Contents

 

Intro
Welcome
Playing the Game
Installation
Object of the Game
Baseball Strategy

Teams
The Team Menu
Lineup
Pitching
Defense
Strategies

Players
The Players Menu
Free Agents
Trades
Find Players
Trading Block
Hall Of Fame
Scouting Reports

News
The News Menu
Standings
Finances
Leaders
Headlines
Calendar
Playoffs
Play By Play
Box Scores

Finances
The Budget Menu
Tickets
Concessions

Broadcast
Expenses
Farm System
Build Stadium

League
The League Menu
City Editor
League Editor
Stadium Editor
Options

Tools
The Tools Menu
Output Stats
Import Stats
Fantasy Draft
Simulator
Advanced Tools

Game Files
The Game Menu
New Game
Editing Game Art
Editing Players
Creating New Players

Etc.
Running a League
Did You Know?
Glossary
Technical Support

     
 

LEAGUE SETTINGS
NOTE: You must be in Commissioner Mode to edit League Settings.

Difficulty Levels

Transactions

Sets how hard it is to get computer-controlled teams to agree to trade offers. Also affects how aggressively the computer-controlled teams bid for free agents (and thus affects the asking price of all players).

Finances

Affects how difficult it is more human-controlled teams to generate revenue. On 'Fan' level, human-controlled teams will better financial results than a similar computer-controlled team. On 'Manager' and 'Mogul' levels, the reverse is true.

Pitch-By-Pitch

This settings only applies to Player Mode in Play-By-Play. This affects the intelligence and ability level of the computer opponent in pitch selection and placement (as the pitcher), and pitch guessing (as the batter).

Financial Engine

League Revenue
Sets the amount of revenue coming into the league.

Salary Demands
Sets the salary demands of Baseball Mogul players from -100% (very low salaries) to +100% (twice normal salary levels).

Equalize Cities
Forces every team to have the same financial resources, regardless of the characteristics of their home city. Some teams may still have more revenue than other teams -- but revenue differences will occur because of wins and losses (or other factors such as ticket price), not because of the demographic characteristics of each team's home city.

Contract Buyouts

Sets the percent of a player's full contract that must be bought out in order to release a player. For example, if this is set to 60%, you will need to pay $6,000,000 in cash to release a player with $10,000,000 remaining on their contract (e.g. a player earning $2,500,000 per year for the next 4 years).

Injuries

Injury Frequency
Sets the frequency of injuries from -100% (no injuries) to +100% (twice as many injuries).

Injury Severity
Sets the average severity of each injury from -100% (no injuries) to +100% (longer-lasting and more damaging injuries).

Medical Staff Impact
Sets the impact that each team's Medical Staff ranking has on the injury frequency of their players. If you set this to "-100%", then Medical Staff spending will have no effect on gameplay.

Team Expenditures

This section lets you specify the role that team expenses play in the game, effectively allowing you to "turn off" these one or more of these expenditures as part of the game experience. These options primarily exist for league play, but can be used in solo play.

Farm System
Choose a setting that defines how Farm System expenditures affect Farm System ratings:

  • Normal (default): Each team's Farm System Expense affects the development of their minor players. This the only option that does not give every team the same Farm System rating.

  • Perfect (100) : Each team's Farm System Expense has no effect on player development. Instead, every team will have a Farm System rating of '100'.

  • Excellent (93) : Each team's Farm System Expense has no effect on player development. Instead, every team will have a Farm System rating of '93'.

  • Very Good (85) : Each team's Farm System Expense has no effect on player development. Instead, every team will have a Farm System rating of '85'.

  • Average (75): Each team's Farm System Expense has no effect on player development. Instead, every team will have a Farm System rating of '75'.

Scouting Staff
Choose a setting that defines how Scouting expenditures affect scouting ratings:

  • Normal (default): Each team's Scouting Expense determines the accuracy of that team's Scouting Reports. Teams that are highly ranked in their league over time will be accurate within 1-2 points; lower ranked teams may be off by 5-10 points. This the only option that does not give every team the same Scouting Staff rating.

  • Perfect (100) : Each team's Scouting Expense has no effect on the accuracy of their Scouting Reports. Instead, every team will have perfectly accurate ratings.

  • Excellent (93): Each team's Scouting Expense has no effect on the accuracy of their Scouting Reports. Instead, every team will see ratings with "excellent" accuracy. The uncertainty will be the same for all teams in the league.

  • Very Good (85): Each team's Scouting Expense has no effect on the accuracy of their Scouting Reports. Instead, every team will see ratings with "very good" accuracy.
  • Average (75): Each team's Scouting Expense has no effect on the accuracy of their Scouting Reports. Instead, every team will see ratings with "average" accuracy.

Medical Staff
Choose a setting that defines how Medical Staff expenditures affect Medical Staff ratings:

  • Normal (default): Each team's Medical Staff Expense affects the average duration of injuries to that team's players. This the only option that does not give every team the same Medical Staff rating.

  • Perfect (100): Each team's Medical Staff Expense has no effect on player development. Instead, every team will have a Medical Staff rating of '100'.

  • Excellent (93): Each team's Medical Staff Expense has no effect on player development. Instead, every team will have a Medical Staff rating of '93'.

  • Very Good (85): Each team's Medical Staff Expense has no effect on player development. Instead, every team will have a Medical Staff rating of '85'.

  • Average (75): Each team's Medical Staff Expense has no effect on player development. Instead, every team will have a Medical Staff rating of '75'.

Artificial Intelligence (GM)

Contract Extensions
Sets how often computer teams extend the contracts of current players during the season. Extensions are signed in the last year of a player's contract.

Contract Renewals
Sets how often computer teams sign their players to a new contract at the end of their current contract. Lowering this value will cause more players to be released into Free Agency at the end of every season.

Contract Lengths
Adjusts the average contract length (in years) agreed to by players and teams. Increasing this setting will increase the length of contract demanded by players and increased the length of contract offered by teams.

Trade Frequency
Sets how often computer teams trade with other computer-controlled teams.

Mimic Historical Drafts
By default, the computer will try to mimic historical player signings. For example, a computer team controlling the Yankees will be more likely to draft a player that the Yankees drafted in real-life, even if there is a somewhat more talented player available. Setting this to '+100%' increases this effect. Setting it to '-100%' eliminates this effect completely.

Editable Trade AI Settings
Adds a "Trade AI Settings" button to the Trades Dialog that is visible only in Commissioner Mode. This button opens the Trade Settings dialog box, letting you adjust different factors that are incorporated into the computer's decision to accept or decline a trade offer.

Artificial Intelligence (Manager)

Platooning
Adjusts the weight that the computer manager puts on the "platoon effect". This is the tendency for left-handed batters to perform better against right-handed pitchers, and vice versa. If this is set to '+100%', the computer will put a great deal of weight on each batter's handedness when setting lineups.

Stats (vs. Scouting)
When choosing rosters and setting lineups, the artificial intelligence uses a mix of player stats (e.g. batting average and ERA) and scouting reports (e.g. "ratings'). If you set this to +100%, the computer will put more weight on each player's recent stats. If you set this to -100%, the computer will rely on ratings in the Scouting Report.

Position Changes
Adjusts the frequency with which a computer manager will move one of his players to a new position as that player ages and his skills mature or decline.

Human-Controlled Teams

This adjusts whether or not the computer manager will give days off to players on human-controlled teams. By default, the computer will automatically rest a player on your team if the player is tired. If you want to turn this off, choose 'Never' from the dropdown box.

As a compromise, you can tell the computer to rest your players whenever you are simming 2 or more days at a time. This allows you to specify your exact lineup for a single game. But if you simulate more than one game at a time, the computer will automatically rest players so you don't have to.

  • Simming 2+ Days - The computer will check to give days off if you are simming more than 1 day at a time.
  • Always - The computer will always check to give days off, even if you are only simming 1 day, or are playing a game in Play-By-Play mode.
  • Never - The computer will not give days off. You should rest players manually to keep them from becoming fatigued or injured. Players with Health ratings of 90 or higher generally do not need days off.

Artificial Intelligence (Rosters)

Promotion to MLB
Promotion to AAA
Promotion to AA
Each setting specifies how much computer-controlled teams will promote players to the specified level from the level below. For example, the 'Promotion to AAA' setting sets how soon players will be moved from AA to AAA. Increasing this setting will increase the number of players in AAA and reduce the number of players in AA (all other things being equal). This setting also affects the results of the 'Sort All' buttons on the Lineup, Defense and Pitching Dialogs.


 
     
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