Sure, below link is the zip file of the entire game folder. Just put the entire unzipped folder in your saved_games folder.
https://www.mediafire.com/file/io4b1...tup.lg.7z/file
This is the "base file" of my league that I use for testing. There are no players in it and the settings are optimized for testing (no facegen, no boxscores saved etc.), so it is a small file. When testing my settings I make a copy of this base file and fill it with players and coaches, then simulate till 2001 and delete all history. This gets rid of the initial batch of players and ensures that all players in the league have entered it as intended. After deleting history the real test begins (25-50 years) and then I analyze the results. Based on these results I then adjust modifiers etc. in the actual base file. Then I make a copy of the updated base file and the process repeats until the test results are satisfactory.
This league is a fictional league with fictional players but with actual teams. The teams are all actual Dutch baseball teams (allthough 3 no longer exist). This fictional league represents an alternate history in which the league is much bigger then real life and the level of play higher. Stadiums are much bigger (2000 - 6700) then real life (2500 max) and there is a lot more money as well. The way I envision this league is that it is about AA level with star players of AAA ability. With the salaries in this league it would present an alternative for players not quite good enough to reach the top level in the US, Korea and Japan.
There are a total of 32 major league teams in this world devided over 3 leagues with promotion / relegation between the tiers. All 32 AAA teams play in the same league and all 32 single A teams play in the same league. So there are a total of 5 leagues in this world (3 major and 2 minor), so it is a compact world and each organization is compact too with only 2 minor league teams.
In this league I use fixed modifiers, I never change them and never use re-calculate. I view the modifiers as the playing environment and feel that by using re-calculate you are manipulating the results. In real life a players performance is determined by his own skill level, the league average skill level, the overall playing environment (elevation, humidity, field and lighting conditions, type of bats and balls used etc.) and park factors. By using re-calculate for the modifiers you are constantly changing the playing environment which doesn't make much sense to me. In my league if there are an above average number of HR hitters in the league then the league total for HR will likely be above average, which it should be. Another reason for using fixed modifiers is that this is a pro/reg league. This means that every season not only teams change leagues but also their home parks. So some years there are an above average number of pitcher friendly parks in the league and other years an above average number of hitter friendly parks. This will have an effect on league totals obviously as it should. If you re-calculate the modifiers then you are changing the playing environment to offset the change in average park factors.
I have experimented with using the exact same modifiers for each league and found this works well for the 3 major leagues. So this means the playing environment is the same in all 3 major leagues and player performance is determined by their own ratings, the league average ratings and the league average park factors. This feels more natural to me. There are only 3 modifiers that are different between the 3 leagues: sacrifice hits, SB attempt (these represent tactics used, not player ability) and SB succes. So only SB succes is manipulated as I found that with the same modifiers the difference in succes rate between the leagues is unrealistically high.
Using the same modifiers for the minor leagues doesn't work. Mainly because minor stats like PB, WP and BK are not part of the development engine so you do not see the same increase in these at lower levels as you would in real life. So both minor leagues have their own modifiers based on totals that I think are realistic. There are still 4 modifiers in the minors that are exactly the same as the major leagues: Hits, HR's, Bases on Balls and Strikeouts. So the 3 true outcomes and contact are all the same in every league. So the 3 basic pitching ratings (Stuff, Movement & Control) are afffected by the exact same modifiers (Strikeouts, HR's and Bases on Balls) in every league. The same is true for hitters: Contact, Home Run Power, Eye / Discipline and Avoid K's are affected by Hits, HR's, Bases on Balls and Strikeouts. The only basic player rating that does not have a constant related modifier is Gap Power since I found that using the same modifiers for Doubles and Triples leads to an unrealisticly low number of doubles and triples in the minors. (the Gap Power rating is part of the development engine so undeveloped players have a low actual rating leading to a low number of doubles and triples. This is not how real life works. For it to work pitchers would need a Gap Power rating as well, then both undeveloped ratings would cancel each other out.) All league totals I see with these same modifiers seem realistic and I like the results.