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Old 03-27-2016, 08:08 PM   #1
tedstriker
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Easiest way to create fictional league with MLB structure **and financials**

It's easy to create a fictional league with the normal MLB structure, but I also want the financials and market sizes to be the same. Basically, I just want to replace the MLB with fictional players. Last year I found a way, but it took a lot of work:

http://www.ootpdevelopments.com/boar...al-league.html

Is there any easier way of doing this now?
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Old 03-27-2016, 08:15 PM   #2
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If you don't want to change team names, just release everyone, delete them all, and refill the teams with fictional players. If you want new team names (and/or cities) you can change those as well.
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Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

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Old 03-27-2016, 08:20 PM   #3
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I haven't tried that yet in 2017, but that was one of the things I tried last year. The problem was that it used a uniform distribution of abilities in the created players, which made the league really weird.
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Old 03-27-2016, 08:24 PM   #4
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Identical financials (without player/stuff payroll, Gate/Ticket revenue) :

- National Media Contract Baseline : i.e. 25,000,000 $
- National Media Contract fixed : YES
- Local Media Contract Baseline : 0 $
- Merchandising Revenue Baseline : 0 $
- Owner Controls Budget : NO
- Revenue Sharing : NO
- Cash Maximum : 1 $ (Must be 1 $ because 0 $ means unlimited cash)

On this setup ALL Teams should have i.e. 25,000,001 $ revenue at the start on 1st January each year.
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Old 03-28-2016, 03:17 PM   #5
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I see the confusion. I'm looking for the financials to be the same as the MLB setup, not the same for all teams. There doesn't seem to be an easy way to do the former.
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Old 03-28-2016, 03:56 PM   #6
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I know this technically isn't the same thing, but what about just randomizing the player names? from a talent perspective, it'll still Chris Sale pitching to Bryce Harper, just in your world it'll be Jose Mendez pitching to Hideki Hiro.
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Old 03-28-2016, 03:59 PM   #7
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Excellent idea!
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Old 03-28-2016, 10:31 PM   #8
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Please forgive me if you've already tried this and it's not what you're looking for, but figured I would suggest it anyways.

Have you tried using the create fictional game wizard? If you select create a fictional game, in the middle of the screen you will see "or select a Real World league configuration." Under this the very first selection is "Major League Baseball" Select this and you get the exact MLB configuration including 13 minor leagues. Finances won't be exact, but if you select the option to draft using a budget and use the according to population feature, the big markets will be New York, LA, Chicago etc.

This setup uses only fictional players.

Hope this helps.
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Old 03-28-2016, 11:04 PM   #9
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Quote:
Originally Posted by David Watts View Post
Please forgive me if you've already tried this and it's not what you're looking for, but figured I would suggest it anyways.

Have you tried using the create fictional game wizard? If you select create a fictional game, in the middle of the screen you will see "or select a Real World league configuration." Under this the very first selection is "Major League Baseball" Select this and you get the exact MLB configuration including 13 minor leagues. Finances won't be exact, but if you select the option to draft using a budget and use the according to population feature, the big markets will be New York, LA, Chicago etc.

This setup uses only fictional players.

Hope this helps.
That's a great idea, but once again it would give him "a uniform distribution of abilities in the created players," which he says he is trying to avoid.
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Originally Posted by Markus Heinsohn View Post
Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

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Old 03-29-2016, 02:11 AM   #10
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Financial Guide - NoOne, MBA

(read title with a smirk)

For contracts under 30million, top-contracts on Financial Report dips into teens, etc...: Keep average market size of the league at 5-5.5 - with a fairly normal distribution of sizes. Average income estimate of 150ish million on the Financial Settings screen, give or take is a more universal way to view it, i guess.

relevant info for translating to another league:

28-30 team tested. i'm not sure how it will scale, but the fundemantals on how to adjust it can be derived from what i write below.

with defaults, if you see a 30M player, he's likely Ruthian or Paige-esque. or possibly some outlier that can't be accounted for anyway.

Cash on hand: default at 10,000,000. you can set this to 1, too. i look at it as a reward for good behaviour, and hopefully fueling continued success. as long as you don't set it too high, all is good.

Use common sense as to the settings. does it cause an increase or decrease money available for player salaries? e.g. turning draftee slot contracts off will increase money supply, slightly. therefore, you will see slightly higher contract averages relative to talent level.

don't get too whacky on distribution of market sizes. the default distribution should be near this value to start. you can simple +/- Income difference from market change. media contracts fluctuate based on success, so you can hash out min/mid/max media contract values, if you want to make more informed decisions.

you can check the average income by hand, if you wish. simply add up all the income baselines. for ticket revenue you will have to multiply ticket price * baseline att * #of home games.

ticket rev i'd look at as three stats, poor, average successful. without sharing ticket prices, average will get you baseline 58.5million, and successfull will get you upwards of 90-110million or so (off the top of my head for default, so large range given). no idea on poor. less than baseline obviously, lol.


side note: if you clear a mlb league and refill, just start 30*years early and sim to 2016, or whatever year you actually want to start. you can erase league history and player stats and it will be the same as starting from year 1. (*i'd go at least 30years, but could get away with fewer for sure. 30 is likely in the realm of negligible return. a full league player turnover is the goal.)

Last edited by NoOne; 03-29-2016 at 02:12 AM.
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Old 03-29-2016, 09:47 AM   #11
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That's a great idea, but once again it would give him "a uniform distribution of abilities in the created players," which he says he is trying to avoid.
I guess I'm not completely understanding what's meant by "a uniform distribution of abilities." I've always felt that the makeup of a league is some what different if one uses the "fill team with players" feature vs having OOTP create a draft pool using the setup wizard. But, I'm not a ratings guy, so I'm probably not the best one to discuss this with.
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Old 03-29-2016, 11:05 AM   #12
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In some previous versions, many forum posters recommended simming fictional leagues for 30 years and then deleting the league history and records before you start. That way, every player in the game, and their impact on records, etc., was created by the draft process, not the process that fills teams with fictional players. Some people have said that the fictional player generation algorithm has been improved in recent versions to the point where it is more realistic and closer to the draft model, but I still do it the long way out of habit if nothing else.

For example, if I wanted to start a fictional league in 1988 using 1988 financials, league structure, and talent distribution, but with fictional players and 30 years of history, I'd do this:

Set up the 1988 league structure (which the process discussed above and elsewhere) and import 1988 financials and player creation modifiers. Uncheck the option to import these modifiers each year. Set the starting year to 1928. Stay unemployed and act as commissioner. Simulate 30 years. Delete league history, records, and retired players so the original created players are completely forgotten. But keep the current players and personnel. Simulate another 30 years to create league history, records, etc. Then begin playing the game in 1988.
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Old 03-29-2016, 11:09 AM   #13
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Quote:
Originally Posted by dcd111 View Post
In some previous versions, many forum posters recommended simming fictional leagues for 30 years and then deleting the league history and records before you start. That way, every player in the game, and their impact on records, etc., was created by the draft process, not the process that fills teams with fictional players. Some people have said that the fictional player generation algorithm has been improved in recent versions to the point where it is more realistic and closer to the draft model, but I still do it the long way out of habit if nothing else.

For example, if I wanted to start a fictional league in 1988 using 1988 financials, league structure, and talent distribution, but with fictional players and 30 years of history, I'd do this:

Set up the 1988 league structure (which the process discussed above and elsewhere) and import 1988 financials and player creation modifiers. Uncheck the option to import these modifiers each year. Set the starting year to 1928. Stay unemployed and act as commissioner. Simulate 30 years. Delete league history, records, and retired players so the original created players are completely forgotten. But keep the current players and personnel. Simulate another 30 years to create league history, records, etc. Then begin playing the game in 1988.
Impressive!
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Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support.
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Old 03-29-2016, 11:12 AM   #14
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Quote:
Originally Posted by David Watts View Post
I guess I'm not completely understanding what's meant by "a uniform distribution of abilities." I've always felt that the makeup of a league is some what different if one uses the "fill team with players" feature vs having OOTP create a draft pool using the setup wizard. But, I'm not a ratings guy, so I'm probably not the best one to discuss this with.
Unless I'm mistaken he wants a league with some powerhouses and some victims.
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Originally Posted by Markus Heinsohn View Post
Well, the average OOTP user...downloads the game, manages his favorite team and that's it.
According to OOTP itself, OOTP MLB play (modern and historical) outnumbers OOTP fictional play three to one.

Five thousand thanks for a non-modder? I never thought I'd see the day. Thank you for your support.
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Old 03-29-2016, 11:14 AM   #15
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This thread info is still relevant in newer versions of the game

http://www.ootpdevelopments.com/boar...ed-league.html


edit: but seems to be irrelevant after seeing what the OP is trying to acomplish
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Last edited by Painmantle; 03-29-2016 at 11:15 AM.
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Old 03-29-2016, 11:19 AM   #16
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Unless I'm mistaken he wants a league with some powerhouses and some victims.
I'm thinking the draft using budgets/based on population would create this.
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Old 03-31-2016, 02:00 AM   #17
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I'm thinking the draft using budgets/based on population would create this.
yeah, and a uniform distribution can give this... the top and bottom have fewer teams... bulk in the middle.

if you have too many big budget teams at the top, you will get inflated salaries relative to current average income. players on those teams (or the rare mid or lower market team they lose a bidding war to) might make 30mill, while similar star that lacked of competition from a big budget team will make 18-20 (50% less). heh, the times a smaller market wins a bid, they will be hamstrung financially for years.

not meant to sway feeling. easy to take this and extrapolate what will happen in other financial environments.
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