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.
|