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Originally Posted by Cowboys3356
So you are suggesting that when I create a roster set if I can have the totals (player ratings, potentials, etc) equal to those of a computer generated fictional league then I will see a more stable long term development of my league?
I do something like that in the sense that I group players into different levels. I will have 5% hall of famers, 15% great, and so on down the line but I have never actually added up rating totals as you suggest.
Very interesting suggestion and I will apply it to the new 1994 League File I am working on.
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Yes. At one point in the past, I exported (CSVs) the talent and rating values of 10 different fictional leagues and got VERY similar totals. That's when I started wondering what would happen if a roster set was created that significantly changed those totals, or "levels" of the various players from the assumed bell curve of a generated player set. It's very likely that the player development formulas could get extreme, one way or another, resulting in unpredictable development curves.
I do want to stress what Steve said as well... ANY simulation designed to analyze the game MUST use game generated fictional players. Use of a roster set, in effect, changes the starting point rendering the study results questionable at best.