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Old 06-06-2007, 11:11 PM   #1 (permalink)
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When creating a league that plays less than 162 games...PLZ READ

Do you have to adjust the league totals? If so, what's the easiest way to get the correct numbers?

For example, I am doing a league that plays only 60 games a year - how will I adjust the totals?
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Old 06-06-2007, 11:14 PM   #2 (permalink)
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You won't adjust the league totals necessarily, but you will have to adjust the numbers for development of both minor leaguers and your major leaguers to account for the diminished number of games per season.

162/60 is about 2.5, so you'll have to increase development by 2x or so. Also, what I did with the Pro Circuit, which ran a shorter schedule is slowed down the aging process to take into account the fewer games played per season to simulate the decreased wear and tear on the body.
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Old 06-06-2007, 11:17 PM   #3 (permalink)
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You won't adjust the league totals necessarily, but you will have to adjust the numbers for development of both minor leaguers and your major leaguers to account for the diminished number of games per season.

162/60 is about 2.5, so you'll have to increase development by 2x or so. Also, what I did with the Pro Circuit, which ran a shorter schedule is slowed down the aging process to take into account the fewer games played per season to simulate the decreased wear and tear on the body.

Amazing, thank you. So I don't have to change the league totals? I know AB was like 163,000 something...

Also, how far would you edit the aging speed?? Any more advice would be great.
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Old 06-07-2007, 01:17 AM   #4 (permalink)
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I mean is there anything else I should know before doing a shortened season league? What do most of you do when you make fictionals?
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Old 06-07-2007, 11:23 AM   #5 (permalink)
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Can anyone please add to this post???
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Old 06-07-2007, 12:22 PM   #6 (permalink)
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I run a 112 game season and I have never changed the development modifiers like Cooleyvol but I do modify the financials by 2/3's . That includes salary settings and merchandise revenue to account for less games.

I am interested in Cooleyvol's experience with development because I wasn't aware that it was dependent on games played in a season. I haven't noticed my league being impaired by the short schedule and would like to hear from him the results he has seen.
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Old 06-07-2007, 12:48 PM   #7 (permalink)
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I run a 76 game schedule and I have batter development at 1.4 and pitcher development at 1.5 and have no problems with players developing at a good rate. Additionally, for 72 games, my HR record is 31 after 15 seasons, with #2 being 27 and a couple 26 and a few more 25. Good totals there I think. Average is a bit high because of the short season, players smaller sample size allows for a player with a hot month to have an incredible average. .400 has been hit 5 times in 15 years. 162 game averages of players seem to be on par with what I'd expect a normal player to have, despite the fact that it takes 2+ seasons to get the 162 games in.
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Old 06-07-2007, 01:23 PM   #8 (permalink)
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Thanks!
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Old 06-07-2007, 02:31 PM   #9 (permalink)
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I run a 76 game schedule and I have batter development at 1.4 and pitcher development at 1.5 and have no problems with players developing at a good rate. Additionally, for 72 games, my HR record is 31 after 15 seasons, with #2 being 27 and a couple 26 and a few more 25. Good totals there I think. Average is a bit high because of the short season, players smaller sample size allows for a player with a hot month to have an incredible average. .400 has been hit 5 times in 15 years. 162 game averages of players seem to be on par with what I'd expect a normal player to have, despite the fact that it takes 2+ seasons to get the 162 games in.
I hadn't thought of doing this either, and now am curious as well. I have a 96 game league (72 in the minors).

A strict ratio would be 162/96 = 1.6875 as a modifier. For you it would be 162/76 = 2.1316. 1.4 / 1.5 works for you though?

I hope others can speak to the development modifier more specifically.


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Old 06-07-2007, 03:09 PM   #10 (permalink)
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Basically if you run a schedule that is 80% of a regular MLB schedule, I'd bump the development modifiers by 20% (up to 1.2) and start from there.

In the 15 or so seasons that I ran the Pro Circuit, I used this method and had great results with it. I, however, don't have any experience after 6.XX so YMMV.
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Old 07-02-2007, 07:11 PM   #11 (permalink)
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I'm going to run a very small league... I'm starting with 6 teams and a 32 game schedule, I figure I'll do 4 or 5 seasons, then expand to maybe 10 teams and up the game amount... with the at bat numers and everything over 160,000... I have to change all of those numbers right? any suggestions..
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Old 07-02-2007, 08:26 PM   #12 (permalink)
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I'm going to run a very small league... I'm starting with 6 teams and a 32 game schedule, I figure I'll do 4 or 5 seasons, then expand to maybe 10 teams and up the game amount... with the at bat numers and everything over 160,000... I have to change all of those numbers right? any suggestions..
You're talking about the league totals, right? No, you don't have to change them. They're basically resented there to show the ratios of what types of hits will be hit. Something like "If your league had 167000 ABs, expect 44000 hits, 5000 homers, etc." If your league were small enough and short enough to have, say, 167 AB, you should expect 44 hits and 5 homers.

What was referred to in previous posts is upping the player development modifyers (under Player and Picture Options) to make sure players develop over a shorter number of games.
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Old 07-02-2007, 10:11 PM   #13 (permalink)
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I don't think you need to change the player development modifiers at all either in 2007. I haven't done any rigorous testing, but my observation has been that development proceeds normally even in very short seasons.
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Old 07-02-2007, 10:27 PM   #14 (permalink)
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Yeah, I'm almost positive that development happens every day of the year in the new version. There might be an extra bump by playing in games, but it doesn't seem to be huge and probably not anywhere near a big enough difference to up the modifier by 20% if you're playing 20% fewer games.
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Old 07-02-2007, 11:26 PM   #15 (permalink)
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Don't forget to adjust your trading deadline and your roster expansion dates if you're using a season shorter than the current-day major league one.
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Old 07-03-2007, 12:13 AM   #16 (permalink)
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Financials

I have a 90 games seaons and I didn't make any adjustment to the financials. I thought the game automatically adjust to this in the sense of a "free market" system...that is, there are less games, the teams make less money, and so the salaries are lower by default because all teams can't afford to offer as much. I thought player salaries, over time, adjust to the market of offers.

Can anyone comment on this?
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Old 07-03-2007, 07:49 AM   #17 (permalink)
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I have a 90 games seaons and I didn't make any adjustment to the financials. I thought the game automatically adjust to this in the sense of a "free market" system...that is, there are less games, the teams make less money, and so the salaries are lower by default because all teams can't afford to offer as much. I thought player salaries, over time, adjust to the market of offers.

Can anyone comment on this?
Your main problem would be that you won't have the gate revenue of a full season, so if you have salaries set at default, there will be a good chunk less money to cover them. Media and merchandising should be fine, since it just prorates them to 90 games instead of 162, but gate revenue won't be. The simplest solution is to multiply the average ticket price by 1.8 (162/90).
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Old 07-03-2007, 08:19 AM   #18 (permalink)
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I have a 90 games seaons and I didn't make any adjustment to the financials. I thought the game automatically adjust to this in the sense of a "free market" system...that is, there are less games, the teams make less money, and so the salaries are lower by default because all teams can't afford to offer as much. I thought player salaries, over time, adjust to the market of offers.

Can anyone comment on this?
Over time, this "sort of" happens, but depending on the context you want for your league, you could adopt either ctorg's solution or reduce average salaries in League Setup proportionally.
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Old 07-03-2007, 02:13 PM   #19 (permalink)
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I'm going to run a very small league... I'm starting with 6 teams and a 32 game schedule, I figure I'll do 4 or 5 seasons, then expand to maybe 10 teams and up the game amount... with the at bat numers and everything over 160,000... I have to change all of those numbers right? any suggestions..
Bobble gave you a good answer about league totals. They do not have to be adjusted for leagues with fewer teams.

If you ever want to adjust "league totals" --- DON'T.

If you want to raise or lower stats in your league, use the "league modifiers". The game works better that way. I don't know the reason, but quite a few knowledgeable OOTPB'er have stated in threads that this is the best way to adjust the stats in your league. The "league totals" are very important to the game engine and should not be adjusted.

Use the "league modifiers" to adjust stats.
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Old 07-03-2007, 05:02 PM   #20 (permalink)
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Bobble gave you a good answer about league totals. They do not have to be adjusted for leagues with fewer teams.

If you ever want to adjust "league totals" --- DON'T.

If you want to raise or lower stats in your league, use the "league modifiers". The game works better that way. I don't know the reason, but quite a few knowledgeable OOTPB'er have stated in threads that this is the best way to adjust the stats in your league. The "league totals" are very important to the game engine and should not be adjusted.

Use the "league modifiers" to adjust stats.
ah excellent thanks guys. I'm kinda of trying to mimick a softball type feel with a few teams, naming them for local cities in my area (the league I'm in) so I have financials and free agency off, I may adjust a little to make for more hits and HRs but I'll use the modifiers like everyone is suggesting for that, thanks again!
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