust as required
#
Time Decay
A weighting factor that progressively discounts points in later GWs to account for uncertainty. This multiplier (e.g. 0.85) is applied to each subsequent week's points: for example, with a decay of 0.85, if GW1 is valued at 100%, GW2 is ~85%, GW3 ~72%, GW4 ~61%, and so on. A "lower decay" (closer to 0.8) puts more emphasis on immediate points (short-term gains), whereas a "higher decay" (0.9 or above) means future weeks are nearly as important as the current week (long-term planning). The recommended range is around 0.80–0.95, with ~0.85 often considered as a balanced value for typical use. Adjust this based on factors that influence how much you value certainty now versus how speculatively you view potential future points.
Default: 0.85
Recommended: 0.80 to 0.95
#
Bank Value (per £1M)
Sets how much the solver values having money in the bank for future flexibility. Higher values encourage the solver to maintain larger cash reserves for potential upgrades or price rises. Lower values push the solver to invest all available funds immediately for maximum current scoring potential. This is particularly important during periods of high price volatility or when planning for known future targets that might rise in price. This does not apply to the upcoming GW or Free Hit GWs.
Default: 0.10
Recommended: 0.00 to 0.20
#
Transfer Solver
The Transfer Solver is the site's long running multi-period solver that thinks more along the lines of a "chess engine", exploring transfer sequences, rather than a purely mathematical optimiser.
#
Solve Speed
A setting that trades off between computation time and thoroughness of search. "Fast" solve will return results quicker and use fewer resources, while "Heavy" (slower) explores a wider solution space for potentially better plans. Fast solves are handy for quick checks, trying out ideas (like testing different force includes/excludes) or when running on a slower device. Heavy solves are useful when you want the most comprehensive result – for example, after activating a wildcard, you might run a heavy solve to examine the myriad of possibilities. In practice, you can start with a medium/fast solve for a balance between speed and exhaustiveness (setting 5 is a good sweet spot), and only use the heavier/faster settings when necessary.
Default: 5
Note
Typically for WC or GW1 type scenarios it is advisable to avoid lighter solvers and go slightly heavier than usual- settings 3/4 should be sufficient.
#
Same Team GK/DF Limit
Controls the maximum number of defensive players (goalkeeper + defenders) the solver can select from the same team. For example, setting this to 2 means you could have a goalkeeper and one defender from Manchester City, but not a goalkeeper and two defenders. This setting helps avoid over-concentration in one team's defense, which many managers are risk-sensitive to. Recommended to set to 2 if seeking diversification, or 3 if this is not an issue for you.
Default: 3
Recommended: 2 or 3
#
Max GK Cost
Sets the maximum price the solver is allowed to spend on a goalkeeper. Since goalkeepers typically have lower point ceilings and outcomes are more random compared to outfield players, many managers prefer to limit spending here to free up budget for higher-scoring positions. Common values range from £4.5m to £5.5m. Setting this lower (£4.5m) forces a budget keeper strategy, while higher values (£5.0m+) allow premium goalkeepers if the solver sees value there.
Default: 7.0
#
Sub Weight
Determines how much weight the solver places on bench players' expected points. The tool carries out full probability based calculations (determined by xMins, availability and usage characteristics) to determine expected contribution from each sub, rather than using fixed factors for each sub slot. A weight of 1.0 retains the default calculations, while 0.0 means the solver ignores bench scoring entirely and focuses purely on the starting XI. Lower weights lead to more aggressive starting XI investment but can produce a thin bench.
Default: 1.00
Recommended: 1.00
#
Future Info Value
This places an extra value on using FTs in the upcoming GW only. This is particularly useful for example when you know that key information (eg. official BGW/DGW confirmation) info will be made available in the week after the deadline, so it makes sense to encourage leaving use of FTs until then. Higher values make the solver more conservative with transfers, preferring to save them for when new information emerges. Lower values make the solver more willing to use transfers immediately for projected gains. This setting essentially balances acting on current projections versus maintaining optionality for unknown future events.
Default: 0.00
#
Risk Position
Controls the solver's risk tolerance when selecting players. Risk is approximated as EV x EO (Effective Ownership)- based on the reference sample. Negative values refer to increased risk- leveraging exposure to high relative risk outcomes. Positive values refer to increased safety- limiting exposure to high relative risk outcomes. This setting helps align the solver's picks with your personal risk appetite - conservative managers might prefer lower risk, while those chasing ranks might accept higher risk for potential rewards. A setting of 0.00 is insensitive and focuses the solver on maximising EV.
Default: 0.00
Recommended: Stay between -0.15 to +0.15
Note
This is still a somewhat experimental implementation of this setting. Likely to be revisited in the future.
#
Burn FT Value
Represents the "cost" of using a free transfer versus saving it. Similar to FT Value but specifically for the decision to use rather than roll a transfer. Higher values make the solver more reluctant to use free transfers for marginal gains, encouraging patience. Lower values make the solver more willing to use transfers even for small improvements. By default it is suggested to leave this matching normal FT Value.
Default: "Equal to FT Value"
Recommended: Equal to FT Value
Note
This setting has lost much of its purpose since FPL has allowed 5FTs to be carried. May be removed in the future.
#
Linear Optimiser
The Linear Optimiser is an alternative solver that uses mathematical optimisation (linear programming) to maximise points. The Linear Optimiser shares the Common Settings (Transfer Depth, FT Value, Time Decay) with the Transfer Solver, but has a few unique settings which highlights some differences in how it operates.
#
Solve Lines (Number of Plans)
Unlike the Transfer Solver which often outputs multiple suggestions inherently, the Linear Optimiser by default finds one optimal solution (the highest scoring plan). However, you might want to see a few alternative plans that score nearly as well. The Solve Lines setting lets you ask for the top N distinct plans. For example, setting Solve Lines = 3 will attempt to produce the best plan, and then the next best distinct plans for comparison. This is useful if, say, the optimal plan includes a player or strategy you dislike – you can look at the next-best solution which might be only 1 or 2 points lower but aligns better with your preferences.
Default: 3
#
Time Limit (sec)
The linear solver allows you to specify a time limit (in seconds) for the optimisation algorithm to run. While often the linear optimiser will find solutions quickly, solving to absolute optimality can take a long time in some circumstances. By setting a time limit (e.g. 60 seconds), you ensure the tool returns the best found result in a reasonable time. If you do not mind waiting on occasion, you can increase the time limit for a deeper search though it should rarely need extension beyond the default. A "Time Limit Exceeded" note will appear above the output where it came into play.
Default: 300
#
Vice-Captain & Sub Weights
These settings allow you to adjust the importance the linear solver places on your bench and vice-captain in the optimisation. Effectively these weights represent the typically expected usage rates of each role. "Sub 1" having a reasonable expected contribution to the team from week to week, "Sub 3" and your "Sub GK" are overwhelmingly unlikely to be involved. These settings can also be used to influence the type of squad structure you are seeking. A high VC setting will encourage having 2 viable captain options, and settings S2 & S3 to 0.00 will lead to a more top heavy squad.
Default VC: 0.05
Default SGK: 0.03
Default S1: 0.30
Default S2: 0.10
Default S3: 0.03